Gaming Market - Global Industry Analysis, Size, Growth, Share and Forecast 2011 - 2015
Gaming Market - Global Industry Analysis, Size, Growth, Share and Forecast 2011 - 2015
Gaming Market - Global Industry Analysis, Size, Growth, Share and Forecast 2011 - 2015
Gaming Market Global Industry Analysis, Size, Growth, Share and Forecast 2011 2015
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REPORT DESCRIPTION Gaming Market Global Industry Analysis, Size, Growth, Share and Forecast 2011 2015 According to Transparency Market Research Gaming Market Global Industry Analysis, Size, Growth, Share and Forecast 2011 2015, global gaming market was worth USD 70.5 billion in 2011 and is expected to reach USD 117.9 billion in 2015, growing at a CAGR of 13.7% from 2011 to 2015. In the overall global market, the Asia pacific region is the fastest growing geographical segment till 2015. The demand is forecasted to increase in the upcoming years worldwide due to advanced gaming features and increasing number of internet users. The Global Gaming market is influenced by the emerging number of users who take up gaming as the best tool of entertainment. Consumers look for exciting world of interactive entertainment at their finger tips. Consumers interest has reflected into robust growth of the industry. The users range from the age group of 5 years to 45 years. The Gaming industry is divided into software market and the Hardware market. The hardware market comprise of the physical instruments such as consoles, Gaming Hardware tools, PC, Laptops, Mobile, Tablets etc whereas the software market includes the new gaming software development . The software market accounts for the maximum share in revenue generation Transparency Market Research than the hardware market which is followed by the revenues generated by online gaming market.Gaming has boost up due to increase usage and supportability on Laptops, Mobile, and Tablets etc. There are millions of games which are available for free on the internet or at a very minimum price.
The availability of high speed internet connectivity, Sophisticated gaming techniques, Efficient hardware compatibility, increased disposable incomes, are the drivers which provides boom in the gaming industry.Fraudulent gaming, maturation of the technology and innovation in other entertainment industry proves to be a restrain in the growth of gaming industry. There is a vast scope on the gaming industry. Game developers can emphasis on non core products by providing valuable new products and services. More inputs on the concept of online gaming can be beneficial for the growth in the industry. Mergers and acquisition of the gaming companies with the service providers can bring make-able change in the industry. The whole video gaming industry can be classified into various segments based on factors like by,Components (Hardware, Software, Infrastructure Enabling technologies), by Geography(U.S, Europe, Asia Pacific, RoW)and by application in hardware and software. Nintendo, Sony, Microsoft are the major market players in the gaming industry. There are also other players who have significant market share in the industry such as, Zynga, Apple, EA sports, Disney entertainment, Activision Blizzard and others. This research is specially designed to estimate and analyze the demand and performance of Gaming industry in global scenario. This research provides in-depth analysis of gaming product manufacturers, product sales, and trend analysis by segments and demand by geography. The report covers all the major applications of the global Gaming market and provides in-depth analysis, historical data and statistically refined forecast for the demand of Gaming. The study presents a comprehensive assessment of the various opportunities in the gaming market on the basis of its applications across sectors.
TABLE OF CONTENT 1. Introduction 1.1. Report Description 1.2. Research Methodology 2. Executive Summary 3. Global Gaming Market Overview 3.1. Market Trends and Future Outlook 3.2. Global Gaming Market Size and Forecast, 2011 - 2015 3.3. Global Gaming Market Share, 2011 2015 3.4. Value Chain Analysis 3.5. Growth Drivers 3.5.1. Growth in Broadband Industry 3.5.2. Efficient Hardware compatibility 3.5.3. Wireless Gaming
3.6.
3.7. 3.8.
3.9.
3.5.4. Increase in disposable incomes 3.5.5. Technological Advancement 3.5.6. Innovative Pricing model Restraints 3.6.1. Maturity of other segments 3.6.2. Frauds 3.6.3. Innovation in Gaming Opportunities Porters Five Force Model 3.8.1. Bargaining power of Supplier 3.8.2. Bargaining power of Buyer 3.8.3. Threat of Substitute 3.8.4. Threat of New Entrant 3.8.5. Rivalry among Competitors Gaming Overall Market Segmentation
4. Gaming Market segmentation 4.1. Gaming Market Segmentation by Type 4.1.1. Gaming Hardware Market Size, Analysis and Forecast, 2011 - 2015 4.1.1.1. Video game handheld and accessories 4.1.1.1.1. Market Trend Analysis 4.1.1.1.2. Market Size and Forecast. 2011 - 2015 4.1.1.2. Video game consoles and accessories 4.1.1.2.1. Market Trend Analysis 4.1.1.2.2. Market Size and Forecast. 2011 - 2015 4.1.1.3. Hardware market share Analysis and Forecast, 2011 - 2015 4.1.2. Gaming Software Market Size, Analysis and Forecast, 2011 - 2015 4.1.2.1. Video game console software 4.1.2.1.1. Market trend Analysis 4.1.2.1.2. Market Size and Forecast, 2011 - 2015 4.1.2.2. Gaming development tools software 4.1.2.2.1. Market Trend Analysis 4.1.2.2.2. Market Size and Forecast. 2011 - 2015 4.1.2.3. PC gaming software 4.1.2.3.1. Market Trend Analysis 4.1.2.3.2. Market Size and Forecast. 2011 - 2015 4.1.2.4. Mobile gaming software 4.1.2.4.1. Market Trend Analysis 4.1.2.4.2. Market Size and Forecast. 2011 - 2015 4.1.2.5. Video game handheld software 4.1.2.5.1. Market Trend Analysis 4.1.2.5.2. Market Size and Forecast. 2011 - 2015 4.1.3. Online Gaming Market 4.1.3.1. Internet Users
Browse the full report with TOC: http://www.transparencymarketresearch.com/globalgaming-market.html 4.1.3.1.1. Market Trend Analysis 4.1.3.1.2. Market Size and Forecast. 2011 4.1.3.2. Mobile Users 4.1.3.2.1. Market Trend Analysis 4.1.3.2.2. Market Size and Forecast. 2011 4.2. Monetization and Revenue Generation methods 4.2.1. Advertising or content services 4.2.2. Advergaming 4.2.3. In game advertising 4.2.4. Content devices music 4.2.5. Online platforms 4.2.6. Hosting 4.2.7. Publishing Platforms 4.2.8. Currency/product exchange service 4.3. Global Gaming Market Revenue and Forecast by Geography 4.3.1. U.S. 4.3.1.1.1. Market Trend Analysis 4.3.1.1.2. Market Size and Forecast. 2011 4.3.2. Europe 4.3.2.1.1. Market Trend Analysis 4.3.2.1.2. Market Size and Forecast. 2011 4.3.3. Asia Pacific 4.3.3.1.1. Market Trend Analysis 4.3.3.1.2. Market Size and Forecast. 2011 4.3.4. ROW 4.3.4.1.1. Market Trend Analysis 4.3.4.1.2. Market Size and Forecast. 2011 5. Competitive Landscape 5.1. Summary 5.2. Market Share By Key Players 5.3. Competitive Strategy By Key Players 5.4. Agreements and Collaborations 5.5. Recent Developments 6. Recommendations 6.1. Market Strategy for Success 6.2. Barriers to be Considered 6.3. Future Assumptions
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Related Published Reports: Asia - Pacific Public Safety Wireless Communication & Municipal Wireless Communication Market: http://www.transparencymarketresearch.com/asia-pacificpublic-safety.html North America Public Safety Wireless Communication & Municipal Wireless Communication Market: http://www.transparencymarketresearch.com/north-americapublic-safety.html 7. Company Profiles 7.1. Nintendo 7.1.1. Company overview 7.1.2. Products and service 7.1.3. Business strategies 7.1.4. Financial Overview 7.1.5. Recent Development 7.2. Activision Blizzard 7.2.1. Company overview 7.2.2. Products and service 7.2.3. Business strategies 7.2.4. Financial Overview 7.2.5. Recent Development 7.3. Sony 7.3.1. Company overview 7.3.2. Products and service 7.3.3. Business strategies 7.3.4. Financial Overview 7.3.5. Recent Development 7.4. Konami 7.4.1. Company overview 7.4.2. Products and service 7.4.3. Business strategies 7.4.4. Financial Overview 7.4.5. Recent Development 7.5. Disney entertainment 7.5.1. Company overview 7.5.2. Products and service 7.5.3. Business strategies 7.5.4. Financial Overview 7.5.5. Recent Development 7.6. Microsoft 7.6.1. Company overview 7.6.2. Products and service 7.6.3. Business strategies
Browse the full report with TOC: http://www.transparencymarketresearch.com/globalgaming-market.html 7.6.4. Financial Overview 7.6.5. Recent Development 7.7. Viacom 7.7.1. Company overview 7.7.2. Products and service 7.7.3. Business strategies 7.7.4. Financial Overview 7.7.5. Recent Development 7.8. Ubisoft 7.8.1. Company overview 7.8.2. Products and service 7.8.3. Business strategies 7.8.4. Financial Overview 7.8.5. Recent Development 7.9. Take-two interactive 7.9.1. Company overview 7.9.2. Products and service 7.9.3. Business strategies 7.9.4. Financial Overview 7.9.5. Recent Development 7.10. THQ 7.10.1. Company overview 7.10.2. Products and service 7.10.3. Business strategies 7.10.4. Financial Overview 7.10.5. Recent Development 7.11. Real networks 7.11.1. Company overview 7.11.2. Products and service 7.11.3. Business strategies 7.11.4. Financial Overview 7.11.5. Recent Development 7.12. Zynga 7.12.1. Company overview 7.12.2. Products and service 7.12.3. Business strategies 7.12.4. Financial Overview 7.12.5. Recent Development 7.13. Apple 7.13.1. Company overview
7.13.2. Products and service 7.13.3. Business strategies 7.13.4. Financial Overview 7.13.5. Recent Development 7.14. EA sport 7.14.1. Company overview 7.14.2. Products and service 7.14.3. Business strategies 7.14.4. Financial Overview 7.14.5. Recent Development About Us: Transparency Market Research is a market intelligence company providing global business information reports and services. Our exclusive blend of quantitative forecasting and trends analysis provides forward-looking insight for thousands of decision makers. We are privileged with highly experienced team of Analysts, Researchers and Consultants, who use proprietary data sources and various tools and techniques to gather, and analyze information. Our business offerings represent the latest and the most reliable information indispensable for businesses to sustain a competitive edge.
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