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Video Games in Sweden

  • ID: 1855507
  • June 2016
  • Region: Sweden
  • 26 Pages
  • Euromonitor International
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The total video gaming population continued to increase in 2015 but the number of gamers which accounted for the majority of value sales remained at a similar level. This indicates that video games in Sweden performed well in current value terms due to increased spending from regular players. This was backed up by the trade organisation Dataspelsbranchen, which said that the average revenue per paying user grew for all digital software sales channels in video games in 2015.

The Video Games in Sweden report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2011-2015, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market - be they new product developments, distribution or pricing issues. Forecasts to 2020 illustrate how the market is set to change.

Product coverage: Video Games Hardware, Video Games Software.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?
- Get a detailed picture of the Video Games market;
- Pinpoint growth sectors and identify factors driving change;
- Understand the competitive environment, the market’s major players and leading brands;
- Use five-year forecasts to assess how the market is predicted to develop.

Note: Product cover images may vary from those shown
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VIDEO GAMES IN SWEDEN

June 2016

LIST OF CONTENTS AND TABLES

Headlines
Trends
Competitive Landscape
Prospects
Category Data
Table 1 Sales of Video Games by Category: Value 2010-2015
Table 2 Sales of Video Games by Category: % Value Growth 2010-2015
Table 3 Video Gaming Population: Number of People 2010-2015
Table 4 Video Gaming Population: % Number of People 2010-2015
Table 5 NBO Company Shares of Video Games: % Value 2011-2015
Table 6 LBN Brand Shares of Video Games: % Value 2012-2015
Table 7 NBO Company Shares of Video Games Hardware: % Value 2011-2015
Table 8 LBN Brand Shares of Video Games Hardware: % Value 2012-2015
Table 9 NBO Company Shares of Video Games Software: % Value 2011-2015
Table 10 LBN Brand Shares of Video Games Software: % Value 2012-2015
Table 11 Distribution of Video Games by Format: % Value 2010-2015
Table 12 Distribution of Video Games Hardware by Format: % Value 2010-2015
Table 13 Distribution of Video Games Software by Format: % Value 2010-2015
Table 14 Forecast Sales of Video Games by Category: Value 2015-2020
Table 15 Forecast Sales of Video Games by Category: % Value Growth 2015-2020
Mojang Ab in Toys and Games (sweden)
Strategic Direction
Key Facts
Summary 1 Mojang AB: Key Facts
Summary 2 Mojang AB: Operational Indicators
Competitive Positioning
Summary 3 Mojang AB: Competitive Position 2015
Executive Summary
Digitalisation Supports A Strong Performance
Serious Gamers Become More Serious
Lego Remains the Leading Player
Internet Retailing Accounts for Nearly A 50% Share of Overall Value Sales
Online Retailing and Digitalisation To Support Further Growth
Key Trends and Developments
Demographic Trends Support An Increase in the Gaming Population
the Retail Environment
Market Data
Table 16 Sales of Toys and Games by Category: Value 2010-2015
Table 17 Sales of Toys and Games by Category: % Value Growth 2010-2015
Table 18 NBO Company Shares of Toys and Games: % Value 2011-2015
Table 19 LBN Brand Shares of Toys and Games: % Value 2012-2015
Table 20 Distribution of Toys and Games by Format: % Value 2010-2015
Table 21 Forecast Sales of Toys and Games by Category: Value 2015-2020
Table 22 Forecast Sales of Toys and Games by Category: % Value Growth 2015-2020
Sources
Summary 4 Research Sources

Note: Product cover images may vary from those shown
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Note: Product cover images may vary from those shown

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