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Games Software in China
Description:
Introduction
Games Software in China industry profile provides top-line qualitative and quantitative summary information including: market size (value 2007-11, and forecast to 2016). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market. Essential resource for top-line data and analysis covering the China games software market. Includes market size and segmentation data, textual and graphical analysis of market growth trends, leading companies and macroeconomic information.
Highlights
-The games software market consists of the total revenues generated through the sale of console games and PC & Mac games. Console games includes the software used in games consoles hardware such as the Nintendo Wii, Playstation 3 and Xbox 360. This also includes the software that is used in wireless or portable handheld devices such as the Nintendo DS, mobile and personal digital assistants (pdas), Playstation Portable and Game Boy Advance. This category excludes the revenue generated through the sales of games consoles and handheld devices. The PC and Mac games includes PC games and Mac games and excludes online games such as casual games, massively multi player online role play games (mmorg). The market is valued at retail selling price (RSP) with any currency conversions calculated using constant 2010 annual average exchange rates.
-The Chinese games software market is expected to generate total revenues of $87 million in 2011, representing a compound annual growth rate (CAGR) of 8.4% between 2007 and 2011.
-Sales generated through electrical and electronics retailers are expected to be the most lucrative for the Chinese games software market in 2011, with total revenues of $62 million, equivalent to 71.2% of the market's overall value.
-The performance of the market is forecast to accelerate, with an anticipated CAGR of 11.1% for the five-year period 2011 - 2016, which is expected to drive the market to a value of $147.2 million by the end of 2016.
Features
Save time carrying out entry-level research by identifying the size, growth, major segments, and leading players in the games software market in China
Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the games software market in China
Leading company profiles reveal details of key games software market players’ global operations and financial performance
Add weight to presentations and pitches by understanding the future growth prospects of the China games software market with five year forecasts
Macroeconomic indicators provide insight into general trends within the China economy
Key Questions Answered
What was the size of the China games software market by value in 2011?
What will be the size of the China games software market in 2016?
What factors are affecting the strength of competition in the China games software market?
How has the market performed over the last five years?
What are the main segments that make up China's games software market?
Contents:
TABLE OF CONTENTS
EXECUTIVE SUMMARY 2
MARKET OVERVIEW 6
Market definition 6
Market analysis 6
MARKET DATA 7
Market value 7
MARKET SEGMENTATION 8
Category segmentation 8
Geography segmentation 9
Market distribution 10
MARKET OUTLOOK 11
Market value forecast 11
FIVE FORCES ANALYSIS 12
Summary 12
Buyer power 13
Supplier power 14
New entrants 15
Threat of substitutes 16
Degree of rivalry 17
LEADING COMPANIES 18
Activision Blizzard, Inc. 18
Electronic Arts Inc. 20
Konami Corporation 23
Ubisoft Entertainment S.A. 26
MACROECONOMIC INDICATORS 28
Country Data 28
APPENDIX 30
Methodology 30
Industry associations 31
Related MarketLine research 31
LIST OF TABLES
Table 1: China games software market value: $ million, 2007–11(e) 7
Table 2: China games software market category segmentation : $million, by value, 2011(e) 8
Table 3: China games software market geography segmentation : by value, 2011(e) 9
Table 4: China games software market distribution: % share, by value, 2011(e) 10
Table 5: China games software market value forecast: $ million, 2011–16 11
Table 6: Activision Blizzard, Inc.: key facts 18
Table 7: Activision Blizzard, Inc.: key financials ($) 19
Table 8: Activision Blizzard, Inc.: key financial ratios 19
Table 9: Electronic Arts Inc.: key facts 20
Table 10: Electronic Arts Inc.: key financials ($) 21
Table 11: Electronic Arts Inc.: key financial ratios 21
Table 12: Konami Corporation: key facts 23
Table 13: Konami Corporation: key financials ($) 24
Table 14: Konami Corporation: key financials (¥) 24
Table 15: Konami Corporation: key financial ratios 24
Table 16: Ubisoft Entertainment S.A.: key facts 26
Table 17: Ubisoft Entertainment S.A.: key financials ($) 26
Table 18: Ubisoft Entertainment S.A.: key financials (€) 27
Table 19: Ubisoft Entertainment S.A.: key financial ratios 27
Table 20: China size of population (million), 2007–11 28
Table 21: China gdp (constant 2000 prices, $ billion), 2007–11 28
Table 22: China gdp (current prices, $ billion), 2007–11 28
Table 23: China inflation, 2007–11 28
Table 24: China consumer price index (absolute), 2007–11 29
Table 25: China exchange rate, 2007–11 29
LIST OF FIGURES
Figure 1: China games software market value: $ million, 2007–11(e) 7
Figure 2: China games software market category segmentation : % share, by value, 2011(e) 8
Figure 3: China games software market geography segmentation : % share, by value, 2011(e) 9
Figure 4: China games software market distribution: % share, by value, 2011(e) 10
Figure 5: China games software market value forecast: $ million, 2011–16 11
Figure 6: Forces driving competition in the games software market in China, 2011 12
Figure 7: Drivers of buyer power in the games software market in China, 2011 13
Figure 8: Drivers of supplier power in the games software market in China, 2011 14
Figure 9: Factors influencing the likelihood of new entrants in the games software market in China, 2011 15
Figure 10: Factors influencing the threat of substitutes in the games software market in China, 2011 16
Figure 11: Drivers of degree of rivalry in the games software market in China, 2011 17
Figure 12: Activision Blizzard, Inc.: revenues & profitability 19
Figure 13: Electronic Arts Inc.: revenues & profitability 22
Figure 14: Electronic Arts Inc.: assets & liabilities 22
Figure 15: Konami Corporation: revenues & profitability 25
Figure 16: Konami Corporation: assets & liabilities 25
Figure 17: Ubisoft Entertainment S.A.: revenues & profitability 27
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