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Games Software in the United States

Description:
Introduction

Games Software in the United States 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 United States 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 US games software market is expected to generate total revenues of $13.2 billion in 2011, representing a compound annual growth rate (CAGR) of 7.2% between 2007 and 2011.

-Sales generated through electrical and electronics retailers are expected to be the most lucrative for the US games software market in 2011, with total revenues of $5.5 billion, equivalent to 41.6% of the market's overall value.

-The performance of the market is forecast to accelerate, with an anticipated CAGR of 8.6% for the five-year period 2011 - 2016, which is expected to drive the market to a value of $19.9 billion 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 the United States

Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the games software market in the United States

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 United States games software market with five year forecasts

Macroeconomic indicators provide insight into general trends within the United States economy

Key Questions Answered

What was the size of the United States games software market by value in 2011?

What will be the size of the United States games software market in 2016?

What factors are affecting the strength of competition in the United States games software market?

How has the market performed over the last five years?

What are the main segments that make up the United States'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
Amazon.com, Inc. 18
Best Buy Co, Inc. 21
GameStop Corp. 24
Wal-Mart Stores, Inc. 27
MACROECONOMIC INDICATORS 30
Country Data 30
APPENDIX 32
Methodology 32
Industry associations 33
Related MarketLine research 33

LIST OF TABLES
Table 1: United States games software market value: $ million, 2007–11(e) 7
Table 2: United States games software market category segmentation : $million, by value, 2011(e) 8
Table 3: United States games software market geography segmentation : $million, by value, 2011(e) 9
Table 4: United States games software market distribution: % share, by value, 2011(e) 10
Table 5: United States games software market value forecast: $ million, 2011–16 11
Table 6: Amazon.com, Inc.: key facts 18
Table 7: Amazon.com, Inc.: key financials ($) 19
Table 8: Amazon.com, Inc.: key financial ratios 19
Table 9: Best Buy Co, Inc.: key facts 21
Table 10: Best Buy Co, Inc.: key financials ($) 22
Table 11: Best Buy Co, Inc.: key financial ratios 22
Table 12: GameStop Corp.: key facts 24
Table 13: GameStop Corp.: key financials ($) 25
Table 14: GameStop Corp.: key financial ratios 25
Table 15: Wal-Mart Stores, Inc.: key facts 27
Table 16: Wal-Mart Stores, Inc.: key financials ($) 28
Table 17: Wal-Mart Stores, Inc.: key financial ratios 28
Table 18: United States size of population (million), 2007–11 30
Table 19: United States gdp (constant 2000 prices, $ billion), 2007–11 30
Table 20: United States gdp (current prices, $ billion), 2007–11 30
Table 21: United States inflation, 2007–11 31
Table 22: United States consumer price index (absolute), 2007–11 31
Table 23: United States exchange rate, 2007–11 31

LIST OF FIGURES
Figure 1: United States games software market value: $ million, 2007–11(e) 7
Figure 2: United States games software market category segmentation : % share, by value, 2011(e) 8
Figure 3: United States games software market geography segmentation : % share, by value, 2011(e) 9
Figure 4: United States games software market distribution: % share, by value, 2011(e) 10
Figure 5: United States games software market value forecast: $ million, 2011–16 11
Figure 6: Forces driving competition in the games software market in the United States, 2011 12
Figure 7: Drivers of buyer power in the games software market in the United States, 2011 13
Figure 8: Drivers of supplier power in the games software market in the United States, 2011 14
Figure 9: Factors influencing the likelihood of new entrants in the games software market in the United States, 2011 15
Figure 10: Factors influencing the threat of substitutes in the games software market in the United States, 2011 16
Figure 11: Drivers of degree of rivalry in the games software market in the United States, 2011 17
Figure 12: Amazon.com, Inc.: revenues & profitability 20
Figure 13: Amazon.com, Inc.: assets & liabilities 20
Figure 14: Best Buy Co, Inc.: revenues & profitability 23
Figure 15: Best Buy Co, Inc.: assets & liabilities 23
Figure 16: GameStop Corp.: revenues & profitability 25
Figure 17: GameStop Corp.: assets & liabilities 26
Figure 18: Wal-Mart Stores, Inc.: revenues & profitability 28
Figure 19: Wal-Mart Stores, Inc.: assets & liabilities 29

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