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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 2009-13, and forecast to 2018). 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 2013 annual average exchange rates.

- The US games software market had total revenues of $5.4bn in 2013, representing a compound annual rate of change (CARC) of -12.1% between 2009 and 2013.

- The console games segment was the market's most lucrative in 2013, with total revenues of $5.2bn, equivalent to 96.5% of the market's overall value.

- The performance of the market is forecast to decline further but at a slower pace, with an anticipated CARC of -4.3% for the five-year period 2013 - 2018, which is expected to drive the market to a value of $4.3bn by the end of 2018.

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 2013?

What will be the size of the United States games software market in 2018?

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:
Executive Summary
Market value
Market value forecast
Category segmentation
Geography segmentation
Market rivalry
Market Overview
Market definition
Market analysis
Market Data
Market value
Market Segmentation
Category segmentation
Geography segmentation
Market Outlook
Market value forecast
Five Forces Analysis
Summary
Buyer power
Supplier power
New entrants
Threat of substitutes
Degree of rivalry
Leading Companies
Amazon.com, Inc.
Best Buy Co., Inc.
GameStop Corp.
Macroeconomic Indicators
Country Data
Appendix
Methodology
Industry associations
Related MarketLine research

LIST OF TABLES
Table 1: United States games software market value: $ billion, 2009–13
Table 2: United States games software market category segmentation: $ billion, 2013
Table 3: United States games software market geography segmentation: $ billion, 2013
Table 4: United States games software market value forecast: $ billion, 2013–18
Table 5: Amazon.com, Inc.: key facts
Table 6: Amazon.com, Inc.: key financials ($)
Table 7: Amazon.com, Inc.: key financial ratios
Table 8: Best Buy Co., Inc.: key facts
Table 9: Best Buy Co., Inc.: key financials ($)
Table 10: Best Buy Co., Inc.: key financial ratios
Table 11: GameStop Corp.: key facts
Table 12: GameStop Corp.: key financials ($)
Table 13: GameStop Corp.: key financial ratios
Table 14: United States size of population (million), 2009–13
Table 15: United States gdp (constant 2005 prices, $ billion), 2009–13
Table 16: United States gdp (current prices, $ billion), 2009–13
Table 17: United States inflation, 2009–13
Table 18: United States consumer price index (absolute), 2009–13
Table 19: United States exchange rate, 2009–13

LIST OF FIGURES
Figure 1: United States games software market value: $ billion, 2009–13
Figure 2: United States games software market category segmentation: % share, by value, 2013
Figure 3: United States games software market geography segmentation: % share, by value, 2013
Figure 4: United States games software market value forecast: $ billion, 2013–18
Figure 5: Forces driving competition in the games software market in the United States, 2013
Figure 6: Drivers of buyer power in the games software market in the United States, 2013
Figure 7: Drivers of supplier power in the games software market in the United States, 2013
Figure 8: Factors influencing the likelihood of new entrants in the games software market in the United States, 2013
Figure 9: Factors influencing the threat of substitutes in the games software market in the United States, 2013
Figure 10: Drivers of degree of rivalry in the games software market in the United States, 2013
Figure 11: Amazon.com, Inc.: revenues & profitability
Figure 12: Amazon.com, Inc.: assets & liabilities
Figure 13: Best Buy Co., Inc.: revenues & profitability
Figure 14: Best Buy Co., Inc.: assets & liabilities
Figure 15: GameStop Corp.: revenues & profitability
Figure 16: GameStop Corp.: assets & liabilities
 
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