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World Video Game Market - Markets & Forecasts, 2011-2015 - 4th Edition (French Version)
IDATE, January 2012
Despite the bleak economic climate, the video game sector is reporting that sales held steady between 2011 and 2012 and expected to be strong up to 2015. The digital era has helped to create new markets (tablets, games on connected TV) and to shore up other segments like mobile gaming. This report allows readers to track the development of the sector's core indicators over the next five years, and to obtain a detailed examination of overriding trends.
- How are veteran gaming segments (home and handheld consoles) positioning themselves in the era of online and mobile gaming?
- How much will each of the market segments have gone electronic by 2015?
- How are the various players organising their multi-device and ubiquitous gaming strategies?
- Social gaming is becoming a market unto itself: will this change the face of the sector as a whole?
- Mobile and online gaming: average revenue, unit sales, prices and ARPU. How are the other segments faring?
This report includes a subsequent update:
One update (june ‘12)
1. Executive Summary
1.1. Sustained growth of video game software
1.2. Seven key industry trends for 2011
2. The home console segment
2.1. Market trends: focusing on user feedback
2.2. Equipment: a period of transition
2.3. Software: waiting for the next generation
3. The handheld console segment
3.1. Market trends: new equipment, new campaign, new challenges
3.2. Equipment: waiting for the PS Vita 3.3. Software: new platforms, new games
4. The mobile phone segment 4.1. Market trends: heading for a duopoly?
4.2. Gamers and market: a rosy outlook
5. The computer games segment
5.1. Market trends for offline games: the end of an era
5.2. Market trends for online games: heading for greater segmentation
5.3. Gamers and market: the potential confirmed
Zones & Countries covered:
- South Korea
- Benelux (consolidated)
- Scandinavia (consolidated)
- The United Kingdom
- The United States Market segments covered:
Home Console Hardware
Handheld Console Hardware
For these segments are examined:
- Sales (million units)
- Installed Base (million units)
- Average retail price (in EUR)
- Market Value (in million EUR)
Home Console Software
Handheld Console Software
For these segments are examined:
- Sales (million units)
- Average retail price (EUR)
- Market value (in million EUR)
Online Video Games
- Premium Video Gamers
- Free-to-pay Video Gamers
- Social Video Gamers
- Annual Video Games
- Online Games Revenues
- Mobile Gamers
- Annual Video Games ARPU
- Mobile Game Market
The video game software market will grow from EUR 41.9 billion in 2011 to almost EUR 60.6 billion in 2015
IDATE publishes every year a market report providing its readers with an analysis of the world video game market (hard- and software) that is currently changing shape, assessing the key technologies to accelerate such a development of this promising market, along with the key issues to be addressed and market forecasts up to 2015.
After growth stalled for a time in 2009-2010, since then the video game sector received a new boost, due to:
- two segments entering a new generation (home and handheld consoles),
- two segments now set to draw wide audiences (online games and games for mobile phones).
- the emergence of two highly promising segments (tablets and connected TV)
- Over a period of five years, the video game software market will grow from EUR 41.9 billion in 2011 to almost EUR 60.6 billion in 2015. Two factors explain this performance:
- the market arrival of a new generation of handheld consoles in 2011 and emergence of a new generation of home consoles from 2012.
- the extraordinary growth of segments for games on mobile phones and online, particularly in Asia/Pacific and more specifically in China, where both segments combined will be worth EUR 8.6 billion by 2015.
“Growth of the video game market is still influenced by the life cycle of home consoles. As such, the commercial launch of new generation machines from 2012 on will inject renewed growth into the sector, with video game software generating potential revenues of some EUR 60 billion by 2015.” explains Laurent MICHAUD, project manager of this study and IDATE's Head of consumer electronics & digital entertainment.
Seven key industry trends for 2011
IDATE has identified seven trends which marked the past year:
In 2011, in the game software market, one out of every two euros is generated from digital distribution or income from online practices (item selling, etc.).
2012-2015: the advent of a new generation of home consoles. With the imminent release of Wii U next year, Nintendo's competitors will clearly have to rethink their schedules for rolling out their next gen consoles.
By end-2011, smartphones and handheld consoles will eventually converge, with the commercial launch of the Playstation Vita (PS Vita), available in two versions: with a wireless or 3G connection.
Tablets: likely to take off in 2011-2012. A new device creating new usages within the digital home, the tablet provides an ideal interface for video games, now the most popular type of application on this device.
Facebook, the most recent game platform to date! The social network has pursued its casual gaming endeavors, broadening the base of gamers and converting general consumers to video gaming. The gamble seems to have paid off, although only time will tell at what pace games will be exploited in this segment.
The age of ubiquitous games: increasingly asynchronous access to the same game via several interoperable platforms. Gamers ultimately have just one centrally-managed account, regardless of whether sessions are played on Facebook, a smartphone, developers' websites or connected TV, etc.
The emergence of games on connected TV: Onlive and Playcast Media are the most prominent companies to invest in games on this platform. However, this nascent segment is also drawing the interest of a wide number of Internet, TV and video game players, as well as ISPs, manufacturers of consumer electronics, smartphones and set-top-boxes, and telcos, etc.
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