+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

The Business of Video Games

  • PDF Icon

    Report

  • 180 Pages
  • September 2018
  • Region: Global
  • DFC Intelligence
  • ID: 4787339

The Business of Video Games looks at all the major segments of the video game industry. This includes all major platforms and geographies.

The current version includes a 180-page pdf report and a 144-slide PowerPoint presentation. There is a total of 120 charts and tables.

This report is designed to provide a high-level overview of how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus on who makes the money when a consumer buys a video game. This report is supplemented by the accompanying PowerPoint presentation The Business of Video Games.

The latest version looks at key industry trends including eSports, the Nintendo Switch, mobile games, streaming games, virtual reality, digital distribution, micro-transactions, Battle Royale games, new game systems for 2020 and beyond and much more.

This report is the latest version updated through 9/30/2018.

Companies Covered Include:

  • Activision Blizzard
  • Alphabet Inc/Google
  • Amazon
  • Apple
  • Big Fish Games/Churchill Downs
  • Bigpoint
  • Capcom
  • CD Projekt
  • EA Mobile
  • Electronic Arts
  • Facebook
  • GameFly
  • Gameforge
  • Gameloft
  • GameStop
  • Glu Mobile
  • Goodgame Studios
  • Gree/DeNA
  • GungHo
  • Kabam
  • King Digital Entertainment
  • Konami
  • Machine Zone
  • Microsoft
  • National Geographic Animal Jam
  • NCSoft
  • Netease
  • Netmarble/CJ Games
  • Nexon
  • Nintendo
  • NVIDIA
  • Paradox Interactive
  • Razer
  • Riot Games
  • Samsung
  • Sega Sammy
  • SoftBank/Supercell
  • Sony
  • Square Enix
  • Take-Two Interactive
  • Tencent
  • Tencent
  • Time Warner
  • Ubisoft
  • Valve
  • Valve
  • Valve
  • Walt Disney Company
  • Wargaming.net
  • WildTangent
  • ZeniMax Media
  • Zynga

Table of Contents

1. Overview
1.1 Video Game Market Size
1.2 Software Publishing Value Chain Overview
2. History
2.1 Overview
2.2 Arcade Era
2.3 First Home Era and Collapse
2.4 Rise of Nintendo
2.5 Console Competition
2.6 Multimedia and PC Games Phase One: Rise and Collapse
2.7 Rise of Sony
2.8 Steady Rise of PC Online Games
2.9 Growth in Asia
2.10 The MMOG Era
2.10.1 Dungeons and Dragons, Text-Based Games and MUDs
2.10.2 The Emergence of High-End Subscription Products
2.10.3 World of Warcraft and the Global Rise of MMOGs
2.11 The WII Consumer and rise of Microsoft
2.12 Growth of Social and Browser Games
2.12.1 The German Connection
2.12.2 Zynga Uses Facebook to Race Ahead
2.13 Growth of Mobile Games
2.14 New Console Systems and Decline Of Nintendo
2.15 Digital Distribution, Indie Developers, Virtual Reality & Esports
2.16 2017 To 2018: Battle Royale, Nintendo Switch and Continued Mobile Explosion
3. Game Industry Food Chain and Business Models
3.1 High-End Game Food Chain
3.1.1 High-End Business Model
3.1.2 Developers
3.1.3 Publisher
3.1.4 Developer/Publisher
3.1.5 Straight Developer Publishers
3.1.6 Affiliate Label Developers
3.1.7 Publisher/Distributors
3.1.8 Retailer
3.1.9 Online Distribution
3.1.10 Console Manufacturers
3.1.11 Content Providers
3.1.12 PC Titles: Revenue Breakdown
3.1.13 Console Titles: Revenue Breakdown
3.2 Games as a Service/Freemium/F2P Business Model
3.2.1 Overview
3.2.2 GAS/Freemium Revenue Side Analysis
  • Revenue Model 1: Modest Success Freemium Game /Optional Subscription
  • Revenue Model 2: Minor Hit Freemium Game /Optional Subscription
  • Revenue Model 3: Slow Build Hit Freemium Game /Optional Subscription
  • Revenue Model 4: Solid Hit Freemium Game/Optional Subscription
  • Revenue Model 5: Solid Hit Pure Virtual Goods Model
  • Revenue Model 6: Massive Hit Pure Virtual Goods Model


3.2.3 Simplified Freemium Revenue Business Models
3.2.4 Freemium Cost Side Analysis
  • Overview
  • Development Cost
  • Marketing and User Acquisition Cost
  • Client Delivery Costs
  • Payment Methods and Financial Infrastructure Costs
  • Ongoing Costs
  • Freemium Cost Model


3.4 Subscription Models/Streaming Game Services
4. Game Industry Market Leaders
4.1 Overview
4.2 Market Leaders in Game Hardware and Distribution
  • Alphabet Inc/Google
  • Amazon
  • Apple
  • Electronic Arts/Activision Blizzard
  • Facebook
  • GameFly
  • GameStop
  • Gree/DeNA
  • Microsoft
  • Nintendo
  • NVIDIA
  • Razer
  • Sony
  • Samsung
  • Tencent
  • Valve


4.3 Market Leaders in Game Publishing and Development
4.3.1 Leading Diversified Game Companies
  • Activision Blizzard
  • Electronic Arts
  • Tencent


4.3.2 Leading Premium Game Publishers
  • Japanese Publishers: Capcom/Square Enix/Konami/Sega Sammy
  • Take-Two Interactive
  • Time Warner
  • Ubisoft
  • Valve
  • ZeniMax Media


4.3.3 Leading Mobile Game Companies
  • Aristocrat
  • EA Mobile/Jamdat
  • Gameloft
  • Glu Mobile
  • GungHo
  • Kabam
  • King Digital Entertainment
  • MZ (Machine Zone)
  • Supercell
  • Walt Disney Company


4.3.4 Leading PC Game Companies
  • Big Fish Games
  • Bigpoint
  • Gameforge
  • Goodgame Studios
  • National Geographic Animal Jam
  • NCSoft
  • Netease
  • Netmarble/CJ Games
  • Nexon
  • Riot Games
  • Valve
  • Wargaming.net
  • WildTangent
  • Zynga


5. Game Consumer and Game Genres
5.1 Overview
5.2 Global Game Consumers by Region
5.3 Game Genres
Index of Tables
Table 1 Global Video Game Software Revenue: Physical versus Digital 2010-2022
Table 2 Global Game Software Revenue by Major Platform Type: 2010-2022
Table 3 Video Game Console Hardware Unit Sales by Generation: 2009-2022
Table 4 Global Console Video Game Software Physical vs. Digital: 2009-2022
Table 5 Worldwide PC Game Revenue by Source: 2014-2022
Table 6 Worldwide PC Game Revenue by Region: 2014-2022
Table 7 Worldwide Console Physical Game Revenue by Region: 2012-2022
Table 8 Worldwide Gamers by Region
Table 9 PC Game Digital Distributors
Table 10 Console Game Digital Distributors
Table 11 Mobile Game Digital Distributors
Table 12 Key Game Industry Sub-Segments
Table 13 Traditional Publishing Revenue Split
Table 14 Traditional Console Publishing Revenue Splits
Table 15 Modest Success Scenario for a Freemium Game with Optional Subscription
Table 16 Five Year Cumulative Revenue for Modest Success Scenario for a Freemium Game with Option Subscription
Table 17 Minor Hit Scenario for a Freemium Game with an Optional Subscription
Table 18 Five Year Cumulative Revenue for Minor Hit Scenario for a Freemium Game with Option Subscription
Table 19 Slow Build Hit Scenario for a Freemium Game with an Optional Subscription
Table 20 Five Year Cumulative Revenue for Slow Build Hit Scenario Freemium Game with Option Subscription
Table 21 Solid Hit Scenario for a Freemium Game with an Optional Subscription
Table 22 Five Year Cumulative Revenue for Solid Hit Scenario Freemium Game with Option Subscription
Table 23 Solid Hit Scenario for a Freemium Game with a Pure Virtual Goods Model
Table 24 Five Year Cumulative Revenue for Solid Hit Scenario Freemium with Pure Virtual Goods Model
Table 25 Massive Hit Scenario for a Freemium Game with a Pure Virtual Goods Model
Table 26 Five Year Cumulative Revenue for Massive Hit Scenario Freemium with Pure Virtual Goods Model
Table 27 Basic Revenue Model at 2% Conversion Rate
Table 28 Basic Revenue Model at 5% Conversion Rate
Table 29 Basic Revenue Model at 10% Conversion Rate
Table 30 Basic Revenue Model at 15% Conversion Rate
Table 31 Freemium Game Marketing Funnel
Table 32 Standard Transaction Fee Comparison between U.S. and Korea
Table 33 Client-Based Freemium Customer Acquisition Cost Model
Table 34 Client-Based Freemium First-Year Profit/Loss Analysis
Table 35 Examples of Online Game Subscription Services Circa 2005
Table 36 Examples of Game Streaming and Subscription Services 2018
Table 37 Top 10 Market Leaders in the Video Game Industry: 2018
Table 38 Video Game Market Leader Ranking Metrics
Table 39 Global Game Industry Software Market Leaders by Segment
Table 40 Worldwide Video Game Consumers by Region
Table 41 Global Video Game Consumers by Region: 2016-2018
Table 42 Game Type Classification Categories
Table 43 Example of Leading Cross-Category Games
Table 44 Top Games by Category
Charts and Tables in PowerPoint
1. Global Video Game Software Revenue by Platform: 2010-2022
2. Video Game Software Market Share by Region: 2017
3. Global Video Game Consumers by Region and Platform: 2018
4. Video Game Hardware Spending
5. Video Game Services Market
6. Game Industry Segmentation
7. Value Chain Analysis: Developer
8. Value Chain Analysis: Publisher
9. Value Chain Analysis: Distributor/Hardware Manufacturer
10. Market Segment Size: 2018 and 2022
11. Market Sub-Segment Growth Potential
12. Console/PC Premium Pay-to-Play: 2017-2022
13. PC Pay-to-Play Online Distribution: 2017-2022
14. Console Pay-to-Play Online Distribution: 2017-2022
15. Mobile Pay-to-Play: 2017-2022
16. Pay to Play versus Games as a Service Revenue: 2015-2022
17. PC Premium Games as a Service: 2017-2022
18. PC Low-End F2P and Pay-to-Play Games: 2017-2022
19. Mobile Freemium/Games as a Service: 2017-2022
20. Console Games as a Service: 2017-2022
21. Electronic Arts Revenue: 1995-2018
22. Electronic Arts Revenue by Type 2018
23. Activision Revenue: 1992-2007
24. Activision Blizzard Revenue and Income: 2009-2017
25. Activision Blizzard Revenue by Source: 2009-2017
26. Take-Two Interactive Revenue: 1997-2018
27. Ubisoft Revenue: 2000-2018
28. Disney Interactive Revenue: 2008-2015
29. Disney Interactive Notable Acquisitions
30. Time Warner Game Revenue: 2012-2017
31. Time Warner Major Acquisitions
32. CD Projekt Revenue and Income: 2009-2017
33. CD Projekt Revenue by Source: 2009-2017
34. Paradox Interactive: Revenue and Income: 2011-2017
35. Video Game Hardware Spending: 2012-2022
36. Major Hardware Platforms: Active Users by Platform: 2018
37. Asian Games as a Service Companies PC vs Mobile Revenue 2014
38. Asian Games as a Service Companies PC vs Mobile Revenue 2017
39. Tencent Mobile Vs PC Game Revenue: 2014-2017
40. Growth in PC and Mobile for Major Asian Game Companies: 2014
41. Worldwide Video Game Console Hardware Unit Sales by Generation
42. Nintendo Revenue and Income: 1997-2018
43. Microsoft Game Industry Acquisitions
44. Microsoft Entertainment and Devices Division: 2005-2013
45. Microsoft Quarterly Game Revenue: 2017 to 2018
46. Microsoft Active Xbox Live Users: 2017 to 2018
47. Sony Game Industry Acquisitions
48. Sony Game Revenue: 1997-2015
49. Sony Game Division Revenue: 2014-2018
50. Sony Game Revenue by Source: 2014-2018
51. Indie Development Budget
52. Outsourced Production Revenue: 2012-2022
53. Game Engines and Middleware Revenue: 2012-2022
54. Cloud Processing Revenue: 2012-2022
55. Cloud Distribution Revenue: 2012-2022
56. Monetization/Analytics Revenue: 2012-2022
57. Monetization/Analytics Players
58. Outsourced Publishing Services Revenue: 2012-2022
59. eSports Revenue: 2012-2022
60. Events Revenue: 2012-2022
61. Game Information and Media Revenue: 2012-2022
62. Curation and Discovery Revenue: 2012-2022
63. Consumer Segmentation – Categories
64. Consumer Segmentation – “Core” Genre Categories
65. Consumer Segmentation – Genre Blur
66. Action/Driving Hybrid
67. Open World Survival
68. Shared World Shooter
69. MOBAs
70. Battle Royale
71. North America and Europe Games Industry 2001 to 2018
72. North America and Europe Games Industry 2001
73. North America and Europe Games Industry 2018

Samples

Loading
LOADING...

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Activision Blizzard
  • Alphabet Inc/Google
  • Amazon
  • Apple
  • Big Fish Games/Churchill Downs
  • Bigpoint
  • CD Projekt
  • Capcom
  • EA Mobile
  • Electronic Arts
  • Facebook
  • GameFly
  • GameStop
  • Gameforge
  • Gameloft
  • Glu Mobile
  • Goodgame Studios
  • Gree/DeNA
  • GungHo
  • Kabam
  • King Digital Entertainment
  • Konami
  • Machine Zone
  • Microsoft
  • NCSoft
  • NVIDIA
  • National Geographic Animal Jam
  • Netease
  • Netmarble/CJ Games
  • Nexon
  • Nintendo
  • Paradox Interactive
  • Razer
  • Riot Games
  • Samsung
  • Sega Sammy
  • SoftBank/Supercell
  • Sony
  • Square Enix
  • Take-Two Interactive
  • Tencent
  • Time Warner
  • Ubisoft
  • Valve
  • Walt Disney Company
  • Wargaming.net
  • WildTangent
  • ZeniMax Media
  • Zynga