Gaming Market Research Reports
Online Gaming and Betting - UK - October 2014
Political and public pressure for new restrictions on television gambling ads comes at an opportune moment for an industry looking to wean itself off free money promotions and move to more sophisticated marketing strategies around brand, product and experience.
Wearable Technology in Gaming 2014
Wearable computing has a natural home in the world of gaming. Nintendo's Wii controller already has motion-sensors and it will not be long before more interactive gear, including clothing, become part of a video-game player's apparatus. Gaming in the future will be dominated by wearable devices that users can wear from head to foot. There will also be head pieces, vests, sleeves, gloves among others. While early virtual reality attempts such as the Nintendo's Virtual Boy failed to change the gaming world, wearable technologies with augmented reality will. The drivers of growth will be the expansion of the broadband industry, efficient hardware compatibility and the development of wireless gaming. Of course, continuing increase in disposable incomes will be instrumental
Mobile Gaming Asia: Market and Forecast Analysis, 3rd Edition
Profound changes are occurring throughout Asia with respect to how consumers interact with mobile media. For example, the mobile phone has leapfrogged the PC and video game consoles as smartphone users are now by far the most avid consumers of mobile games. Mobile gaming is a key VAS application in the Asian market where growth is expected at 21.5% CAGR to 2019 reaching at total of US $40.2 billion. Mobile Gaming Asia: Market and Forecast Analysis, Third Edition is must have research for anyone focused on mobile gaming and/or VAS applications in Asia. This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities. The
Gamers and Gaming - US - September 2014
The majority of US adults now play video games on at least one platform, and the majority of gamers play on at least two. The shift toward digital distribution, comparatively new monetization strategies, such as the free-to-play model, and supplemental premium content, however, have made long-term engagement a critical component of a game’s profitability.
PC Gaming - UK - July 2014
Of the 18 billion hours played on Steam games, more than half was taken by just six games. Some 37% of games have never been played at all, whilst 17% of all purchased games have been played for less than one hour. This hyper-fragmentation of attention, where consumers are interested in games for only as long as it takes to buy them, before moving on, is a problem for games trying to use in-app purchases and downloadable content to mitigate the loss in revenue caused by high volume discounted sales. An environment where consumers are flitting between games at speed, or in which games are purchased primarily because they’re inexpensive and not because the consumer has a striking interest in them, is unlikely to allow for the sale of further add-on content.
Virtual Reality in Gaming Market (By Component - Software, Hardware; By Type of Gaming Console from Different Manufacturers - Microsoft Xbox, Apple Mac, Sony PlayStation, Personal computer, Nintendo Wii) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019
The research report on virtual reality in gaming market provides detailed industry analysis and helps in understanding the driving forces behind the popularity of virtual reality games in the global market. Virtual reality provides a simulated environment created with the help of hardware and software, which the user experiences as a real environment. Virtual reality in gaming refers to the use of sound and graphics technology in games where the user wears devices such as head mounted display (HMD), gloves or glasses as a part of their experience. The report includes segmentation of the global virtual reality in gaming market by component, console and geography. Further, it provides current and forecast market size by revenue (USD million) for the aforementioned categories. Cross
Smartphone and Tablet Gaming - UK - April 2014
data strongly imply that in recent years, smartphone usage was exceptionally high for many activities – including gaming – not because consumers instinctively enjoyed carrying out the activities on their phones, but because the small-screened devices were – in the absence of tablets – the best available option for portable computing.
Growing Opportunity: Chinas Online Gaming Market 2014
Executive Summary The Chinese PC online gaming market has witnessed explosive growth from USD 10 million in 2001 to USD 9.7 billion in 2012. The market was predicted to reach USD 11.9 billion dollar by the end of 2013. The advancement in 4G and increased use by Chinese youth has contributed to the fast growth of this market. While strategy war games dominated the market till 2011, now other categories of games including role-play games and easy-to-learn casual sports games are catching up. The market is being viewed as a massive opportunity by advertisers and game publishers. With the Chinese Government recently having lifted the long standing ban game consoles, there is expected to be a rush of game consoles into the country in 2014-2015. Why should the report be purchased?
Global and China Online Gaming Industry 2014 Market Research Report
The report firstly introduced Online Gaming basic information included Online Gaming definition classification application industry chain structure industry overview; international market analysis, China domestic market analysis, Macroeconomic environment and economic situation analysis and influence, Online Gaming industry policy and plan, Online Gaming product specification, manufacturing process, product cost structure etc. then statistics Global and China key manufacturers Online Gaming capacity production cost price profit production value gross margin etc details information, at the same time, statistics these manufacturers Online Gaming products customers application capacity market position company contact information etc company related information, then collect all these manufa
Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019
Social games are gaining popularity and witnessing increased demand across different application sectors such as web, smartphones, tablets and phablets among others. The demand for these games is expected to see robust growth in the forecasted period. This is due to the free availability of the games and increase in sale of smartphones. Social gaming market is expected to emerge as a supplement for games that are played on Xboxes and Playstation. Smartphones with enhanced operating system and features are expected to support high end games. The smartphone market has seen tremendous growth in the last few years and has strongly influenced the social gaming market. This trend is expected to continue throughout the forecast period. This report has been segmented by type, application, and
Betting & Gaming (Nordic) - Industry Report
Plimsoll Publishing’s Betting & Gaming (Nordic) Analysis provides a detailed overview of the Betting & Gaming (Nordic) market and delivers a comprehensive individual analysis on the top 130 companies, including AKTIEBOLAGET TRAV OCH GALOPP, IDROTTENS BINGO I GÖTEBORG AB and ÅLANDS PENNINGAUTOMATFÖRENING. This report (compiled in English language) includes a wealth of information on the financial trends over the past four years. Plimsoll Publishing’s latest Betting & Gaming (Nordic) analysis is ideal for anyone wanting to: See the market leaders Identify companies heading for failure Seek out the most attractive acquisition Analyse industry trends Benchmark their own financial performance Using Plimsoll&
Gaming 2013: Investment and M&A Analysis, Industry Trends, and Market Outlook
The gaming sector continues to represent a high growth and value sector within the digital entertainment realm. However, certain sub-segments stand-out in terms of anticipated high growth potential. Investment trending in the gaming sector had reshaped to some degree in terms of value vs. growth in the post-Zynga era. Investments in gaming indicated signs of slumping, but gained confidence earlier in the year as evidenced by certain deal making in terms of investment and M&A. Certain gaming sub-sectors, particularly mobile, mobile-social, TV-integrated game, and middleware technology, have indicated promise for 2014 and beyond. This research evaluates the gaming investment and M&A trends during the period 2010-2013. The report
Global Gaming Software Market 2012-2016
TechNavio\'s analysts forecast the Global Game Software market to grow at a CAGR of 10.04 percent over the period 2012-2016. One of the key factors contributing to this market growth is the innovation in audio-visual devices .The Global Game Software market has also been witnessing the increasing number of hardware platforms. However, the shifting of consumers to alternative gaming platforms could pose a challenge to the growth of this market. TechNavio\'s report, the Global Game Software Market 2012-2016 has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the Global Game Software market landscape and its growth prospects in the coming years. The report also in
Mobile Gaming - US - October 2013
The mobile gaming sector is new, widespread, and growing. Non-traditional demographics have taken to mobile gaming. App store listings and gaining good reviews at app stores are critical, and game makers exploring the optimum way to monetize of their product must keep in mind the increased likelihood of download if the game is free and the already proven in-game spend model.
Social Gaming Market in the US 2012-2016
TechNavio\'s analysts forecast the Social Gaming market in the US to grow at a CAGR of 24.06 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growing number of social gaming players. The Social Gaming market in the US has also been witnessing the development of social gaming analytics. However, the growing presence of alternative gaming devices could pose a challenge to the growth of this market. TechNavio\'s report, the Social Gaming Market in the US 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the US; it also covers the Social Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors oper
Online Gaming and Betting - UK - October 2013
Sportsbook and smartphone gambling remain the main drivers of the online gaming and betting market, but the rapid pace of growth seen in each segment means the industry is already having to think about where they go in the long term. This may mean questioning the platform neutrality that has helped establish mobile.
Social Gaming Market Entry and Success Strategy Analysis 2013
The significant rise of social networks has created a springboard for the social gaming segment of the entertainment industry. Gaming is becoming increasingly compelling thanks to various enhancements such as the addition of socially playable and sharable features within games, which have gradually become common characteristics. While generally a lucrative segment, the industry has its own challenges including short-term focus, low user retention, high CPA & OPEX, low ARPPU, and fragmented platforms. This research evaluates the strategy of both successful and unsuccessful social gaming companies. Through this analysis, we have developed Success Guidelines for social gaming companies (start-up and established companies). Co
Facebook vs. Non-Facebook Social Network Gaming Ecosystem and Market Analysis 2013 - 2018
Social network-based gaming has exploded within the last few years, led by the dramatic rise of Facebook with hundreds of millions of users. Social gaming is increasingly becoming a key focal point within the gaming community due in large part to the higher average revenue per unit through monetization of global social networks, local social networks, mobile social networks, and second screen social gaming. At present, the fragmented nature of the industry is due largely to a lack of industry recognition that the biggest change driver is user consumption preferences rather than the specific games or platforms. We anticipate that the current trend of bite-size game-play will transform to an ecosystem of hard-core social gamers consisting of free-to-play, \"freemi
Global Mobile Gaming Market 2012-2016
TechNavio\'s analysts forecast the Global Mobile Gaming market to grow at a CAGR of 27.14 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increasing use of smartphones and tablets to play games. The Global Mobile Gaming market has also been witnessing the evolution of mobile gaming analytics. However, the use of pirated versions of mobile games could pose a challenge to the growth of this market. TechNavio\'s report, the Global Mobile Gaming Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market in North America, Latin America, the APAC and EMEA regions; it also covers the Global Mobile Gaming market landscape and its growth prospects in the coming year
Global Gaming Console Market 2012-2016
TechNavio\'s analysts forecast the Global Gaming Console market to grow at a CAGR of 3.93 percent over the period 2012-2016. One of the key factors contributing to this market growth is the introduction of new and advanced audio visual devices. The Global Gaming Console market has also been witnessing the introduction of multi-utility consoles. However, the shift towards other gaming platform could pose a challenge to the growth of this market. TechNavio\'s report, the Global Gaming Console Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market in North America, Latin America, and the EMEA and APAC regions; it also covers the Global Gaming Console market landscape and its growth prospects in the coming y
Augmented Reality in Gaming and Entertainment
Overview: Augmented Reality (AR) represents a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, that enrich the user\'s perception of the real world. AR has great potential of many industry verticals including: Education Healthcare Public Safety Manufacturing Energy Management Gaming and Entertainment This research analyzes emerging AR applications in gaming and the general entertainment industry as a whole. The first section of this report evaluates the development of the AR applications as a whole. The second section focuses on the use of AR in the entertainment industry. It includes case studies and analysis on the use of AR applications gaming and the e
Global Cloud-based Gaming Market 2012-2016
TechNavio's analysts forecast the Global Cloud-based Gaming market to grow at a CAGR of 15.9 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increasing audience for social media games and mobile games. The Global Cloud-based Gaming market has also been witnessing the increasing adoption of next-generation technologies. However, the requirement of high broadband speed could pose a challenge to the growth of this market. TechNavio's report, the Global Cloud-based Gaming Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, the EMEA and APAC regions; it also covers the Global Cloud-based Gaming market landscape and its growth prospects in the coming year
Advanced Analytics in the Social Gaming Industry 2012
Advanced gaming analytics help social gaming companies improve their understanding of game-related data and use this understanding to gain insights into consumer behavior. These insights also help companies deal with a varied range of areas that have significant potential to enhance gaming success. They also provide companies with a better understanding about why users quit a certain game, and help them find other players that are likely to abandon the game. Using these insights, gaming companies can develop retention strategies before players quit their game, and this in turn optimizes ad-generated interaction and in-game virtual goods sales. TechNavio's analysts expect the Advanced Analytics segment in the Social Gaming industry to grow rapidly over the period 2012-2016. The gro
The social gaming market, a video game market segment which is entering the maturity phase, is estimated worth of EUR 5.4 billion in 2012 and is expected to reach EUR 10.7 billion in 2016. This insight, part of our Video Game Watch, provides an overview of the social gaming market key industry trends for the period 2012-2016.
SoLoMo Gaming in 3G, LTE, Cloud, & HTML5 Ecosystem: Market Analysis & Forecast 2012 - 2017
The convergence of Social Local and Mobile (SoLoMo) is a powerful force with big implications for applications of all types and gaming is no exception. SoLoMo Gaming will cause no less than a revitalization of the gaming ecosystem resulting in disruption as new market players assume market share for existing providers. The growth of LTE, smartphone and tablet devices, social media/networking, mobile payment, HTML5 technology, cloud-based gaming, and brand\'s deeper engagement represent some key factors that are pushing this wave to make the 2013 - 2015 period explosive for SoLoMo gaming. This report is must reading for anyone with a vested interest in the mobile gaming industry or considering a market entry strategy. This research is also critical for any com
Mobile Gaming Piracy: Market Analysis, Initiatives and Solutions to Defeat Game Piracy in 3G, LTE and the Cloud Ecosystem
With mobile gaming taking on an increasingly more prominent role among gamers, and representing an increasingly important source of revenue for game developers, the issue of mobile gaming privacy has become a very hot topic. Pirated games are by definition those games that have stolen intellectual property in the form of a look-alike game, core design, engineering, or even actual software. Billions of dollars are at stake to the rightful owners of mobile game offerings. Furthermore, a single successful piracy can create a manifold effect from the gamer\'s perspective as their as their mobile/wireless device may be compromised and/or their private data may be leaked, including bank account & credit card information. This research evaluates the mobile s
Animation and Gaming Market in India 2011-2015
TechNavio's analysts forecast the Animation and Gaming market in India to grow at a CAGR of 37.06 percent over the period 2011-2015. One of the key factors contributing to this market growth is the increase in outsourcing of animation development to India. The Animation and Gaming market in India has also been witnessing increasing demand for mobile games. However, the lack of skilled animators in India could pose a challenge to the growth of this market. TechNavio's report, the Animation and Gaming Market in India 2011-2015, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on India; it also covers the Animation and Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion o
Cloud gaming/ Games on Demand
The gaming industry has been gradually making the shift to digital over the last decade and cloud gaming is the next step in the process. This study examines the challenges facing the industry-wide and commercial deployment of cloud gaming in terms of technology and services. It also identifies the major industrial challenges across the value chain and the growth engines that will encourage development of this new market segment.
Gaming Market - Global Industry Analysis, Size, Growth, Share & Forecast, 2011 - 2015
This report is an effort to identify factors, which will be the driving force behind the Gaming market in the next few years. The report provides extensive analysis of the industry, current market trends, industry drivers, applications and challenges for better understanding of the market structure. The report has segregated the Gaming industry in terms of demand by Products and geography and application in different sectors. We have used a combination of primary and secondary research to arrive at the market estimates, market shares and trends. We have adopted bottom up model to derive market size of the global Gaming market and further validated numbers with the key market participants and C-level executives. This report highlights the industry with the following points:
Mobile Gaming Asia: Market and Forecast Analysis, 2nd Edition
Mobile gaming is a key value-added service (VAS) application in the Asian market where growth is expect at 19.8% CAGR to 2017 reaching at total of USD $17.4 billion. Mobile Gaming Asia: Market and Forecast Analysis, Second Edition is must have research for anyone focused on mobile gaming and/or VAS applications in Asia. This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development companies, key mobile gaming business drivers, global and
PC and Online Gaming Industry in India 2012
Indian PC and Online Gaming Industry in India are poised to grow at a healthy rate due to rising penetration of PC and internet connectivity. Young population in India will further increase the demand for gaming. The report begins with an introduction to the overall gaming industry. It provides estimated figures for the global market size and growth of the gaming industry. It also highlights the market segmentation by region and type of games. In the market overview section the estimated market size of the Indian gaming industry is shown. It further shows how the dynamics of the Indian gaming industry is changing. The report then focuses on the PC gaming industry, providing estimates regarding the market size and segmentation of PC users. It also explains the value chain in the PC g
Online Gaming Market in China 2012
The online gaming market in China is poised to grow with a staggering CAGR of 40% during 2009-2015. The report begins with the market overview of online gaming market in China, providing details on the domestic online gaming industry size in terms of online gaming market value and its growth. It also mentions the size of the online gamer base and its growth over past few years. The share of online gaming market revenue earned from mobile network and internet has been included in this section which is followed by an illustration of the online gaming industry business model wherein it depicts the structure of the market, including the most popular business models adopted by the market players. Another detailed illustration about the types of online games is also included in the report
Sony PlayStation Vita: Mobile Console vs. Cellphone-based Gaming Market 2012-2017
Japanese electronics giant Sony with proven selling experience of Japan market launched its new dedicated console gaming device for high-end handheld portable console market named PlayStation Vita in North and Latin America, Europe, PAL regions, and Singapore on February 22, 2012. We see this development as an evolution of gaming as the portable handheld gaming market, including consoles, have gone through a massive revitalization in last 10 years. The notable shift has taken place on gaming preference shifting from hard-core gamer to casual gamer. However, Mind Commerce observes that there remains a market opportunity among niche target group for portable handheld gaming devices (such as PS Vita) with multifunctional capabilities such as digital download facility
Mobile Gaming Asia: Market and Forecast Analysis
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific region as well as emerging markets such as the Middle East are also high growth areas. This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development companies, key mobile gaming business drivers, global and Asian gaming b