Wednesday, March 6, 2019
Video Game Industry Market Research Reports, Statistics and Analysis
globose Video supports Industry pic The macrocosm video bid pains is predicted to record 9% yearly growth through 2013, to eliminate $76 unitary one million million million million, according to Business Insights. Mobile and online free rein formats leave can the market, with customers taking advantage of wider, faster and more energetic meshing access. cabinet gaming, the markets current segment winder, will see its cast of sales decelerate. Since the first video spunky was launched on the market slightly 45 years ago, the video game industry has taken a central place in entertainment culture for children and adults alike.Far from the cave man habit it may have been traditionally, online gaming involves communities and is based on interaction. distinguish Market Segments Climbing world demand for Massively Multiplayer Online Games (MMOG) is expected to touch the market to over $14 one million million million by 2015, according toGlobal Industry Analysts. Tech nological developments along with faster, wider-reaching broadband connectivity argon driving the market. The world social gaming market almost hit the $1. 5 billion mark in 2010, reportsBusiness Insights.The market is expected to reach shut out to $4 billion by 2015, with the US a leading parting generating sales of $1. 2 billion, followed by Japan at $570 million. There be currently 600 million social gamers worldwide, with China representing close to 110 million, followed by the US at 95 million gamers. By 2015, it is predicted there will be close to 275 million gamers in China and 150 million in the US. Leading game companies include Playdom, CrowdStar, Synga, Digital Chocolate and EA. With consumers connecting to the internet with smartphones, gaming has become progressively mobile.More than 27% of smartphone subscribers have installed one game or more, with close to 35% having installed at least cardinal on their phones, according toVisiongain. Mobile game makers, and p hone and electronic kink makers have been collaborating to capitalize on the trend towards mobile gaming. The world game console market is expected to reach almost $25 billion by 2014, according toMarketLine, representing almost 13% growth in louver years. The Americas represent almost 45% of the overall market.The three leading companies in the market are Nintendo, Sony and Microsoft. Regional Market Share Indias gaming market is predicted to grow by 30% by 2014, reportsNetscribes. The market is lead by mobile gaming, which represents close to 60% of the overall market. looseness competitions, the construct of gaming zones and increasingly popular MMOGs will fuel the market. Service providers are likely to generate higher revenue, and 3D games will become increasingly popular. Chinas games and accessories market is expected to continue recording knock-down(prenominal) growth.Peripherals and accessories represent a leading market segment, with increasing demand for adjuvant devices to keep up with gaming product innovation. The online game market in Korea reached a value of over $2 billion in 2011, reports tusk Research. Game companies in Korea continue to concentrate on international business, expanding in the US, the EU, China and Japan. Of the $585 million generated by leading game operator Nexon, the largest parcel out came from business outside of Korea. Market OutlookThe global gaming industry has seen consumer demand soar thanks to social networking, technological innovation favoring mobile gaming, and the popularity of cyber communities promoting collective online gaming. Marketing and distribution is being facilitated by social networking sites, which do much of the work of attracting an increasing numbers of gamers. As ever, IP justification and piracy remain major issues for the industry, which continues to lose revenues do to illegal downloading. pathetic forward, the global gaming industry is likely to represent an ever-present compe tition for other media, including music and TV.As the cultural trend towards social networking and gaming continues, consumers are as likely to log in to play a leading game (like World of Warcraft) as they are to switch on the TV to watch a film. Leading Industry Associations American Gaming Associationwww. americangaming. org Entertainment Software Associationwww. theesa. com National Video Game Associationhttp//nvgaonline. com Interactive Software Federation of Europewww. isfe. eu European Games Developer Federationwww. egdf. eu
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