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ÇöÀçÀ§Ä¡ : HOME > ¸®Æ÷Æ® > µðÁöÅбâ±â/¹Ìµð¾î/¹æ¼Û > °ÔÀÓ
The World Video Game Market
¹ßÇà»ç IDATE

¹ßÇàÀÏ 2013-11
ºÐ·®
¼­ºñ½ºÇüÅ Report
ÆǸŰ¡°Ý

ÀμâÇϱâ
1. Executive Summary

1.1. Overview
1.2. Online and mobile platforms giving traditional gaming sectors a run for their money
1.3. Asia-Pacific, the world¡¯s biggest video game market
1.4. Key trends

2. Methodology

2.1. List of indicators
2.2. Geographical coverage

3. Key trends

3.1. The arrival of next gen home consoles will boost the market from 2013 to 1017
3.2. Traditional game publishers¡¯ financial performance pales in comparison to online and mobile specialists
3.3. Fewer and fewer blockbusters, more and more expensive to produce
3.4. Close to two thirds of video game market revenue generated by online software sales and paid gaming
3.5. Transition to Free2Play
3.6. Irreversible ubiquity
3.7. Gaming and smart TV: a natural convergence
3.8. The tablet explosion

4. Home console segment

4.1. Hardware
4.2. Software
4.3. IDATE's viewpoint on¡¦ the home console segment

5. Handheld console segment

5.1. Hardware
5.2. Software
5.3. IDATE's viewpoint on¡¦ the handheld console segment

6. Mobile gaming segment

6.1. Gamers
6.2. Market
6.3. IDATE's viewpoint on¡¦ the mobile gaming segment

7. Computer game segment

7.1. Offline computer games
7.2. Offline computer games: players
7.3. Offline computer games: market
7.4. Close-up on social gaming
7.5. IDATE's viewpoint on ¡¦ the social gaming segment
7.6. IDATE's viewpoint on¡¦ the MMORPG segment


8. Annex

- Annex 1: Financial indicators for the top traditional and mobile gaming companies
- Annex 2: Which of the traditional game publishers are on Facebook?
- Annex 3: Development costs for games published between 1981 and 2013
- Annex 4: Examples of ubiquitous games
- Annex 5: The Apple Store¡¯s 10 top selling game publishers - The Apple Store¡¯s 20 top selling game publishers
- Annex 6: Market share in volume for tablets, smartphones and handheld consoles

Database Structure

Worldwide video game market (million EUR)
- Home Console Hardware Market
- Home Console Software Market
- Handheld Console Hardware Market
- Handheld Console Software Market
- Offline Computer Software Market
- Online Computer Software Market
- Mobile Software Market

Home console hardware market
- Home Console Hardware Units Sold (million units)
- Home Console Hardware Installed Base (million units)
- Home Console Hardware Average Retail Price (EUR)
- Home Console Hardware Market (million EUR)

Home console software market
- Home Console Software Units Sold (million units)
- Home Console Software Average Retail Price (EUR)
- Home Console Software Market (million EUR)

Handheld console hardware
- Handheld Console Hardware Units Sold (million units)
- Handheld Console Hardware Installed Base (million units)
- Handheld Console Hardware Average Retail Price (EUR)
- Handheld Console Hardware Market (million EUR)

Handheld console software
- Handheld Console Software Units Sold (million units)
- Handheld Console Software Average Retail Price (EUR)
- Handheld Console Software Market (million EUR)

Computer software
Offline
- Offline Computer Software Units Sold (million units)
- Offline Computer Software Average Retail Price (EUR)
- Offline Computer Software Market (million EUR)

Online
- Online Video Gamers (millions)
Premium Video Gamers
Free-to-Pay Video Gamers
Of which Social Video Gamers
- Annual Video Game ARPU (EUR)
- Online Computer Software Market (million EUR)

Mobile games
- Mobile Gamers (million units)
- Annual Mobile Software ARPU (EUR)
- Mobile Software Market (million EUR)

Digital video game market
- Digital Home Console (million EUR)
- Digital Handheld Console (million EUR)
- Online Computer (million EUR)
- Mobile (million EUR)


Geographical Coverage

World

North America

Canada
USA

Latin America

Asia-Pacific
China
South Korea
Japan

Europe

Benelux (consolidated)
France
Germany
Italy
Scandinavia (consolidated)
Spain
United Kingdom

EMEA
Western, Eastern and Central Europe
Middle East
Africa

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