Table of Contents 1. Executive Summary 2. Methodology & definitions 2.1. General methodology of IDATE's reports 2.2. Market assessment and forecasts 3. Digitisation of the video game industry 3.1. The global market 3.2. The market by segment 4. Strategy and organisation 4.1. Distribution and game services on desktop computers, pioneers of digitisation 4.1.1. Digital distribution websites are diversifying 4.1.2. Massively multiplayer games: a new phenomenon 4.1.3. Social games 4.1.4. Value chain and business models 4.2. Consoles in the cloud era 4.2.1. Digital distribution already used for AAA games 4.2.2. Cloud gaming on consoles is emerging and will establish itself in the long term 4.2.3. Consoles embracing online, in-game and beyond 4.2.4. The role of home consoles in the digital home 4.2.5. Home console services beyond video games 4.3. The emergence of the mobile games segment 4.3.1. Transformation of the value chain and business models 4.3.2. Impact on the sector's industrial organisation 4.3.3. Some underlying industry trends 4.4. On-demand or cloud gaming, the future of gaming 4.4.1. Transformation of the value chain and business models 4.4.2. Impact on the sector's industry organisation 4.4.3. Some underlying industry trends 5. Revenue changes and forecasts along the value chain 5.1. Market forecasts 5.1.1. How global video game software market revenues are evolving 5.1.2. Console gaming revenues 5.1.3. PC gaming revenues 5.1.4. Mobile gaming revenues 5.1.5. TV video games 5.2. Market value distribution along the chain 5.2.1. Value distribution in the console gaming market segment (home and handheld consoles) 5.2.2. Value distribution in the PC gaming market segment 5.2.3. Value distribution in the mobile gaming market segment (smartphones and tablets) 5.2.4. Value distribution in the smart TV gaming market segment List of Tables
Table 1: Top 25 video game distribution websites, based on number of visitors Table 3: Top 10 game publishers on Facebook Table 2: Top 25 Facebook games based on MAU (Monthly Average Users), April 2015 Table 4: Comparison of the Xbox One's and PS4's DVR features Table 5: Installed base of digital home equipment Table 6: TV, video and game services on entertainment devices Table 7: Applications other than video games available on home consoles, May 2015 Table 8: Top 10 mobile game publishers on iOS, April 2014 Table 9: Top 10 mobile game publishers on Android, April 2014 Table 10: The major mobile gaming social platforms Table 11: Partnerships between the main GoDPs and ISPs 43 Table 12: Partnerships between the main GoDPs and connected devices Table 13: Overview of the different video game services offered by ISPs Table 14: Revenues along the console gaming market value chain, 2015–2019 Table 15: Revenues along the PC gaming market value chain Table 16: Revenues along the mobile gaming market value chain Table 17: Revenues along the Smart TV gaming market value chain List of Figures
Figure 1: Video game software market, 2008–2014 Figure 2: Video game software market by segment, 2008 and 2014 Figure 3: Breakdown of the video game software market by type of revenue, 2008 and 2014 Figure 4: Breakdown of game software market by type of revenue and geographic region, 2014 Figure 5: Console gaming software market, 2008–2014 Figure 6: Breakdown of the console gaming market by type of revenue, 2008 and 2014 Figure 7: PC gaming market, 2008–2014 Figure 8: Breakdown of the PC gaming market by type of revenue, 2008 and 2014 Figure 9: Mobile gaming market, 2008–2014 Figure 10: TV video game software market, 2008-2014 Figure 11: Breakdown of online video game revenues, 2015 Figure 12: SmileGate's revenue growth Figure 13: Top 10 massively multiplayer online games (MMOs) based on revenues generated, 2014 Figure 14: Global distribution of social networks, December 2014 Figure 15: Value chains for PC gaming Figure 17: Share of digital entertainment devices in terms of installed base, 2015 and 2018 Figure 19: Home console value chain Figure 20: Mobile game value chain before the first iPhone launched in 2007 Figure 21: Current mobile game value chain Figure 22: Apple's revenue growth, 2001–2014 Figure 23: Breakdown of Apple's revenue growth, 2003–2014 Figure 24: Global mobile game revenue growth, 2000–2014 Figure 25: Share of Apple Store revenues generated by Free-to-Play apps, January 2012 – January 2014 Figure 26: Mobile gaming revenue distribution, 2008–2015 Figure 27: Mobile gaming revenue distribution, 2008 and 2015 Figure 28: Market share of the top five smartphone manufacturers in volume, 2013–2014 Figure 29: Market share of the top five tablet manufacturers in volume, 2013–2014 Figure 30: Share of mobile game users playing on tablets and smartphones Figure 31: Market share in volume of tablet and smartphone operating systems, 2013 Figure 32: Number of apps available from major app stores, July 2014 Figure 33: Share of video games in total downloads and revenues generated on Apple's App Store and Google Play Figure 34: Comparison of the number of app downloads and revenue generated on Apple's App Store and Google Play, Q3 2014 Figure 35: The TV gaming value chain - subscription to a satellite TV service Figure 36: The IPTV video game value chain Figure 37: The OTT video game value chain Figure 38: Smart TV gaming revenue distribution, in value, 2008–2015 Figure 39: Smart TV gaming revenue distribution, 2011 and 2015 Figure 40: Global connectable TV sales, 2010–2015 Figure 41: LCD TV manufacturers' market share in terms of volume, 2013 Figure 42: Breakdown of connectable TV installed base, 2014 Figure 43: Video game software market, 2015–2019 Figure 44: Video game software market by segment, 2015 and 2019 Figure 45: Breakdown of the video game software market by type of revenue, 2015 and 2019 Figure 46: Console gaming software market, 2015-2019 Figure 47: Breakdown of the console gaming market by type of revenue, 2015 and 2019 Figure 48: PC gaming market, 2015–2019 Figure 49: Breakdown of the PC gaming market by type of revenue, 2015 and 2019 Figure 50: Mobile gaming market, 2015-2019 Figure 51: TV gaming market, 2015–2019 Figure 52: Revenues earned by the various links in the video game market value chain, 2008–2019 Figure 53: Revenue distribution of the various links in the video game market value chain, 2008–2019 Figure 54: Revenues along the console gaming market value chain, 2011–2018 Figure 55: Revenues along the PC gaming market value chain Figure 56: Revenues along the mobile gaming market value chain Figure 57: Revenues along the Smart TV gaming market value chain
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