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Video Games Market Research Reports & Industry Analysis

The worldwide video games industry is a multibillion entertainment business encompassing numerous companies involved in the design, elaboration, selling and distribution of video games. Sega, Nintendo, Konami, Electronic Arts and Ubisoft are the world leading video games companies. Global giants possess strong and varied portfolios and have effective marketing strategies.

The market for video games proved to be resistant to the unfavorable economic conditions due to the rising demand, expansion of social networking, rising disposable income, ongoing technological advancements and product innovations. Internet and smartphone games are the fastest growing market sectors. Concerns over piracy and IP protection are the main limiters of the market.

The catalogue contains a rich collection of the research reports examining the video games market at all geographical scales. The research studies scrutinize the market segments, disclose essential data on the market size and shape and outline major forces influencing the market. Evaluation of the competitive pressure and profiles of the market dominants are at hand in the reports. Moreover, future prospects of the industry are revealed in the research reports.

Publications found: 229
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Virtual Reality: The Next Generation of Video Gaming

US$ 1,325.00

... virtual reality technology, with a focus on VR headsets, which are expected to dominate the next generation of video gaming devices, gaining mainstream adoption by 2019. Euromonitor International's Virtual Reality: The Next Generation of Video Gaming global briefing ...

December 2015 28 pages

Global Gaming Market by Country (United States, Canada, India, China, Japan, United Kingdom), Company Profiles, Share, Trends, Analysis, Size, Opportunities, Segmentation and Forecast 2015 – 2021

US$ 2,800.00

... markets, Asia Pacific is the largest market led by China, Japan, and India accounts for 38.70% of market share in 2013 and will continue to dominate the global gaming market throughout the forecasted period growing at a CAGR of 6.7%(2014-2021) Primary motivators for the rapid growth of this market include greater ...

September 2015 153 pages

Company Profile of China’s Top 20 Online Game Operators in 2014

US$ 6,500.00

... purchase is made. INTRODUCTION In this report, ASKCI profiles the leading online game operators. It analyzes China’s online game industry in terms of market information ...

August 2015

Global 3D Gaming Consoles Market Outlook (2014-2022)

US$ 4,150.00

... for Global 3D Gaming Consoles Market. Europe is estimated to be the largest market and Asia Pacific is the fastest growing segment during the forecasted period. The Global 3D Gaming Consoles Market is segmented ... others. Global 3D Gaming Consoles Market by geography is categorized into North America, Europe, Asia Pacific and Rest of the World. The key players in the Global 3D Gaming Consoles Market include ...

July 2015 80 pages

Video Games in the Cloud - A Disintermediated Video Game Industry

US$ 2,200.00

... value chain for each market segment examined, with qualitative and quantitative data up to 2019. Digitisation, a driver for disintermediation and growth in the video games sector The global video game software market rose in value ...

June 2015 55 pages

Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020

US$ 3,672.50

... for the serious game market. The serious game market report analyzes the market by vertical, application, platform, end user, and region. The serious game market has been segmented based on vertical into ... for the serious game market is expected to grow at an estimated CAGR of 16.38% between 2015 and 2020. This report includes the market statistics pertaining to vertical, application, platform ...

May 2015 147 pages

Wearable Gaming Companies, Devices, and Solutions: Market Outlook and Forecasts 2015 - 2020

US$ 1,995.00

... gaming companies Wireless device manufacturers Wireless infrastructure providers Consumer electronics companies Wearable technology developers Embedded computing companies Regulatory bodies and governments Wireless service providers of all types Mobile marketing/commerce companies ...

February 2015 101 pages

Japan OnlineGaming Market 2015

US$ 800.00

... is the leading gaming market in the world followed by China and Japan. While Japan’s console gaming market has stagnated, the online gaming market is fast growing ... should the report be purchased? The report ‘Japan Online Gaming Market 2015” highlights key trends emerging in Japans’ gaming sector particularly in the mobile gaming ...

February 2015 25 pages

Top 88 Video Game Publishers (Global)

US$ 1,500.00

This report is an in-depth financial evaluation of the GlobalVideo Game Publishers. Using the unique Plimsoll method of analysis, each of the top 88 companies ... Global Analysis will give you an in-depth assessment of the Global Video Game Publishers industry instantly. Whether you wish to benchmark your own ...

January 2015 193 pages

Top 100 Video Game Publishers (Global)

US$ 1,500.00

This report is an in-depth financial evaluation of the Global Video Game Publishers. Using the unique Plimsoll method of analysis, each of the largest 100 companies is individually assessed and ranked against each other and compared to industry averages.Using the ...

January 2015 205 pages

Top 40 Computer Game Publishers (Nordic)

US$ 1,250.00

This report is an in-depth financial evaluation of the Nordic Computer Game Publishers. Using the unique Plimsoll method of analysis, each of the largest 40 companies is individually assessed and ranked against each other and compared to industry averages.Using the ...

January 2015 145 pages

3D Gaming Consoles: Market Research Report

US$ 4,500.00

This report analyzes the worldwide markets for 3D Gaming Consoles in Thousand Units. The report provides separate comprehensive analytics for ... forecasts are provided for the period 2014 through 2020. Market data and analytics are derived from primary and secondary ...

January 2015 144 pages

China Game Apparatus & Recreational Equipment Mfg. Industry Data Report

US$ 580.00

... equipment mfg. industry's overall performance for the year 2011 to 2013, and reveals differences in various regions of Mainland China in terms of game apparatus & recreational equipment mfg. sector, provides an important reference for investors' selection of target regions to make investment based on Zeefer ...

December 2014 25 pages

Serious Gaming

US$ 1,438.00

This is IDATE's fourth report dealing with the Serious Games sector. IDATE chose to focus its analysis on a specific segment of SG: human ... accurate our estimates were. We also wanted to thoroughly test the games and discuss with their creators the trends and economic ...

November 2014

Growing Opportunity: China’s Online Gaming Market 2014

US$ 900.00

... 2014-2015. Why should the report be purchased? The report 'Growing Opportunity: China’s Online Gaming Market 2014' highlights key drivers of and trends emerging ... scenario and future prospects of the sector has also been examined. Opportunity in the sector for international players has also been dwelt upon ...

March 2014 30 pages

The Reinvention of Game Consoles 2Q 2014

US$ 3,500.00

... This report examines new game consoles as expanded entertainment hubs, from the perspective of their interaction with cloud gaming services, and also addresses the future ecosystems required to support next-generation consoles. Parks Associates segments ...

December 2013 75 pages

China Game Apparatus & Recreational Equipment Mfg. Industry Profile - CIC246

US$ 580.00

... directly shows the difference in various regions of Mainland China in terms of game apparatus & recreational equipment mfg. industry, providing an important reference for ... mfg. industry; To figure out the hot regions in China for game apparatus & recreational equipment mfg. industry, find out the potential ...

May 2013 24 pages

Global Game Consoles Industry 2013-2018: Trend, Profit, and Forecast Analysis, February 2013

US$ 2,650.00

... global management consulting and market research firm, has conducted a competitive analysis on the game consoles market and presents its findings in “Global Game Consoles Industry 2013-2018: Trend, Profit, and Forecast Analysis.” The report studies manufacturers of home and handheld game consoles ...

February 2013

The US Video Game Industry Outlook to 2017 - Transition from Console to Online and Mobile Gaming

US$ 720.00

... million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play ... ~ million in CY’2012 growing by 8.8% from USD ~ million in CY’2011. The US MMO gaming market was worth USD ~ million in CY’2012 in terms of revenues, registering ...

January 2013 134 pages

SoLoMo (Social Local Mobile): A Game Changer for the Travel Industry?

US$ 2,000.00

... companies can make use of the detailed information on travellers provided by geo-social marketing to target them more accurately. At the same time, consumers ... services wherever they are and at any time. Euromonitor International's SoLoMo (Social Local Mobile): A Game Changer for the Travel Industry? global ...

December 2012 39 pages

The Quad-Play Market 2012-2017: Strategies for a Converged Future

US$ 2,633.00

... approach allows insight into the key drivers and restraints behind market developments, as well as identifying the leading companies. The report also presents ... strategic business opportunities. Why you should buy The Quad-Play Market 2012-2017: Strategies for a Converged Future 124 pages of comprehensive ...

August 2012 124 pages

Game Changers: Monetization in the Game Industry 1Q 2012

US$ 3,500.00

... videogame industry. It analyzes market trends for PC, console, and mobile games and provides an investigation of the effects of the emerging videogame models ... free-to-play prove that alternative models are better ways of monetizing specific audiences. These trends create both threats and opportunities ...

December 2011 56 pages

Gamification: Emerging Strategies and Tactics 4Q 2012

US$ 3,500.00

... This industry report analyzes “gamification” and the use of this new approach to marketing by a variety of industries. Gamification applies game mechanics (challenges, achievements ... -life cases, design and analytics, and examples of gamification platforms and vendors. “Gamification has become extremely popular across industries as multiple companies ...

December 2011 44 pages

Video Games in Hungary

US$ 900.00

... games did not increase. Euromonitor International's Video Games in Hungary report offers a comprehensive guide to the size and shape of the market at a national ... distribution data. Why buy this report? Get a detailed picture of the Video Games market; Pinpoint growth sectors and identify factors driving ...

October 2011 25 pages

Video Games in Portugal

US$ 900.00

... with sharpened marketing and publicity campaigns, boosted... Euromonitor International's Video Games in Portugal report offers a comprehensive guide to the size and shape ... data. Why buy this report? Get a detailed picture of the Video Games market; Pinpoint growth sectors and identify factors driving ...

October 2011 26 pages

Video Games in Chile

US$ 900.00

... pre-crisis levels fuelled demand amongst consumers. Euromonitor International's Video Games in Chile report offers a comprehensive guide to the size and shape ... distribution data. Why buy this report? Get a detailed picture of the Video Games market; Pinpoint growth sectors and identify factors driving ...

September 2011 21 pages

Video Games in Greece

US$ 900.00

... , with price sensitive consumers shifting to cheaper products. Euromonitor International's Video Games in Greece report offers a comprehensive guide to the size and shape of ... data. Why buy this report? Get a detailed picture of the Video Games market; Pinpoint growth sectors and identify factors driving ...

July 2011 25 pages

Social Gaming: Market Updates 1Q 2011

US$ 3,500.00

... , market dynamics, business models, monetization opportunities, and revenue forecasts. “As more than 200 million people play games on Facebook every month, social gaming has ... lists games and social networking as one of their top primary forms of entertainment. While Facebook’s dominance is both a driver and an inhibitor for the social gaming market ...

December 2010 51 pages

Proliferative Innovation: A New Game for CIOs

US$ 1,895.00

License Price: US$ 4,740.00 The ICT strategies of many organisations are dominated by consolidation and standardization, fewer moving parts, and less is more. While sensible for cutting cos...

November 2010 20 pages

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