Global Video Game Marketplace Discussed in Insightful IDATE Research Report Now Available at

10 Jul 2015 • by Natalie Aster

LONDON – The worldwide video game software market value grew from around USD 39.02 billion in 2008 to nearly USD 52.73 billion in 2014, fuelled by the emergence of novel segments, digitisation, and also by the ongoing success of comparably new segments. Digitisation has implied that a growing number of consumers will be reached, on any platform equipped with a fixed or mobile screen, and with increasingly diverse content. As of 2014, close to 70% of the software revenue of the global video game industry was generated by distribution and digital sales, versus 22% as of 2008. Revenues from digitisation have witnessed an annual growth of around 27% on average during the period, as against 9.7% for revenues from physical sales.

Insightful research study “Video Games in the Cloud - A Disintermediated Video Game Industry” drawn up by IDATE Consulting & Research (IDATE) presents an in-depth, unprejudiced analysis of the global video game market, thoroughly examining its key segments influenced by the dematerialisation of distribution. The report is targeted to measuring the level of dematerialisation impacting distribution in each market segment discussed, regardless of the technology utilised. The research report gives a detailed overview of the services offered by the leading players on consoles, PCs, as well as connected TVs pay-TV interfaces, through STBs or as a stand-alone-service. Additionally, the report gives estimates of the changes within the value chain for each of the market segments discussed, providing both quantitative and qualitative data through to 2019.

Report Details:

Video Games in the Cloud - A Disintermediated Video Game Industry
Published: June, 2015
Pages: 55
Price: US$ 2,300.00

More insightful reports by the publisher can be found at IDATE page.


The Market Publishers, Ltd.
Natalie Aster
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