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Global Video Game Software Market: Size, Trends & Forecasts (2018-2022)

January 2018 | 74 pages | ID: G74156B7863EN
Daedal Research

US$ 800.00

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Scope of the Report

The report entitled “Global Video Game Software Market: Size, Trends & Forecasts (2018-2022)”, provides analysis of the global video game software market, with detailed analysis of global video game software market in terms of its value and its subsequent segments.

The report also includes a detailed regional analysis of the video game software market in regions such as North America, Europe and Asia. Under competitive landscape a financial comparison of different players in video games market has been done along with a comparison of various third party developers operating in the video game software market.

Moreover, the report assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall video game software market has also been forecasted for the years 2018-2022, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

Nintendo, Activision Blizzard, Sony and Sumo Group Plc. are some of the key players operating in the global video game software market whose company profiling is done in the report. In this segment of the report, business overview, financial overview and the business strategies of the companies are provided.

Executive Summary

A video game is an electronic game that basically includes interaction with a user interface in order to generate a visual feedback on a video device such as a TV screen, computer monitor or a smartphone. Video game developers constantly attempt to make video games attractive to the end users i.e. the gamers by addition of audio, latest animation technologies, VFX, 3D effects, etc. The development of a video game passes through various stages such as investment, designing, creation, production, publisher/distribution and the end user stage.

The global video game software market can be segmented on the basis of device and type. On the basis of device, the market can be segmented into console, personal computer, virtual reality and mobile. On the basis of type, the market can be split into physical (DVD games) and digital (directly downloadable games).

The global video game software market is anticipated to grow at a healthy rate during the forecast period (2018-2022). The global video game software market is supported by various growth drivers such as gradually shifting preference to digital games from physical video games, growth prospects in emerging markets worldwide, rise in purchasing power and launching of backward compatible video games.

Piracy issues and intensive completion within the video gaming industry is a challenge to the growth of the market. Schemes such as VGTR to encourage video game developers, in housing development of video games by leading players gaining acceleration, customized video games, evolution of blockchain video games and third party outsourcing are some of the latest trends existing in the market.
1. EXECUTIVE SUMMARY

2. INTRODUCTION

2.1 Video Game: An Overview
2.2 Video Game: History
2.3 Video Game Development Pipeline
2.4 Game Development Value Chain
2.5 Video Game Segments
  2.5.1 On the Basis of Device
  2.5.2 On the Basis of Game Type

3. GLOBAL MARKET ANALYSIS

3.1 Global Video Game Software Market: An Analysis
  3.1.1 Global Video Game Software Market by Value
  3.1.2 Global Video Game Software by Segments
3.2 Global Console Video Game Software Market: An Analysis
  3.2.1 Global Console Game Video Game Software Market by Value
  3.2.2 Global Console Video Game Software by Segments
  3.2.3 Global Physical Console Game Video Game Software Market by Value
  3.2.4 Global Digital Console Game Video Game Software Market by Value
  3.2.5 Global Online/ Microtransaction Console Video Game Software Market by Value
3.3 Global PC Video Game Software Market: An Analysis
  3.3.1 Global PC Video Game Software Market by Value
  3.3.2 Global PC Video Game Software by Segments
  3.3.3 Global Physical PC Video Game Software Market by Value
  3.3.4 Global Digital PC Video Game Software Market by Value
  3.3.5 Global Online/Micro transactions PC Video Game Software Market by Value
3.4 Global App Based Social/Casual Video Game Software Market: An Analysis
  3.4.1 Global App Based Social/Casual Video Game Software Market by Value
3.5 Global Browser Based Social/Casual Video Game Software Market: An Analysis
  3.5.1 Global Browser Based Social/Casual Video Game Software Market by Value
3.6 Global Virtual Reality Video Game Software Market: An Analysis
  3.6.1 Global Virtual Reality Video Game Software Market by Value
3.7 Global Video Game Software Market: Region Analysis
  3.7.1 Global Video Game Software by Regions

4. REGIONAL ANALYSIS

4.1 North America Video Game Software Market: An Analysis
  4.1.1 North America Video Game Software Market by Value
4.2 Europe Video Game Software Market: An Analysis
  4.2.1 Europe Video Game Software Market by Value
4.3 Asia Video Game Software Market: An Analysis
  4.3.1 Asia Video Game Software Market by Value

5. MARKET DYNAMICS

5.1 Growth Drivers
  5.1.1 Upsurge in Purchasing Power
  5.1.2 Gradual Shift to Digital Games
  5.1.3 Growth Prospects in Emerging Markets
  5.1.4 Backward Compatible Video Games
5.2 Challenges
  5.2.1 Piracy Issues
  5.2.2 Intense Competition in Video Gaming Industry
5.3 Market Trends
  5.3.1 Schemes to Encourage Video Game Developers
  5.3.2 Inhouse Video Game Development
  5.3.3 Customized Video Games
  5.3.4 Evolution of Block Chain Video Games
  5.3.5 Multi- Generational Gamers
  5.3.6 Third Party Outsourcing

6.COMPETITIVE LANDSCAPE

6.1 Global Video Game Software Market Players by Financial Comparison
6.2 Global Video Game Software Market by Third Party Developers

7. COMPANY PROFILES

7.1 Nintendo
  7.1.1 Business Overview
  7.1.2 Financial Overview
  7.1.3 Business Strategy
7.2 Activision Blizzard
  7.2.1 Business Overview
  7.2.2 Financial Overview
  7.2.3 Business Strategy
7.3 Sony Corporation
  7.3.1 Business Overview
  7.3.2 Financial Overview
  7.3.3 Business Strategy
7.4 Sumo Group Plc.
  7.4.1 Business Overview
  7.4.2 Financial Overview
  7.4.3 Business Strategy

LIST OF FIGURES

Figure 1: Video Game Development Pipeline: Predevelopment Process
Figure 2: Video Game Development Pipeline: Game Development Process
Figure 3: Video Game Segments
Figure 4: Global Video Game Software Market; 2013-2017 (US$ Billion)
Figure 5: Global Video Game Software Market; 2018-2022 (US$ Billion)
Figure 6: Global Video Game Software by Segments; 2017 (Percentage,%)
Figure 7: Global Console Video Game Software Market;2013-2017 (US$ Billion)
Figure 8: Global Console Video Game Software Market; 2018-2022 (US$ Billion)
Figure 9: Global Console Video Game Software by Segments; 2017 (Percentage,%)
Figure 10: Global Physical Console Video Game Software Market; 2013-2017 (US$ Billion)
Figure 11: Global Physical Console Video Game Software Market; 2018-2022 (US$ Billion)
Figure 12: Global Digital Console Video Game Software Market;2013-2017 (US$ Billion)
Figure 13: Global Digital Console Video Game Software Market; 2018-2022 (US$ Billion)
Figure 14: Global Online/ Microtransaction Console Video Game Software Market;2013-2017 (US$ Billion)
Figure 15: Global Online/ Microtransaction Console Video Game Software Market; 2018-2022 (US$ Billion)
Figure 16: Global PC Video Game Software Market; 2013-2017 (US$ Billion)
Figure 17: Global PC Video Game Software Market; 2018-2022 (US$ Billion)
Figure 18: Global PC Video Game Software by Segments; 2017 (Percentage,%)
Figure 19: Global Physical PC Video Game Software Market; 2013-2017 (US$ Billion)
Figure 20: Global Physical PC Video Game Software Market; 2018-2022 (US$ Billion)
Figure 21: Global Digital PC Video Game Software Market; 2013-2017 (US$ Billion)
Figure 22: Global Digital PC Video Game Software Market; 2018-2022 (US$ Billion)
Figure 23: Global Online/ Micro transactions Video Game Software Market; 2013-2017 (US$ Billion)
Figure 24: Global Online/ Micro Video Game Software Market; 2018-2022 (US$ Billion)
Figure 25: Global App Based Social/Casual Video Game Software Market;2013-2017 (US$ Billion)
Figure 26: Global App Based Social/Casual Video Game Software Market ; 2018-2022 (US$ Billion)
Figure 27: Global Browser Based Social/Casual Video Game Software Market; 2017-2022 (US$ Billion)
Figure 28: Global Virtual Reality Video Game Software Market; 2017-2022 (US$ Billion)
Figure 29: Global Video Game Software by Regions; 2017 (Percentage,%)
Figure 30: North America Video Game Software Market; 2016-2017(US$ Billion)
Figure 31: North America Video Game Software Market; 2018-2022 (US$ Billion)
Figure 32: Europe Video Game Software Market; 2016-2017(US$ Billion)
Figure 33: Europe Video Game Software Market; 2018-2022 (US$ Billion)
Figure 34: Asia Video Game Software Market;2016-2017 (US$ Billion)
Figure 35: Asia Video Game Software Market;2018-2022 (US$ Billion)
Figure 36: The Global GNI Per Capita; 2011-2015 (US$)
Figure 37: Age of Video Game Players in the US; 2016 (Percentage,%)
Figure 38: Nintendo Net Sales; 2013-2017 (US$ Billion)
Figure 39: Nintendo Net Sales by Region; 2017 (Percentage, %)
Figure 40: Activision Blizzard Net Revenue; 2012-2016 (US$ Billion)
Figure 41: Activision Blizzard Net Revenue by Segment; 2016 (Percentage,%)
Figure 42: Activision Blizzard Net Revenue by Region; 2016 (Percentage,%)
Figure 43: Sony Sales and Operating Revenue; 2013-2017 (US$ Billion)
Figure 44: Sony Corporation Revenue by Segments; 2017 (Percentage,%)
Figure 45: Sumo Revenues; 2014-2017 (US$ Million)

LIST OF TABLES

Table 1: Outsourcing in the Video Game Market
Table 2: Global Video Game Software Market Players by Financial Comparison
Table 3: Global Video Game Software Market by Third Party Developers


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