62bn€ Video Games Market Growing at 8%+ CAGR to 2018
DALLAS, February 11, 2015 /PRNewswire/ --
ReportsnReports.com adds World video games market - Markets and forecasts, 2014-2018 research report that says global market for video games represents a total of nearly 62bn€ in 2014 and estimates a strong CAGR of 8.5% for the period 2014-2018.
This video games market 2015 report follows the development of key indicators for the sector over five years and makes an appraisal of the key video game market segments like: Home consoles, Handheld consoles, Offline computer games, Online computer games, Smartphone Game Market, Tablet Game Market and Digital Video Game Market. Geographically, broken down by regions, the research provides data and information on Asia-Pacific (China, Japan, South Korea, Australia & New Zealand, Rest of Asia Pacific), EMEA (Europe - Middle East & Africa, Europe, Benelux, Italy, United Kingdom, France, Nordic Countries, Eastern Europe, Germany, Spain), Latin America and North America (USA, Canada). Complete research is available at http://www.reportsnreports.com/reports/344041-world-video-games-market-markets-and-forecasts-2014-2018.html .
Key video games market trends discussed in this research cover information on home consoles: one year after the dawn of the eighth generation, more than half of video game market revenues came from dematerialized distribution and online pay practices in 2014, mobile games - from euphoria to a supply crisis, transition to Free2Play, but Pay per Play is resisting, smart toys are sealing their place among the industry's growth segments, virtual and augmented reality - a gaming trend taking shape for the short term, going indie - more than just employee turnover, Cloud gaming 2.0, a new global leader as well as video games and connected TVs - waiting for a natural convergence.
The data tables and figures on key trends in the video games market presented in this research cover:
Global sales of home consoles by console, 2014-2018
Physical video game market vs dematerialised video game market
Breakdown of the dematerialised software market by device platform
Average Revevenue Per User for Major Mobile Titles
Top 20 iOS games according to revenue generated per day in the US
Number of games available on digital distribution platforms
Breakdown of iOS games by business model, February 2014
Examples of smart toy figurines
Global toy and smart toy markets, 2013-2018 (billion EUR)
The Métro Paris application
The concept of mixed reality
Comparison of Game Latency
GeForce GRID Latency
Top 10 Online Games
Sales of UHD TVs
Order a copy of this video games market report at http://www.reportsnreports.com/Purchase.aspx?name=344041 and own the data and information analysis that will help in making better business decisions.
Video games are electronic games, which includes a video device for human interaction with the user interface. The video device might be a mobile display, a PC monitor or a TV. The electronic systems used to play video games are known as platforms. The different types of platforms are TV, consoles, mobile devices, PCs, and others. Various types of games are available for different gaming platforms.
The Global Video Game market is forecast to grow at 8.3% CAGR, whereas Video Games market in the US is set to grow at 8.17% CAGR over the period 2013-2018. To calculate the market size, these reports consider consumer spending on new console games (home and handheld games), personal computer games, online games, and mobile games. The category excludes spending on the hardware used for playing the games. These reports have been prepared based on an in-depth market analysis with inputs from industry experts. They cover the Video Game market landscape in the US as well as global regions and growth prospects in the coming years. The reports also include a discussion of the key vendors operating in this market.
Combined, these two video games industry reports discuss companies like Activision Blizzard, Electronic Arts, Gameloft, Giant Interactive Group, Konami, Microsoft, NCSOFT, Nexon, Nintendo, Rovio Entertainment, Sony Computer Entertainment, Take-Two Interactive Software, Ubisoft Entertainment, 4A Games, 5th Cell Media, Access Games, ACE Team, Active Gaming Media, Aeria Games and Entertainment, Anino Games, Ankama Games, Asobo Studio, Behavior Interactive, Bungie, CCP, Cellufun, Changyou.com, CipSoft, Cryptic Studios, Disney Interactive, Digital Chocolate, eGames, Gamelion, GameHouse, Glu Games, gPotato, GungHo Entertainment, HandyGames, India Games, Infinity Ward, Jagex Games Studio, Joymax, Kabam, Kiloo ApS, Level-5, MercurySteam Entertainment, Microsoft Studio, Minh Chau, Mitchell, Namco Bandai Games, NetEase, Oberon Media, OGPlanet, Perfect World, Punch Entertainment, Redboss, Rockstar North, Rocksteady Studios, Sega, Shanda Interactive Entertainment, Softnyx, Sony Computer Entertainment, Sony Online Entertainment, Square Enix Holdings, SYBO Games, Syn Sophia, Tencent Holdings, The Lego Group, Turbine, Visual Concepts, Warner Bros. Interactive Entertainment and Zynga.
Explore more reports on the IT & Telecommunication markets (http://www.reportsnreports.com/market-research/information-technology/ ) as well as the semiconductor and electronics segments at http://www.reportsnreports.com/market-research/semiconductor-and-electronics/ .
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