Current and Future Developments across Global Electronic Games Sector.LYON, France -- Allbizreport.com announces that a new market research report related to the world wide Electronic games Electronic Games was the first video game magazine published in the United States and ran from 1981 to 1985. Co-founded by Arnie Katz, Joyce Worley and Bill Kunkel, it is unrelated to the subsequent Electronic Gaming Monthly. market is now available to its catalogue. Exploiting Opportunities in the Global Electronic Games Sector (Review Report) (www.allbizreport.com/the-global-electronic-games-sector.htm) Introduction This review report provides an overview of current and future developments across global gaming sector. Scope Provides analysis of current players in the video game console A specialized desktop computer used to play video games. The three most popular game consoles are Sony's PlayStation 3 (PS3), Nintendo's GameCube and Microsoft's Xbox. Game software is available on CDs or DVDs, although earlier game machines used cartridges containing read only memory market and their respective business strategies. Addresses new ways manufacturers are exploiting opportunities to reach consumers. Provides an analysis of primary drivers for online games use as well as for the adoption of the next-generation of video game consoles This is a list of video game consoles by the era they appeared in. Eras are named based on the dominant console type of the era (even though not all consoles of those eras are of the same type). Some eras are referred to based on how many bits a major console could process. . Highlights Key drivers are spurring the adoption of video games See video game console. both online and offline. Broadband broadband Term describing the radiation from a source that produces a broad, continuous spectrum of frequencies (contrasted with a laser, which produces a single frequency or very narrow range of frequencies). penetration is prompting the consumption of online material and the use of online social media. Demographics The attributes of people in a particular geographic area. Used for marketing purposes, population, ethnic origins, religion, spoken language, income and age range are examples of demographic data. are also shifting with the average gamer being around 33 years old. Next-generation consoles from Microsoft, Nintendo and Sony are all battling for the living room through the creation of dynamic online products. Microsoft currently holds a strong lead with regards to online services although competition is pushing to usurp u·surp v. u·surped, u·surp·ing, u·surps v.tr. 1. To seize and hold (the power or rights of another, for example) by force and without legal authority. See Synonyms at appropriate. 2. its position. The publisher expects the Sony PlayStation Sony Playstation - Playstation 3 to perform very well in long term. However, the console is not expected to dominate as much as its predecessor, the PS2, due to late launch issues in the PAL region The PAL region is a video game publication territory which covers Australia, New Zealand, and varying European countries. The majority of games designated as part of the region will not play on NTSC-U/C or NTSC-J region consoles because of regional lockout. and the early lead of Microsoft's Xbox 360. Reasons to Purchase Understand key drivers for the uptake uptake /up·take/ (up´tak) absorption and incorporation of a substance by living tissue. up·take n. of next-generation video game consoles including broadband adoption and shifting gamer demographics. Gain insight into the current competitive environment facing the video game console market with regards to online services. Forecast uptake in the next-generation home and handheld console market till 2010. CATALYST SUMMARY METHODOLOGY EXECUTIVE SUMMARY Introduction The transforming global video games market (Market Focus) The global video games market: driving revenue from online strategies (Strategy Focus) Global gaming: subscriber growth by platform and region (Databook) THE TRANSFORMING GLOBAL VIDEO GAMES MARKET (MARKET FOCUS) Summary High-speed connectivity and changing gamer demographics drive online games use Broadband adoption is gathering pace Consumers' media usage is increasingly shifting online Games player demographics are shifting Defining the video games industry is becoming increasingly complex Users have an increasing array of game types to choose from Consumers are faced with an growing number of platforms on which to play games Publishers face a risky business, with few rising to the top Video game console market is evolving with nex-gen deployment Console manufacturers A console manufacturer is a company that manufactures and distributes video game consoles. It is also known as a first-party video game publisher. Historically, some of the most recognized console manufacturers include: Sony, Microsoft and Nintendo jostle for market share Addressing the console launch timeline
Timeline may refer to:
Outlining the different systems: the functionality and features of the PS3 seem set to impress Xbox 360 is close on the heels of the PS3 overall Installed base grows with each console lifecycle Xbox holds an early lead but PS3 is expected to head the market The US is expected to be the largest next-generation console market by 2010 The handheld market is no longer a one horse race Nintendo and Sony offer unique products Nintendo continues to dominate the handheld market Competition from mobile operators encroaches into the sector THE GLOBAL VIDEO GAMES MARKET: DRIVING REVENUE FROM ONLINE STRATEGIES (STRATEGY FOCUS) Summary Market players fight to remain competitive Players battle for consumers 'playtime' with alternative entertainment sources Understanding audiences is one of the biggest challenges facing the sector New strategies come to light in the video game hardware and software market Nintendo retains a price advantage Sony and Microsoft battle for the living room Nintendo aims to include the whole family through innovative gameplay
Gameplay includes all player experiences during the interaction with game systems, especially formal games. Proper use is coupled with reference to "what the player does". Manufacturers look to online gaming See gaming. to provide new opportunities to reach consumers Online gaming has traditionally been dominated by PC-based services Sony and Nintendo look to tackle Microsoft's online dominance PlayStation Network PlayStation Network is Sony's free online service provided for use with their PlayStation 3 [1] and PlayStation Portable video game consoles. User registration Registration is performed via the PlayStation 3 console or a personal computer. offers 'core' services for free Wii Channels and Wii Connect24 create an 'open' online system Nintendo's WiFi Connection offers free roaming The ability to use a communications device such as a cellphone or PDA and be able to move from one cell or access point to another without losing the connection. gaming Xbox Live See Xbox. continues to hold a strong position through it two-tired system Xbox Live Arcade arcade, series of arches supported by columns or piers. An arcade may stand free; if it is attached to a wall it is called a wall arcade or a blind arcade. The earliest-known arcades were in Roman architecture, in which piers, ornamented with engaged columns carrying offers causal causal /cau·sal/ (kaw´z'l) pertaining to, involving, or indicating a cause. causal relating to or emanating from cause. gaming to the video game console audience All of the major players are placing a strong emphasis on online services PS3 set to have the largest user base for online services Publishers aim to exploit the 'long-tail' through digital distribution Games companies explore alternative revenue generation strategies Online gaming provides a perfect opportunity for advertising Micro payment models are seen as a possible opportunity to increase revenue Industry activity highlights the shift towards new revenue generation tactics in the sector Acquisitions consolidate the once fragmented frag·ment n. 1. A small part broken off or detached. 2. An incomplete or isolated portion; a bit: overheard fragments of their conversation; extant fragments of an old manuscript. 3. publishing industry Big firms begin to take in-game advertising In-game advertising (IGA) refers to the use of computer and video games as a medium in which to deliver advertising. 2005 spending on in-game advertising was USD$56 million, and this figure is estimated to grow to $1. seriously GLOBAL GAMING: SUBSCRIBER GROWTH BY PLATFORM AND REGION (DATABOOK) Introduction Definitions Pricing strategies There are many ways in which the price of a product can be determined. The following are the foremost strategies that businesses are likely to use. Competition-based pricing Setting the price based upon prices of the similar competitor products. of major console manufacturers, 1985 - 2006 Global next-generation video game console uptake, 2005 - 2010 US next-generation video game console uptake, 2005 - 2010 European next-generation video game console uptake, 2005 - 2010 Japanese next-generation video game console uptake, 2005 - 2010 Regional split for console uptake, 2010 Global next-generation handheld games console uptake, 2005 - 2010 US next-generation handheld games console uptake, 2005 - 2010 European next-generation handheld games console uptake, 2005 - 2010 Japanese next-generation handheld games console uptake, 2005 - 2010 Active online user base by console, 2005 - 2010 APPENDIX Definitions Further reading Ask the analyst List of Tables Table 1: Next-generation console definitions Table 2: Pricing strategies of major console manufacturers, 1985 - 2006 Table 3: Global next-generation video game console uptake, 2005-2010 Table 4: US next-generation video game console uptake, 2005 - 2010 Table 5: European next-generation video game console uptake, 2005 - 2010 Table 6: Japanese next-generation video game console uptake, 2005 - 2010 Table 7: Regional split for console uptake, 2010 Table 8: Global next-generation handheld games console uptake, 2005 - 2010 Table 9: US next-generation handheld games console uptake, 2005 - 2010 Table 10: European next-generation handheld games console uptake, 2005 - 2010 Table 11: Japanese next-generation handheld games console uptake, 2005 - 2010 Table 12: Active online user base by console, 2005 - 2010 List of Figures Figure 1: Recent developments in the next-generation console market, 2005-2007 Figure 2: Next-generation console comparison Figure 3: Comparison of next-generation console Figure 4: Video game console lifecycle, 1995-2011 Figure 5: Console installed base forecast, 2005-2010 Figure 6: Installed base by region, 2010 Figure 7: Handheld console installed base forecast, 2005-2010 Figure 8: Pricing strategies of major console manufacturers, 1985 - 2006 Figure 9: Comparison of online services for next-generation consoles Figure 10: Online users for next-generation consoles Figure 11: Exploiting the long-tail: the push for digital distribution Figure 12: Pricing strategies of major console manufacturers, 1985 - 2006 Figure 13: Global next-generation video game console uptake, 2005-2010 Figure 14: US next-generation video game console uptake, 2005 - 2010 Figure 15: European next-generation video game console uptake, 2005 - 2010 Figure 16: Japanese next-generation video game console uptake, 2005 - 2010 Figure 17: Regional split for console uptake, 2010 Figure 18: Global next-generation handheld games console uptake, 2005 - 2010 Figure 19: US next-generation handheld games console uptake, 2005 - 2010 Figure 20: European next-generation handheld games console uptake, 2005 - 2010 Figure 21: Japanese next-generation handheld games console uptake, 2005 - 2010 Figure 22: Active online user base by console, 2005 - 2010 More market research reports ? 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