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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:
 tackle the home market with new products

Sony, Microsoft and Nintendo jostle for market share

Addressing the console launch timeline
For Wikipedia's timeline and related tools, see Wikipedia:Timeline.


Timeline may refer to:
  • Chronology — see also list of timelines
: Xbox 360 gains an early lead while Sony suffers early setbacks

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
For the television show, see GamePlay HD.


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 ? Go to http://www.allbizreport.com
COPYRIGHT 2007 Business Wire
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 2007, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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