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TABLE OF CONTENTS
1. 1.1. 2. 2.1. 3. 4. 4.1. 4.2. 4.2.1. 4.2.2. The US Video Game Market Introduction The US Video game Industry Value Chain The US Video Game Market Size, CY2006-CY2012 By Revenue, CY2006-CY2012 Profile of Gamers in the US The US Video Game Market Segmentation, CY2006-CY2012 By Software, Hardware And Accessories The US Video Game Software Market Introduction The US Video Game Software Market Size, CY2006-CY2012 The US Video Game Software Market Segmentation By Console and PC Software, CY2006-CY2012 By Type of Distribution, CY2009-CY2012 By Type of Video Game Ratings, CY2012 By Console Game Software Genre, CY2008 CY2012 By PC Game Software Genre, CY2008-CY2012

4.2.2.1. 4.2.2.2. 4.2.2.3. 4.2.2.4. 4.2.2.5.

4.2.3. Revenues of Major Independent Game Software Developers and Publishers, CY2008-CY2012 4.2.4. The US Video Game Software Market Trends and Developments

Shift from Retail to Digital Distribution Graphically Superior Video Games Focus on Fewer Game Software Titles 4.2.5. The US Video Game Software Market Future Outlook and Projections Cause and Effect Relationship of the US Video Game Software Market

4.2.5.1. 4.3. 4.3.1.

The US Video Game Hardware Market Introduction The US Video Game Hardware Market Size, CY2006-CY2012 2

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4.3.1.1. 4.3.2.

By Revenue and Consumption, CY2006-CY2012

The US Video Game Hardware Market Segmentation By Console and Handheld Video Game Hardware, CY2006-CY2012

4.3.2.1.

4.3.3. Market Shares of Major Players in the Seventh Generation Home Console Market, CY2006-CY2012 4.3.4. The US Video Game Hardware Market Trends and Developments

Popularity of Motion Controls Emergence of Multifunction Gaming Hardware Advent of 3D Gaming A Shift towards Smartphones and Tablets The Eighth Generation Consoles 4.3.5. The US Video Game Hardware Market Future Outlook and Projections Cause and Effect Relationship of the US Video Game Hardware Market

4.3.5.1. 4.4. 4.4.1.

The US Video Game Accessories Market Introduction The US Video Game Accessories Market Size, CY2006-CY2012

4.4.2. The US Video Game Accessories Market Future Outlook and Projections, CY2013-CY2017 5. 5.1. 5.2. 6. 6.1. 6.2. The US Online Gaming Market Introduction The US Online Gaming Market Size, CY2010-CY2012 The US Online Gaming Market Future Outlook And Projections, CY2013-CY2017 The US Massively Multiplayer Online Gaming Market Introduction The US Massively Multiplayer Online Gaming Market Size, CY2009-CY2012 The US Massively Multiplayer Online Gaming Trends And Developments

6.3. The US Massively Multiplayer Onine Gaming Market Future outlook and Projections, CY2013-CY2017 7. 7.1. The US Social Gaming Market Introduction The US Social Gaming Market Size, CY2010-CY2012 3

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7.2. 7.3. 8. 8.1. 8.2. 8.3. 9.

The US Social Gaming Market Segmentation, CY2010-CY2012 The US Social Gaming Market Future Outlook and Projections, CY2013-cy2017 The US Mobile Gaming Market Introduction The US Mobile Gaming Market Size, CY2010-CY2012 The US Mobile Gaming Market Segmentation, CY2010-CY2012 The US Mobile Gaming Future Outlook and Projections The US Video Game Industry Trends and Developments A Surge in the Casual Gaming Audience Popularity of Social Games Digital Distribution Gaining Momentum Cloud Gaming, the Next Wave of Growth Advergaming Becoming an Integral Part of Brand Media Data Center Services Playing an Important Role Entry of New Age Eighth Generation Consoles

10. 11. 11.1.

The US Video Game Industry Future Outlook and Projections Company Profiles Activision Blizzard Business Overview Financial Performance Business Strategies

11.1.1. 11.1.2. 11.1.3.

Focus on Big Franchises and Niche Audience Digital revenues Focus on Customer Service and Intellectual Property 11.2. Electronic Arts Business Overview Financial Performance 4

11.2.1. 11.2.2.

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11.2.3.

Business Strategies

Focus on Brand Building Focus on Fewer Titles Focus on Sequels 11.3. Microsoft Business Overview Financial Performance Business Strategies

11.3.1. 11.3.2. 11.3.3.

Focus on Technological Advancements Alliance Strategy Shift to Cross Platform Gaming 11.4. Sony Business Overview Financial Performance Business Strategies

11.4.1. 11.4.2. 11.4.3.

Focus on Digital Content and Other Platforms Focus on Cloud Sponsorship Strategy 11.5. Nintendo Business Overview Financial Performance Business Strategies

11.5.1. 11.5.2. 11.5.3.

Focus on Online and Mobile Gaming Focus on Non Gamers Research and Development Strategy 11.6. Ubisoft 5

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11.6.1. 11.6.2. 11.6.3.

Business Overview Financial Performance Business Strategies

Focus on Online, Free-to-play and Mobile Games Focus on Research and Development Focus on Core and Casual Gamers and Smaller Number of Titles 11.7. Konami Business Overview Financial Performance Business Strategies

11.7.1. 11.7.2. 11.7.3.

Focus on Online and Digital Gaming Focus on Mobile Gaming Focus on Hit AAA Game Titles 11.8. Take Two Interactive Business Overview Financial Performance Business Strategies

11.8.1. 11.8.2. 11.8.3.

Focus on Digital and Mobile Platform Investing in Creative Teams Expansion Strategy 11.9. THQ Business Overview Financial Performance Business Strategies

11.9.1. 11.9.2. 11.9.3.

Focus on Core Games Focus on Trans Media 6

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11.10.

Capcom Business Overview Financial Performance Business Strategies

11.10.1. 11.10.2. 11.10.3.

Focus on Social Games on DLC Focus on Singular Content and Multiple Usage 11.11. Sega Sammy Business Overview Financial Performance Business Strategies

11.11.1. 11.11.2. 11.11.3.

Focus on Hit Game Titles Shift from Packaged to Digital 11.12. Square Enix Business Overview Financial Performance Business Strategies

11.12.1. 11.12.2. 11.12.3.

Globalization Focus on becoming Network Centric 12. 12.1. 12.2. 12.3. 12.4. 12.5. 13. 13.1. Macroeconomic Factors Video Game Playing Population in the US, CY2006-CY2017 Time Spent on Gaming, CY2006-CY2017 Wired Broadband Subscribers in the US, CY2006-CY2017 The US Personal Disposable Income, CY2006-CY2017 Number of New Games Released in the US, CY2006-CY2017 Appendix Market Definitions 7

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13.2. 13.3.

Abbreviations Research Methodology Data Collection Methods Approach Variables (Dependent and Independent) Final Conclusion

13.4.

Disclaimer

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LIST OF FIGURES
Figure 1: Value Chain of the US Video Game Industry Figure 2: The US Video Game Industry Market Size on the Basis of Revenue in USD Million, CY2006-CY2012 Figure 3: Distribution of Video Game Players in the US on the basis of Age in Percentage, CY2012 Figure 4: Distribution of Video Game Players in the US on the basis of Gender in Percentage, CY2012 Figure 5: The US Video Game Market Segmentation by Software, Hardware and Accessories on the Basis of Revenue in Percentage, CY2006-CY2012 Figure 6: The US Video Game Software Market Size on the Basis of Revenue in USD Million and Number of Units Sold through Retail in Million, CY2006-CY2012 Figure 7: The US Video Game Market Segmentation by Retail Unit Sales of Console and PC Software in Percentage, CY2006-CY2012 Figure 8: The US Video Game Software Market Segmentation by Type of Distribution in Percentage, CY2009-CY2012 Figure 9: The US Video Game Software Market Segmentation on the Basis of Ratings in Percentage, CY2006-CY2012 Figure 10: The US Video Game Console Software Segmentation by Unit Sales in Genre, CY2008-CY2012 Figure 11: The US Video Game PC Software Segmentation by Unit Sales in Genre, CY2008 CY2012 Figure 12: The US Video Game Software Market Future Projections on the Basis of Revenue in USD Million, CY2013-CY2017 Figure 13: The US Video Game Hardware Market Size on the Basis of Revenue in USD Million and Consumption of Units in Million, CY2006-CY2012 Figure 14: The US Video Game Hardware Market Segmentation on the Basis of Number of Units Sold in Percentage, CY2006-CY2012 Figure 15: Revenues of Major Players in the Seventh Generation Home Console Market on the Basis of Revenues in Percentage, CY2006-CY2012 9

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Figure 16: Estimated Market Shares of Eighth Generation Consoles on the Basis of Retail Sales in the US, CY2014 Figure 17: The US Video Game Hardware Market Future Projections on the Basis of Revenue in USD Million, CY2013-CY2017 Figure 18: The US Video Game Accessories Market Size on the Basis of Revenue in USD Million, CY2006-CY2012 Figure 19: The US Video Game Accessories Market Future Projections on the Basis of Revenue in USD Million, CY2013-CY2017 Figure 20: The US Online Gaming Market Size on the Basis of Revenues in USD Million, CY2010-CY2012 Figure 21: The US Online Gaming Market Future Projections on the Basis of Revenue in USD Million, CY2013-CY2017 Figure 22: US Massively Multiplayer Online Gaming Market Size on the Basis of Revenue in USD Million, CY2009-CY2012 Figure 23: The US Massively Multiplayer Online Gaming Market Future Projections on the Basis of Revenues in USD Million, CY2013-CY2017 Figure 24: The US Social Gaming Market Size on the Basis of Revenue in USD Million, CY2010-CY2012 Figure 25: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY2010-CY2012 Figure 26: The US Social Gaming Market Future Projections on the Basis of Revenues in USD Million, CY2013-CY2017 Figure 27: The US Mobile Gaming Market Size on the Basis of Revenue in USD Million, CY2010-CY2012 Figure 28: Installed Base of iOS and Android Smartphones in the US in Million Units, CY2011CY2012 Figure 29: The US Mobile Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY2010-CY2012 Figure 30: Market Shares of iOS and Android in the US on the Basis of Revenue Generated from top 200 Grossing Games, CY2012 Figure 31: Mobile Devices Used to Play Games in the US, CY2012 10

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Figure 32: The US Mobile Gaming Future Projections on the basis of Revenue in USD Million, CY2013-CY2017 Figure 33: Market Shares of Major Portable Gaming Software across Different Platforms on the Basis of Revenue in Percentage, CY2009-CY2011 Figure 34: The US Video Game Industry Future Projections on the Basis of Revenue in USD Million, CY2013-CY2017 Figure 35: Activision Blizzards Revenues from Video Game Software Development and Publishing in the US in USD Million, CY2008-CY2012 Figure 37: Electronic Arts Revenues from Video Game Software Development and Publishing in USD Million, CY2008-CY2012 Figure 38: Retail Sales of Xbox Consoles in the US in Million Units, CY2006-CY2012 Figure 39: Retail Sales of PlayStation 3 Consoles and Software in the US in Million Units, CY2006-CY2012 Figure 40: Retail Sales of Nintendos Wii and DS in the US in Million Units, CY2006-CY2012 Figure 41: Ubisofts Revenues from Video Game Software Development and Publishing in USD Million, CY2008-CY2012 Figure 42: Konamis Revenues from Video Game Software Development and Publishing in USD Million, CY2008-CY2012 Figure 43: Take Two Interactives Revenues from Video Game Development and Publishing in USD Million, CY2008-CY2012 Figure 44: THQs Revenues from Video Game Development and Publishing in USD Million, CY2008-CY2012 Figure 45: Capcoms Revenues from Video Game Development and Publishing in USD Million, CY2008-CY2012 Figure 46: Sega Sammys Revenues from Video Game Development and Publishing in USD Million, CY2008-CY2012 Figure 47: Revenues from Video Game Development and Publishing in USD Million, CY2008CY2012 Figure 48: Video Game Playing Population in the US in Million, CY2006-CY2017 Figure 49: Time Spent on Gaming in the US in Hours per Year, CY2006-CY2017 Figure 50: Wired Broadband Subscribers in the US in Million, CY2006-CY2017 11

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Figure 51: Personal Disposable Incomes in the US in USD Million, CY2006-CY2017 Figure 52: Number of New Games Released Across all Platforms in the US in Units, CY2006CY2017

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LIST OF TABLES
Table 1: Profile of the Video Games Playing Population in the US Table 2: Best Selling Video Game Software in the US in Units, CY2008-CY2012 Table 3: Revenues of Major Independent Game Software Developers and Publishers in USD Million, CY2008-CY2012 Table 4: Upcoming Major Game Software Releases, CY2013 Table 5: Cause and Effect Relationship Analysis between Industry Factors and Expected Video Game Software Market Prospects Table 6: Competitive Landscape of the Seventh Generation Home Console Market on the Basis of Number of Units Sold Through US Retail, CY2006-CY2012 Table 7: Cause and Effect Relationship Analysis between Industry Factors and Expected Video Game Hardware Market Prospects Table 8: Top Social Game Application Developers in the US on the Basis of Average Monthly Users, CY2012 Table 9: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million, CY2010-CY2012 Table 10: Most Downloaded Free Mobile Games, as on 20th January, CY2013 Table 11: Market Shares of Various Mobile Platforms in the US on the basis of Smartphone Sales, CY2011-CY2012 Table 12: Eighth Generation of Video Game Consoles with Release Dates Table 13: List of Popular Video Games Published by Activision Blizzard Table 14: List of Popular Video Games Published by Electronic Arts Table 15: List of Popular Games Published by Microsoft Table 16: List of Sony Computer Entertainment Studios and Games Developed in the US Table 17: List of Popular Games Published by Sony Table 18: List of Popular Video Game Consoles Released by Nintendo in the Home and Handheld Category Table 19: List of Popular Games Published by Nintendo Table 20: List of Popular Video Games Published by Ubisoft 13

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Table 21: List of Popular Games Published by Konami Corporation Table 22: List of Popular Video Games Published by Take-Two Interactive Table 23: Correlation Matrix of the US Video Games Industry Table 24: Regression Coefficients Output

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THE US VIDEO GAME MARKET SIZE, CY2006-CY2012


Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY2012. Even so with the advent of new video game players in the industry, the revenues decreased by ~ % compared to CY2011 where the total revenues was USD ~ million. Broadening landscape of relatively cheap online gaming, digital subscriptions and mobile gaming had ... Although the software segment fared well witnessing a 23.16% growth, the overall video game industry grew by ~% from USD ~ million in CY2007 to USD ~ million in CY2008. The video game industry in the US has grown at a CAGR of ~% from USD ~ million in CY2006 to USD ~ million in CY2012.

Figure: The US Video Game Industry Market Size on the Basis of Revenue in USD Million, CY2006-CY2012
30,000.0 25,000.0 20,000.0 USD Million 15,000.0 10,000.0 5,000.0 0.0 CY'2006 CY'2007 CY'2008 CY'2009 CY'2010 CY'2011 CY'2012

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THE US VIDEO GAME SOFTWARE MARKET SEGMENTATION

BY TYPE OF DISTRIBUTION, CY2009-CY2012

Physical distribution of video game software, propelled by sales through the retail channel, continued to dominate the video game software market in CY2012 with a share of ~%. Although retail prevails as an important channel of game content distribution, the share of online distribution has witnessed a continual increase from ~% in CY2009 to ~% in CY2012...

Figure: The US Video Game Software Market Segmentation by Type of Distribution in Percentage, CY2009-CY2012
100.0% 90.0% 80.0% Percentage (%) 70.0% 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY'2009 CY'2010 Physical CY'2011 Digital CY'2012

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REVENUES OF MAJOR INDEPENDENT GAME SOFTWARE DEVELOPERS AND PUBLISHERS, CY2008-CY2012

... Market revenues of Activision Blizzard have increased noticeably from USD ~ million in CY2008 to USD ~ million in CY2012, making it the largest player in the independent software development space. While Call of Duty series has evidently added to its revenues over the years, Activisions other franchises, such as Guitar Hero and Tony Hawk, have continued to perform well and to add to the revenue gains over the past few years. Electronic Arts was the second largest publisher of video games in CY2012. EA generated revenues of USD ~ million through software development and publishing The company recorded revenues of USD ~ million in the US in CY2012. Sega Sammy and Square Enix registered revenues of USD ~ million and USD ~ million respectively in CY2012.

Table: Revenues of Major Independent Game Software Developers and Publishers in USD Million, CY2008-CY2012
Company Activision Electronic Arts Ubisoft Konami Take Two Interactive THQ Capcom Sega Sammy Square Enix CY'2008 CY'2009 CY'2010 CY'2011 CY'2012

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MARKET SHARES OF MAJOR PLAYERS IN THE SEVENTH GENERATION HOME CONSOLE MARKET, CY2006-CY2012

Three main competitors in the video game hardware market in the US are Nintendo, Sony and Microsoft. These players are comparatively distinguished in terms of technological innovation and user friendliness. Microsoft was in a governing position in the US marketplace for video gaming hardware with a share of 53.2% in the home console segment in CY2012. Nintendos market share has catalogued a sharp decline from ~% in CY2008 to ~% in CY2012. Since the inception of revolutionizing Wii console, Nintendo dictated the market share in the US retail sales of home console hardware

Figure: Market Shares of Major Players in the Seventh Generation Home Console Market on the Basis of Revenues in Percentage, CY2006-CY2012
100.0% 90.0% 80.0% 70.0% Percentage (%) 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY'2006 CY'2007 Xbox 360 CY'2008 CY'2009 PlayStation 3 CY'2010 CY'2011 CY'2012

Nintendo Wii

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THE US SOCIAL GAMING MARKET SEGMENTATION, CY2010CY2012

Revenues from virtual goods accounted for a majority share of ~% in the US social gaming revenues in CY2012 and are expected to Advertising spending witnessed the most prolific growth, expanding by ~% from USD ~ million in CY2011 to USD ` million in CY2012. Increased revenues from the advertising segment have been in sync with an .... However, this segment has been losing its share since marketers have been using social games for more branding oriented efforts.

Figure: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY2010-CY2012
100.0% 90.0% 80.0% 70.0% Percentage (%) 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY'2010 Virtual Goods CY'2011 Lead Generation Offers CY'2012 Advertising

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Table: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million, CY2010-CY2012
Category Virtual Goods Lead Generation Offers Advertising Total CY'2010 CY'2011 CY'2012

THE US MOBILE GAMING FUTURE OUTLOOK AND PROJECTIONS

The US mobile gaming market is poised to expand in the next several years by means of processing thousands of game play linked micro transactions for an increasing population of mobile gamers. The mobile gaming market is expected to register a CAGR of ~%, growing from USD ~ million in CY2012 The last few years have witnessed the market for traditional handheld gaming devices declining at the expense of tablets and smartphones Figure: The US Mobile Gaming Future Projections on the basis of Revenue in USD Million, CY2013-CY2017
12,000.0 10,000.0 USD Million 8,000.0 6,000.0 4,000.0 2,000.0 0.0 CY'2012 CY'2013 CY'2014 CY'2015 CY'2016

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Figure: Market Shares of Major Portable Gaming Software across Different Platforms on the Basis of Revenue in Percentage, CY2009-CY2011
100.0% 90.0% 80.0% 70.0% Percentage (%) 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY'2009 iOS and Android CY'2010 Nintendo DS CY'2011 Sony PSP

THE US VIDEO GAME INDUSTRY FUTURE OUTLOOK AND PROJECTIONS

The market for video games in the US is changing at a brisk rate. Technological advancements and gaming diffusion across ages as well as competitive pressures have been significantly changing the market. Revenues from the video game industry in the US are expected to expand to USD ~ million in CY2017, growing with a CAGR of `% from CY2012 to CY2017... Traditional handheld software market shares will continue to decline as mobile devices develop a strong framework of game publishers around its lower cost gaming applications... The emergence of games on connected TV such as Onlive and Playcast Media will add further changes to the US video game industry. More prominent companies are expected to invest in games Growth in the US video game market is less likely to be driven by the traditional retail sales of software, but rather growth by the billions of hours spent in online gaming, increasing subscriptions

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Figure: The US Video Game Industry Future Projections on the Basis of Revenue in USD Million, CY2013-CY2017
45,000.0 40,000.0 35,000.0 USD Million 30,000.0 25,000.0 20,000.0 15,000.0 10,000.0 5,000.0 0.0 CY'2013 CY'2014 CY'2015 CY'2016 CY'2017

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