Albany, NY -- (SBWire) -- 11/04/2015 --Our new study focuses on all market segments of the video game industry impacted by the dematerialisation of distribution, specifically: home and handheld consoles, PCs (including laptops), mobile devices (smartphones, phablets & tablets) and TV sets. This report aims to measure the degree of dematerialisation affecting distribution in each of the market segments above, independently of the technology used.
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We take into account services carried out by key players on:
Consoles: Microsoft, Nintendo & Sony for instance
PCs: Steam, GOG and similar competitors
Connected TVs through STBs, Pay-TV interfaces or as a 'stand-alone-service'
Finally, IDATE estimates the changes within the value chain for each market segment examined, with qualitative and quantitative data up to 2019.
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Table of Contents:-
1. Executive Summary
2. Methodology & definitions
2.1. General methodology of IDATE's reports
2.2. Market assessment and forecasts
3. Digitisation of the video game industry
3.1. The global market
3.2. The market by segment
4. Strategy and organisation
4.1. Distribution and game services on desktop computers, pioneers of digitisation
4.1.1. Digital distribution websites are diversifying
4.1.2. Massively multiplayer games: a new phenomenon
4.1.3. Social games
4.1.4. Value chain and business models
4.2. Consoles in the cloud era
4.2.1. Digital distribution already used for AAA games
4.2.2. Cloud gaming on consoles is emerging and will establish itself in the long term
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Cloud Based Video Games Market: ResearchMoz
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