RnR Market Research

Video Games Industry Impacted by Dematerialisation of Distribution (Home and Handheld Consoles, PCs, Mobile Devices and TV Sets)


Chicago, IL -- (SBWIRE) -- 08/11/2015 -- 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. Complete report is available at http://www.rnrmarketresearch.com/video-games-in-the-cloud-a-disintermediated-video-game-industry-market-report.html

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, estimates the changes within the value chain for each market segment examined, with qualitative and quantitative data up to 2019.

List of examined and mentioned players

Video Game Developers/Publishers: Activision Blizzard, Bandai Namco Games, Big Fish Games, COLOPL, Electronic Arts, Gameloft, Geewa, GungHo Online Entertainment, Kabam, Kiloo Games, King, Machine Zone, mixi, NCSoft, Nintendo, Nordeus, Peak Games, Playdom, PopCap Games, Pretty Simple, Rovio, Sega, SGN, SmileGate, Social Point, Sony, Square Enix, SundayToz, Supercell, TeamLava, Ubisoft, Valve Software, Wooga, Zynga.

Device manufacturers: Apple, Asus, Lenovo, LG, Microsoft, Samsung.

Media/Telcos/OTT: CJ Hellovision, Crackle, PBS, HBO, Time Warner Cable, Amazon, Belgacom, Bouygues Telecom, BT, Dish, ESPN, Facebook, Free, Google, Hulu, KDDI, KT, LINE Corporation, Netflix, NTT, Orange, Playcast Media Systems, Portugal Telecom, Roku, SFR, Shenzhen Tencent, Skype, YouTube.

Middlemen/Resellers: Battle.net, Bundle Stars, Ciinow, CJ E&M, Desura, Direct2Drive, Etermax, Gaikai, Game House, GamersGate, GamesPlanet, GamesRepublic, Gamesrocket, GameStop, G Cluster, GOG, GREE, Green Man Gaming, Humble Bundle, Itch.io, Kongregate, MachinimaMiniclip, mobage, Muzu, My Real Games, Naver, Nuuvem, OnLive, Pogo, Steam, TED, Ubitus, Vudu.

Slideshow contents

Digitisation of the video game industry

Strategy and organisation: Digitisation and value displacement by market segment, PC gaming, Console gaming, Mobile gaming, Cloud gaming, Global video game software market, Impact of digitisation on value distribution.

Order a Copy of this Report at http://www.rnrmarketresearch.com/contacts/purchase?rname=393879

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
4.2.3. Consoles embracing online, in-game and beyond
4.2.4. The role of home consoles in the digital home
4.2.5. Home console services beyond video games
4.3. The emergence of the mobile games segment
4.3.1. Transformation of the value chain and business models
4.3.2. Impact on the sector's industrial organisation
4.3.3. Some underlying industry trends
4.4. On-demand or cloud gaming, the future of gaming
4.4.1. Transformation of the value chain and business models
4.4.2. Impact on the sector's industry organisation
4.4.3. Some underlying industry trends

5. Revenue changes and forecasts along the value chain
5.1. Market forecasts
5.1.1. How global video game software market revenues are evolving
5.1.2. Console gaming revenues
5.1.3. PC gaming revenues
5.1.4. Mobile gaming revenues
5.1.5. TV video games
5.2. Market value distribution along the chain
5.2.1. Value distribution in the console gaming market segment (home and handheld consoles)
5.2.2. Value distribution in the PC gaming market segment
5.2.3. Value distribution in the mobile gaming market segment (smartphones and tablets)
5.2.4. Value distribution in the smart TV gaming market segment