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TABLE OF CONTENTS
1.     The US Video Game Market Introduction

1.1.            The US Video game Industry Value Chain
2.     The US Video Game Market Size, CY’2006-CY’2012

2.1.            By Revenue, CY’2006-CY’2012
3.     Profile of Gamers in the US

4.     The US Video Game Market Segmentation, CY’2006-CY’2012
4.1.            By Software, Hardware And Accessories

4.2.            The US Video Game Software Market Introduction
       4.2.1.     The US Video Game Software Market Size, CY’2006-CY’2012

       4.2.2.     The US Video Game Software Market Segmentation

         4.2.2.1.     By Console and PC Software, CY’2006-CY’2012
         4.2.2.2.     By Type of Distribution, CY’2009-CY’2012
         4.2.2.3.     By Type of Video Game Ratings, CY’2012

         4.2.2.4.     By Console Game Software Genre, CY’2008 – CY’2012
         4.2.2.5.     By PC Game Software Genre, CY’2008-CY’2012

       4.2.3. Revenues of Major Independent Game Software Developers and Publishers,
       CY’2008-CY’2012
       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

         4.2.5.1.     Cause and Effect Relationship of the US Video Game Software Market
4.3.            The US Video Game Hardware Market Introduction
       4.3.1.     The US Video Game Hardware Market Size, CY’2006-CY’2012

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                                             © This is a licensed product of Ken Research and should not be copied
4.3.1.1.     By Revenue and Consumption, CY’2006-CY’2012
       4.3.2.     The US Video Game Hardware Market Segmentation
         4.3.2.1.     By Console and Handheld Video Game Hardware, CY’2006-CY’2012

       4.3.3. Market Shares of Major Players in the Seventh Generation Home Console Market,
       CY’2006-CY’2012

       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

         4.3.5.1.     Cause and Effect Relationship of the US Video Game Hardware Market
4.4.            The US Video Game Accessories Market Introduction
       4.4.1.     The US Video Game Accessories Market Size, CY’2006-CY’2012

       4.4.2. The US Video Game Accessories Market Future Outlook and Projections,
       CY’2013-CY’2017

5.     The US Online Gaming Market Introduction
5.1.            The US Online Gaming Market Size, CY’2010-CY’2012
5.2.            The US Online Gaming Market Future Outlook And Projections, CY’2013-CY’2017
6.     The US Massively Multiplayer Online Gaming Market Introduction

6.1.            The US Massively Multiplayer Online Gaming Market Size, CY’2009-CY’2012
6.2.            The US Massively Multiplayer Online Gaming Trends And Developments

6.3.       The US Massively Multiplayer Onine Gaming Market Future outlook and
Projections, CY’2013-CY’2017
7.     The US Social Gaming Market Introduction

7.1.            The US Social Gaming Market Size, CY’2010-CY’2012

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                                             © This is a licensed product of Ken Research and should not be copied
7.2.         The US Social Gaming Market Segmentation, CY’2010-CY’2012
7.3.         The US Social Gaming Market Future Outlook and Projections, CY’2013-cy’2017

8.     The US Mobile Gaming Market Introduction
8.1.         The US Mobile Gaming Market Size, CY’2010-CY’2012

8.2.         The US Mobile Gaming Market Segmentation, CY’2010-CY’2012
8.3.         The US Mobile Gaming Future Outlook and Projections

9.     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.      The US Video Game Industry Future Outlook and Projections

11.      Company Profiles
11.1.        Activision Blizzard
       11.1.1.   Business Overview

       11.1.2.   Financial Performance
       11.1.3.   Business Strategies

            Focus on Big Franchises and Niche Audience
            Digital revenues
            Focus on Customer Service and Intellectual Property

11.2.        Electronic Arts
       11.2.1.   Business Overview

       11.2.2.   Financial Performance

                                                                                                                   4


                                           © This is a licensed product of Ken Research and should not be copied
11.2.3.   Business Strategies
         Focus on Brand Building
         Focus on Fewer Titles

         Focus on Sequels
11.3.     Microsoft
    11.3.1.   Business Overview

    11.3.2.   Financial Performance

    11.3.3.   Business Strategies
         Focus on Technological Advancements

         Alliance Strategy
         Shift to Cross Platform Gaming
11.4.     Sony
    11.4.1.   Business Overview

    11.4.2.   Financial Performance

    11.4.3.   Business Strategies
         Focus on Digital Content and Other Platforms

         Focus on Cloud
         Sponsorship Strategy

11.5.     Nintendo
    11.5.1.   Business Overview

    11.5.2.   Financial Performance
    11.5.3.   Business Strategies
         Focus on Online and Mobile Gaming

         Focus on Non Gamers
         Research and Development Strategy

11.6.     Ubisoft

                                                                                                                  5


                                          © This is a licensed product of Ken Research and should not be copied
11.6.1.   Business Overview

    11.6.2.   Financial Performance
    11.6.3.   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
    11.7.1.   Business Overview

    11.7.2.   Financial Performance

    11.7.3.   Business Strategies
         Focus on Online and Digital Gaming
         Focus on Mobile Gaming

         Focus on Hit AAA Game Titles
11.8.     Take Two Interactive
    11.8.1.   Business Overview

    11.8.2.   Financial Performance

    11.8.3.   Business Strategies
         Focus on Digital and Mobile Platform

         Investing in Creative Teams
         Expansion Strategy

11.9.     THQ
    11.9.1.   Business Overview
    11.9.2.   Financial Performance

    11.9.3.   Business Strategies
         Focus on Core Games

         Focus on Trans Media

                                                                                                                6


                                        © This is a licensed product of Ken Research and should not be copied
11.10.      Capcom
      11.10.1.   Business Overview

      11.10.2.   Financial Performance

      11.10.3.   Business Strategies
           Focus on Social Games on DLC

           Focus on Singular Content and Multiple Usage
11.11.      Sega Sammy
      11.11.1.   Business Overview

      11.11.2.   Financial Performance

      11.11.3.   Business Strategies
           Focus on Hit Game Titles
           Shift from Packaged to Digital

11.12.      Square Enix
      11.12.1.   Business Overview

      11.12.2.   Financial Performance
      11.12.3.   Business Strategies

           Globalization
           Focus on becoming Network Centric

12.      Macroeconomic Factors

12.1.       Video Game Playing Population in the US, CY’2006-CY’2017
12.2.       Time Spent on Gaming, CY’2006-CY’2017

12.3.       Wired Broadband Subscribers in the US, CY’2006-CY’2017
12.4.       The US Personal Disposable Income, CY’2006-CY’2017
12.5.       Number of New Games Released in the US, CY’2006-CY’2017

13.      Appendix
13.1.       Market Definitions

                                                                                                                    7


                                            © This is a licensed product of Ken Research and should not be copied
13.2.    Abbreviations
13.3.    Research Methodology
        Data Collection Methods

        Approach
        Variables (Dependent and Independent)

        Final Conclusion
13.4.    Disclaimer




                                                                                                              8


                                      © This is a licensed product of Ken Research and should not be copied
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,
CY’2006-CY’2012

Figure 3: Distribution of Video Game Players in the US on the basis of Age in Percentage,
CY’2012
Figure 4: Distribution of Video Game Players in the US on the basis of Gender in Percentage,
CY’2012

Figure 5: The US Video Game Market Segmentation by Software, Hardware and Accessories on
the Basis of Revenue in Percentage, CY’2006-CY’2012
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, CY’2006-CY’2012

Figure 7: The US Video Game Market Segmentation by Retail Unit Sales of Console and PC
Software in Percentage, CY’2006-CY’2012
Figure 8: The US Video Game Software Market Segmentation by Type of Distribution in
Percentage, CY’2009-CY’2012

Figure 9: The US Video Game Software Market Segmentation on the Basis of Ratings in
Percentage, CY’2006-CY’2012

Figure 10: The US Video Game Console Software Segmentation by Unit Sales in Genre,
CY’2008-CY’2012
Figure 11: The US Video Game PC Software Segmentation by Unit Sales in Genre, CY’2008 -
CY’2012

Figure 12: The US Video Game Software Market Future Projections on the Basis of Revenue in
USD Million, CY’2013-CY’2017
Figure 13: The US Video Game Hardware Market Size on the Basis of Revenue in USD Million
and Consumption of Units in Million, CY’2006-CY’2012

Figure 14: The US Video Game Hardware Market Segmentation on the Basis of Number of
Units Sold in Percentage, CY’2006-CY’2012
Figure 15: Revenues of Major Players in the Seventh Generation Home Console Market on the
Basis of Revenues in Percentage, CY’2006-CY’2012


                                                                                                                9


                                        © This is a licensed product of Ken Research and should not be copied
Figure 16: Estimated Market Shares of Eighth Generation Consoles on the Basis of Retail Sales
in the US, CY’2014

Figure 17: The US Video Game Hardware Market Future Projections on the Basis of Revenue in
USD Million, CY’2013-CY’2017
Figure 18: The US Video Game Accessories Market Size on the Basis of Revenue in USD
Million, CY’2006-CY’2012

Figure 19: The US Video Game Accessories Market Future Projections on the Basis of Revenue
in USD Million, CY’2013-CY’2017
Figure 20: The US Online Gaming Market Size on the Basis of Revenues in USD Million,
CY’2010-CY’2012
Figure 21: The US Online Gaming Market Future Projections on the Basis of Revenue in USD
Million, CY’2013-CY’2017
Figure 22: US Massively Multiplayer Online Gaming Market Size on the Basis of Revenue in
USD Million, CY’2009-CY’2012
Figure 23: The US Massively Multiplayer Online Gaming Market Future Projections on the
Basis of Revenues in USD Million, CY’2013-CY’2017

Figure 24: The US Social Gaming Market Size on the Basis of Revenue in USD Million,
CY’2010-CY’2012
Figure 25: The US Social Gaming Market Segmentation on the Basis of Revenue in USD
Million in Percentage, CY’2010-CY’2012

Figure 26: The US Social Gaming Market Future Projections on the Basis of Revenues in USD
Million, CY’2013-CY’2017
Figure 27: The US Mobile Gaming Market Size on the Basis of Revenue in USD Million,
CY’2010-CY’2012

Figure 28: Installed Base of iOS and Android Smartphones in the US in Million Units, CY’2011-
CY’2012
Figure 29: The US Mobile Gaming Market Segmentation on the Basis of Revenue in USD
Million in Percentage, CY’2010-CY’2012
Figure 30: Market Shares of iOS and Android in the US on the Basis of Revenue Generated from
top 200 Grossing Games, CY’2012

Figure 31: Mobile Devices Used to Play Games in the US, CY’2012

                                                                                                           10


                                        © This is a licensed product of Ken Research and should not be copied
Figure 32: The US Mobile Gaming Future Projections on the basis of Revenue in USD Million,
CY’2013-CY’2017

Figure 33: Market Shares of Major Portable Gaming Software across Different Platforms on the
Basis of Revenue in Percentage, CY’2009-CY’2011
Figure 34: The US Video Game Industry Future Projections on the Basis of Revenue in USD
Million, CY’2013-CY’2017

Figure 35: Activision Blizzard’s Revenues from Video Game Software Development and
Publishing in the US in USD Million, CY’2008-CY’2012
Figure 37: Electronic Arts Revenues from Video Game Software Development and Publishing in
USD Million, CY’2008-CY’2012
Figure 38: Retail Sales of Xbox Consoles in the US in Million Units, CY’2006-CY’2012
Figure 39: Retail Sales of PlayStation 3 Consoles and Software in the US in Million Units,
CY’2006-CY’2012

Figure 40: Retail Sales of Nintendo’s Wii and DS in the US in Million Units, CY’2006-CY’2012
Figure 41: Ubisoft’s Revenues from Video Game Software Development and Publishing in USD
Million, CY’2008-CY’2012

Figure 42: Konami’s Revenues from Video Game Software Development and Publishing in USD
Million, CY’2008-CY’2012
Figure 43: Take Two Interactive’s Revenues from Video Game Development and Publishing in
USD Million, CY’2008-CY’2012
Figure 44: THQ’s Revenues from Video Game Development and Publishing in USD Million,
CY’2008-CY’2012

Figure 45: Capcom’s Revenues from Video Game Development and Publishing in USD Million,
CY’2008-CY’2012
Figure 46: Sega Sammy’s Revenues from Video Game Development and Publishing in USD
Million, CY’2008-CY’2012

Figure 47: Revenues from Video Game Development and Publishing in USD Million, CY’2008-
CY’2012
Figure 48: Video Game Playing Population in the US in Million, CY’2006-CY’2017

Figure 49: Time Spent on Gaming in the US in Hours per Year, CY’2006-CY’2017
Figure 50: Wired Broadband Subscribers in the US in Million, CY’2006-CY’2017
                                                                                                           11


                                        © This is a licensed product of Ken Research and should not be copied
Figure 51: Personal Disposable Incomes in the US in USD Million, CY’2006-CY’2017
Figure 52: Number of New Games Released Across all Platforms in the US in Units, CY’2006-
CY’2017




                                                                                                          12


                                       © This is a licensed product of Ken Research and should not be copied
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, CY’2008-CY’2012
Table 3: Revenues of Major Independent Game Software Developers and Publishers in USD
Million, CY’2008-CY’2012
Table 4: Upcoming Major Game Software Releases, CY’2013
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, CY’2006-CY’2012
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, CY’2012

Table 9: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million,
CY’2010-CY’2012
Table 10: Most Downloaded Free Mobile Games, as on 20th January, CY’2013

Table 11: Market Shares of Various Mobile Platforms in the US on the basis of Smartphone
Sales, CY’2011-CY’2012
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


                                         © This is a licensed product of Ken Research and should not be copied
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




                                                                                                              14


                                           © This is a licensed product of Ken Research and should not be copied
THE US VIDEO GAME MARKET SIZE, CY’2006-CY’2012


Video game industry in the US, which is hugely driven by retail sales of software and hardware,
registered revenues of USD ~ million in CY’2012. Even so with the advent of new video game
players in the industry, the revenues decreased by ~ % compared to CY’2011 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 CY’2007 to USD ~ million in CY’2008. The
video game industry in the US has grown at a CAGR of ~% from USD ~ million in CY’2006 to
USD ~ million in CY’2012.



Figure: The US Video Game Industry Market Size on the Basis of Revenue in USD Million,
CY’2006-CY’2012
        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




                                                                                                                   15


                                                © This is a licensed product of Ken Research and should not be copied
THE US VIDEO GAME SOFTWARE MARKET SEGMENTATION



BY TYPE OF DISTRIBUTION, CY’2009-CY’2012


Physical distribution of video game software, propelled by sales through the retail channel,
continued to dominate the video game software market in CY’2012 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 CY’2009 to ~% in CY’2012...



Figure: The US Video Game Software Market Segmentation by Type of Distribution in
Percentage, CY’2009-CY’2012

  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                   CY'2011                     CY'2012

                                   Physical                           Digital




                                                                                                                 16


                                              © This is a licensed product of Ken Research and should not be copied
REVENUES OF MAJOR INDEPENDENT GAME SOFTWARE
DEVELOPERS AND PUBLISHERS, CY’2008-CY’2012


... Market revenues of Activision Blizzard have increased noticeably from USD ~ million in
CY’2008 to USD ~ million in CY’2012, 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,
Activision’s 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 CY’2012. EA generated
revenues of USD ~ million through software development and publishing…
… The company recorded revenues of USD ~ million in the US in CY’2012. Sega Sammy and
Square Enix registered revenues of USD ~ million and USD ~ million respectively in CY’2012.


Table: Revenues of Major Independent Game Software Developers and Publishers in USD
Million, CY’2008-CY’2012

Company                         CY'2008        CY'2009           CY'2010           CY'2011           CY'2012
Activision
Electronic Arts
Ubisoft
Konami
Take Two Interactive
THQ
Capcom
Sega Sammy
Square Enix




                                                                                                             17


                                          © This is a licensed product of Ken Research and should not be copied
MARKET SHARES OF MAJOR PLAYERS IN THE SEVENTH
GENERATION HOME CONSOLE MARKET, CY’2006-CY’2012


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 CY’2012. …
Nintendo’s market share has catalogued a sharp decline from ~% in CY’2008 to ~% in CY’2012.
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, CY’2006-CY’2012

   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    CY'2008        CY'2009       CY'2010         CY'2011        CY'2012
                                   Xbox 360             PlayStation 3             Nintendo Wii




                                                                                                                      18


                                                   © This is a licensed product of Ken Research and should not be copied
THE US SOCIAL GAMING MARKET SEGMENTATION, CY’2010-
CY’2012


Revenues from virtual goods accounted for a majority share of ~% in the US social gaming
revenues in CY’2012 and are expected to…

…Advertising spending witnessed the most prolific growth, expanding by ~% from USD ~
million in CY’2011 to USD ` million in CY’2012. 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, CY’2010-CY’2012

     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                  CY'2011                             CY'2012

                           Virtual Goods    Lead Generation Offers                Advertising




                                                                                                              19


                                           © This is a licensed product of Ken Research and should not be copied
Table: The US Social Gaming Market Segmentation on the Basis of Revenue in USD
Million, CY’2010-CY’2012

                         Category                       CY'2010                 CY'2011                  CY'2012
Virtual Goods
Lead Generation Offers
Advertising
Total



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 CY’2012…

…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, CY’2013-CY’2017

              12,000.0

              10,000.0

               8,000.0
USD Million




               6,000.0

               4,000.0

               2,000.0

                   0.0
                          CY'2012   CY'2013            CY'2014               CY'2015              CY'2016




                                                                                                                 20


                                              © This is a licensed product of Ken Research and should not be copied
Figure: Market Shares of Major Portable Gaming Software across Different Platforms on
the Basis of Revenue in Percentage, CY’2009-CY’2011

                  100.0%
                  90.0%
                  80.0%
                  70.0%
                  60.0%
 Percentage (%)




                  50.0%
                  40.0%
                  30.0%
                  20.0%
                  10.0%
                   0.0%
                           CY'2009                       CY'2010                             CY'2011

                               iOS and Android            Nintendo DS              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 CY’2017, growing with a CAGR of `% from CY’2012 to CY’2017...

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…



                                                                                                                    21


                                                 © This is a licensed product of Ken Research and should not be copied
Figure: The US Video Game Industry Future Projections on the Basis of Revenue in USD
Million, CY’2013-CY’2017

 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




                                                                                                           22


                                        © This is a licensed product of Ken Research and should not be copied
DISCLAIMER


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The US Video Game Industry Outlook to 2017 - Transition from Console to Online and Mobile Gaming

  • 1. 1 © This is a licensed product of Ken Research and should not be copied
  • 2. TABLE OF CONTENTS 1. The US Video Game Market Introduction 1.1. The US Video game Industry Value Chain 2. The US Video Game Market Size, CY’2006-CY’2012 2.1. By Revenue, CY’2006-CY’2012 3. Profile of Gamers in the US 4. The US Video Game Market Segmentation, CY’2006-CY’2012 4.1. By Software, Hardware And Accessories 4.2. The US Video Game Software Market Introduction 4.2.1. The US Video Game Software Market Size, CY’2006-CY’2012 4.2.2. The US Video Game Software Market Segmentation 4.2.2.1. By Console and PC Software, CY’2006-CY’2012 4.2.2.2. By Type of Distribution, CY’2009-CY’2012 4.2.2.3. By Type of Video Game Ratings, CY’2012 4.2.2.4. By Console Game Software Genre, CY’2008 – CY’2012 4.2.2.5. By PC Game Software Genre, CY’2008-CY’2012 4.2.3. Revenues of Major Independent Game Software Developers and Publishers, CY’2008-CY’2012 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 4.2.5.1. Cause and Effect Relationship of the US Video Game Software Market 4.3. The US Video Game Hardware Market Introduction 4.3.1. The US Video Game Hardware Market Size, CY’2006-CY’2012 2 © This is a licensed product of Ken Research and should not be copied
  • 3. 4.3.1.1. By Revenue and Consumption, CY’2006-CY’2012 4.3.2. The US Video Game Hardware Market Segmentation 4.3.2.1. By Console and Handheld Video Game Hardware, CY’2006-CY’2012 4.3.3. Market Shares of Major Players in the Seventh Generation Home Console Market, CY’2006-CY’2012 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 4.3.5.1. Cause and Effect Relationship of the US Video Game Hardware Market 4.4. The US Video Game Accessories Market Introduction 4.4.1. The US Video Game Accessories Market Size, CY’2006-CY’2012 4.4.2. The US Video Game Accessories Market Future Outlook and Projections, CY’2013-CY’2017 5. The US Online Gaming Market Introduction 5.1. The US Online Gaming Market Size, CY’2010-CY’2012 5.2. The US Online Gaming Market Future Outlook And Projections, CY’2013-CY’2017 6. The US Massively Multiplayer Online Gaming Market Introduction 6.1. The US Massively Multiplayer Online Gaming Market Size, CY’2009-CY’2012 6.2. The US Massively Multiplayer Online Gaming Trends And Developments 6.3. The US Massively Multiplayer Onine Gaming Market Future outlook and Projections, CY’2013-CY’2017 7. The US Social Gaming Market Introduction 7.1. The US Social Gaming Market Size, CY’2010-CY’2012 3 © This is a licensed product of Ken Research and should not be copied
  • 4. 7.2. The US Social Gaming Market Segmentation, CY’2010-CY’2012 7.3. The US Social Gaming Market Future Outlook and Projections, CY’2013-cy’2017 8. The US Mobile Gaming Market Introduction 8.1. The US Mobile Gaming Market Size, CY’2010-CY’2012 8.2. The US Mobile Gaming Market Segmentation, CY’2010-CY’2012 8.3. The US Mobile Gaming Future Outlook and Projections 9. 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. The US Video Game Industry Future Outlook and Projections 11. Company Profiles 11.1. Activision Blizzard 11.1.1. Business Overview 11.1.2. Financial Performance 11.1.3. Business Strategies Focus on Big Franchises and Niche Audience Digital revenues Focus on Customer Service and Intellectual Property 11.2. Electronic Arts 11.2.1. Business Overview 11.2.2. Financial Performance 4 © This is a licensed product of Ken Research and should not be copied
  • 5. 11.2.3. Business Strategies Focus on Brand Building Focus on Fewer Titles Focus on Sequels 11.3. Microsoft 11.3.1. Business Overview 11.3.2. Financial Performance 11.3.3. Business Strategies Focus on Technological Advancements Alliance Strategy Shift to Cross Platform Gaming 11.4. Sony 11.4.1. Business Overview 11.4.2. Financial Performance 11.4.3. Business Strategies Focus on Digital Content and Other Platforms Focus on Cloud Sponsorship Strategy 11.5. Nintendo 11.5.1. Business Overview 11.5.2. Financial Performance 11.5.3. Business Strategies Focus on Online and Mobile Gaming Focus on Non Gamers Research and Development Strategy 11.6. Ubisoft 5 © This is a licensed product of Ken Research and should not be copied
  • 6. 11.6.1. Business Overview 11.6.2. Financial Performance 11.6.3. 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 11.7.1. Business Overview 11.7.2. Financial Performance 11.7.3. Business Strategies Focus on Online and Digital Gaming Focus on Mobile Gaming Focus on Hit AAA Game Titles 11.8. Take Two Interactive 11.8.1. Business Overview 11.8.2. Financial Performance 11.8.3. Business Strategies Focus on Digital and Mobile Platform Investing in Creative Teams Expansion Strategy 11.9. THQ 11.9.1. Business Overview 11.9.2. Financial Performance 11.9.3. Business Strategies Focus on Core Games Focus on Trans Media 6 © This is a licensed product of Ken Research and should not be copied
  • 7. 11.10. Capcom 11.10.1. Business Overview 11.10.2. Financial Performance 11.10.3. Business Strategies Focus on Social Games on DLC Focus on Singular Content and Multiple Usage 11.11. Sega Sammy 11.11.1. Business Overview 11.11.2. Financial Performance 11.11.3. Business Strategies Focus on Hit Game Titles Shift from Packaged to Digital 11.12. Square Enix 11.12.1. Business Overview 11.12.2. Financial Performance 11.12.3. Business Strategies Globalization Focus on becoming Network Centric 12. Macroeconomic Factors 12.1. Video Game Playing Population in the US, CY’2006-CY’2017 12.2. Time Spent on Gaming, CY’2006-CY’2017 12.3. Wired Broadband Subscribers in the US, CY’2006-CY’2017 12.4. The US Personal Disposable Income, CY’2006-CY’2017 12.5. Number of New Games Released in the US, CY’2006-CY’2017 13. Appendix 13.1. Market Definitions 7 © This is a licensed product of Ken Research and should not be copied
  • 8. 13.2. Abbreviations 13.3. Research Methodology Data Collection Methods Approach Variables (Dependent and Independent) Final Conclusion 13.4. Disclaimer 8 © This is a licensed product of Ken Research and should not be copied
  • 9. 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, CY’2006-CY’2012 Figure 3: Distribution of Video Game Players in the US on the basis of Age in Percentage, CY’2012 Figure 4: Distribution of Video Game Players in the US on the basis of Gender in Percentage, CY’2012 Figure 5: The US Video Game Market Segmentation by Software, Hardware and Accessories on the Basis of Revenue in Percentage, CY’2006-CY’2012 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, CY’2006-CY’2012 Figure 7: The US Video Game Market Segmentation by Retail Unit Sales of Console and PC Software in Percentage, CY’2006-CY’2012 Figure 8: The US Video Game Software Market Segmentation by Type of Distribution in Percentage, CY’2009-CY’2012 Figure 9: The US Video Game Software Market Segmentation on the Basis of Ratings in Percentage, CY’2006-CY’2012 Figure 10: The US Video Game Console Software Segmentation by Unit Sales in Genre, CY’2008-CY’2012 Figure 11: The US Video Game PC Software Segmentation by Unit Sales in Genre, CY’2008 - CY’2012 Figure 12: The US Video Game Software Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017 Figure 13: The US Video Game Hardware Market Size on the Basis of Revenue in USD Million and Consumption of Units in Million, CY’2006-CY’2012 Figure 14: The US Video Game Hardware Market Segmentation on the Basis of Number of Units Sold in Percentage, CY’2006-CY’2012 Figure 15: Revenues of Major Players in the Seventh Generation Home Console Market on the Basis of Revenues in Percentage, CY’2006-CY’2012 9 © This is a licensed product of Ken Research and should not be copied
  • 10. Figure 16: Estimated Market Shares of Eighth Generation Consoles on the Basis of Retail Sales in the US, CY’2014 Figure 17: The US Video Game Hardware Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017 Figure 18: The US Video Game Accessories Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012 Figure 19: The US Video Game Accessories Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017 Figure 20: The US Online Gaming Market Size on the Basis of Revenues in USD Million, CY’2010-CY’2012 Figure 21: The US Online Gaming Market Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017 Figure 22: US Massively Multiplayer Online Gaming Market Size on the Basis of Revenue in USD Million, CY’2009-CY’2012 Figure 23: The US Massively Multiplayer Online Gaming Market Future Projections on the Basis of Revenues in USD Million, CY’2013-CY’2017 Figure 24: The US Social Gaming Market Size on the Basis of Revenue in USD Million, CY’2010-CY’2012 Figure 25: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY’2010-CY’2012 Figure 26: The US Social Gaming Market Future Projections on the Basis of Revenues in USD Million, CY’2013-CY’2017 Figure 27: The US Mobile Gaming Market Size on the Basis of Revenue in USD Million, CY’2010-CY’2012 Figure 28: Installed Base of iOS and Android Smartphones in the US in Million Units, CY’2011- CY’2012 Figure 29: The US Mobile Gaming Market Segmentation on the Basis of Revenue in USD Million in Percentage, CY’2010-CY’2012 Figure 30: Market Shares of iOS and Android in the US on the Basis of Revenue Generated from top 200 Grossing Games, CY’2012 Figure 31: Mobile Devices Used to Play Games in the US, CY’2012 10 © This is a licensed product of Ken Research and should not be copied
  • 11. Figure 32: The US Mobile Gaming Future Projections on the basis of Revenue in USD Million, CY’2013-CY’2017 Figure 33: Market Shares of Major Portable Gaming Software across Different Platforms on the Basis of Revenue in Percentage, CY’2009-CY’2011 Figure 34: The US Video Game Industry Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017 Figure 35: Activision Blizzard’s Revenues from Video Game Software Development and Publishing in the US in USD Million, CY’2008-CY’2012 Figure 37: Electronic Arts Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012 Figure 38: Retail Sales of Xbox Consoles in the US in Million Units, CY’2006-CY’2012 Figure 39: Retail Sales of PlayStation 3 Consoles and Software in the US in Million Units, CY’2006-CY’2012 Figure 40: Retail Sales of Nintendo’s Wii and DS in the US in Million Units, CY’2006-CY’2012 Figure 41: Ubisoft’s Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012 Figure 42: Konami’s Revenues from Video Game Software Development and Publishing in USD Million, CY’2008-CY’2012 Figure 43: Take Two Interactive’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012 Figure 44: THQ’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012 Figure 45: Capcom’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012 Figure 46: Sega Sammy’s Revenues from Video Game Development and Publishing in USD Million, CY’2008-CY’2012 Figure 47: Revenues from Video Game Development and Publishing in USD Million, CY’2008- CY’2012 Figure 48: Video Game Playing Population in the US in Million, CY’2006-CY’2017 Figure 49: Time Spent on Gaming in the US in Hours per Year, CY’2006-CY’2017 Figure 50: Wired Broadband Subscribers in the US in Million, CY’2006-CY’2017 11 © This is a licensed product of Ken Research and should not be copied
  • 12. Figure 51: Personal Disposable Incomes in the US in USD Million, CY’2006-CY’2017 Figure 52: Number of New Games Released Across all Platforms in the US in Units, CY’2006- CY’2017 12 © This is a licensed product of Ken Research and should not be copied
  • 13. 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, CY’2008-CY’2012 Table 3: Revenues of Major Independent Game Software Developers and Publishers in USD Million, CY’2008-CY’2012 Table 4: Upcoming Major Game Software Releases, CY’2013 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, CY’2006-CY’2012 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, CY’2012 Table 9: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million, CY’2010-CY’2012 Table 10: Most Downloaded Free Mobile Games, as on 20th January, CY’2013 Table 11: Market Shares of Various Mobile Platforms in the US on the basis of Smartphone Sales, CY’2011-CY’2012 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 © This is a licensed product of Ken Research and should not be copied
  • 14. 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 14 © This is a licensed product of Ken Research and should not be copied
  • 15. THE US VIDEO GAME MARKET SIZE, CY’2006-CY’2012 Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY’2012. Even so with the advent of new video game players in the industry, the revenues decreased by ~ % compared to CY’2011 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 CY’2007 to USD ~ million in CY’2008. The video game industry in the US has grown at a CAGR of ~% from USD ~ million in CY’2006 to USD ~ million in CY’2012. Figure: The US Video Game Industry Market Size on the Basis of Revenue in USD Million, CY’2006-CY’2012 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 15 © This is a licensed product of Ken Research and should not be copied
  • 16. THE US VIDEO GAME SOFTWARE MARKET SEGMENTATION BY TYPE OF DISTRIBUTION, CY’2009-CY’2012 Physical distribution of video game software, propelled by sales through the retail channel, continued to dominate the video game software market in CY’2012 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 CY’2009 to ~% in CY’2012... Figure: The US Video Game Software Market Segmentation by Type of Distribution in Percentage, CY’2009-CY’2012 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 CY'2011 CY'2012 Physical Digital 16 © This is a licensed product of Ken Research and should not be copied
  • 17. REVENUES OF MAJOR INDEPENDENT GAME SOFTWARE DEVELOPERS AND PUBLISHERS, CY’2008-CY’2012 ... Market revenues of Activision Blizzard have increased noticeably from USD ~ million in CY’2008 to USD ~ million in CY’2012, 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, Activision’s 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 CY’2012. EA generated revenues of USD ~ million through software development and publishing… … The company recorded revenues of USD ~ million in the US in CY’2012. Sega Sammy and Square Enix registered revenues of USD ~ million and USD ~ million respectively in CY’2012. Table: Revenues of Major Independent Game Software Developers and Publishers in USD Million, CY’2008-CY’2012 Company CY'2008 CY'2009 CY'2010 CY'2011 CY'2012 Activision Electronic Arts Ubisoft Konami Take Two Interactive THQ Capcom Sega Sammy Square Enix 17 © This is a licensed product of Ken Research and should not be copied
  • 18. MARKET SHARES OF MAJOR PLAYERS IN THE SEVENTH GENERATION HOME CONSOLE MARKET, CY’2006-CY’2012 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 CY’2012. … Nintendo’s market share has catalogued a sharp decline from ~% in CY’2008 to ~% in CY’2012. 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, CY’2006-CY’2012 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 CY'2008 CY'2009 CY'2010 CY'2011 CY'2012 Xbox 360 PlayStation 3 Nintendo Wii 18 © This is a licensed product of Ken Research and should not be copied
  • 19. THE US SOCIAL GAMING MARKET SEGMENTATION, CY’2010- CY’2012 Revenues from virtual goods accounted for a majority share of ~% in the US social gaming revenues in CY’2012 and are expected to… …Advertising spending witnessed the most prolific growth, expanding by ~% from USD ~ million in CY’2011 to USD ` million in CY’2012. 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, CY’2010-CY’2012 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 CY'2011 CY'2012 Virtual Goods Lead Generation Offers Advertising 19 © This is a licensed product of Ken Research and should not be copied
  • 20. Table: The US Social Gaming Market Segmentation on the Basis of Revenue in USD Million, CY’2010-CY’2012 Category CY'2010 CY'2011 CY'2012 Virtual Goods Lead Generation Offers Advertising Total 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 CY’2012… …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, CY’2013-CY’2017 12,000.0 10,000.0 8,000.0 USD Million 6,000.0 4,000.0 2,000.0 0.0 CY'2012 CY'2013 CY'2014 CY'2015 CY'2016 20 © This is a licensed product of Ken Research and should not be copied
  • 21. Figure: Market Shares of Major Portable Gaming Software across Different Platforms on the Basis of Revenue in Percentage, CY’2009-CY’2011 100.0% 90.0% 80.0% 70.0% 60.0% Percentage (%) 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% CY'2009 CY'2010 CY'2011 iOS and Android Nintendo DS 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 CY’2017, growing with a CAGR of `% from CY’2012 to CY’2017... 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… 21 © This is a licensed product of Ken Research and should not be copied
  • 22. Figure: The US Video Game Industry Future Projections on the Basis of Revenue in USD Million, CY’2013-CY’2017 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 22 © This is a licensed product of Ken Research and should not be copied
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