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Gaming research reports

Reports 1-25 of 8239
Consumer Electronics - Entertainment - Internet
Consumer Electronics - Reports By Country - Global
Relevancy: 1.0000
Executive Summary

The report covers global video games and piracy industry structure, market size, trends of video games market that drives piracy, effect of piracy on PC, Console, Online gaming and various other sector of the market and finally the remedies for the industry players such as Microsoft, Sony, Nintendo, Electronic Arts, Activision, Take-Two, Konami, etc. In terms of geography, the report has described the intricacies of video games and piracy market in US and Japan which together covers over 50% of the global video games market. The report has primarily forecasted the loss to global video games market due to piracy and its forms along with region by region analysis of the piracy specifically in Video games... - More
Consumer Goods - Consumer Goods & Retailing - Toys and Games
Consumer Goods - Leisure Pursuits - Technology
Relevancy: 0.9840
REPORT HIGHLIGHTS
  • The value of worldwide shipments of electronic gaming equipment reached $12.6 billion in 2005. Shipments are projected to grow in value at a 9.7% rate to reach $13.8 billion in 2006, and at an average annual rate of 9.8%, to reach $22.1 billion by 2011.
  • The value of handheld consoles reached $4.2 billion in 2005 and is projected to grow at a 10.9% rate to reach $4.7 billion by 2006, and at an average annual rate of 9% to reach $7.2 billion by 2011.
  • The value of games and software for computer platforms amounted to $3.4 billion in 2005 and is projected to grow at an 8.7% rate to reach $3.7 billion by 2006; it will then grow at an average annual rate of 15.25 to reach $7.5 billion by ... - More
Scientific Games Corporation - Strategy, SWOT and Corporate Finance Report
Relevancy: 0.9690
Datamonitor's Scientific Games Corporation - SWOT, Strategy and Corporate Finance Report, is a source of comprehensive company data and information. The report covers the company’s structure, operation, SWOT analysis, product and service offerings, detailed financials, and corporate actions, providing a 360° view of the company.

Scope:
  • Provides detailed information on Scientific Games Corporation required for business and competitor intelligence needs
  • Contains a study of the major internal and external factors affecting Scientific Games Corporation in the form of a SWOT analysis
  • Offers an in-depth view of the business model of Scientific Games Corporation including a breakdown and examination ... - More
Mobile and Casual Gaming - US
Computer Equipment - Consumer Electronics - Video Games
Computer Equipment - Entertainment - Internet
Computer Equipment - North America - United States
Relevancy: 0.9690
Presence of children in the household is a determinant for all types of PC-based casual gaming—37% of those with two or more kids played on a gaming website in the last three months, and 38% of households with two kids or more played on a social networking site in the last three months. It is likely that parents are often under stress and looking for a way to check out for a few minutes. This is especially true in a recession, when, for many, the cost of children can add to economic insecurity. PC gaming is free (or nearly free) and can be enjoyed without hiring a babysitter, and without a great time or energy investment. There is a fine line to be walked in terms of promoting to kids and teens, and drawing the ire of those against... - More
Games Consoles: Global Industry Guide
Consumer Electronics - Reports By Country - Global
Relevancy: 0.9690
Datamonitor's Games Consoles: Global Industry Guide is an essential resource for top-level data and analysis covering the Games Consoles industry. It includes detailed data on market size and segmentation, textual analysis of the key trends and competitive landscape, and profiles of the leading companies. This incisive report provides expert analysis on a global, regional and country basis.

Scope of the Report
  • Contains an executive summary and data on value, volume and segmentation
  • Provides textual analysis of the industry's prospects, competitive landscape and profiles of the leading companies
  • Incorporates in-depth five forces competitive environment analysis and scorecards
  • Cov... - More
Console and PC Games - US
Consumer Electronics - North America - United States
Relevancy: 0.9690
Mintel’s approach in this section goes beyond merely identifying trends. We apply trends from Mintel’s Inspire platform to understand the wider implications of cultural changes, gaining insight into how companies and brands can translate these into on-the-ground opportunities relevant for the home internet and phone market.

Advertainment is a consumer trend identified by Mintel’s Inspire that refers to how advertisers continue to seek out new ways to engage with consumers and that one of the newer areas for exploration lies in branded content. - More
Consumer Electronics - Reports By Country - Global
Consumer Electronics - Software & Services - Leisure Software
Relevancy: 0.9690
Datamonitor's Games Software: Global Industry Guide is an essential resource for top-level data and analysis covering the Games Software industry. It includes detailed data on market size and segmentation, textual analysis of the key trends and competitive landscape, and profiles of the leading companies. This incisive report provides expert analysis on a global, regional and country basis.

Scope of the Report
  • Contains an executive summary and data on value, volume and segmentation
  • Provides textual analysis of the industry's prospects, competitive landscape and profiles of the leading companies
  • Incorporates in-depth five forces competitive environment analysis and scorecards
  • Covers the Global,... - More
Toys & Games: Global Industry Guide
Consumer Goods & Retailing - Reports By Country - Global
Relevancy: 0.9690
Datamonitor's Toys & Games: Global Industry Guide is an essential resource for top-level data and analysis covering the Toys & Games industry. It includes detailed data on market size and segmentation, textual analysis of the key trends and competitive landscape, and profiles of the leading companies. This incisive report provides expert analysis on a global, regional and country basis.

Scope of the Report
  • Contains an executive summary and data on value, volume and segmentation
  • Provides textual analysis of the industry's prospects, competitive landscape and profiles of the leading companies
  • Incorporates in-depth five forces competitive environment analysis and scorecards
  • Covers the Global, Eur... - More
Entertainment - Reports By Country - Global
Entertainment - Travel Services - Resorts/Casinos
Relevancy: 0.9690
Datamonitor's Casinos & Gaming: Global Industry Guide is an essential resource for top-level data and analysis covering the Casinos & Gaming industry. It includes detailed data on market size and segmentation, textual analysis of the key trends and competitive landscape, and profiles of the leading companies. This incisive report provides expert analysis on a global, regional and country basis.

Scope of the Report
  • Contains an executive summary and data on value, volume and segmentation
  • Provides textual analysis of the industry's prospects, competitive landscape and profiles of the leading companies
  • Incorporates in-depth five forces competitive environment analysis and scorecards
  • Covers the Gl... - More
Relevancy: 0.9690
Growing consumer awareness and exposure to media and marketing positively impact the world toys and games market. The industry is marked by fluctuations, which are seasonal and trend-driven. Factors impacting the business climate in the marketplace include - economic conditions, levels of disposable incomes, and consumer demographics. Seasonality of sales, impact of changing fashion and technological trends, influence of movies and cartoons on toys, advent of corporate advertising in the gaming world, growing popularity of mobile gaming, are some of the major factors that influence the toys and games market.

These and other market data and trends are presented in "Toys and Games: A Global Market Perspective" by BizAcumen LLC. Our... - More
Computer Equipment - Computer Equipment - Personal Computers
Computer Equipment - Consumer Electronics - Video Games
Computer Equipment - Entertainment - Internet
Relevancy: 0.9690
Introduction

The global video gaming market is expected to grow at a CAGR of 8.9% over the period 2008-2013 to reach $76.1bn in. In the future the market will be driven primarily by online and mobile gaming formats, which in turn are being driven by increasing internet, broadband and mobile penetrations. Video games publishers are changing their business models and adopting alternative distribution channels to enhance their profits and curb the malpractice of piracy. The industry value chain is evolving in the wake of new business and distribution models.

This report provides an overview of the global video gaming market, covering aspects such as market size and growth, factors driving this growth and trends in ... - More
Consumer Electronics - Entertainment - Internet
Consumer Electronics - Leisure Pursuits - Entertainment
Consumer Electronics - North America - United States
Relevancy: 0.9690

As consumers increasingly look to the web for entertainment and socializing, gaming companies have been anxiously seeking new ways to incorporate the web into their platforms—and avoid losing young consumers to the social media, online music, video, and games available through the web. Previously, the major fixed console platforms all supported remote game play and downloads of basic games and video content via web connections, but the latest initiatives go much further. For example, Microsoft has announced plans to integrate Facebook and Twitter features into its Xbox Live network offering this fall, along with support for streaming HD video and online radio.

With a new emphasis on video, audio and web content in addit... - More

Video Games
Consumer Electronics - Reports By Country - Global
Relevancy: 0.9690
This report analyzes the worldwide markets for Video Games in Millions of US$. The market for Video Games Software is analyzed by the following platforms: Console Games, Handheld Games, PC Games, Online Games, and Wireless Games. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Middle East and Latin America. Annual forecasts are provided for each region for the period of 2006 through 2015. A five-year historic analysis is also provided for these markets. The report profiles 169 companies including many key and niche players worldwide such as Activision Blizzard, Inc., Capcom Co., Ltd., Electronic Arts, Inc., EA Mobile, Inc., Infogrames Entertainment, S.A., Atari, Inc., Jadestone Group... - More
The Adult Video Gamer Market in the U.S.: Tapping into the New Diversity of Video-Game Players
Consumer Electronics - Demographics - Age
Consumer Electronics - Demographics - Gender
Consumer Electronics - Demographics - Leisure Pursuits
Relevancy: 0.9690
This groundbreaking Packaged Facts report provides a detailed analysis of the consumer attitudes and behavior of the 114 million American adults who play video games. Videogamers represent more than half of the adult population and have an aggregate income of $4 trillion.

Through the innovative use of data from the Simmons Market Research Bureau National Consumer Survey, this report challenges numerous stereotypes of videogamers. For example, videogamers are far from being slackers who do nothing but sit for hours on end in front of a gaming console or computer screen. In fact, videogamers are exceptionally active consumers. They work out more, go out more and shop more than adult Americans who don’t play video games. Alt... - More

Mobile Games Subscription & Download, 2008-2013 (Fifth Edition)
Consumer Electronics - Wireless - Equipment
Consumer Electronics - Wireless - Cell Phones
Relevancy: 0.9690

This mobile games report looks at the current and future market for both one-off downloads and rental/subscription -based mobile games. It analyses the invigorating impact that the iPhone has had on the mobile games market and at the same time investigates the reasons behind the downturn in sales of Java games in Western Europe.

Six year mobile games forecasts include total download volumes, average download and subscription costs, the proportion of downloads that are ad-funded, CPM (cost per mille) rates and the total value of the mobile games market.

Furthermore, this strategic mobile games report discusses the different business models for the retail of mobile games employed by network operators, publishers and... - More

Toys and Games
Consumer Goods & Retailing - Reports By Country - Global
Relevancy: 0.9690
This report analyzes the worldwide markets for Toys and Games in Millions of US$. The major product segments analyzed are Traditional Toys (Games/Puzzles, Infant/Preschool, Activity/Construction Toys, Dolls/Action Figures, Vehicles/Ride Ons, Soft/Plush Toys, and Other Toys and Games), and Video Games. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific , Latin America, and Rest of World. Annual forecasts are provided for each region for the period of 2001 through 2015. A ten-year historic analysis is also provided for these markets with annual market analytics. The report profiles 296 companies including many key and niche players worldwide such as Activision, Inc., Electronic Arts Inc, Ha... - More
Video Games - US
Consumer Electronics - North America - United States
Relevancy: 0.9690

As sequels to popular games continue to succeed, gaming has also taken on a whole new look. The Nintendo Wii has enticed gamers off the couch to play virtual tennis and golf with its motion-sensor controller, and Activision's Guitar Hero has transformed gamers into rock stars. Online gaming revenue has increased thanks to subscriptions to the blockbuster MMOG World of Warcraft, online services for each console platform, and an uptick in casual game downloads. Mobile phone gaming has also taken hold via new generation of game-friendly phones. Only PC game sales have slowed, as console gaming and video piracy tarnished its luster. This report includes insights into:

  • Alternatives to the pricing model for game sales
  • Th... - More
China Gaming 2008-2012 Forecast and Analysis
Asia - Consumer Electronics - Video Games
Asia - Entertainment - Internet
Relevancy: 0.9690

This IDC study examines the dynamics of the China gaming market and focuses on online gaming. It looks at market drivers, dynamics, and strategies; the competitive landscape; and includes profiles of the top 10 vendors as well as a 2008?2012 forecast.

"The concentration of the China online gaming market improved significantly in 2007. The revenue sum of the top 10 vendors occupied 91.8% of the total market. Except 9you under listing gestation, the other nine operators were all listed companies. China's online gaming market has entered the "age of warring states" with monopolistic competition. For those SMB vendors, the threshold of industrial competition is further raised". says Bryan Yuan, senior market analyst, Vertical In... - More

Consumer Electronics - Entertainment - Internet
Consumer Electronics - Technology & Media - Telecommunications & Wireless
Consumer Electronics - Wireless - Equipment
Relevancy: 0.9690
This report analyzes the worldwide markets for Wireless Gaming in Millions of US$. The major Product Segments analyzed are Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming, and Downloadable Wireless Gaming. The report provides separate comprehensive analytics for the USA, Japan, Europe, and Rest of World. Annual forecasts are provided for each region for the period of 2001 through 2015. The report profiles 97 companies including many key and niche players worldwide such as Electronic Arts, Inc., Gameloft SA, Glu Mobile, Superscape Group Plc, Hands-On Mobile, Inc., HandyGames™, IN-FUSIO Group, I-play, Kuju Entertainment Ltd., KT Freetel Co., Ltd., Telefónica O2 Europe Plc, Player X, SEGA of America, Inc., an... - More
China Gaming End-User Survey 2008
Asia - Consumer Electronics - Video Games
Asia - Entertainment - Internet
Relevancy: 0.9690

This IDC study provides the demographics of China's gaming end users and their gaming behaviors from the China Gaming End-User Survey, 2007. This survey was designed to provide a comprehensive overview of China gamer activities and behaviors. Data was collected using a structured online questionnaire. Based on the responses from a sample of 30,843 who frequently play games. The survey focused on respondents' gaming habits and preferences in online, console, PC, and mobile gaming. As such, they were queried on their offline gaming habits. Respondents were survey from October 15 to November 15, 2007.

"The China gaming market seems somewhat crowded with 140 vendors and 281 game titles altogether in 2007. It is really a challeng... - More

Annual Report on China’s Mobile Game Market2006
Asia - Wireless - Entertainment
Relevancy: 0.9690
Findings and Recommendations Analysys' Findings

The market size of mobile game in China reached 1.434 billion Yuan in 2005, an increase of 78.3% over previous year. WAP, JAVA and BREW mobile games have grown rapidly. The proportion of message game dropped by a large margin from 60.9% in 2004 to 33.7% in 2005, and its market size of message game was 483 million Yuan in 2005, which will see slow growth and tend to decrease after 3G is put to business use.

The market value of mobile game was overestimated in 2005 and the market experienced the first market consolidation period. As the penetration rate of 2.5G terminal was still low, the supply of game products are far from satisfying user needs. Consumers haven’t fo... - More
Video Game Console Systems - US
Consumer Electronics - Consumer Goods & Retailing - Toys and Games
Consumer Electronics - North America - United States
Relevancy: 0.9690
This report covers sales of new video game consoles and software for the following gaming platforms: Sony PS2 and PS3; Microsoft Xbox and Microsoft Xbox360; Nintendo GameCube and Nintendo Wii.

Due to the investment required to keep pace with innovation, the console market is dominated by only three players--Sony, Microsoft and Nintendo. The software market is dominated by Electronic Arts. Market participants advertise and promote products heavily at the E3 conference, in traditional media, and via non-traditional promotional efforts like viral marketing.

The market is no longer the sole province of teen and college-age boys--40% of U.S. households own a gaming console. According to a review of Simmons NCS data, blac... - More
Reports By Country - Wireless - Entertainment
Reports By Country - Wireless - Networks
Relevancy: 0.9690
Research Overview

This Frost & Sullivan research service titled European Mobile Gaming Markets provides an analysis of the penetration of mobile gaming in Europe and subscriber adoption, along with countrywise revenue forecasts. In this research, Frost & Sullivan's expert analysts thoroughly examine the following applications: messaging-based gaming, browser-based gaming and downloadable gaming, while also providing an overview of the embedded gaming and mobile deck/console gaming markets in Europe.

Market Sectors

Expert Frost & Sullivan analysts thoroughly examine the following market sectors in this research:
  • OTA gaming
  • Mobile deck/console gamingMore
China Gaming 2006-2010 Forecast and Analysis
Asia - Consumer Electronics - Video Games
Asia - Consumer Goods - Travel & Leisure
Asia - Consumer Goods & Retailing - Toys and Games
Relevancy: 0.9690

This IDC study examines the dynamics of the China gaming console market. It discusses market strategies, drivers, dynamics, and its competitive landscape and vendor profiles, including a 2006-2010 forecast.

"The new business mode of online gaming is in the testing phase. Only a few China online gaming vendors make profits in this business. Even the most successful vendors are exploring new business modes, such as Shanda with its free-charge market promotion. Most Chinese online game companies have lesser capabilities in development, management, marketing, or raising funds, which not only factor against the overall healthy development of Chinese online gaming market, but also give opportunities for the entry of overseas compa... - More

Computer Equipment - Entertainment - Internet
Computer Equipment - North America - United States
Computer Equipment - Wireless - Entertainment
Relevancy: 0.9690
Reaching nearly $1.9 billion in 2005, the market for online and mobile gaming in the U.S. grew 288% since 2002. In this report, Mintel clearly identifies the principal external factors driving or curtailing growth in online and mobile gaming. Online gaming has become a regular part of the leisure mix for adults, teens, and kids. Casual game categories--puzzles and strategy, card and board, and classic arcade games--are popular in the web-browser/downloadable games and mobile segments of the market. Women, who favor these games, represent a larger portion of online gamers than do women in the traditional video console market.

Mintel’s exclusive consumer research reveals the attitudes, needs and behavior of online and mob... - More
The 2003 Casino and Gaming Market Research Handbook
Entertainment - Entertainment - Internet
Entertainment - North America - United States
Entertainment - Travel Services - Resorts/Casinos
Relevancy: 0.9690
The 2003 Casino & Gaming Market Research Handbook is "the most comprehensive resource for the online gambling business market data available from any source." This report is written by Terri C. Walker, a recognized expert in the gambling industry for ten years. She is also the author and publisher of The Online Gambling Market Research Handbook.

This newest edition of the handbook is completely updated to cover the new issues facing the casino &gaming industry in this new economy, troubled global state of unrest, and the increasing trend by states to consider expanding gaming to generate revenue.

The commercial casino gaming industry is an important sector of our nation’s economy. The more than 355,000 individuals... - More

Report information is provided by MarketResearch.com
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