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laedt

Marktanalyse - Games Software in Japan

Datamonitor

Datamonitor

11 / 2009
35 Seiten
Typ: Marktanalyse
Sprache: Englisch
Regionen: Japan
Verfügbarkeit: verfügbar

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Datamonitor's Games Software in Japan industry profile is an essential resource for top-level data and analysis covering the Games Software industry. It includes detailed data on market size and segmentation, plus textual and graphical analysis of the key trends and competitive landscape, leading companies and demographic information.

Scope

* Contains an executive summary and data on value, volume and/or segmentation

* Provides textual analysis of the industry’s recent performance and future prospects

* Incorporates in-depth five forces competitive environment analysis and scorecards

* Includes a five-year forecast of the industry

* The leading companies are profiled with supporting key financial metrics

* Supported by the key macroeconomic and demographic data affecting the market

Highlights

* Detailed information is included on market size, measured by value and/or volume

* Five forces scorecards provide an accessible yet in depth view of the market’s competitive landscape

Why you should buy this report

* Spot future trends and developments

* Inform your business decisions

* Add weight to presentations and marketing materials

* Save time carrying out entry-level research

Market Definition

The games software market consists of the total revenues generated through the sale of console games and PC and Mac games. Console games includes the software that are used in the game console hardware like Nintendo Gamecube, Playstation, Xbox, Xbox 360. This also includes the software that is used in the wireless or portable handheld devices like Nintendo DS, mobile and personal digital assistants (pdas), Playstation Portable (pap) and Game Boy Advance.

This category excludes the revenue generated through the sales of game consoles and handheld devices. The PC and MAc games includes PC games and Mac games and excludes online games such as casual games, massively multi player online role play games (mmorg). The market is valued at retail selling price (RSP) with any currency conversions calculated using constant 2008 annual average exchange rates.

For the purpose of this report Asia-Pacific is deemed to comprise of Australia, China, Japan, India, Singapore, South Korea and Taiwan.
TABLE OF CONTENTS

EXECUTIVE SUMMARY 3

CHAPTER 1 Market Overview 7

1.1 Market Definition 7

1.2 Research Highlights 7

1.3 Market Analysis 8

CHAPTER 2 Market Value 9

CHAPTER 3 Market Segmentation I 10

CHAPTER 4 Market Segmentation II 11

CHAPTER 5 Five Forces Analysis 12

5.1 Summary 12

5.2 Buyer Power 14

5.3 Supplier Power 15

5.4 New Entrants 16

5.5 Substitutes 17

5.6 Rivalry 18

CHAPTER 6 Leading Companies 19

6.1 Electronic Arts 19

6.2 Activision Blizzard, Inc 24

6.3 UBI Soft Entertainment SA 26

6.4 Konami Corporation 28

CHAPTER 7 Market Forecasts 31

7.1 Market Value Forecast 31

CHAPTER 8 Macroeconomic Indicators 32

CHAPTER 9 Appendix 34

9.1 Methodology 34

9.2 Industry Associations 35

9.3 Related Datamonitor Research 35



LIST OF TABLES

Table 1: Japan Games Software Market Value: $ billion, 2004-2008 9

Table 2: Japan Games Software Market Segmentation I: % Share, by Value, 2008 10

Table 3: Japan Games Software Market Segmentation II: % Share, by Value, 2008 11

Table 4: Key Facts: Electronic Arts 19

Table 5: Key Financials: Electronic Arts 23

Table 6: Key Facts: Activision Blizzard, Inc 24

Table 7: Key Facts: UBI Soft Entertainment SA 26

Table 8: Key Facts: Konami Corporation 28

Table 9: Key Financials: Konami Corporation 30

Table 10: Japan Games Software Market Value Forecast: $ billion, 2008-2013 31

Table 11: Japan Size of Population (million) , 2004-2008 32

Table 12: Japan GDP (Constant 2000 Prices, $ billion), 2004-2008 32

Table 13: Japan Inflation, 2004-2008 32

Table 14: Japan Exchange Rate, 2004-2008 33

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