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Marktanalyse - Global Games Software
Datamonitor
8 / 2010
40 Seiten
| Typ: | Marktanalyse |
| Sprache: | Englisch |
| Regionen: | Europa, Asien / Pazifik, Mittlerer Osten / Afrika, Nordamerika / USA, Australien, Mittel- / Südamerika |
| Verfügbarkeit: | verfügbar |
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Datamonitor's Global Games Software industry profile is an essential resource for top-level data and analysis covering the Games Software industry. It includes 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 Global Games Software’s recent performance and future prospects
* Incorporates in-depth five forces competitive environment analysis and scorecards
* Includes a five-year forecast of Global Games Software
* 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 & Mac games. Console games includes the software that is used in the game console hardware like Nintendo Wii, Playstation 3, 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 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 2009 annual average exchange rates.
For the purpose of this report, Discount & General Merchandise channel includes: discount, variety store and general merchandise retailers.
Music, video & other specialists channel includes: Music, Video, Books, and Stationery Retailers.
For the purposes of this report, the global market consists of North America, South America, Western Europe, Eastern Europe, and Asia-Pacific.
North America consists of Canada, Mexico, and the United States.
South America comprises Argentina, Brazil, Chile, Colombia, and Venezuela.
Western Europe comprises Belgium, Denmark, France, Germany, Italy, the Netherlands, Norway, Spain, Sweden, and the United Kingdom.
Eastern Europe comprises the Czech Republic, Hungary, Poland, Romania, Russia, and Ukraine.
Asia-Pacific comprises Australia, China, India, Japan, Singapore, South Korea, and Taiwan.
Scope
* Contains an executive summary and data on value, volume and/or segmentation
* Provides textual analysis of Global Games Software’s recent performance and future prospects
* Incorporates in-depth five forces competitive environment analysis and scorecards
* Includes a five-year forecast of Global Games Software
* 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 & Mac games. Console games includes the software that is used in the game console hardware like Nintendo Wii, Playstation 3, 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 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 2009 annual average exchange rates.
For the purpose of this report, Discount & General Merchandise channel includes: discount, variety store and general merchandise retailers.
Music, video & other specialists channel includes: Music, Video, Books, and Stationery Retailers.
For the purposes of this report, the global market consists of North America, South America, Western Europe, Eastern Europe, and Asia-Pacific.
North America consists of Canada, Mexico, and the United States.
South America comprises Argentina, Brazil, Chile, Colombia, and Venezuela.
Western Europe comprises Belgium, Denmark, France, Germany, Italy, the Netherlands, Norway, Spain, Sweden, and the United Kingdom.
Eastern Europe comprises the Czech Republic, Hungary, Poland, Romania, Russia, and Ukraine.
Asia-Pacific comprises Australia, China, India, Japan, Singapore, South Korea, and Taiwan.
TABLE OF CONTENTS
EXECUTIVE SUMMARY 2
MARKET OVERVIEW 7
Market definition 7
Research highlights 8
Market analysis 9
MARKET VALUE 10
MARKET SEGMENTATION I 11
MARKET SEGMENTATION II 12
FIVE FORCES ANALYSIS 13
Summary 13
Buyer power 14
Supplier power 15
New entrants 17
Substitutes 18
Rivalry 19
LEADING COMPANIES 20
Activision Blizzard, Inc 20
Electronic Arts Inc. 22
Take-Two Interactive Software, Inc. 27
Konami Corporation 31
MARKET DISTRIBUTION 35
MARKET FORECASTS 36
Market value forecast 36
APPENDIX 37
Methodology 37
Industry associations 38
Related Datamonitor research 38
Disclaimer 39
ABOUT DATAMONITOR 40
Premium Reports 40
Summary Reports 40
Datamonitor consulting 40
LIST OF TABLES
Table 1: Global games software market value: $ billion, 2005—09(e) 10
Table 2: Global games software market segmentation I:% share, by value, 2009(e) 11
Table 3: Global games software market segmentation II: % share, by value, 2009(e) 12
Table 4: Activision Blizzard, Inc: key facts 20
Table 5: Electronic Arts Inc.: key facts 22
Table 6: Electronic Arts Inc.: key financials ($) 24
Table 7: Electronic Arts Inc.: key financial ratios 25
Table 8: Take-Two Interactive Software, Inc.: key facts 27
Table 9: Take-Two Interactive Software, Inc.: key financials ($) 29
Table 10: Take-Two Interactive Software, Inc.: key financial ratios 29
Table 11: Konami Corporation: key facts 31
Table 12: Konami Corporation: key financials ($) 32
Table 13: Konami Corporation: key financials (JPY) 32
Table 14: Konami Corporation: key financial ratios 33
Table 15: Global games software market distribution: % share, by value, 2009(e) 35
Table 16: Global games software market value forecast: $ billion, 2009—14 36
LIST OF FIGURES
Figure 1: Global games software market value: $ billion, 2005—09(e) 10
Figure 2: Global games software market segmentation I:% share, by value, 2009(e) 11
Figure 3: Global games software market segmentation II: % share, by value, 2009(e) 12
Figure 4: Forces driving competition in the global games software market, 2009 13
Figure 5: Drivers of buyer power in the global games software market, 2009 14
Figure 6: Drivers of supplier power in the global games software market, 2009 15
Figure 7: Factors influencing the likelihood of new entrants in the global games software market, 2009 17
Figure 8: Factors influencing the threat of substitutes in the global games software market, 2009 18
Figure 9: Drivers of degree of rivalry in the global games software market, 2009 19
Figure 10: Electronic Arts Inc.: revenues & profitability 25
Figure 11: Electronic Arts Inc.: assets & liabilities 26
Figure 12: Take-Two Interactive Software, Inc.: revenues & profitability 30
Figure 13: Take-Two Interactive Software, Inc.: assets & liabilities 30
Figure 14: Konami Corporation: revenues & profitability 33
Figure 15: Konami Corporation: assets & liabilities 34
Figure 16: Global games software market distribution: % share, by value, 2009(e) 35
Figure 17: Global games software market value forecast: $ billion, 2009—14 36
EXECUTIVE SUMMARY 2
MARKET OVERVIEW 7
Market definition 7
Research highlights 8
Market analysis 9
MARKET VALUE 10
MARKET SEGMENTATION I 11
MARKET SEGMENTATION II 12
FIVE FORCES ANALYSIS 13
Summary 13
Buyer power 14
Supplier power 15
New entrants 17
Substitutes 18
Rivalry 19
LEADING COMPANIES 20
Activision Blizzard, Inc 20
Electronic Arts Inc. 22
Take-Two Interactive Software, Inc. 27
Konami Corporation 31
MARKET DISTRIBUTION 35
MARKET FORECASTS 36
Market value forecast 36
APPENDIX 37
Methodology 37
Industry associations 38
Related Datamonitor research 38
Disclaimer 39
ABOUT DATAMONITOR 40
Premium Reports 40
Summary Reports 40
Datamonitor consulting 40
LIST OF TABLES
Table 1: Global games software market value: $ billion, 2005—09(e) 10
Table 2: Global games software market segmentation I:% share, by value, 2009(e) 11
Table 3: Global games software market segmentation II: % share, by value, 2009(e) 12
Table 4: Activision Blizzard, Inc: key facts 20
Table 5: Electronic Arts Inc.: key facts 22
Table 6: Electronic Arts Inc.: key financials ($) 24
Table 7: Electronic Arts Inc.: key financial ratios 25
Table 8: Take-Two Interactive Software, Inc.: key facts 27
Table 9: Take-Two Interactive Software, Inc.: key financials ($) 29
Table 10: Take-Two Interactive Software, Inc.: key financial ratios 29
Table 11: Konami Corporation: key facts 31
Table 12: Konami Corporation: key financials ($) 32
Table 13: Konami Corporation: key financials (JPY) 32
Table 14: Konami Corporation: key financial ratios 33
Table 15: Global games software market distribution: % share, by value, 2009(e) 35
Table 16: Global games software market value forecast: $ billion, 2009—14 36
LIST OF FIGURES
Figure 1: Global games software market value: $ billion, 2005—09(e) 10
Figure 2: Global games software market segmentation I:% share, by value, 2009(e) 11
Figure 3: Global games software market segmentation II: % share, by value, 2009(e) 12
Figure 4: Forces driving competition in the global games software market, 2009 13
Figure 5: Drivers of buyer power in the global games software market, 2009 14
Figure 6: Drivers of supplier power in the global games software market, 2009 15
Figure 7: Factors influencing the likelihood of new entrants in the global games software market, 2009 17
Figure 8: Factors influencing the threat of substitutes in the global games software market, 2009 18
Figure 9: Drivers of degree of rivalry in the global games software market, 2009 19
Figure 10: Electronic Arts Inc.: revenues & profitability 25
Figure 11: Electronic Arts Inc.: assets & liabilities 26
Figure 12: Take-Two Interactive Software, Inc.: revenues & profitability 30
Figure 13: Take-Two Interactive Software, Inc.: assets & liabilities 30
Figure 14: Konami Corporation: revenues & profitability 33
Figure 15: Konami Corporation: assets & liabilities 34
Figure 16: Global games software market distribution: % share, by value, 2009(e) 35
Figure 17: Global games software market value forecast: $ billion, 2009—14 36
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