DUBLIN–(BUSINESS WIRE)–The “The Business of Video Games” report has been added to ResearchAndMarkets.com’s offering.

The Business of Video Games looks at all the major segments of the video game industry. This includes all major platforms and geographies.

The current version includes a 180-page pdf report and a 144-slide PowerPoint presentation. There is a total of 120 charts and tables.

This report is designed to provide a high-level overview of how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus on who makes the money when a consumer buys a video game. This report is supplemented by the accompanying PowerPoint presentation The Business of Video Games.

The latest version looks at key industry trends including eSports, the Nintendo Switch, mobile games, streaming games, virtual reality, digital distribution, micro-transactions, Battle Royale games, new game systems for 2020 and beyond and much more.

Key Topics Covered

1. Overview

1.1 Video Game Market Size

1.2 Software Publishing Value Chain Overview

2. History

2.1 Overview

2.2 Arcade Era

2.3 First Home Era and Collapse

2.4 Rise of Nintendo

2.5 Console Competition

2.6 Multimedia and PC Games Phase One: Rise and Collapse

2.7 Rise of Sony

2.8 Steady Rise of PC Online Games

2.9 Growth in Asia

2.10 The MMOG Era

2.10.1 Dungeons and Dragons, Text-Based Games and MUDs

2.10.2 The Emergence of High-End Subscription Products

2.10.3 World of Warcraft and the Global Rise of MMOGs

2.11 The WII Consumer and rise of Microsoft

2.12 Growth of Social and Browser Games

2.12.1 The German Connection

2.12.2 Zynga Uses Facebook to Race Ahead

2.13 Growth of Mobile Games

2.14 New Console Systems and Decline Of Nintendo

2.15 Digital Distribution, Indie Developers, Virtual Reality & eSports

2.16 2017 To 2018: Battle Royale, Nintendo Switch and Continued Mobile Explosion

3. Game Industry Food Chain and Business Models

3.1 High-End Game Food Chain

3.1.1 High-End Business Model

3.1.2 Developers

3.1.3 Publisher

3.1.4 Developer/Publisher

3.1.5 Straight Developer Publishers

3.1.6 Affiliate Label Developers

3.1.7 Publisher/Distributors

3.1.8 Retailer

3.1.9 Online Distribution

3.1.10 Console Manufacturers

3.1.11 Content Providers

3.1.12 PC Titles: Revenue Breakdown

3.1.13 Console Titles: Revenue Breakdown

3.2 Games as a Service/Freemium/F2P Business Model

3.2.1 Overview

3.2.2 GAS/Freemium Revenue Side Analysis

  • Revenue Model 1: Modest Success Freemium Game /Optional Subscription
  • Revenue Model 2: Minor Hit Freemium Game /Optional Subscription
  • Revenue Model 3: Slow Build Hit Freemium Game /Optional Subscription
  • Revenue Model 4: Solid Hit Freemium Game/Optional Subscription
  • Revenue Model 5: Solid Hit Pure Virtual Goods Model
  • Revenue Model 6: Massive Hit Pure Virtual Goods Model

3.2.3 Simplified Freemium Revenue Business Models

3.2.4 Freemium Cost Side Analysis

  • Overview
  • Development Cost
  • Marketing and User Acquisition Cost
  • Client Delivery Costs
  • Payment Methods and Financial Infrastructure Costs
  • Ongoing Costs
  • Freemium Cost Model

3.4 Subscription Models/Streaming Game Services

4. Game Industry Market Leaders

4.1 Overview

4.2 Market Leaders in Game Hardware and Distribution

  • Alphabet Inc/Google
  • Amazon
  • Apple
  • Electronic Arts/Activision Blizzard
  • Facebook
  • GameFly
  • GameStop
  • Gree/DeNA
  • Microsoft
  • Nintendo
  • NVIDIA
  • Razer
  • Sony
  • Samsung
  • Tencent
  • Valve

4.3 Market Leaders in Game Publishing and Development

4.3.1 Leading Diversified Game Companies

  • Activision Blizzard
  • Electronic Arts
  • Tencent

4.3.2 Leading Premium Game Publishers

  • Japanese Publishers: Capcom/Square Enix/Konami/Sega Sammy
  • Take-Two Interactive
  • Time Warner
  • Ubisoft
  • Valve
  • ZeniMax Media

4.3.3 Leading Mobile Game Companies

  • Aristocrat
  • EA Mobile/Jamdat
  • Gameloft
  • Glu Mobile
  • GungHo
  • Kabam
  • King Digital Entertainment
  • MZ (Machine Zone)
  • Supercell
  • Walt Disney Company

4.3.4 Leading PC Game Companies

  • Big Fish Games
  • Bigpoint
  • Gameforge
  • Goodgame Studios
  • National Geographic Animal Jam
  • NCSoft
  • Netease
  • Netmarble/CJ Games
  • Nexon
  • Riot Games
  • Valve
  • Wargaming.net
  • WildTangent
  • Zynga

5. Game Consumer and Game Genres

5.1 Overview

5.2 Global Game Consumers by Region

5.3 Game Genres

For more information about this report visit https://www.researchandmarkets.com/r/bz19cw

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
Related Topics: Video Games and Consoles

Fonte BUSINESS WIRE

Commenti

risposte