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TechNavio – Infiniti Research

http://www.marketresearch.com/Infiniti‐Research‐Limited‐v2680/ 

Publisher Sample

Phone: 800.298.5699 (US) or +1.240.747.3093 or +1.240.747.3093 (Int'l) Hours: Monday - Thursday: 5:30am - 6:30pm EST

Fridays: 5:30am - 5:30pm EST

Email: [email protected] MarketResearch.com

2014-2018 Sample - Global Digital Game Market

technavio insights

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

01. Market Research Methodology

Market Research Process

TechNavio identifies the key opportunities in leading markets and develops various

methodologies for data collection and analysis. The micro, meso, and macroeconomic

indicators of the market are studied to ascertain the dynamics of the market.

Research Design

TechNavio’s reports are based on in-depth qualitative and quantitative analyses of various

markets. Qualitative analysis involves the application of various projection and sampling

techniques, whereas quantitative analysis involves primary interviews, surveys, and vendor

briefings. The data thus gathered is validated through experts' opinions. Based on research

results and technical insights, TechNavio analysts refine the existing methodologies to analyze

the various aspects of the market.

Exhibit 1: Market Research Methodology

Source: TechNavio Analysis

Global Digital

Game Market

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

TechNavio analysts gather inputs from various vendors and industry experts and verify the

information collected with databases, financial reports, industry papers, and various other

secondary sources. The impact of global economic conditions and other macroeconomic

indicators are also considered while assessing the market.

Research Methodology

TechNavio analysts have adopted primary as well as secondary research techniques to

ascertain the size and vendor landscape of the Global Digital Game Market. The information is

obtained using a combination of the bottom-up and top-down approaches, besides using in-

house market modeling tools. The data is then corroborated with data obtained from various

market participants and stakeholders across the value chain, including vendors, service

providers, distributors, re-sellers, and end-users.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

02. Executive Summary

Market Size 2013: US$ XXX billion

2018: US$ XXX billion

Market Growth Rate 2013: XXX percent

2018: XXX percent

CAGR XXX percent

Key Geographies

Americas: XXX percent

APAC: XXX percent

EMEA: XXX percent

Key Leading Countries US: XXX percent

Japan: XXX percent

Key Customer Segments Individual Consumers

Key Market Drivers

Growing Use of Smartphones and Tablets for Playing Games

Driver 2

Driver 3

Driver 4

Driver 5

Driver 6

Driver 7

Growing In-app Purchases in Free Games

Key Market Challenges

Lack of Broadband Infrastructure

Challenge 2

Challenge 3

Challenge 4

Privacy Concerns over Gamers Information

Key Market Trends

Development of Hardware Platforms

Trend 2

Trend 3

Trend 4

Trend 5

Trend 6

Advancements in Virtual Gaming

Key Buying Criteria

Availability

Features

Information

Price

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

Quality

Key Vendors

Activision Blizzard Inc.

Electronic Arts Inc.

Gameloft SA

Giant Interactive Group Inc.

Konami Corp.

Microsoft Corp.

NCSOFT Corp.

Nexon Co. Ltd.

Nintendo Co. Ltd.

Rovio Entertainment Ltd.

Sony Computers Entertainment Inc.

Take-Two Interactive Software Inc.

Ubisoft Entertainment SA

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

03. Scope of the Report

03.1 Market Overview

This report covers the present scenario and the growth prospects of the Global Digital Game

market for the period 2014-2018. To calculate the market size, the report considers consumer

spending on new console games (home and handheld games), personal computer games, and

mobile games in digital format. The category excludes spending on the hardware used for

playing the games.

The report also presents the vendor landscape and a corresponding detailed analysis of the

leading vendors in the Global Digital Game market. In addition, it presents the geographical

segmentation of the market. The report discusses the major drivers that influence the growth of

the market. It also outlines the challenges faced by the vendors and the market at large, as well

as the key trends that are emerging in the market.

03.2 Product Offerings

Some of the products offered by the major vendors in the Global Digital Game market are listed

below:

Company Products Offered

Activision Blizzard Xbox 360 Games

Xbox One Games

PlayStation 4 Games

PlayStation 3 Games

Wii U Games

PC Games

Call of Duty Series

Prototype Series

Spider-man Series

Warcraft Series

Starcraft Series

Diablo Series

Electronic Arts Xbox 360 Games

Xbox One Games

PlayStation 4 Games

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

PlayStation 3 Games

Wii Games

Battlefield Series

Dragon Age Series

Harry Potter Series

Mass Effect Series

Medal Of Honor Series

FIFA Series

Need for Speed Series

The Sims Series

PC Games

Gameloft Lumines Mobile

Bubble Bash!

Tom Clancy's H.A.W.X

Iron Man 3

Fast & Furious 6

Gangstar City

Monsters University

Kingdoms & Lords

Alien Quarantine

A Good Day To Die Hard

Blitz Brigade

UNO & Friends

Dragon Summoner

Dungeon Hunter

My Little Pony

Playmobil Pirates

Asphalt Adrenaline 6

Eternal Legacy

Nova 2

Giant Interactive ZT Online

ZT Online Classic Edition

ZT Online Green Edition

ZT Online 2

World of Xianxia

Giant Online

Elsword

Allods Online

Genesis of the Empire

The Sky

Konami Castlevania

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

Contra

Dance Dance Revolution

Gradius

Metal Gear

Silent Hill

Microsoft Xbox 360 Console Games

Xbox One Games

Xbox Live Gold

NCSOFT Aion

Blade & Soul

Guild Wars

Guild Wars 2

Lineage

Lineage 2

WildStar

Lineage Eternal

Nexon MapleStory

Extraction

Mabinogi

Atlantica Online

Vindictus

Dragon Nest

Combat Arms

Nintendo Nintendo DS Games

Nintendo 3DS Games

Wii Games

Wii U Games

Rovio Entertainment Angry Birds Series

Bad Piggies

Burger Rush

Darkest Fear

Darkest Fear Series

Dragon and Jade

Desert Sniper

Need for Speed: Carbon

Formula GP Racing

Paid to Kill

Paper Planes

Patron Angel

Star Marine

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

Shopping Madness

SWAT: Elite Troops

Totomi

Sony PlayStation 2 Games

PlayStation 3 Games

PlayStation 4 Games

PlayStation Network

PlayStation Vista Games

PlayStation Portable Games

Take-Two Interactive BioShock Series

Borderland Series

Bully

Civilization Series

Grand Theft Auto Series

L.A. Noire

Mafia Series

Manhunt Series

Xbox Games

Xbox 360 Games

Xbox One Games

PlayStation 4 Games

PlayStation 3 Games

PlayStation 2 Games

PlayStation Games

PSP Games

Wii Games

Nintendo 3DS Games

Nintendo DS Games

Ubisoft Entertainment Xbox 360 Games

Xbox One Games

PlayStation 4 Games

PlayStation 3 Games

PlayStation Games

PlayStation Vita Games

PSP Games

Wii Games

Wii U Games

Nintendo 3DS Games

Nintendo DS Games

PC Games

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

04. Introduction

Video games are electronic games that include a video device for human interaction with the

user interface of the game. The video device might be a mobile display, PC monitor, or TV. The

electronic systems used to play video games are known as platforms. The different types of

platforms are TVs, consoles, mobile devices, PCs, and others. There are various types of games

available for different gaming platforms. The video games are available in two major formats;

Physical and Digital. The physical format comes in a physical disc, which is used while playing

the game. The digital format is the one in which the game is downloaded and requires no

physical disc to play.

The Global Digital Game market is expected to witness steady growth during the period 2013-

2018. The market generated revenue of US$ XXX billion in 2013 and is expected to grow at a

CAGR of 21.96 percent during the forecast period. The growth of the Global Digital Game

market is mainly attributed to the launch of new gaming consoles and the availability of high-

end audio-visual systems, which enhance the gamer's experience. In terms of regions, the

Americas led the market in 2013 and accounted for a 37.9 percent share of the global market. It

was followed by the APAC region, with a 32.8 percent share, and the EMEA region with a 29.3

percent share. The leading vendors in the Global Digital Game market are Activision Blizzard,

Electronic Arts, Gameloft, Giant Interactive, Konami, Microsoft, NCSOFT, Nexon, Nintendo, Rovio,

Sony, Take-Two Interactive, and Ubisoft.

The Global Digital Game market is driven by several growth drivers. The growing use of

smartphones and tablets for playing games is one of the major market drivers. With the growing

demand for smartphones in developing countries, game developers are coming up with

different business revenue models. Another driver in the Global Digital Game market is the

increasing innovation in audio-visual devices that enhance the game playing experience.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

04.1 Key Questions Answered in this Report

What will the market size be in 2018 and what will be the growth rate?

What are key market trends?

What is driving this market?

What are the challenges to market growth?

Who are the key vendors in this market space?

What are the market opportunities and threats faced by key vendors?

What are the strengths and weaknesses of each of these key vendors?

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

05. Market Landscape

05.1 Market Size and Forecast

The Global Digital Game market was valued at US$ XXX billion in 2013 and is expected to reach

US$ XXX billion by 2018, growing at a CAGR of XXX percent.

Exhibit 2: Global Digital Game Market 2013-2018 (US$ billion)

Actual exhibits are available in full report only

Source: TechNavio Analysis

The Global Digital Game market is witnessing steady growth as it is undergoing rapid

technological evolution in developing countries and is also expected to witness significant

growth during the forecast period.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

06. Market Growth Drivers

Some of the major drivers in the Global Digital Game market are discussed below:

Growing Use of Smartphones and Tablets for Playing Games

Driver 2

Driver 3

Driver 4

Driver 5

Driver 6

Driver 7

Driver 8

Growing Use of Smartphones and Tablets for Playing Games

Smartphones and tablets have helped the Mobile Games segment in the Global Digital Game

market to generate higher revenue compared to the overall Global Video Game market. The

Digital Mobile Game market is expected to grow faster than the Digital Gaming Market during

the forecast period. This rapid growth in the Global Digital Mobile Game market is because of

the increased adoption of smartphones and tablets for playing games and entertainment.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

07. Market Challenges

Some of the major challenges confronted by the Global Digital Game market are discussed

below:

Lack of Broadband Infrastructure

Challenge 2

Challenge 3

Challenge 4

Challenge 5

Lack of Broadband Infrastructure

Some developing countries in Latin America, the APAC region, and Africa have limited network

infrastructure and bandwidth availability. The limited availability of resources makes it difficult to

synchronize real-time services in these countries. Also, if the basic requirement for internet speed

is not met, customers may find it difficult to play high-speed video games. In addition, if the

internet speed differs during the transmission of the service because of technical problems, it

affects end-user satisfaction. Hence, a stable and reliable internet infrastructure is needed to

overcome such issues.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

08. Market Trends

Some of the major trends emerging in the Global Digital Game market are discussed below:

Development of Hardware Platforms

Trend 2

Trend 3

Trend 4

Trend 5

Trend 6

Trend 7

Development of Hardware Platforms

The majority of software games cater to the hardware platforms developed by three major

companies: Sony, Microsoft, and Nintendo. These companies have developed platforms such as

Xbox 360, PlayStation 3, and Wii U. These are multifunctional gaming consoles that not only

support various games, but also enable gamers to watch videos, listen to music, browse the

internet, and download videos. The success of the Video Game business is directly proportional

to the acceptance of these platforms.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

09. Vendor Landscape

09.1 Competitive Scenario

The Global Digital Game market comprises numerous vendors in various segments and is

witnessing intense vendor competition. Technological innovations among the leading vendors

play a significant role in driving market growth.

Activision Blizzard is an American game software developer. It is the largest supplier of gaming

software in North America and Latin America, and the second largest gaming company in the

world after Nintendo.

Electronic Arts is an American company that develops, publishes, markets, and distributes video

games. The company develops and publishes games under several labels such as Madden NFL,

NHL, FIFA Football/Soccer, NBA Jam, and SSX. Some of the major products of the company are

the Battlefield series, the FIFA series, the Need for Speed series, and the Dragon Age series.

Gameloft is the developer and publisher of video games. It has more than 50 million monthly

active users. The company's revenue is mainly driven by the success of its games on

smartphones and tablets.

Giant Interactive is a Chinese gaming software company. The company is heavily involved in

MMORPGs that are played through networked game servers.

Konami is a Japanese company that is involved in the business of production and sale of video

game software. It is headquartered in Tokyo Midtown, Minato, Tokyo, Japan.

Microsoft is US-based multinational computer software company that develops, manufactures,

licenses, markets, and supports a range of products and services related to computing.

NCSOFT is a South Korean games development company. It develops and publishes online,

video, and mobile games.

Nexon is a South Korean developer and publisher of video games. It is one of the leading

vendors in the Global MMO Games market. The company is headquartered in Japan.

Nintendo is a Japanese multinational consumer electronics and video games company. The

company offers various gaming consoles, including the Nintendo Entertainment System.

Note: Information included in this sample are extracts of the full report.

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

10. Key Vendor Analysis

10.1 Activision Blizzard

10.1.1 Business Overview

Activision Blizzard is an American video game and interactive entertainment company. It is

involved in online, personal computer, console, handheld, and mobile interactive entertainment

products.

10.1.2 Business Segmentation

Exhibit 3: Business Segmentation of Activision Blizzard Based on Operating

Segments 2013

Source; TechNavio Analysis

Ac

tivis

ion

Bliz

zard

Activision Publishing

Blizzard Entertainment

Activision Blizzard Distribution

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

10.1.3 Key Information

Company Details Description

Product Portfolio Xbox 360 Games

Xbox One Games

PlayStation 4 Games

PlayStation 3 Games

Wii U Games

PC Games

Call of Duty Series

Prototype Series

Spider-man Series

Warcraft Series

Starcraft Series

Diablo Series

Recent Product Launches November 2012: Call of Duty: Black Ops II is released

and becomes the first video game to cross retail sales of

US$ XXX billion in just 15 days of its launch

Key Customers GameStop

Walmart

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

10.1.4 SWOT Analysis

Strengths

Activision Blizzard is the leading global

developer, publisher, and distributor in

the first-person action game category

Strength 2

Strength 3

Weaknesses

Weakness 1

Weakness 2

Opportunities

Opportunity 1

Opportunity 2

Opportunity 3

Threats

Threat 1

Threat 2

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

11. Other Reports in the Series

Global Mobile Ad Spending Market 2012-2016

Global Interactive Kiosk Market 2012-2016

Set Top Box Market in India 2012-2016

Global Integrated Playout Automation Market 2012-2016

Global Broadcasting and Cable TV Market 2012-2016

Global Gaming Console Market 2012-2016

Global Video CDN Market 2012-2016

Global Mobile Gaming Market 2012-2016

Enterprise Video Market in the APAC Region 2012-2016

Global Musical Instruments Market 2012-2016

Global Mobile Application Market 2012-2016

Global IPTV Market 2012-2016

Global Home Entertainment Equipment Market 2012-2016

Global Digital Cinema Screen Market 2012-2016

Global Digital Content Market 2012-2016

Entertainment and Media Market in India 2012-2016

Global Set Top Box Market 2014-2018

Social Gaming Market in the US 2012-2016

Global Electrophotographic Printing Market 2014-2018

Global Camera Module in Mobile Device Market 2014-2018

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

Global Pay TV Market 2014- 2018

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

01. Executive Summary ......................................................................................... 1

02. List of Abbreviations ......................................................................................... 3

03. Scope of the Report ........................................................................................ 4

03.1 Market Overview ......................................................................................... 4

03.2 Product Offerings......................................................................................... 4

04. Market Research Methodology .................................................................... 8

04.1 Market Research Process ........................................................................... 8

04.2 Research Methodology ............................................................................. 8

05. Introduction ..................................................................................................... 10

06. Market Landscape ........................................................................................ 12

06.1 Market Overview ....................................................................................... 12

06.2 Market Size and Forecast......................................................................... 13

06.3 Five Forces Analysis ................................................................................... 14

07. Market Segmentation by Type .................................................................... 16

07.1 Global Digital Game Market by Type 2013 .......................................... 16

07.2 Global Digital Game Market by Type 2013-2018 ................................ 17

07.3 Global Digital PC Game Market 2013-2018 ......................................... 19

07.3.1 Market Size and Forecast......................................................................... 19

07.4 Global Digital Mobile Game Market 2013-2018 .................................. 20

07.4.1 Market Size and Forecast......................................................................... 20

07.5 Global Digital Console Game Market 2013-2018 ............................... 21

07.5.1 Market Size and Forecast......................................................................... 21

08. Geographical Segmentation ...................................................................... 22

08.1 Global Digital Game Market by Geographical

Segmentation 2013 ................................................................................... 22

09. Key Leading Countries .................................................................................. 24

TABLE OF CONTENT

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

09.1 The US ........................................................................................................... 24

09.2 Japan........................................................................................................... 24

10. Buying Criteria ................................................................................................. 26

11. Market Growth Drivers ................................................................................... 27

12. Drivers and their Impact ............................................................................... 31

13. Market Challenges ........................................................................................ 33

14. Impact of Drivers and Challenges .............................................................. 35

15. Market Trends .................................................................................................. 37

16. Trends and their Impact ................................................................................ 40

17. Vendor Landscape ........................................................................................ 41

17.1 Competitive Scenario............................................................................... 41

17.2 Other Prominent Vendors ........................................................................ 42

18. Key Vendor Analysis ...................................................................................... 47

18.1 Activision Blizzard ....................................................................................... 47

18.1.1 Business Overview...................................................................................... 47

18.1.2 Business Segmentation ............................................................................. 48

18.1.3 Key Information .......................................................................................... 49

18.1.4 SWOT Analysis ............................................................................................. 50

18.2 Electronic Arts ............................................................................................. 51

18.2.1 Business Overview...................................................................................... 51

18.2.2 Business Segmentation ............................................................................. 52

18.2.3 Key Information .......................................................................................... 53

18.2.4 SWOT Analysis ............................................................................................. 54

18.3 Gameloft ..................................................................................................... 55

18.3.1 Business Overview...................................................................................... 55

18.3.2 Business Segmentation ............................................................................. 56

18.3.3 Key Information .......................................................................................... 58

18.3.4 SWOT Analysis ............................................................................................. 60

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

18.4 Giant Interactive ....................................................................................... 61

18.4.1 Business Overview...................................................................................... 61

18.4.2 Business Segmentation ............................................................................. 62

18.4.3 Key Information .......................................................................................... 62

18.4.4 SWOT Analysis ............................................................................................. 63

18.5 Konami......................................................................................................... 64

18.5.1 Business Overview...................................................................................... 64

18.5.2 Business Segmentation ............................................................................. 64

18.5.3 Key Information .......................................................................................... 65

18.5.4 SWOT Analysis ............................................................................................. 66

18.6 Microsoft ...................................................................................................... 67

18.6.1 Business Overview...................................................................................... 67

18.6.2 Business Segmentation ............................................................................. 68

18.6.3 Key Information .......................................................................................... 70

18.6.4 SWOT Analysis ............................................................................................. 71

18.7 NCSOFT ........................................................................................................ 72

18.7.1 Business Overview...................................................................................... 72

18.7.2 Key Information .......................................................................................... 72

18.7.3 SWOT Analysis ............................................................................................. 73

18.8 Nexon ........................................................................................................... 74

18.8.1 Business Overview...................................................................................... 74

18.8.2 Business Segmentation ............................................................................. 75

18.8.3 Key Information .......................................................................................... 76

18.8.4 SWOT Analysis ............................................................................................. 77

18.9 Nintendo ..................................................................................................... 78

18.9.1 Business Overview...................................................................................... 78

18.9.2 Key Information .......................................................................................... 79

18.9.3 SWOT Analysis ............................................................................................. 80

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

18.10 Rovio Entertainment ................................................................................. 81

18.10.1 Business Overview .................................................................................... 81

18.10.2 Key Information ........................................................................................ 81

18.10.3 SWOT Analysis .......................................................................................... 82

18.11 Sony .............................................................................................................. 83

18.11.1 Business Overview .................................................................................... 83

18.11.2 Key Information ........................................................................................ 83

18.11.3 SWOT Analysis ........................................................................................... 84

18.12 Take-Two Interactive ................................................................................. 85

18.12.1 Business Overview .................................................................................... 85

18.12.2 Business Segmentation ........................................................................... 85

18.12.3 Key Information ........................................................................................ 86

18.12.4 SWOT Analysis ........................................................................................... 88

18.13 Ubisoft Entertainment ............................................................................... 89

18.13.1 Business Overview .................................................................................... 89

18.13.2 Business Segmentation .......................................................................... 90

18.13.3 Key Information ....................................................................................... 91

18.13.4 SWOT Analysis ........................................................................................... 92

19. Other Reports in this Series ............................................................................ 93

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

Exhibit 1: Market Research Methodology ..................................................... 8

Exhibit 2: Global Digital Game Market by Segmentation ....................... 12

Exhibit 3: Global Digital Game Market 2013-2018 (US$ billion) ............... 13

Exhibit 4: Global Digital Game Market by Type 2013 ............................... 16

Exhibit 5: Global Digital Game Market by Type 2013-2018 (US$

billion) ................................................................................................ 17

Exhibit 6: Global Digital Game Market by Type 2013-2018 ..................... 17

Exhibit 7: Global Digital PC Game Market 2013-2018 (US$

billion) ................................................................................................ 19

Exhibit 8: Global Digital Mobile Game Market 2013-2018 (US$

billion) ................................................................................................ 20

Exhibit 9: Global Digital Console Game Market 2013-2018 (US$

billion) ................................................................................................ 21

Exhibit 10: Global Digital Game Market by Geographical

Segmentation 2013 ........................................................................ 22

Exhibit 11: Business Segmentation of Activision Blizzard Based

on Operating Segments 2013 ...................................................... 48

Exhibit 12: Business Segmentation of Electronic Arts Based on

Brand Label 2013 ............................................................................ 52

Exhibit 13: Business Segmentation of Gameloft (2013) ............................... 56

Exhibit 14: Gameloft Revenue Split by Business Segments (2013) ............ 57

Exhibit 15: Gameloft Revenue Split by Geography (2013) ........................ 57

EXHIBITS

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

Exhibit 16: Business Segmentation of Giant Interactive based

on Revenue 2013 ............................................................................ 62

Exhibit 17: Business Segmentation of Konami 2012 ..................................... 64

Exhibit 18: Business Segmentation of Microsoft ............................................ 68

Exhibit 19: Business Segmentation of Nexon 2013 ....................................... 75

Exhibit 20: Nexon Market Split by Geographic 2013 ................................... 75

Exhibit 21: Business Segmentation of Take-Two Interactive

Based on Publishing Labels 2013 ................................................. 85

Exhibit 22: Business Segmentation of Ubisoft ................................................ 90

2014-2018 Global Digital Game Market

2014-2018 Sample - Global Digital Game Market

This report has been prepared from sources and data that we believe to

be reliable, but we make no representation as to its accuracy or

completeness. Any decision or action taken by the recipient based on this

report shall be solely and entirely at the risk of the recipient. Opinions and

information provided are made as at the date of the report issue and are

subject to change without notice.

All trademarks and copyrights remain the sole ownership of their rightful

owners/licensees. In no event shall Infiniti Research have any liability to any party for

special, incidental, tort, or consequential damages arising out of or in connection

with this report, even if Infiniti Research has been advised of the possibility of such

damages.

Copyright ©2013 Infiniti Research Limited. All Rights Reserved.

Reproduction without written permission is completely forbidden.

TechNavio Insights is a customized set of reports based on the TechNavio

platform. It builds on the intelligence available within TechNavio and leverages

the custom research experience of our researchers.

TechNavio is built on years of experience of Infiniti Research in deep dive custom

research and consulting for over 30 Fortune 500 companies and numerous large

and medium-sized companies in the technology space.

For more information about TechNavio, please visit www.technavio.com

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