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TechNavio – Infiniti Research
http://www.marketresearch.com/Infiniti‐Research‐Limited‐v2680/
Publisher Sample
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Email: [email protected] MarketResearch.com
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
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