3D Gaming Consoles

3D Gaming Consoles - Global Strategic Business Report

Global Industry Analysts, Date of Publication: Aug 19, 2015, 144 Pages
US$4,950.00
GIA-MCP6989

3D Gaming Consoles - Global Strategic Business Report

While 3D graphic games have been successfully commercialized in the video games industry, the adoption of stereoscopic 3D (S3D) technology has been constrained due to the prohibitive cost of the devices. The scenario has changed considerably over the last few years, with 3D technology encroaching into the world of home entertainment in a big way through 3D TVs and PC monitors. In an era obsessed with stunning motion graphics, the use of 3D technology in visual entertainment has gained considerable attention, particularly from the year 2010. The strong appeal for 3D television sets following the release of a number of blockbuster 3D Hollywood movies such as Avatar, stands testimony to the trend. Interest in 3D game consoles therefore ranks high, with vendors seeking to deliver a richer, more realistic, and immersive experience to gamers. Innovative features, incorporation of advanced technologies such as motion sensor technologies, multi-screen displays, and intelligent communication that provide gamers with a more intense and interactive gaming experience are driving growth in the market.

Despite the fragmentation of video gaming platforms available in the market, demand for game consoles is expected to continue to grow strongly in the coming years. Notwithstanding the technical issues, stereoscopic 3D gaming is anticipated to eclipse the 2D gaming in the near future, as the superior gaming experience offered is vital to serious gamers looking for the ultimate gaming experience. Young adults and mature grown-ups with higher disposable income are expected to drive future growth in the market. 

This report analyzes the worldwide markets for 3D Gaming Consoles in Thousand Units. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2014 through 2020. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 3 companies including many key and niche players such as -

Microsoft Corporation
Nintendo Co. Ltd.
Sony Computer Entertainment Inc.

TABLE OF CONTENTS

 I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

      Study Reliability and Reporting Limitations                       I-1
      Disclaimers                                                       I-2
      Data Interpretation & Reporting Level                             I-2
       Quantitative Techniques & Analytics                              I-3
      Product Definitions and Scope of Study                            I-3


 II. EXECUTIVE SUMMARY

  1. INDUSTRY OVERVIEW                                                  II-1
      Video Games - A Prelude                                           II-1
       Table 1: Worldwide Games Market by Type of Games (2015E):
       Percentage Breakdown of Revenues for Casual Online Games,
       Handheld Console Games, Home Console Games, Massively
       Multiplayer Online Games, Mobile & Smartphone Games, PC
       Games, and Tablet Games (includes corresponding Graph/Chart)     II-2
      Consumers Greet Arrival of Stereoscopic 3D Gaming Consoles
       with Fanfare                                                     II-3
       Following Initial Hype, Interest in S3D Gaming Wanes             II-4
        Select Stereoscopic 3D Games Released for Gaming Consoles
         for the Period 2010-2014                                       II-6
      Long-term Outlook for 3D Gaming Remains Bright                    II-7
       2015 Video Game Releases Supported by All Three Gaming
        Consoles (Xbox One, PlayStation 4 and Wii U)                    II-7
       Top 10 Games for 8th Generation Gaming Consoles - Xbox One,
        PlayStation 4 and Wii U                                         II-8

  2. COMPETITION                                                        II-9
      Developments at Hardware & Content Level Boosts Opportunities
       for Video Games Software                                         II-9
      Competition Intensifies in Home Console Market                    II-9
       Table 2: Worldwide Video Game Home Consoles Market by Leading
       Models (2015E & 2018P): Percentage Share Breakdown of
       Installed Base for Microsoft Xbox One, Microsoft Xbox 360,
       Nintendo Wii, Nintendo Wii U, Sony PlayStation 2, Sony
       PlayStation 3, and Sony PlayStation 4 (includes corresponding
       Graph/Chart)                                                     II-10

       Table 3: Worldwide 8th Generation Video Game Home Consoles
       Market by Leading Models (2015E): Percentage Breakdown of
       Lifetime Shipments through Q1 2015 for Microsoft Xbox One,
       Nintendo Wii-U, and Sony PlayStation 4 (includes
       corresponding Graph/Chart)                                       II-11

       Table 4: Worldwide 8th Generation Video Game Consoles Market
       by Leading Brands (2014 & Q1 2015): Percentage Breakdown of
       Unit Shipments for Microsoft Xbox One, Nintendo Wii-U, and
       Sony PlayStation 4 (includes corresponding Graph/Chart)          II-11

       Table 5: Worldwide Video Game Consoles Market by Leading Home
       and Handheld Console Models (2015E & 2018P): Percentage Share
       Breakdown of Dollar Sales for Microsoft Xbox 360, Microsoft
       Xbox One, Nintendo 3DS, Nintendo Wii U, Sony PlayStation 3,
       Sony PlayStation 4, Sony PS Vita and Others (includes
       corresponding Graph/Chart)                                       II-12
      Manufacturers Deploy Various Marketing Tools to Upstage Rivals
       in Console War                                                   II-12
      Nintendo Leads Handheld Gaming Console Market                     II-13
       Table 6: Global Handheld Gaming Console Market by Leading
       Model (2014 & 2015E): Percentage Share Breakdown of Unit
       Shipments for Nintendo 3DS, Nintendo DS & DSi, Sony
       PlayStation Vita, and Sony PSP (includes corresponding
       Graph/Chart)                                                     II-14
       Nintendo 3DS Games Releases: 2015                                II-14
      Unity Leads Gaming Engine Market                                  II-17
       Table 7: Worldwide Gaming Engine Market by Leading Players
       (2014): Market Share Breakdown for Unity Technologies and
       Others (includes corresponding Graph/Chart)                      II-17

       Table 8: Worldwide Leading Game Development Tools by User
       Base (2014): Percentage of Developers Using Adobe Air,
       Cocos2D, Customized Tools, In-house Coded, Unity, and Unreal
       Engine (includes corresponding Graph/Chart)                      II-17

  3. NOTEWORTHY TRENDS, GROWTH DRIVERS & CHALLENGES                     II-18
      3D Devices Market Continues to Balloon                            II-18
       3D Devices Manufacturers Turn Eyes to Adult Consumers            II-18
      Stereoscopic 3D TVs Lose Sheen, Undermining User Interest in
       3D Video Gaming                                                  II-18
       Table 9: Global 3D TVs Market by Geographic Region (2015E &
       2018P): Percentage Share Breakdown of Annual Sales for
       Asia-Pacific, Canada, Europe, Japan, Latin America, US, and
       Rest of World (includes corresponding Graph/Chart)               II-20
      Promising Technologies for New Generation of 3D TVs               II-20
      3D Gaming - Major Growth Catalyst and Benefactor of 3D TV         II-21
      GPU Makers Shift Focus Away from 3D Gaming                        II-22
      Emergence of 3D Smartphones Pose a Strong Threat to Handheld
       Gaming Consoles                                                  II-22
       Table 10: Global Market for Smart phones (2011 & 2015E):
       Breakdown of Annual Sales Figures in Million Units by
       Geographic Region - US, Canada, Japan, Europe, Asia-Pacific,
       Latin America, and Rest of World (includes corresponding
       Graph/Chart)                                                     II-23

       Table 11: Global Market for Media Tablets: Annual Sales
       Figures in Million Units for Years 2010, 2013 & 2018
       (includes corresponding Graph/Chart)                             II-23

       Table 12: World Mobile Web Browsers Market (2011 & 2018):
       Percentage Breakdown of Number of Mobile Web Browser Users by
       Geographic Region/Country for Asia-Pacific, Canada, Europe,
       Japan, Latin America, US, and Rest of World (includes
       corresponding Graph/Chart)                                       II-24

       Table 13: Percentage Breakdown of Time Spent by Users on
       Wireless Games by Location (includes corresponding
       Graph/Chart)                                                     II-25

       Table 14: Average Time Spent (In Minutes) on Mobile Apps On
       Smartphones & Tablets Worldwide Per User Per Day: Breakdown
       by Category (includes corresponding Graph/Chart)                 II-25

       Table 15: World Market for 3D-Capable Devices by Type (2014):
       Percentage Share Breakdown of Installed Base for 3D Desktop
       PCs & Notebooks, 3D Gaming Consoles, 3D Media players, 3D
       Portable Devices, and 3D TV Displays (includes corresponding
       Graph/Chart)                                                     II-26

       Table 16: Global Video Games Market by Type (2014):
       Percentage Breakdown of Sales Revenues for Disc-based Games,
       Mobile Games, and Online Games (includes corresponding
       Graph/Chart)                                                     II-27
      Online Video Games Market Goes Beyond PCs as Web Enabled
       Mobile Phones, Tablets & Consoles Enter the Fray                 II-27
      Virtual Reality Makes a Strong Comeback, Offering Promising
       Avenue for 3D Gaming                                             II-28
      New Immersive Technology Alliance to Drive the Future of
       Gaming Industry                                                  II-29
      Impact of Health Concerns on 3D Video Games                       II-29
      Product Lifecycle of 8th Generation Consoles Draws to a Close     II-30
       Table 17: Product Lifecycle of Video Game Consoles of 6th,
       7th and 8th Generations (includes corresponding Graph/Chart)     II-31
       Game Consoles Remain Pricey Even as PCs Get Cheaper              II-31
        Table 18: Launch Prices of Major Game Consoles (1977-2013)
        (includes corresponding Graph/Chart)                            II-32
      Hardcore Gamers Sustain Demand for Gaming Consoles                II-33
       New Generation of Home Console Games Sustains Audience
        Interest with Unique Attributes                                 II-33
      Popularity of Video Games Transcends Traditional Boundaries of
       Age and Gender                                                   II-34
      MMOGs Steal the Thunder from Console Games                        II-35
      Rising Game Development Costs Jeopardizes Developers’
       Profitability                                                    II-35
       Table 19: Video Game Development Scenario: Average
       Expenditure, Team Size and No. of Days by Platform (includes
       corresponding Graph/Chart)                                       II-36
      Software Piracy Takes the Wind Out of the Market’s Sails          II-36
       Table 20: Global Video Games Market (2014): Percentage Share
       Breakdown of Values Sales by Segment (includes corresponding
       Graph/Chart)                                                     II-37

  4. PRODUCT OVERVIEW                                                   II-38
      Overview of Stereoscopic 3D Technology                            II-38
       Active Shutter Technology                                        II-38
       Polarized Passive 3D Technology                                  II-38
       Autostereoscopic Technology                                      II-39
      Stereoscopic 3D Capable Video Game Consoles                       II-39
      Evolution of 3D Video Game Consoles                               II-40
       Evolution of Home Game Consoles from First Generation to
        Eighth Generation: 1967-2015                                    II-41
       A Glance at Key Specifications of 8th Generation Consoles        II-43
      Pros and Cons of S3D Gaming                                       II-44

  5. REGULATORY FRAMEWORK FOR VIDEO GAMES                               II-45
      Recreational Software Advisory Council (RSAC)                     II-45
      Entertainment Software Ratings Board (ESRB)                       II-45
      Pan European Games Information (PEGI)                             II-46

  6. PRODUCT INTRODUCTIONS                                              II-47
      Sony Computer Entertainment to Unleash New Playstation®4          II-47
      Microsoft Introduces 1TB Xbox One                                 II-47
      Snail to Unveil OBox Gaming Console                               II-47
      Nintendo Introduces New 3DS and New 3DS XL                        II-47
      Sony to Launch Morpheus VR Headset in 2016                        II-47
      Oculus VR to Unveil Oculus Rift VR Headset in 2016                II-47
      HTC Unveils First Virtual Reality Headset                         II-47
      SuperD Technology Introduces Glasses-Free 3D Gaming Machines      II-48
      Nintendo Announces US Launch of Nintendo 3DS XL                   II-48
      Microsoft to Introduce HoloLens Virtual Reality Headset           II-48
      Sony Computer Entertainment to Launch “Glacier White”
       Playstation®4(Ps4™)                                              II-48
      Nintendo to Introduce Low-cost Gaming Console                     II-48
      Nintendo Releases 3DS and 3DS LL Handheld Consoles                II-48
      Microsoft Unveils Xbox One in China                               II-48
      Sony to Release PlayStation 4 Console in China                    II-49
      Oculus VR Introduces Crescent Bay VR Headset Prototype            II-49
      Microsoft to Unveil Xbox VR Headset                               II-49
      Snail Games USA Unveils W 3D Smartphone                           II-49
      Asus Launches GTX 750 and GTX 750 Ti 3D-gaming Graphics Cards     II-49
      Sony Computer Entertainment Unveils PlayStation 4 Game Console    II-49
      Microsoft Launches Xbox One                                       II-49
      Avegant Introduces Avegant Glyph 3D VR Headset Prototype          II-49

  7. RECENT INDUSTRY ACTIVITY                                           II-50
      Crunching Koalas to Bring MouseCraft to Xbox One and Wii U        II-50
      Facebook Acquires Oculus VR                                       II-50
      Sony to Form Joint Ventures for PlayStation Consoles in China     II-50
      YoYo Games and Sony Inks Collaboration Agreement                  II-50
      Sony Computer Entertainment Extends Partnership with Unity
       Technologies                                                     II-50
      NeuLion Inks Agreement with Microsoft                             II-51
      Nintendo to Merge Console and Handheld Development Divisions      II-51

  8. FOCUS ON SELECT PLAYERS                                            II-52
      Microsoft Corporation (US)                                        II-52
      Nintendo Co. Ltd. (Japan)                                         II-52
      Sony Computer Entertainment Inc. (Japan)                          II-53

  9. GLOBAL MARKET PERSPECTIVE                                          II-54
      Table 21: World Recent Past, Current and Future Analysis for
      3D Gaming Consoles by Geographic Region - US, Canada, Japan,
      Europe, Asia-Pacific (excluding Japan), and Rest of World
      Markets Independently Analyzed with Annual Sales in Thousand
      Units for the Years 2014 through 2020 (includes corresponding
      Graph/Chart)                                                      II-54

      Table 22: World 6-Year Perspective for 3D Gaming Consoles by
      Geographic Region - Percentage Breakdown of Unit Sales for US,
      Canada, Japan, Europe, Asia-Pacific (excluding Japan), and
      Rest of World Markets for Years 2015 and 2020 (includes
      corresponding Graph/Chart)                                        II-55


 III. MARKET

  1. THE UNITED STATES                                                  III-1
      A.Market Analysis                                                 III-1
        Current & Future Analysis                                       III-1
        Video Games Software: Market Basics                             III-1
         Table 23: US Video Games Sector (2013): Percentage Share
         Breakdown of Dollar Spending by Category (includes
         corresponding Graph/Chart)                                     III-1
        Changing Demographics: A Primary Driver                         III-2
         Table 24: US Video Games Market by Gender (2014):
         Percentage Share of Male and Female Gamers (includes
         corresponding Graph/Chart)                                     III-2

         Table 25: US Video Games Market by Age Group (2014):
         Percentage Share of Gamers Under 18 Years, 18-35 Years, and
         36+ Years (includes corresponding Graph/Chart)                 III-3

         Table 26: US Video Games Market by Genres (2013):
         Percentage Share Breakdown of Volume Sales for Action,
         Adventure, Casual, Family Entertainment, Fighting, Racing,
         Role Playing, Shooter, Sports Games, and Others (includes
         corresponding Graph/Chart)                                     III-3
        Software for Leading Console Manufacturers Take the Major
         Share in Console Gaming Software Market                        III-3
        Publishers Keen on Enhancing Product Portfolio                  III-4
        Distribution Dynamics                                           III-4
         Table 27: US Video Games Market (2014): Percentage Share
         Breakdown of Sales by Physical and Digital Channels
         (includes corresponding Graph/Chart)                           III-4
         Traditional Stores                                             III-4
          Retail Stores                                                 III-4
          Specialty Video Stores                                        III-5
          Other                                                         III-5
         Digital Distribution Gathers Momentum                          III-5
        Factors Driving Revenue Growth                                  III-5
        Hollywood and Video Games                                       III-6
         Films Inspired by Games                                        III-6
         Games Borrow from Films                                        III-6
        Violent & Adult Theme Video Games: Cause for Concern            III-7
        ESA: A Dedicated Platform for Interactive Game Publishers       III-7
        Product Introductions                                           III-8
        Strategic Corporate Developments                                III-9
        Microsoft Corporation - A Key US Console Manufacturer           III-10
      B.Market Analytics                                                III-11
        Table 28: US Recent Past, Current and Future Analysis for 3D
        Gaming Consoles Market Analyzed with Annual Sales in
        Thousand Units for the Years 2014 through 2020 (includes
        corresponding Graph/Chart)                                      III-11

  2. CANADA                                                             III-12
      A.Market Analysis                                                 III-12
        Market Overview                                                 III-12
        Video Game Development to Seek New Highs                        III-12
        Regulatory Mechanism                                            III-12
      B.Market Analytics                                                III-13
        Table 29: Canadian Recent Past, Current and Future Analysis
        for 3D Gaming Consoles Market Analyzed with Annual Sales in
        Thousand Units for the Years 2014 through 2020 (includes
        corresponding Graph/Chart)                                      III-13

  3. JAPAN                                                              III-14
      A.Market Analysis                                                 III-14
        Current & Future Analysis                                       III-14
        Overview                                                        III-14
        Unique Features of Japanese Gaming Industry                     III-14
        Expanding Demographics and New Markets to Revive Japanese
         Video Games Market                                             III-15
        Big Players, Big Games                                          III-15
        Japanese Cartoons ‘Anime’ Invade Video Games                    III-15
        Foreign Developers to Tap Japanese Market                       III-16
        Regulatory Mechanism                                            III-16
         Table 30: Japanese 8th Generation Video Game Consoles
         Market by Leading Brands (2015): Percentage Breakdown of
         Lifetime Shipments through Q1 2015 for Microsoft Xbox One,
         Nintendo Wii U, and Sony PlayStation 4 (includes
         corresponding Graph/Chart)                                     III-16
        Product Introductions                                           III-17
        Strategic Corporate Developments                                III-18
        Key Japanese Console Manfuacturers                              III-18
      B.Market Analytics                                                III-20
        Table 31: Japanese Recent Past, Current and Future Analysis
        for 3D Gaming Consoles Market Analyzed with Annual Sales in
        Thousand Units for the Years 2014 through 2020 (includes
        corresponding Graph/Chart)                                      III-20

  4. EUROPE                                                             III-21
      A.Market Analysis                                                 III-21
        Current & Future Analysis                                       III-21
        Overview of the European Video Games Industry                   III-21
        Overview of Video Game Market In Select Geographic Regions      III-22
         France                                                         III-22
          Table 32: French Video Games Market by Segment (2014):
          Percentage Breakdown of Value Sales for Console Games
          Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-22
         Germany                                                        III-22
          Table 33: German Market for Video Games by Segment (2014):
          Percentage Breakdown of Value Sales for Console Games
          Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-23
         Italy                                                          III-23
          Table 34: Italian Market for Video Games by Segment
          (2014): Percentage Breakdown of Value Sales for Console
          Games Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-24
         The United Kingdom                                             III-24
          Overview                                                      III-24
           Table 35: UK Market for Video Games by Segment (2014):
           Percentage Breakdown of Value Sales for Console Games
           Software, Handheld Games Software, PC Games Software
           (Digital and Boxed), Online Games Subscriptions, and
           Wireless Games Software Markets (includes corresponding
           Graph/Chart)                                                 III-25
          Distribution Scenario                                         III-25
          Console Software Leads the Way for UK Games and Leisure
           Market                                                       III-25
          Advergaming to Target Right Customers                         III-26
          Market Trends & Issues                                        III-26
           Educational Games Hold Out                                   III-26
           Fantasy Themes Offer Fantastic Prospects                     III-26
           Pop Stars, Music & Video Games Combo Could Spell Success     III-26
           Piracy: The Biggest Spoilsport                               III-26
           Entertainment & Leisure Software Publishers Association:
            Collective Identity                                         III-27
         Spain                                                          III-27
          Online Gaming is Hot in Spain                                 III-27
           Table 36: Spanish Market for Video Games by Segment
           (2014): Percentage Breakdown of Value Sales for Console
           Games Software, Handheld Games Software, PC Games
           Software (Digital and Boxed), Online Games Subscriptions,
           and Wireless Games Software Markets (includes
           corresponding Graph/Chart)                                   III-27
         Russia                                                         III-27
          Table 37: Russian Market for Video Games by Segment
          (2014): Percentage Breakdown of Value Sales for Console
          Games Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-28
         Rest of Europe                                                 III-28
          Table 38: Rest of Europe Market for Video Games by Segment
          (2014): Percentage Breakdown of Value Sales for Console
          Games Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-28
        Product Introduction                                            III-29
        Corporate Development                                           III-29
      B.Market Analytics                                                III-30
        Table 39: European Recent Past, Current and Future Analysis
        for 3D Gaming Consoles Market Analyzed with Annual Sales in
        Thousand Units for the Years 2014 through 2020 (includes
        corresponding Graph/Chart)                                      III-30

  5. ASIA-PACIFIC                                                       III-31
      A.Market Analysis                                                 III-31
        Current & Future Analysis                                       III-31
        An Overview of Video Games Market in Asia-Pacific               III-31
        Swift Growth Ahead for Online Video Games Industry in Asia-
         Pacific                                                        III-31
        Asia-The Hotbed for Multiplayer Gaming                          III-31
        Overview of Video Games Market In Select Geographic Regions     III-32
         Australia                                                      III-32
          Table 40: Australian Video Games Market (2014): Percentage
          Share Breakdown of Gamers by Age Group (As a Proportion of
          Population) (includes corresponding Graph/Chart)              III-32

          Table 41: Australian Video Games Market (2014): Percentage
          Share Breakdown of Gamers by Gender (includes
          corresponding Graph/Chart)                                    III-32

          Table 42: Australian Market for Video Games by Segment
          (2014): Percentage Breakdown of Value Sales for Console
          Games Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-32
         China                                                          III-33
          Industry Overview                                             III-33
          Lifting of Ban to Prop Up Console Games Market                III-33
           Table 43: Chinese Market for Video Games by Segment
           (2014): Percentage Breakdown of Value Sales for Console
           Games Software, Handheld Games Software, PC Games
           Software (Digital and Boxed), Online Games Subscriptions,
           and Wireless Games Software Markets (includes
           corresponding Graph/Chart)                                   III-35
          Licensing - A Strategy Driving Video Games Market in China    III-35
          Piracy - A Serious Concern to the Chinese Market              III-35
          Multiplayer Online Games Change Gaming Market                 III-35
          Domestic Players Face Increased Competition                   III-36
          China’s Transformation to Software Hub Helps Video Games
           Market                                                       III-36
         South Korea                                                    III-36
          Table 44: South Korean Market for Video Games by Segment
          (2014): Percentage Breakdown of Value Sales for Console
          Games Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-37
         India                                                          III-37
          Indian Video Game Industry to Witness Tremendous Growth       III-37
          India - A Preferred Destination for Developing Games          III-38
         New Zealand                                                    III-38
          New Zealand: A Developers’ Paradise                           III-38
          Video Games Industry Set to Leap to Another Level             III-38
          New Zealand Studios - Fast Making their Way into Global Stage III-38
           Table 45: New Zealand Video Games Market (2014):
           Percentage of Game Devices Used in Households (includes
           corresponding Graph/Chart)                                   III-39

           Table 46: New Zealand Video Games Market (2014):
           Percentage Share Breakdown of Gamers by Age Group
           (includes corresponding Graph/Chart)                         III-39

           Table 47: New Zealand Video Games Market (2014):
           Percentage Share Breakdown of Gamers by Gender (includes
           corresponding Graph/Chart)                                   III-40
         Rest of Asia-Pacific                                           III-40
          Table 48: Rest of Asia-Pacific Market for Video Games by
          Segment (2014): Percentage Breakdown of Value Sales for
          Console Games Software, Handheld Games Software, PC Games
          Software (Digital and Boxed), Online Games Subscriptions,
          and Wireless Games Software Markets (includes
          corresponding Graph/Chart)                                    III-40
        Product Introductions                                           III-40
        Corporate Development                                           III-41
      B.Market Analytics                                                III-42
        Table 49: Asia-Pacific Recent Past, Current and Future
        Analysis for 3D Gaming Consoles Market Analyzed with Annual
        Sales in Thousand Units for the Years 2014 through 2020
        (includes corresponding Graph/Chart)                            III-42

  6. REST OF WORLD                                                      III-43
      A.Market Analysis                                                 III-43
        Current & Future Analysis                                       III-43
        Overview of Select Markets                                      III-43
         Latin America                                                  III-43
          Table 50: Latin American Market for Video Games by
          Geographic Region (2014): Percentage Breakdown of Value
          Sales for Brazil, Mexico and Rest of Latin America Markets
          (includes corresponding Graph/Chart)                          III-43

          Table 51: Latin American Market for Video Games by Segment
          (2014): Percentage Breakdown of Value Sales for Console
          Games Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-43
         Brazil                                                         III-44
          Brazilian Video Games Industry Witnesses Significant Growth   III-44
          Opportunities & Threats                                       III-44
           Table 52: Brazilian Market for Video Games by Segment
           (2014): Percentage Breakdown of Value Sales for Console
           Games Software, Handheld Games Software, PC Games
           Software (Digital and Boxed), Online Games Subscriptions,
           and Wireless Games Software Markets (includes
           corresponding Graph/Chart)                                   III-44
         Mexico                                                         III-45
          Mexico - A Potential Market for Video Games                   III-45
           Table 53: Mexican Market for Video Games by Segment
           (2014): Percentage Breakdown of Value Sales for Console
           Games Software, Handheld Games Software, PC Games
           Software (Digital and Boxed), Online Games Subscriptions,
           and Wireless Games Software Markets (includes
           corresponding Graph/Chart)                                   III-45
         Middle East                                                    III-46
          Table 54: Middle East Market for Video Games by Segment
          (2014): Percentage Breakdown of Value Sales for Console
          Games Software, Handheld Games Software, PC Games Software
          (Digital and Boxed), Online Games Subscriptions, and
          Wireless Games Software Markets (includes corresponding
          Graph/Chart)                                                  III-46
      B.Market Analytics                                                III-46
        Table 55: Rest of World Recent Past, Current and Future
        Analysis for 3D Gaming Consoles Market Analyzed with Annual
        Sales in Thousand Units for the Years 2014 through 2020
        (includes corresponding Graph/Chart)                            III-46


 IV. COMPETITIVE LANDSCAPE

     Total Companies Profiled: 3 (including Divisions/Subsidiaries - 3)

     The United States (1)
     Japan (2)
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