Global Games Software
- August 2016
- 34 pages
Global Games Software industry profile provides top-line qualitative and quantitative summary information including: market size (value 2011-15, and forecast to 2020). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market.
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Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the global games software market
Leading company profiles reveal details of key games software market players’ global operations and financial performance
Add weight to presentations and pitches by understanding the future growth prospects of the Global games software market with five year forecasts
Essential resource for top-line data and analysis covering the Global games software market. Includes market size data, textual and graphical analysis of market growth trends, leading companies and macroeconomic information.
Reasons To Buy
What was the size of the Global games software market by value in 2015?
What will be the size of the Global games software market in 2020?
What factors are affecting the strength of competition in the Global games software market?
How has the market performed over the last five years?
How large is the global’s games software market in relation to its regional counterparts?
The games software market includes retail sales of games for domestic games consoles, handheld games consoles, mobile phones and other wireless devices; and games for PC and Mac desktop computers. Online games are excluded (e.g. Second Life). Console hardware sales are excluded. The market is valued at retail selling price (RSP) with any currency conversions calculated using constant 2015 annual average exchange rates.
The global games software market had total revenues of $42.1bn in 2015, representing a compound annual growth rate (CAGR) of 5.1% between 2011 and 2015.
Online retail accounted for the largest proportion of sales in the global games software market in 2015. Sales through this channel generated $16.1bn, equivalent to 38.2% of the market's overall value.
The innovation of downloadable add-on content and improvements in online infrastructure for both consoles and PCs has made purchasing online more appealing. In developed countries where e-retailers such as Amazon are already in the ascendancy the channel has become much more appealing.