8 reports

The company has made efforts to experiment in new distribution channels, ie online retailing, develop digital play components and explore ventures with other industries, ie film and entertainment.

  • Video Game
  • Singapore
  • Key leading countries

BY COMPARISON, FILMED ENTERTAINMENT HAS ALSO SHRUNK FROM ##% OF THE MARKET IN 2010 TO ##% OF IT IN 2015.

  • Video Game
  • World
  • Market Size
  • Activision Blizzard, Inc.
  • Electronic Arts Inc.

The company has made efforts to experiment in new distribution channels, ie online retailing, develop digital play components and explore ventures with other industries, ie film and entertainment.

  • Video Game
  • Singapore
  • Demand
  • Forecast
  • Market Size

Some of the popular ones include high-end gaming applications, console games, and devices; music streaming; filmed entertainment such as electronic home video and box office; and IPTVs.

  • Video Game
  • China
  • Market Size
  • JD.com Inc
  • Stock Exchange of Hong Kong Limited

PASSPORT ## Overview of key licensor types within toys and games LICENSING EMERGES AS A GROWTH DRIVER TV, film and entertainment: Licensing franchises based on television series, films, and comic books are the biggest licensors in traditional toys and games.

  • Toy
  • Video Game
  • World
  • Demand
  • Forecast

(Japan) ##.

  • Recreational Activity
  • Video Game
  • World
  • Demand
  • Market Shares
  • FINANCIAL DATA: Note: Data for latest year may not have been available at press time.
  • SEGA HOLDINGS CO LTD

Infinite Entertainment creates, develops and produces original content and internet protocol addresses (IPs) for feature film, television and games.

  • Application
  • Software
  • Video Game
  • United States
  • Company

As of December 2013, it had distributed feature films in more than ## international territories, and it held an extensive library of over ##, ## films.

  • Video Game
  • United States
  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Tencent Holdings Ltd