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市場調查報告書

遊戲市場

Electronic Games and Gaming

出版商 BCC Research
出版日期 2006年05月 商品編碼 40604
內容資訊 英文 171 pages 103 tables
價格
本報告書已不再販售

本報告已在2011年10月04日停止出版。

更改為出版

Electronic Games and Gaming: Global Markets
出版日期 : 2011年09月
商品編碼: 216644

簡介

全球的電子遊戲機的出貨量在 2005 年達到 126 億美元。 2006 年的出貨量預計將比前一年增加 9.7%,達到 138 億美元。在 2011 年前可望以每年 9.8% 的成長率成長,達到 221 億美元規模。

專門於多樣產業領域中成長市場的策略性調查的美國市調公司 Business Communications Company, Inc. (總公司:康乃迪克州),針對電子遊戲市場進行調查分析,經系統整理後出版報告書 "Electronic Games and Gaming" 。

本報告書內容包括:電視、DVD、網路、行動電話等各種遊戲機之簡介、電子遊戲產業的未來預測、產業相關標準、新技術等市場推動力資訊。內容綱要摘記如下:

實施概要

內容大綱

摘要

  • 簡介
  • 遊戲平台
  • 遊戲的類型

產業結構

  • 最新的產業發展
  • 地區別遊戲製作及開發
    • 亞太地區的影響
      • 任天堂
      • Sega
      • Namco
      • Sony
    • 中國市場備受期待
    • 其他地區也穩健地進步中
  • 地區別電玩消費
    • 傳統的市場持續熱絡
  • 市場佔有率
    • 電子遊戲產品
    • 電子遊戲及軟體
    • 電玩機器及服務
  • 企業資料
    • ACTIVISION INC.
    • AMAZE ENTERTAINMENT INC.
    • ATARI INC.
    • BOSS MEDIA A
    • 株式會社 KONAMI
    • THE CODEMASTERS SOFTWARE CO. LTD
    • ELECTRONIC ARTS INC.
    • EMPIRE INTERACTIVE PLC
    • GAMELOFT S.A.、法國巴黎
    • GLU MOBILE INC.
    • GRAVITY COMPANY LTD.
    • 株式會社 CAPCOM
    • LUCASARTS ENTERTAINMENT COMPANY LL
    • MIDWAY GAMES, INC.
    • 株式會社 NAMCO
    • NETEASE.COM INC.
    • 任天堂株式會社
    • RADICAL ENTERTAINMENT INC.
    • SEGA SAMMY Holdings 株式會社、日本東京
    • TAKE TWO INTERACTIVE SOFTWAR

遊戲的技術

  • 電視遊戲機
    • SONY Playstation 2
      • 線上功能
    • SONY PSP
    • 任天堂Game Cube
    • 任天堂Game Boy Advance
    • 任天堂Game Boy DS
    • Microsoft XBOX 360
      • 高解析度功能
    • 電腦遊戲
      • 網路的影響
    • 手機遊戲業者
      • 通訊的成長
    • 遊樂場的電腦遊戲
    • 設計、開發及軟體
      • 電子遊戲相關慣例的課題
      • 日本模式
      • 組合的才能
    • 技術趨勢
      • 新一代遊戲機
      • 進步的手機及行動技術
      • 分級工具支援玩家
    • 專利分析
      • 主題別專利
      • 地區別專利
      • 出讓者別專利
      • 實例說明

產業競爭力

  • 電玩文化
    • 電視遊戲經濟
    • 電腦遊戲帶動創新
      • PC 創造了網路遊戲
  • 遊戲領域中的無線
    • 玩家增加的行動市場
      • 中國的行動市場成長中
  • 經濟考量事項
    • 美國
    • 歐洲
    • 亞太地區
    • 中國
  • 技術及遊戲
    • 遊戲與先進技術的發展
    • 貿易團體
  • 市場的成長因素
    • 這些成長因素的影響

電子遊戲市場

  • 市場結構
  • 衡量對象

遊戲機市場

  • 遊戲機市場
  • 遊戲機的歷史
    • 製造之重整
      • 最新的行銷策略
  • 誰是電視遊戲的玩家
    • 有哪些類型的遊戲
  • 新一代機種技術的影響
    • 高解析度
    • 更大的 DVD 容量
      • 追求藍光磁碟及更大容量的儲存設備
    • 網路遊戲
      • 媒體伺服器的可能性(數位整合)
    • 增加中的遊戲玩家
  • 最新的遊戲機需求
  • 遊戲機市場的推動力量
    • 全球的遊戲機出貨量預測
    • 全球的遊戲機出貨金額預測
    • 全球的電視遊戲及軟體的出貨金額預測
    • 分類別電視遊戲的出貨量預測
    • 遊戲機及服務的出貨金額預測

行動電話遊戲機市場

  • 行動電話遊戲機市場
    • 行動電話遊戲機的歷史
      • 行動電話遊戲製造重整
    • 行動電話遊戲的玩家
      • 行動電話平台上的遊戲
    • 更新的行動電話機種技術的影響
      • 最小的機種
      • 行動電視
      • Microsoft 的新超行動 PC
      • 搭載多功能的機器
    • 最新行動電話機種的需求
    • 行動電話遊戲機市場的推動力量
      • 全球的行動電話遊戲機出貨量預測
      • 全球的行動電話遊戲機出貨金額預測
      • 全球的行動電話遊戲及軟體的出貨金額預測
      • 分類別行動電話遊戲的出貨量預測
      • 行動電話遊戲機及服務的出貨金額預測

電腦遊戲市場

  • 幾乎存在於所有的硬體中
  • PC 遊戲的歷史
    • 遊戲開發
  • PC 遊戲的通路
    • 儲存設備媒體
    • 共享軟體
    • 網路遊戲或下載
  • PC 遊戲玩家
    • 電腦平台上的遊戲
  • 技術對電腦遊戲的影響
    • 寬頻連線
    • PC 出貨量持續成長
    • PC 硬體進步使得遊戲的可能性擴大
    • 專用的遊戲電腦
    • 最新的電腦遊戲需求
  • 電腦遊戲市場的推動力量
    • 幾大侷限
    • 全球的電腦遊戲機出貨量預測
    • 全球的電腦遊戲機出貨金額預測
    • 全球的電腦遊戲及軟體的出貨金額預測
    • 分類別電腦遊戲的出貨量預測
    • 電腦遊戲機及服務的出貨金額預測

行動電話無線遊戲市場

  • 無線機器的存在
  • 行動遊戲的歷史
    • 最新的企業策略
  • 行動無線遊戲的玩家
    • 行動平台上的遊戲
  • 技術對行動遊戲的影響
    • 行動電話技術的優點
      • 數位行動電話
      • 第 3 代行動電話
    • 更優秀的影像處理器
    • 第 4 代技術的初步階段
  • 最新的行動電話需求
    • 作為市場推動力量的 3G 行動電話
    • 中國的影響
  • 行動遊戲市場的推動力量
    • 全球的行動遊戲機及軟體出貨量預測
    • 分類別行動遊戲的出貨量預測
    • 行動機器及服務的出貨金額預測

大型電玩遊戲領域

  • 大型電玩遊戲分野
  • 大型電玩遊戲的歷史
    • 大型電玩遊戲的場所
    • 大型電玩機器的設計
    • 遊戲設計
  • 大型電玩遊戲的玩家
    • 大型電玩遊戲平台上的遊戲
  • 技術對大型電玩機器的影響
    • 其他遊戲平台的消遣
  • 最新的大型電玩遊戲需求
  • 大型電玩遊戲市場的推動力量
    • 大型電玩遊戲機的成長預測
    • 大型電玩遊戲機的出貨金額預測
    • 全球的大型電玩遊戲及軟體的出貨金額預測
    • 分類別大型電玩遊戲出貨量預測
    • 大型電玩機器及服務的出貨金額預測

目錄

Abstract

INTRODUCTION

Electronic gaming is a rapidly growing popular pastime for many people worldwide. Game consoles have become powerful computer-like devices and are touted to be electronic media centers as well. Handheld consoles are also powerful devices that enable top electronic game performance at a distance. Electronic games are plentiful through computers, either installed on a system or downloaded from the Internet. Wireless handheld devices, such as cell phones, are also sources of electronic games, and arcade machines are the traditional way of presenting games.

The report examines the current position of electronic gaming in each of these platforms. We also examine game development and software for each platform and the accompanying accessories and services needed for each.

SCOPE OF STUDY

This report contains:

  • Information on high-tech game consoles that play electronic games from television, DVDs, and the Internet; handheld consoles that perform the same functions from a distance; personal computers that play a variety of games from their hard drives or downloaded from the Internet; the latest cell phones that can download games; and the age-old arcade machines that still play video games in public locations
  • The value of the global electronic gaming industry, including manufacturing capability and consumption by various regional markets and a five-year forecast to 2011
  • An Analysis of industry involvement, standards, and other pertinent factors related to the success of electronic gaming.
  • Reviews of market drivers and the impact of new technologies.

METHODOLOGY

BCC presents an analysis, for each gaming platform, of the number of unit shipped in 2005. Estimated value is what manufacturers have paid in undepreciated 2006 dollars. Then, based on BCC surveys, it analyzes the potential market for each industry and forecasts shipments for 2006 and then for 2011. The report also analyzes the shipments and value of games and software plus accessory equipment and services.

INFORMATION SOURCES

BCC surveyed approximately 100 companies to obtain data for this study. Included were console, computer, mobile device, cell phone and arcade manufacturers, developers of a variety of electronic games, distributors of games, makers of electronic accessories, and service organizations. BCC also spoke with companies that make the integrated circuits and displays for these platforms. Research also included various laboratories and companies that engage in electronic and visual research. In addition, BCC compiled data from current financial and trade information and government sources.

Table of Contents

  • INTRODUCTION
    • STUDY GOALS AND OBJECTIVES
    • REASONS FOR DOING THIS STUDY
    • CONTRIBUTIONS TO THE STUDY AND FOR WHOM
    • SCOPE AND FORMAT
    • METHODOLOGY
    • INFORMATION SOURCES
    • RELATED BCC WORK CREDENTIALS
    • BCC ONLINE SERVICES
    • DISCLAIMER
  • SUMMARY
    • Summary Table:
    • GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2011 ($ MILLIONS)
    • Summary Figure:
    • GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY, 2005-2011 ($ MILLIONS)
  • OVERVIEW
    • OVERVIEW
    • GAMING PLATFORMS
    • Table 1 BASIC TYPES OF GAMING PLATFORMS
      • GAME GENRES
    • Table 2 BASIC ELECTRONIC GAMING GENRES
  • INDUSTRY STRUCTURE
    • Table 3 KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
    • Table 3 (CONTINUED)
    • Table 3 (CONTINUED)
      • RECENT INDUSTRY DEVELOPMENTS
        • Recent Industry Developments (Continued)
    • GAMING MANUFACTURING AND DEVELOPMENT BY REGION
    • Table 4 GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE MANUFACTURING BY REGION, 2005-2011 (%)
    • Figure 1 MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY REGION, 2005-2011 (%)
      • ASIA/PACIFIC INFLUENCE
        • Nintendo
        • Sega
        • Namco
        • Sony Corporation
      • HIGH HOPES FOR CHINA
      • STEADY PROGRESS FOR OTHER REGIONS
    • GAMING CONSUMPTION BY REGION
    • Table 5 GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2005-2011 (%)
    • Figure 2 GLOBAL REVENUES FROM ELECTRONIC GAMING, 2005-2011 (%)
      • TRADITIONAL MARKETS REMAIN STRONG
    • MARKET SHARES
    • GAMING PRODUCTS
    • Table 6 GLOBAL MARKET SHARE BY GAMING PRODUCT MAKERS, 2005 (%)
      • ELECTRONIC GAMES AND SOFTWARE
    • Table 7 GLOBAL MARKET SHARE OF ELECTRONIC GAMES AND SOFTWARE COMPANIES, 2005 (%)
      • GAMING EQUIPMENT AND SERVICES
    • Table 8 GLOBAL MARKET SHARE OF GAMING EQUIPMENT AND SERVICES COMPANIES, 2005
    • COMPANY PROFILES
      • ACTIVISION INC., SANTA MONICA, CA
      • AMAZE ENTERTAINMENT INC., KIRKLAND, WASHINGTON
      • ATARI INC., NEW YORK CITY, NY
      • BOSS MEDIA AB, VAXJO, SWEDEN
      • CAPCOM CO. LTD., OSAKA, JAPAN
      • THE CODEMASTERS SOFTWARE CO. LTD., WARWICKSHIRE, UK
      • ELECTRONIC ARTS INC., REDWOOD CITY, CALIFORNIA
      • EMPIRE INTERACTIVE PLC, LONDON, UK
      • GAMELOFT S.A., PARIS, FRANCE
      • GLU MOBILE INC., SAN MATEO, CA
      • GRAVITY COMPANY LTD., SEOUL, KOREA
      • KONAMI CORPORATION, TOKYO, JAPAN
      • LUCASARTS ENTERTAINMENT COMPANY LLC, SAN FANCISCO, CA
      • MIDWAY GAMES, INC., CHICAGO, IL
      • NAMCO LTD., TOKYO, JAPAN
      • NETEASE.COM INC., BEIJING, CHINA
      • NINTENDO CO. LTD., KYOTO, JAPAN
      • RADICAL ENTERTAINMENT INC., VANCOUVER, CANADA
      • SEGA SAMMY HOLDINGS INC., TOKYO, JAPAN
      • TAKE TWO INTERACTIVE SOFTWARE, NEW YORK CITY
  • GAMING TECHNOLOGY
    • VIDEO GAME CONSOLES
    • Table 9 MARKET LEADING VIDEO GAME CONSOLES
    • SONY PLAYSTATION 2
    • Table 10 TECHNICAL FEATURES OF THE SONY PLAYSTATION 2
      • Online Capability
    • SONY PSP
    • Table 11 TECHNICAL FEATURES OF THE SONY PLAY STATION PORTABLE
      • NINTENDO GAMECUBE
    • Table 12 TECHNICAL FEATURES OF THE NINTENDO GAMECUBE
      • NINTENDO GAME BOY ADVANCE
    • Table 13 TECHNICAL SPECIFICATIONS FOR THE GAME BOY ADVANCE
      • NINTENDO GAME BOY DS
    • Table 14 TECHNICAL FEATURES OF THE NINTENDO DS
      • MICROSOFT XBOX 360
    • Table 15 TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
      • High Definition Capability
    • COMPUTER GAMES
    • Table 16 BASIC PC REQUIREMENTS FOR COMPUTER GAMES
      • IMPACT OF THE INTERNET
        • Technical Challenges
    • HANDHELD GAME PLAYERS
    • Table 17 TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
      • COMMUNICATIONS EXPANSION
    • ARCADE GAMES
    • DESIGN, DEVELOPMENT AND SOFTWARE
    • Table 18 MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
      • CHALLENGES FOR ELECTRONIC GAME PRACTICES
        • Licensing
      • THE JAPANESE MODEL
      • COMBINED TALENTS
    • TECHNOLOGICAL TRENDS
      • NEXT GENERATION CONSOLES
        • Cell Microprocessor Could Redefine Entertainment
    • Table 19 COMPARISON OF LEADING PROCESSORS
      • Cell Design
      • Cell in Next Generation Applications
    • Table 20 NEXT GENERATION APPLICATIONS FOR CELL
      • Nintendo's New Console
    • IMPROVED HANDHELD AND MOBILE TECHNOLOGY
    • Table 21 REQUIREMENTS FOR MOBILE DISPLAYS CAPABLE OF GAMING APPLICATIONS
      • Manufacturing Considerations
    • CALIBRATION TOOL HELPS GAMERS
    • PATENT ANALYSIS
      • PATENTS BY SUBJECT
    • Table 22 PATENTS BY ELECTRONIC GAMING SUBJECT, 2003- 2005
    • Table 22 (CONTINUED)
      • PATENTS BY REGION
    • Table 23 ELECTRONIC GAMING PATENTS BY REGION, 2003-2005
      • PATENTS BY ASSIGNEES
    • Table 24 ASSIGNEES WITH THREE OR MORE PATENTS, 2003-2005
    • Table 24 (CONTINUED)
      • SAMPLE ABSTRACTS
        • Method and System for Wireless Validation of Gaming Vouchers
        • Use of Hashing in a Secure Boot Loader
        • Method and System for Using Tamperproof Hardware to Provide Copy Protection and Online Security
        • Banning Verbal Communication to and From a Selected Game Plating System
        • Video Game Distribution Network
        • Video Game Controller with Integrated Microphone and Speaker
        • Integrated Remote Control Unit for Operating a Television and Video Game Unit
  • INDUSTRY COMPETITIVENESS
    • ELECTRONIC GAMING CULTURE
    • Table 25 PROFILE OF U.S. VIDEO AND COMPUTER GAME PLAYERS
      • VIDEO GAME ECONOMICS
      • COMPUTER GAMING LEADS TO INNOVATIONS
    • Table 26 COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
      • PC Spawns Internet Gaming
    • THE WIRELESS WORLD OF GAMING
    • Table 27 PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
      • GAMING-A GROWING MOBILE APPLICATION
        • Chinese Mobile Market Growing
    • ECONOMIC CONSIDERATIONS
    • UNITED STATES
    • Table 28 ECONOMIC LONG-TERM ASSUMPTIONS FOR THE U.S. ECONOMY
      • EUROPE
      • ASIA/PACIFIC
    • Table 29 ASIA/PACIFIC REGION ECONOMIC IMPACT ON ELECTRONIC GAMING
      • CHINA
    • TECHNOLOGY AND GAMING
      • GAMING AND THE PROMOTION OF ADVANCED TECHNOLOGY
      • TRADE ASSOCIATIONS
      • The Entertainment Software Association
      • The Interactive Entertainment Merchants Association
      • The Entertainment Software Rating Board
    • MARKET GROWTH FACTORS
      • IMPACT OF THESE GROWTH FACTORS
    • Table 30 PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTH OF ELECTRONIC GAMING
      • Impact of These Growth Factors (Continued)
  • ELECTRONIC GAMING MARKETS
    • MARKET ORGANIZATION
    • MEASUREMENT OBJECTIVES
  • THE GAME CONSOLE MARKET
    • THE GAME CONSOLE MARKET
    • GAME CONSOLE HISTORY
    • Table 31 A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
    • Table 31 (CONTINUED)
      • MANUFACTURING SHAKEOUT
        • Recent Marketing Strategies
    • Table 32 CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
      • WHO PLAYS VIDEO GAMES?
    • Table 33 PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2005
      • WHAT KIND OF GAMES ARE PLAYED?
    • Table 34 TOP 10 VIDEO GAMES, 2005
      • TECHNOLOGICAL IMPACT OF NEXT GENERATION CONSOLES
      • A WORLD OF HIGH DEFINITION
      • LARGER DVD CAPACITY
        • Blue-ray Discs and the Quest for More Storage
    • Table 35 OPTICAL STORAGE DENSITIES BY MEDIA TYPE
    • NETWORKED GAMING
      • The Possibility of a Media Server (Digital Convergence)
    • EXPANDED GAMING AUDIENCE
    • RECENT CONSOLE DEMAND
    • Table 36 GLOBAL GAME CONSOLE DEMAND THROUGH 2005 (UNITS MILLIONS)
      • GAME CONSOLE MARKET DRIVERS
    • Table 37 KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
    • Table 38 FORECAST ASSUMPTIONS-GROWTH OF THE GAME CONSOLE MARKET
      • FORECAST-GLOBAL SHIPMENTS OF GAME CONSOLES
    • Table 39 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 (MILLION UNITS)
      • FORECAST-VALUE OF GLOBAL GAME CONSOLE SHIPMENTS
    • Table 40 AVERAGE CONSOLE UNIT COSTS, 2005-2011 ($)
    • Table 41 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 ($ MILLIONS)
    • Figure 3 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2005-2011 ($ MILLIONS)
      • FORECAST-GLOBAL VALUE OF CONSOLE GAMES AND SOFTWARE
    • Table 42 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR GAME CONSOLES, 2005
    • Table 43 GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMS GROWTH, THROUGH 2011 (MILLION UNIT, $ BILLIONS)
    • Figure 4 GLOBAL GROWTH OF CONSOLE GAMES, 2005-2011 ($ BILLIONS)
      • FORECAST-CONSOLE GAME SHIPMENTS BY GENRE
    • Table 44 GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS)
      • FORECAST-VALUE OF GAMING EQUIPMENT AND SERVICES
        • Definition
        • Estimated Market Size
    • Table 45 GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
  • THE HANDHELD GAME CONSOLE MARKET
    • THE HANDHELD GAME CONSOLE MARKET
      • HANDHELD GAME CONSOLE HISTORY
    • Table 46 A BRIEF HISTORY OF THE HANDHELD GAME MARKET
      • HANDHELD GAME CONSOLE HISTORY (CONTINUED)
      • HANDHELD MANUFACTURING SHAKEOUT
        • Handheld Console Marketing Strategies
    • Table 47 HANDHELD CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
    • Table 47 (CONTINUED)
      • HANDHELD CONSOLES VIDEO GAME AUDIENCE
    • Table 48 PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2005
      • GAMES PLAYED ON HANDHELD PLATFORMS
    • Table 49 TOP TEN HANDHELD VIDEO GAMES, 2005
      • TECHNOLOGICAL IMPACT OF NEWER HANDHELDS
      • THE SMALLEST CONSOLE
    • Table 50 KEY SPECIFICATIONS OF THE GAME BOY MICRO
      • Presenting an Image
    • PORTABLE TELEVISION
    • THE NEW ULTRA-MOBILE PC FROM MICROSOFT
    • MULTIFUNCTION DEVICE
    • Table 51 SPECIFICATIONS OF THE N-GAGE GAME PLAYER
      • RECENT HANDHELD CONSOLE DEMAND
    • Table 52 HANDHELD GAME CONSOLE DEMAND THROUGH 2005 (MILLION UNITS)
      • HANDHELD GAME CONSOLE MARKET DRIVERS
    • Table 53 KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
    • Table 54 FORECAST ASSUMPTIONS-GROWTH OF THE HANDHELD GAME CONSOLE MARKET
      • FORECAST-GLOBAL SHIPMENTS OF HANDHELD GAME CONSOLES
    • Table 55 GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH 2011 (MILLION UNITS)
      • FORECAST-VALUE OF GLOBAL GAME HANDHELD SHIPMENTS
    • Table 56 AVERAGE HANDHELD UNIT COSTS, 2005-2011 ($)
    • Table 57 GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2011 ($ MILLIONS)
      • FORECAST-GLOBAL VALUE OF HANDHELD GAMES AND SOFTWARE
    • Table 58 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME CONSOLES, 2005
    • Table 59 GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
    • Figure 6 GLOBAL GROWTH OF HANDHELD GAMES IN UNITS AND VALUE, 2005-2011 ($ BILLIONS)
      • FORECAST-HANDHELD GAME SHIPMENTS BY GENRE
    • Table 60 GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
      • FORECAST-VALUE OF HANDHELD EQUIPMENT AND SERVICES
        • Definition
        • Estimated Market Size
    • Table 61 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICES VALUE IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
  • THE COMPUTER GAMING MARKET
    • MOST HARDWARE IN PLACE
    • PERSONAL COMPUTER GAME HISTORY
    • Table 62 BRIEF HISTORY OF PC GAMING
      • GAME DEVELOPMENT
        • Game Engines
        • Sources of Games
    • PC GAME DISTRIBUTION
      • STORAGE MEDIA
      • SHAREWARE
      • INTERNET PLAY OR DOWNLOAD
    • PC GAME AUDIENCE
    • Table 63 PROFILE OF THE COMPUTER GAME AUDIENCE, 2005
      • GAMES PLAYED ON COMPUTER PLATFORMS
    • Table 64 TOP TEN COMPUTER GAMES, 2005
      • TECHNOLOGICAL IMPACT ON COMPUTER GAMES
        • ONLINE BROADBAND CONNECTIONS
    • Table 65 BROADBAND PENETRATION BY REGION 2004-2005 (000 UNITS)
      • CONTINUED PERSONAL COMPUTER SHIPMENT GROWTH
    • Table 66 ESTIMATED GROWTH OF PC SHIPMENTS, THROUGH 2005 (MILLION UNITS)
      • PC HARDWARE IMPROVEMENTS EXPAND GAMING AVAILABILITY
      • DEDICATED GAMING PCS
    • Table 67 SPECIFICATIONS FOR THE AURORA GAMING MACHINE
      • RECENT COMPUTER GAME DEMAND
    • Table 68 COMPUTER GAME DEMAND, 2002-2005 (UNITS MILLIONS)
      • Recent Drivers
    • COMPUTER GAME MARKET DRIVERS
    • Table 69 KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
      • SOME LIMITATIONS
    • Table 70 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET
      • FORECAST-SHIPMENT OF PC GAMING MACHINES
    • Table 71 GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2011 (UNITS MILLIONS)
      • FORECAST-VALUE OF PC GAMING MACHINES
    • Table 72 GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE THROUGH 2011 ($ BILLIONS)
    • Figure 7 GLOBAL VALUE OF GAMING PC SHIPMENTS, 2005-2011 (BILLIONS)
      • FORECAST-GLOBAL VALUE OF COMPUTER GAMES AND SOFTWARE
    • Table 73 GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2005
    • Table 74 GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
    • Figure 8 GLOBAL GROWTH OF COMPUTER GAMES IN UNITS AND VALUE, 2005-2011 ($ BILLIONS)
      • FORECAST-COMPUTER GAME SHIPMENTS BY GENRE
    • Table 75 GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
      • FORECAST-GLOBAL VALUE OF COMPUTER EQUIPMENT AND SERVICES
        • Definition
        • Estimated Market Size
    • Table 76 PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
    • Table 77 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE COMPUTER MARKET, THROUGH 2011 ($ MILLIONS)
  • THE MOBILE WIRELESS GAMING MARKET
    • WIRELESS DEVICES IN PLACE
    • HISTORY OF MOBILE GAMING
    • Table 78 BRIEF HISTORY OF MOBILE GAMING
      • RECENT COMPANY STRATEGIES
    • MOBILE WIRELESS GAME AUDIENCE
    • Table 79 PROFILE OF THE MOBILE GAME AUDIENCE, 2005
      • GAMES PLAYED ON MOBILE PLATFORMS
    • Table 80 TOP TEN MOBILE GAMES, 2005
      • TECHNOLOGICAL IMPACT ON MOBILE GAMES
        • ADVANCES IN CELL PHONE TECHNOLOGY
          • Digital Phones
          • Third Generation (3G) Phones
    • Table 81 ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
      • BETTER GRAPHICS PROCESSORS
      • FOURTH GENERATION TECHNOLOGY-THE NEXT STEP
    • RECENT MOBILE DEMAND
    • Table 82 GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
      • 3G Phones as Market Drivers
    • Table 83 GLOBAL DEMAND FOR 3G MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
      • The China Factor
    • MOBILE GAME MARKET DRIVERS
    • Table 84 KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
    • Table 85 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET
      • FORECAST-GLOBAL VALUE OF MOBILE GAMES AND SOFTWARE
    • Table 86 UNITS AND VALUE OF GLOBAL MOBILE GAMES, 2005
    • Table 87 GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ MILLIONS)
    • Figure 9 GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS FOR MOBILE DEVICES, 2005-2011 ($ MILLIONS)
      • FORECAST-MOBILE GAME SHIPMENTS BY GENRE
    • Table 88 GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
      • FORECAST-VALUE OF MOBILE EQUIPMENT AND SERVICES
        • Definition
        • Estimated Market Size
    • Table 89 PROFILE OF THE MOBILE GAME ACCESSORY MARKET
    • Table 90 GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE MOBILE MARKET, THROUGH 2011 ($ MILLIONS)
      • Estimated Market Size (Continued)
  • THE ARCADE GAMING SECTOR
    • THE ARCADE GAMING SECTOR
    • ARCADE GAME HISTORY
    • Table 90 BRIEF HISTORY OF ARCADE GAMES
      • ARCADE GAME LOCATIONS
      • ARCADE DESIGN
    • Table 91 KEY PARTS OF AN ARCADE CABINET
      • Arcade System Board
    • GAME DESIGN
    • Table 92 QUALITIES OF ARCADE GAMES
      • ARCADE GAME AUDIENCE
    • Table 93 PROFILE OF THE ARCADE GAME AUDIENCE, 2005
      • GAMES PLAYED ON ARCADE PLATFORMS
    • Table 94 TOP ARCADE GAMES, 2005
      • IMPACT OF TECHNOLOGY ON ARCADE MACHINES
      • DISTRACTION OF OTHER GAMING PLATFORMS
      • RECENT ARCADE DEMAND
    • Table 95 GLOBAL ARCADE MACHINE DEMAND THROUGH 2005 (THOUSAND UNITS)
      • ARCADE GAME MARKET DRIVERS
    • Table 96 KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
    • Table 97 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET
      • FORECAST-GROWTH OF ARCADE GAMING MACHINES
    • Table 98 GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES THROUGH 2011 (UNITS 000)
      • FORECAST-VALUE OF ARCADE MACHINE SHIPMENTS
    • Table 99 GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2010 ($ MILLIONS)
    • Figure 10 VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES 2005-2011 ($ MILLIONS)
      • FORECAST-GLOBAL Value of ARCADE GAMES AND SOFTWARE
    • Table 100 UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2005
    • Table 101 FORECAST - GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE PLATFORMS, THROUGH 2011 (UNITS MILLIONS, VALUE MILLIONS)
    • Figure 11 GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2005-2011 ($ MILLIONS)
      • FORECAST-ARCADE GAME SHIPMENTS BY GENRE
    • Table 102 GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
      • FORECAST-VALUE OF ARCADE ACCESSORY EQUIPMENT AND SERVICES
    • Table 103 FORECAST-GLOBAL VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE ARCADE MARKET, THROUGH 2011 ($ MILLIONS)
  • LIST OF TABLES
    • Summary Table:
    • GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2011 ($ MILLIONS)
    • Table 1 BASIC TYPES OF GAMING PLATFORMS
    • Table 2 BASIC ELECTRONIC GAMING GENRES
    • Table 3 KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
    • Table 4 GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE MANUFACTURING BY REGION, 2005-2011 (%)
    • Table 5 GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2005-2011 (%)
    • Table 6 GLOBAL MARKET SHARE BY GAMING PRODUCT MAKERS, 2005 (%)
    • Table 7 GLOBAL MARKET SHARE OF ELECTRONIC GAMES AND SOFTWARE COMPANIES, 2005 (%)
    • Table 8 GLOBAL MARKET SHARE OF GAMING EQUIPMENT AND SERVICES COMPANIES, 2005
    • Table 9 MARKET LEADING VIDEO GAME CONSOLES
    • Table 10 TECHNICAL FEATURES OF THE SONY PLAYSTATION 2
    • Table 11 TECHNICAL FEATURES OF THE SONY PLAY STATION PORTABLE
    • Table 12 TECHNICAL FEATURES OF THE NINTENDO GAMECUBE
    • Table 13 TECHNICAL SPECIFICATIONS FOR THE GAME BOY ADVANCE
    • Table 14 TECHNICAL FEATURES OF THE NINTENDO DS
    • Table 15 TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
    • Table 16 BASIC PC REQUIREMENTS FOR COMPUTER GAMES
    • Table 17 TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
    • Table 18 MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
    • Table 19 COMPARISON OF LEADING PROCESSORS
    • Table 20 NEXT GENERATION APPLICATIONS FOR CELL
    • Table 21 REQUIREMENTS FOR MOBILE DISPLAYS CAPABLE OF GAMING APPLICATIONS
    • Table 22 PATENTS BY ELECTRONIC GAMING SUBJECT, 2003- 2005
    • Table 23 ELECTRONIC GAMING PATENTS BY REGION, 2003-2005
    • Table 24 ASSIGNEES WITH THREE OR MORE PATENTS, 2003-2005
    • Table 25 PROFILE OF U.S. VIDEO AND COMPUTER GAME PLAYERS
    • Table 26 COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
    • Table 27 PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
    • Table 28 ECONOMIC LONG-TERM ASSUMPTIONS FOR THE U.S. ECONOMY
    • Table 29 ASIA/PACIFIC REGION ECONOMIC IMPACT ON ELECTRONIC GAMING
    • Table 30 PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTH OF ELECTRONIC GAMING
    • Table 31 A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
    • Table 32 CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
    • Table 33 PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2005
    • Table 34 TOP 10 VIDEO GAMES, 2005
    • Table 35 OPTICAL STORAGE DENSITIES BY MEDIA TYPE
    • Table 36 GLOBAL GAME CONSOLE DEMAND THROUGH 2005 (UNITS MILLIONS)
    • Table 37 KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
    • Table 38 FORECAST ASSUMPTIONS-GROWTH OF THE GAME CONSOLE MARKET
    • Table 39 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 (MILLION UNITS)
    • Table 40 AVERAGE CONSOLE UNIT COSTS, 2005-2011 ($)
    • Table 41 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 ($ MILLIONS)
    • Table 42 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR GAME CONSOLES, 2005
    • Table 43 GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMS GROWTH, THROUGH 2011 (MILLION UNIT, $ BILLIONS)
    • Table 44 GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS)
    • Table 45 GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
    • Table 46 A BRIEF HISTORY OF THE HANDHELD GAME MARKET
    • Table 47 HANDHELD CONSOLE MANUFACTURERS KEY MATKETING STRATEGIES
    • Table 48 PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2005
    • Table 49 TOP TEN HANDHELD VIDEO GAMES, 2005
    • Table 50 KEY SPECIFICATIONS OF THE GAME BOY MICRO
    • Table 51 SPECIFICATIONS OF THE N-GAGE GAME PLAYER
    • Table 52 HANDHELD GAME CONSOLE DEMAND THROUGH 2005 (MILLION UNITS)
    • Table 53 KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
    • Table 54 FORECAST ASSUMPTIONS-GROWTH OF THE HANDHELD GAME CONSOLE MARKET
    • Table 55 GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH 2011 (MILLION UNITS)
    • Table 56 AVERAGE HANDHELD UNIT COSTS, 2005-2011 ($)
    • Table 57 GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2011 ($ MILLIONS)
    • Table 58 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME CONSOLES, 2005
    • Table 59 GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
    • Table 60 GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
    • Table 61 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICES VALUE IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
    • Table 62 BRIEF HISTORY OF PC GAMING
    • Table 63 PROFILE OF THE COMPUTER GAME AUDIENCE, 2005
    • Table 64 TOP TEN COMPUTER GAMES, 2005
    • Table 65 BROADBAND PENETRATION BY REGION 2004-2005 (000 UNITS)
    • Table 66 ESTIMATED GROWTH OF PC SHIPMENTS, THROUGH 2005 (MILLION UNITS)
    • Table 67 SPECIFICATIONS FOR THE AURORA GAMING MACHINE
    • Table 68 COMPUTER GAME DEMAND, 2002-2005 (UNITS MILLIONS)
    • Table 69 KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
    • Table 70 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET
    • Table 71 GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2011 (UNITS MILLIONS)
    • Table 72 GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE THROUGH 2011 ($ BILLIONS)
    • Table 73 GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2005
    • Table 74 GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
    • Table 75 GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
    • Table 76 PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
    • Table 77 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE COMPUTER MARKET, THROUGH 2011 ($ MILLIONS)
    • Table 78 BRIEF HISTORY OF MOBILE GAMING
    • Table 79 PROFILE OF THE MOBILE GAME AUDIENCE, 2005
    • Table 80 TOP TEN MOBILE GAMES, 2005
    • Table 81 ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
    • Table 82 GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
    • Table 83 GLOBAL DEMAND FOR 3G MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
    • Table 84 KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
    • Table 85 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET
    • Table 86 UNITS AND VALUE OF GLOBAL MOBILE GAMES, 2005
    • Table 87 GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ MILLIONS)
    • Table 88 GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
    • Table 89 PROFILE OF THE MOBILE GAME ACCESSORY MARKET
    • Table 90 GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE MOBILE MARKET, THROUGH 2011 ($ MILLIONS)
    • Table 90 BRIEF HISTORY OF ARCADE GAMES
    • Table 91 KEY PARTS OF AN ARCADE CABINET
    • Table 92 QUALITIES OF ARCADE GAMES
    • Table 93 PROFILE OF THE ARCADE GAME AUDIENCE, 2005
    • Table 94 TOP ARCADE GAMES, 2005
    • Table 95 GLOBAL ARCADE MACHINE DEMAND THROUGH 2005 (THOUSAND UNITS)
    • Table 96 KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
    • Table 97 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET
    • Table 98 GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES THROUGH 2011 (UNITS 000)
    • Table 99 GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2010 ($ MILLIONS)
    • Table 100 UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2005
    • Table 101 FORECAST - GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE PLATFORMS, THROUGH 2011 (UNITS MILLIONS, VALUE MILLIONS)
    • Table 102 GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
    • Table 103 FORECAST-GLOBAL VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE ARCADE MARKET, THROUGH 2011 ($ MILLIONS)
  • LIST OF FIGURES
    • Summary Figure:
    • GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY, 2005-2011 ($ MILLIONS)
    • Figure 1 MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY REGION, 2005-2011 (%)
    • Figure 2 GLOBAL REVENUES FROM ELECTRONIC GAMING, 2005-2011 (%)
    • Figure 3 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2005-2011 ($ MILLIONS)
    • Figure 4 GLOBAL GROWTH OF CONSOLE GAMES, 2005-2011 ($ BILLIONS)
    • Figure 5 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2005-2011 ($ MILLIONS)
    • Figure 6 GLOBAL GROWTH OF HANDHELD GAMES IN UNITS AND VALUE, 2005-2011 ($ BILLIONS)
    • Figure 7 GLOBAL VALUE OF GAMING PC SHIPMENTS, 2005-2011 (BILLIONS)
    • Figure 8 GLOBAL GROWTH OF COMPUTER GAMES IN UNITS AND VALUE, 2005-2011 ($ BILLIONS)
    • Figure 9 GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS
    • FOR MOBILE DEVICES, 2005-2011 ($ MILLIONS)
    • Figure 10 VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES 2005-2011 ($ MILLIONS)
    • Figure 11 GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2005-2011 ($ MILLIONS)
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