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Next Gen Home Consoles: The Eighth and Final Generation?

出版商 IDATE DigiWorld 商品編碼 294502
出版日期 內容資訊 英文 33 Pages
商品交期: 最快1-2個工作天內
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次世代家用遊戲主機:第8代及最後一代? Next Gen Home Consoles: The Eighth and Final Generation?
出版日期: 2014年01月20日 內容資訊: 英文 33 Pages




第1章 主要調查結果

第2章 多媒體是第8次攻擊的新武器

第3章 家用遊戲主機

  • 連網家庭2.0
    • 電視:從2016年開始的新市場成長循環
    • 可攜式多媒體設備越來越受歡迎
    • 傳統電腦:從2015年開始有系統地減少
    • 機上盒:開展非常大的安裝基礎及新利用
    • Blu-ray壟斷混合多媒體盒數量
  • 哪裡適合家用遊戲主機?
    • 家用遊戲主機,現在適於電視連接用設備
    • 花費在遊戲主機的時間有45%花費在電玩遊戲以外的活動
    • 全世代遊戲主機的TV/影音內容服務的提供
    • 次世代遊戲主機強化娛樂中心的定位

第4章 吸引遊戲玩家的無所不在(Ubiquity)、雲端、傳播特性

  • 價格是最初的吸引戰線,可是重要的成功因素為何?
  • Xbox One 及 PS4 關於技術性能完全相符
  • 用戶界面、控制及配件
  • 雲端為遊戲主機製造商策略的中心因素
  • 社群功能:摸索遊戲主機的傳播特性

第5章 服務、利用的創新


Product Code: M13201IN3

The Eighth and Final Generation?

This report explores the technical specifications of the latest generation of home consoles, their features and the gaming and non-gaming services they deliver. It focuses on machines produced by Nintendo (Wii U), Sony (Playstation 4) and Microsoft (Xbox One) , i.e. the leading players in this still very lucrative market, and purveyors of the most spectacular gaming experiences.

First, it puts these devices - which were initially devoted solely to gaming - squarely inside the environment of the smart home in search of a box that can take over all of the household's audio and video entertainment services and functions simply, efficiently and intuitively. Today's consoles are involved, more than ever before, in the distribution of audiovisual services - a segment where, typically, ISPs, pay-TV channels, hybrid box suppliers and other broadcasters and distributors are all vying for the upper hand.

From a purely entertainment perspective, and beyond technical specs and pricing strategies, IDATE analyses the consoles' three main areas of development, and what this means for the market:

  • The user interface (UI): joystick/controller, gesture recognition, voice recognition, companion screen
  • The cloud at the heart of 8th generation consoles, and especially access and download services, play as you download, remote functionalities, games on demand, etc.
  • Social media features: backward compatibility of gamer accounts, cross-game voice chat, DVR games, live streaming and content sharing features.

Table of Contents

1. Key findings

2. Multimedia is the new weaponry for the eighth offensive

3. Home consoles: the 'Trojan horses' of the connected home

  • 3.1. The connected home 2.0
    • 3.1.1. Televisions: a new market growth cycle starting in 2016
    • 3.1.2. Portable multimedia devices are increasingly popular
    • 3.1.3. Traditional computers: systematic decline from 2015
    • 3.1.4. Set-top boxes: a very large installed base and new uses being deployed
    • 3.1.5. Hybrid multimedia boxes dominated by Blu-ray in terms of volume
  • 3.2. Where do home consoles fit in?
    • 3.2.1. Home consoles are currently the preferred devices for connecting TVs
    • 3.2.2. 45% of time spent on consoles is spent on activities other than video games
    • 3.2.3. TV/video content offerings of the previous generation of consoles
    • 3.2.4. Next-gen consoles reinforcing their positioning as entertainment hubs

4. Ubiquity, the cloud and virality to win over gamers

  • 4.1. Pricing is the first battle line drawn, but is it a key success factor?
  • 4.2. Xbox One and PS4 closely matched in terms of technical performance
  • 4.3. User interfaces, controls and accessories
    • 4.3.1. Several controller innovations
    • 4.3.2. Better gesture recognition
    • 4.3.3. Voice recognition
    • 4.3.4. Second screens
  • 4.4. The cloud as a central element of console manufacturers' strategies
    • 4.4.1. The choice of online services pricing will influence consumers' decisions
    • 4.4.2. 'Play as you download': a differentiating feature
    • 4.4.3. Remote features to improve the user experience
    • 4.4.4. The end of backwards compatibility
    • 4.4.5. Status quo with the used-games market
  • 4.5. Social features: seeking virality on consoles
    • 4.5.1. Backwards compatibility of gamer accounts
    • 4.5.2. Voice chat
    • 4.5.3. Game DVR and live streaming: Sony innovates with its 'Share' button

5. Innovations in services and uses

  • Report's tables and figures


  • Table 1: The main services offered by next-gen platforms
  • Table 2: The major audiovisual partnership agreements in the United States by device
  • Table 3: Partnerships between major content providers and leading connected device providers, France and Germany
  • Table 4: Partnerships between major content providers and leading connected device providers, United Kingdom
  • Table 5: Partnerships between major content providers and leading connected device providers, United States
  • Table 6: Partnerships between major multichannel broadcast video service providers and leading connected device providers, in France, Germany, the United Kingdom and the United States
  • Table 7: Entertainment applications available on the PS4, Xbox One and Wii U at launch
  • Table 8: Technical specifications for the latest generation of major home consoles
  • Table 9: Graphical comparison of Battlefield 4 on PS4 and Xbox One
  • Table 10: Connectivity specifications and accessories for the latest generation of major home consoles
  • Table 11: Second screen functionality by the major next-gen home consoles
  • Table 12: Main services offered on the online platforms of the major next-gen home consoles
  • Table 13: Game DVR feature comparison on the Xbox One and PS4


  • Figure 1: Video game market worldwide by segment, 2013-2017
  • Figure 2: Consumer electronics sales worldwide, 2013-2017
  • Figure 3: TV sales worldwide, 2013-2017
  • Figure 4: Portable media device sales worldwide, 2013-2017
  • Figure 5: Computer sales worldwide, 2013-2017
  • Figure 6: Set-top box sales worldwide, 2013-2017
  • Figure 7: Hybrid multimedia boxes sales worldwide, 2013-2017
  • Figure 8: Installed base of connected devices, by device type
  • Figure 9: Time spent on consoles by activity, for the Wii, PlayStation 3 and Xbox 360
  • Figure 10: The Xbox 360 home screen in 2005
  • Figure 11: The Xbox One home screen in 2013
  • Figure 12: Launch prices for the latest generation of home consoles
  • Figure 13: Launch price and number of units sold for the major home consoles
  • Figure 14: Subscription prices for the online platforms of the major next-gen home consoles
  • Figure 15: Installation time required before games can be played on the PS4 and Xbox One
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