London, UK (PRWEB) September 28, 2012

Gaming products enjoy the highest interest around the globe. In the USA, people of different ages, genders and paces of life spent above USD 24.7 billion on video games in 2011. The average age of a video games purchaser in the USA is 41 years. However, around 30 percent of gamers were over 50 years. Over 257 million units of both video and computer game units were sold in 2010 in the country.

The world gaming market was evaluated at USD 71 billion in 2011. It is expected to expand by USD 47 billion by 2016 demonstrating regular annual increases of approximately 14 percent. The largest growth is set to take place in Asia.

New market research report “Gaming Market - Global Industry Analysis, Size, Growth, Share & Forecast, 2011 – 2015” prepared by Transparency Market Research has been recently published by Market Publishers Ltd.

Report Details:

Title: Gaming Market - Global Industry Analysis, Size, Growth, Share & Forecast, 2011 – 2015
Published: September, 2012
Pages: 65
Price: US$ 4,395.00
http://marketpublishers.com/report/consumers_goods/toys-games/gaming-market-global-industry-analysis-size-growth-share-forecast-2011-2015.html

The report draws up an elaborate picture of the gaming market. Detailed description of market trends, its size and analysis, market opportunities, growth drivers and restraints can be found in the report. The research also examines segmentation of the gaming market by type, monetization and revenue generation methods. The study provides valuable data on the gaming market majors, their strategies and latest developments. Besides, company profiles, recommendations and market outlook through 2015 are available.

Report Contents:

1. INTRODUCTION

1.1. Report Description
1.2. Research Methodology

2. EXECUTIVE SUMMARY

3. GLOBAL GAMING MARKET OVERVIEW

3.1. Market Trends and Future Outlook
3.2. Global Gaming Market Size and Forecast, 2011 - 2015
3.3. Global Gaming Market Share, 2011 – 2015
3.4. Value Chain Analysis
3.5. Growth Drivers
3.5.1. Growth in Broadband Industry
3.5.2. Efficient Hardware compatibility
3.5.3. Wireless Gaming
3.5.4. Increase in disposable incomes
3.5.5. Technological Advancement
3.5.6. Innovative Pricing model
3.6. Restraints
3.6.1. Maturity of other segments
3.6.2. Frauds
3.6.3. Innovation in Gaming
3.7. Opportunities
3.8. Porter’s Five Force Model
3.8.1. Bargaining power of Supplier
3.8.2. Bargaining power of Buyer
3.8.3. Threat of Substitute
3.8.4. Threat of New Entrant
3.8.5. Rivalry among Competitors
3.9. Gaming Overall Market Segmentation

4. GAMING MARKET SEGMENTATION

4.1. Gaming Market Segmentation by Type
4.1.1. Gaming Hardware Market Size, Analysis and Forecast, 2011 - 2015
4.1.1.1. Video game handheld and accessories
4.1.1.1.1. Market Trend Analysis
4.1.1.1.2. Market Size and Forecast. 2011 - 2015
4.1.1.2. Video game consoles and accessories
4.1.1.2.1. Market Trend Analysis
4.1.1.2.2. Market Size and Forecast. 2011 - 2015
4.1.1.3. Hardware market share Analysis and Forecast, 2011 - 2015
4.1.2. Gaming Software Market Size, Analysis and Forecast, 2011 - 2015
4.1.2.1. Video game console software
4.1.2.1.1. Market trend Analysis
4.1.2.1.2. Market Size and Forecast, 2011 - 2015
4.1.2.2. Gaming development tools software
4.1.2.2.1. Market Trend Analysis
4.1.2.2.2. Market Size and Forecast. 2011 - 2015
4.1.2.3. PC gaming software
4.1.2.3.1. Market Trend Analysis
4.1.2.3.2. Market Size and Forecast. 2011 - 2015
4.1.2.4. Mobile gaming software
4.1.2.4.1. Market Trend Analysis
4.1.2.4.2. Market Size and Forecast. 2011 - 2015
4.1.2.5. Video game handheld software
4.1.2.5.1. Market Trend Analysis
4.1.2.5.2. Market Size and Forecast. 2011 - 2015
4.1.3. Online Gaming Market
4.1.3.1. Internet Users
4.1.3.1.1. Market Trend Analysis
4.1.3.1.2. Market Size and Forecast. 2011 - 2015
4.1.3.2. Mobile Users
4.1.3.2.1. Market Trend Analysis
4.1.3.2.2. Market Size and Forecast. 2011 - 2015
4.2. Monetization and Revenue Generation methods
4.2.1. Advertising or content services
4.2.2. Advergaming
4.2.3. In game advertising
4.2.4. Content devices music
4.2.5. Online platforms
4.2.6. Hosting
4.2.7. Publishing Platforms
4.2.8. Currency/product exchange service
4.3. Global Gaming Market Revenue and Forecast by Geography
4.3.1. U.S.
4.3.1.1.1. Market Trend Analysis
4.3.1.1.2. Market Size and Forecast. 2011 - 2015
4.3.2. Europe
4.3.2.1.1. Market Trend Analysis
4.3.2.1.2. Market Size and Forecast. 2011 - 2015
4.3.3. Asia Pacific
4.3.3.1.1. Market Trend Analysis
4.3.3.1.2. Market Size and Forecast. 2011 - 2015
4.3.4. ROW
4.3.4.1.1. Market Trend Analysis
4.3.4.1.2. Market Size and Forecast. 2011 - 2015

5. COMPETITIVE LANDSCAPE

5.1. Summary
5.2. Market Share By Key Players
5.3. Competitive Strategy By Key Players
5.4. Agreements and Collaborations
5.5. Recent Developments

6. RECOMMENDATIONS

6.1. Market Strategy for Success
6.2. Barriers to be Considered
6.3. Future Assumptions

7. COMPANY PROFILES

7.1. Nintendo
7.1.1. Company overview
7.1.2. Products and service
7.1.3. Business strategies
7.1.4. Financial Overview
7.1.5. Recent Development
7.2. Activision Blizzard

More new market research reports by the publisher can be found at Transparency Market Research page.



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