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North America Digital Gaming Market (2018-2023) ( ) ( )

Author Netscribes ISBN -
Code ENI394 Format CD-Rom
Price: Rs 187425   187425 + Tax @ 18.00 % US$ 2499   2499
Pages: 90 Published 2018
Publisher Netscribes  
Usually Ships within 5

"North America Digital Gaming Market 


North America is forecasted to be one of the most prominent Digital Gaming markets in the world. Digital games has always been a popular means of entertainment for the people of the region. Even though mobile gaming is becoming very popular with the masses, console games have always held the majority of the shares of the Digital Gaming market in North America. The North America Digital Gaming market is expected to grow at a CAGR of 11.40% leading to a revenue of USD 42.79 Bn by 2023.


North America presents a very strong market with preferences for all gaming platforms- PC, mobile, and console. Most of the revenues of digital games in 2017 came from console gaming, followed by mobile and PC gaming. Mobile gaming is also gaining traction in the region as some major companies from the region like Take Two Interactive, Activision Blizzard, etc., who were previously only into PC/Online games, are entering into the mobile gaming segment. Overall the total consumer spend on video gaming has increased rapidly in the last few years at ~16.48% CAGR (2014-16) in the USA, and in Canada, digital gaming is increasingly becoming a key contributor to the country’s GDP.


By platforms, the market is segmented into PC games, mobile games, and console games. Among these segments, console games is the fastest growing segment, as well as the biggest revenue generator.


By countries, the market is divided into USA and Canada. USA is the highest revenue-generating country among the two. 


Key growth factors

o The rise in affordability of the people of the region, where the growth in real median income of U.S. households, based on average age of family members, has increased from 3.2% to 4.3% in the 15-24 years category and from 2.9% to 5.6% in the 25-34 years category in 2014-2015, is further boosting the strong economic backbone of the economy. This is expected to result in higher expenditure on digital games in the coming years and thereby increase adoption of digital gaming.

o Also, the internet penetration in the region has reached 88% and the average time spent across digital media by an adult has increased from 2.7 hours/ day to 5.6 hours/ day (2008-2015). Therefore, these factors are driving the Digital Gaming market in the region. 


Threats and key players:

o Given the factor that North America region is already a saturated market for digital games, the scope of further growth of the market is quite low. With an already high smartphone penetration in Canada (70%) and the USA (69%) (Ranked 6th and 7th in the world, respectively), the scope for massive development of the mobile gaming segment is low. 

o Also, the working hours in the region are not very favourable for the growth of the market. In the U.S., 85.8% of males and 66.5% of females work more than 40 hours per week. The high working hours for the US youth may lead to a reduction in time spent on gaming. 

o The key players in the North America Digital Gaming market are Activision Blizzard, Electronic Arts, Take Two Interactive, Zynga, Microsoft Corporation. etc.


What’s covered in the report?

o Overview of the North America Digital Gaming market

o Overview of different business models in digital games

o Analysis of the value chain of games and distribution channel analysis of games 

o Historical, current and forecasted market size data for PC games Market, Mobile Games market and Console Games market

o Historical, current and forecasted market size data for Freemium, Pay to play, Advertising models market

o Historical, current and forecasted market size data for Shooter, Role- play Action, Sports, Strategy, Other genres market

o Historical, current and forecasted market size data for countries (U.S., Canada) market size data for Digital Gaming Market segmentations (By platforms- PC, Console, Mobile, by revenue models- Freemium, Pay to play, Advertising, By genres- Shooter, Role- play Action, Sports, Strategy, Others)

o Market Trends in North America Digital Gaming Market 

o Qualitative analysis of the key drivers and challenges affecting the North America Digital Gaming Market and its segmentations (By platforms- PC, Console, Mobile, by revenue models- Freemium, Pay to play, Advertising, By genres- Shooter, Role- play Action, Sports, Strategy, Others)

o Analysis of spending for segmentation by platforms–  (U.S. and Canada)

o Analysis of the competitive landscape and profiles of major players operating in the market


Why buy?

o Get a broad understanding of the North America Digital Gaming Market, 

o Get a broad understanding of the different business models used in digital games

o Get an understanding of how the games reach the end users from the developers

o Get country-specific market size and observations for the Digital Gaming market and its segmentations (By platforms- PC, Console, Mobile, by revenue models- Freemium, Pay to play, Advertising, By genres- Shooter, Role- play Action, Sports, Strategy, Others)

o Get specific drivers and challenges for Digital Gaming market and its segmentations (By platforms- PC, Console, Mobile, by revenue models- Freemium, Pay to play, Advertising, By genres- Shooter, Role- play Action, Sports, Strategy, Others)

o Get analysis of spending for segmentation by platforms–  (U.S. and Canada)

o Recognize major competitors' business and market dynamics, and respond accordingly


Customizations Available

With the given market data, Netscribes offers customizations according to specific needs. Write to us at info@netscribes.com."

 

Chapter 1: Executive summary
1.1 Market scope and segmentation
1.2 Key questions answered in this study
1.3 Executive summary

Chapter 2: Introduction
2.1. Market definitions
2.2. Different business models
2.3. Digital game genres
2.4. Value chain of games

Chapter 3: North America Digital Gaming market - overview
3.1. Historical (2015-2017) Digital Gaming market revenue (USD Bn)
3.2. Forecasted (2018-2023) Digital Gaming market revenue (USD Bn)
3.3. Drivers
3.4. Challenges
3.5. Trends

Chapter 4: North America Digital Gaming market segmentation - by platform
4.1. North America market share and size (USD Bn – 2017) – by platforms (PC, Console, Mobile)
4.2. North America PC games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
4.3. North America mobile games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
4.4. North America console games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges

Chapter 5: North America Digital Gaming market segmentation – by revenue models
5.1. North America market share and size (USD Bn - 2017) – by revenue models (Freemium, Pay to Play, Advertising)
5.2. North America freemium model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
5.3. North America pay to play model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
5.4. North America advertising model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges

Chapter 6: North America Digital Gaming market segmentation – by genres
6.1. North America market share and size (USD Bn – 2017) – by genres (Shooter, Role- play Action, Sports, Strategy, Others)
6.2. North America shooter genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
6.3. North America role-playing action genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
6.4. North America sports genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
6.5. North America strategy genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
6.6. North America other genres market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges

Chapter 7: North America Digital Gaming market segmentation– by countries
7.1. U.S.
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
7.2. Canada
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends

Chapter 8:  Major digital gaming segmentation-by countries
8.1. U.S.
- Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
- Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
- Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.2. Canada
- Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
- Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
- Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors

Chapter 9: North America Digital Gaming spend analysis
9.1. Paying players share by platform – 2017
9.2. PC games - Average spending and payers (U.S. and Canada)
9.3. Console games - Average spending and payers (U.S. and Canada)
9.4. Mobile games - Average spending and payers (U.S. and Canada)
9.5. Spend analysis – by countries (U.S. and Canada)

Chapter 10: Competitive landscape
10.1. Activision Blizzard
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.2. Electronic Arts
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.3. Take Two Interactive
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.4. Zynga
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.5. Microsoft Corporation
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.6. Ubisoft
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.7. Nintendo
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.8. Sony
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.9. BioWare
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
10.10. Valve Corporation
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations

Chapter 11: Market Share of Companies
 11.1. North America Digital Games market - share of companies 
 11.2. North America PC Games market - share of companies 
 11.3. North America Mobile Games market - share of companies 
 11.4. North America Console Games market - share of companies 

Chapter 12: Conclusion

Chapter 13: Appendix
13.1. List of tables
13.2.  Research methodology
13.3.  Assumptions
13.4.  About Netscribes Inc.

Note: The Table of Contents (ToC) provided above contains the targeted coverage. The coverage is subject to change as we progress with the research

COMPANIES COVERED
o Activision Blizzard
o Electronic Arts
o Take Two Interactive
o Zynga
o Microsoft Corporation
o Ubisoft
o Nintendo
o Sony
o BioWare
o Valve Corporation

 

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Ø  Introduction

·         Project Introduction

·         Project Objective and Strategy

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·         Properties

·         BIS (Bureau of Indian Standards) Provision & Specification

·         Uses & Applications

 

Ø  Market Study and Assessment

·         Current Indian Market Scenario

·         Present Market Demand and Supply

·         Estimated Future Market Demand and Forecast

·         Statistics of Import & Export

·         Names & Addresses of Existing Units (Present Players)

·         Market Opportunity

 

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Along with financial details as under:

 

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  •    Production Schedule

  •    Land & Building

            Factory Land & Building

            Site Development Expenses

  •    Plant & Machinery

             Indigenous Machineries

            Other Machineries (Miscellaneous, Laboratory etc.)

  •    Other Fixed Assets

            Furniture & Fixtures

            Pre-operative and Preliminary Expenses

            Technical Knowhow

            Provision of Contingencies

  •   Working Capital Requirement Per Month

             Raw Material

            Packing Material

            Lab & ETP Chemical Cost

           Consumable Store

  •   Overheads Required Per Month And Per Annum

         Utilities & Overheads (Power, Water and Fuel Expenses etc.)

             Royalty and Other Charges

            Selling and Distribution Expenses

  •    Salary and Wages

  •    Turnover Per Annum

  •   Share Capital

            Equity Capital

            Preference Share Capital

 

  •    Annexure 1:: Cost of Project and Means of Finance

  •    Annexure 2::  Profitability and Net Cash Accruals

                Revenue/Income/Realisation

                Expenses/Cost of Products/Services/Items

                Gross Profit

                Financial Charges     

                Total Cost of Sales

                Net Profit After Taxes

                Net Cash Accruals

  •   Annexure 3 :: Assessment of Working Capital requirements

                Current Assets

                Gross Working. Capital

                Current Liabilities

                Net Working Capital

                Working Note for Calculation of Work-in-process

  •    Annexure 4 :: Sources and Disposition of Funds

  •    Annexure 5 :: Projected Balance Sheets

                ROI (Average of Fixed Assets)

                RONW (Average of Share Capital)

                ROI (Average of Total Assets)

  •    Annexure 6 :: Profitability ratios

                D.S.C.R

                Earnings Per Share (EPS)

               

             Debt Equity Ratio

        Annexure 7   :: Break-Even Analysis

                Variable Cost & Expenses

                Semi-Var./Semi-Fixed Exp.

                Profit Volume Ratio (PVR)

                Fixed Expenses / Cost 

                B.E.P

  •   Annexure 8 to 11:: Sensitivity Analysis-Price/Volume

            Resultant N.P.B.T

            Resultant D.S.C.R

   Resultant PV Ratio

   Resultant DER

  Resultant ROI

          Resultant BEP

  •    Annexure 12 :: Shareholding Pattern and Stake Status

        Equity Capital

        Preference Share Capital

  •   Annexure 13 :: Quantitative Details-Output/Sales/Stocks

        Determined Capacity P.A of Products/Services

        Achievable Efficiency/Yield % of Products/Services/Items 

        Net Usable Load/Capacity of Products/Services/Items   

       Expected Sales/ Revenue/ Income of Products/ Services/ Items   

  •    Annexure 14 :: Product wise domestic Sales Realisation

  •    Annexure 15 :: Total Raw Material Cost

  •    Annexure 16 :: Raw Material Cost per unit

  •    Annexure 17 :: Total Lab & ETP Chemical Cost

  •    Annexure 18  :: Consumables, Store etc.,

  •    Annexure 19  :: Packing Material Cost

  •    Annexure 20  :: Packing Material Cost Per Unit

  •    Annexure 21 :: Employees Expenses

  •    Annexure 22 :: Fuel Expenses

  •    Annexure 23 :: Power/Electricity Expenses

  •    Annexure 24 :: Royalty & Other Charges

  •    Annexure 25 :: Repairs & Maintenance Exp.

  •    Annexure 26 :: Other Mfg. Expenses

  •    Annexure 27 :: Administration Expenses

  •    Annexure 28 :: Selling Expenses

  •    Annexure 29 :: Depreciation Charges – as per Books (Total)

  •   Annexure 30   :: Depreciation Charges – as per Books (P & M)

  •   Annexure 31   :: Depreciation Charges - As per IT Act WDV (Total)

  •   Annexure 32   :: Depreciation Charges - As per IT Act WDV (P & M)

  •   Annexure 33   :: Interest and Repayment - Term Loans

  •   Annexure 34   :: Tax on Profits

  •   Annexure 35   ::Projected Pay-Back Period And IRR