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U.S. Digital Gaming Market (2015-2023) ( ) ( )

Author Netscribes ISBN -
Code ENI396 Format CD-Rom
Price: Rs 149925   149925 + Tax @ 18.00 % US$ 1999   1999
Pages: 80 Published 2018
Publisher Netscribes  
Usually Ships within 5

"U.S. Digital Gaming Market

The U.S. is projected to be one of the most prominent digital games market in the world. Digital games have always been a favorite choice of entertainment for the people of the region. In recent years, there has been a transformation in the distribution channel of the games in the country. Research shows that game sales via digital means are dominating the U.S. games market while boxed games are slowly becoming the second choice. 


The U.S. presents a robust market with preferences for all gaming platforms- PC, mobile, and console. Though gaming on a console is most popular in the country, the time spent on mobile gaming has also increased. Mobile gaming is gaining traction as some major companies in the nation 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 spending on video gaming has increased rapidly in the last few years at ~16.48% CAGR (2014-16) in the U.S. Also, the high growth of interest in eSports and virtual-augmented reality, clubbed with the increasing prevalence of digitally downloadable games are expected to drive the Digital Games market forward in the country.


By platforms, the market is segmented into PC games, mobile games, and console games. Among these segments, console games is the most significant revenue generator while mobile games have exhibited the fastest growth rate.


Key growth factors:

o With a growth in the median income of U.S. hoU.S.eholds, the purchasing power of people has gone up, resulting in an increase in expenditure on games. It 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, 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 will increase adoption of digital gaming.

o With the introduction of events like eSports in the U.S. supported by astounding internet connectivity at 14-17 Mb/s as on 2016, the U.S. stands as a significant market for the growth of online gaming. 


Threats and key players:

o Given the factor that the U.S. is already a saturated market for digital games, the scope of further growth of the market is quite low. With already high smartphone penetration in the U.S.A (69%), the range of massive development of the mobile gaming segment is small. 

o Also, the working hours in the region are not very favorable 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 U.S. youth may lead to a reduction in time spent on gaming. 

o The key players in the U.S. 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 U.S. Digital Gaming market

o The historical, current and forecasted market size data for the U.S. Digital Gaming market

o The historical, current and forecasted market size data for the segments of the market – by platforms– PC games, console games, and mobile games

o The historical, current and forecasted market size data for the segments of the market – by revenue models (Freemium, Pay to Play, Advertising)

o The historical, current and forecasted market size data for the segments of the market – by genres (Shooter, Role- play Action, Sports, Strategy, Others)

o Market trends in the U.S. Digital Gaming market

o Market drivers and challenges in the U.S. Digital Gaming market

o Analysis of spending for segmentation by platforms

o Profiles of major players operating in the market


Why buy?

o Get a broad understanding of the U.S. Digital Gaming market and its segmentations - by platforms– PC games, console games, and mobile games, – by revenue models (Freemium, Pay to Play, Advertising), by genres (Shooter, Role- play Action, Sports, Strategy, Others)

o Get specific drivers and challenges affecting the U.S. Digital Gaming market and its segmentations (By platforms, by revenue models, by genres)

o Get specific trends occurring in the U.S. Digital Gaming market

o Get analysis of spending for segmentation by platforms

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


Customizations Available

With the given market data, Netscribes offers cU.S.tomizations according to specific needs. Write to U.S. 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: U.S. 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: U.S. Digital Gaming market segmentation - by platform
4.1. U.S. market share and size (USD Bn – 2017) – by platforms (PC, Console, Mobile)
4.2. U.S. PC games market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
4.3. U.S. mobile games market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
4.4. U.S. console games market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges

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

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

Chapter 7: U.S. Digital Gaming spend analysis
7.1. Paying players share by platform – 2017
7.2. PC games - Average spending and payers
7.3. Console games - Average spending and payers
7.4. Mobile games - Average spending and payers
7.5. Spend analysis

Chapter 8: Competitive landscape
8.1. Activision Blizzard
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
8.2. Electronic Arts
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
8.3. Zynga
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
8.4. Take-two Interactive
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
8.5. Microsoft Corporation
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations

Chapter 9: Market Share of Companies
 9.1. U.S. Digital Games market - share of companies 
 9.2. U.S.  PC Games market - share of companies 
 9.3. U.S.  Mobile Games market - share of companies 
 9.4. U.S.  Console Games market - share of companies 

Chapter 10: Conclusion

Chapter 11: Appendix
11.1. List of tables
11.2.  Research methodology
11.3.  Assumptions
11.4.  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 Zynga
o Take Two Interactive
o Microsoft Corporation

 

 

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Our Market Survey cum Detailed Techno Economic Feasibility Report Contains following information:

 

 

Ø  Introduction

·         Project Introduction

·         Project Objective and Strategy

·         Concise History of the Product

·         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

 

Ø  Raw Material

·         List of Raw Materials

·         Properties of Raw Materials

·         Prescribed Quality of Raw Materials

·         List of Suppliers and Manufacturers

 

Ø  Personnel (Manpower) Requirements

·         Requirement of Staff & Labor (Skilled and Unskilled) Managerial, Technical, Office Staff and Marketing Personnel

 

Ø  Plant and Machinery

·         List of Plant & Machinery

·         Miscellaneous Items

·         Appliances & Equipments

·         Laboratory Equipments & Accessories

·         Electrification

·         Electric Load & Water

·         Maintenance Cost

·         Sources of Plant & Machinery (Suppliers and Manufacturers)

 

Ø  Manufacturing Process and Formulations

·         Detailed Process of Manufacture with Formulation

·         Packaging Required

·         Process Flow Sheet Diagram

 

Ø  Infrastructure and Utilities

·         Project Location

·         Requirement of Land Area

·         Rates of the Land

·         Built Up Area

·         Construction Schedule

·         Plant Layout and Requirement of Utilities

 

Project at a Glance

Along with financial details as under:

 

  •     Assumptions for Profitability workings

  •    Plant Economics

  •    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