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video games where to now

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Video Games: Where to now?
Description:

The electronic gaming universe is a $30 billion dollar industry, but in 2005 as it transitioned from
one console generation to the next, home console hardware and software sales were down and no
major game title captured the imagination of the gaming public. Has the industry lost its mojo?
Attention: Game Developers and Publishers, Internet Access Providers, Portals and Entertainment
Sites, Marketers and Advertisers.
Emarketer's Video Games report analyzes the dynamic behind last year's slowdown and answers
the question: Will the industry speed up again?
The gaming industry is often compared to Hollywood, and as it matures that comparison seems
more and more apt. The typical video game now costs upwards of $10 million to produce. With the
stakes so high, few companies can afford to fail and innovation becomes a risky strategy. On the
other hand, how long will consumers be satisfied with another version of the same old game?
Key questions the "Video Games" report answers:
How big is the worldwide gaming sector?
How can advertisers & marketers take advantage of the sector's continuing growth?
How will online gaming change the video gaming industry?

Who is the typical computer and video gamer?
And many more...

Contents:

Impetus
Video Game Software Revenues Worldwide, Retail vs. Digital Download, 2005 & 2010 (% of total
video game revenues)
Issues & Questions
Overview
The Outlook
A. For Advertisers & Marketers
Advergames and In-Game Advertising
US In-Game Video Game Advertising Revenues, 2003-2009 (millions)
Planned Spending on Emerging Advertising Tactics according to US Marketers*, 2006 (% of
respondents)
B. Worldwide Video Games Market
Comparative Estimate: Video Game Revenues Worldwide, 2005 (millions)
Worldwide Video Game Sales, 2005 & 2011 (billions)
Worldwide Game Revenues, by Sector, 2000, 2005 & 2010 (millions)
Worldwide Sales of Traditional PC Game, Video Game and Portable Game Hardware and Software,
2003 & 2009 (billions)


Worldwide Game Revenue Growth, by Sector, 2010 (as a % increase vs. 2005)
Worldwide Game Revenues, by Sector, 2005 & 2010 (% share of total)
Video Game Console Software Sales Worldwide, by Brand, 2000-2006 (millions)
Worldwide Video Game Console Hardware Sales, by Device, End of 2005 (millions)
Video Game Console Metrics Worldwide, 2005
Leading Video Game Companies Worldwide, 1998-2004 (billions of game-related revenue)
C. US Video Game Market
US Video Game Players, 2004 & 2005 (millions)
Video Game Industry in the US, 2003 & 2008
Video Game Console Households in the US, 1999-2009 (millions)
Video Game Consoles Owned by US Households*, Fall 2005 (% of respondents)
Revenues & Forecasts
Leading Online Holiday Shopping Categories among US Adult Internet Users, October 29-December
23, 2005 (millions and % increase/decrease vs. prior year)
US Video Game Retail Revenues for Console and PC, 2002-2005 (billions)
US Computer and Video Game Software Sales, 1996-2005 (millions of units)


US Sports Video Game Software Sales, 2000 & 2004 (billions)
US Video Game Console Software Revenues, 2004 & 2008 (billions)

US Video Game Console Hardware and Software Revenues, 2004 & 2007 (billions)
US Game Console Revenues, 2004 & 2010 (billions)
Game Titles
Leading Video Game Publishers Worldwide, Ranked by Software Revenues, 2005 (millions)
Top 10 Video Games in the US, Ranked by Units Sold, 2005
Top 10 PC Games in the US, Ranked by Units Sold, 2005
Top Selling Game Genres among Console and Computer Games in the US, 2004 (% of units sold)
Computer and Video Games Sales in the US, by Parental Rating, 2004 (% of units sold)
D. Online Games
Types of Games Played Online Most Often by US Gamers, 2005 (% of respondents)
Europe*, by Gender, 2005 (% of respondents**)
PC vs. Console Online Gamers Worldwide, 2008
Massive(ly) Multiplayer Online Games (MMOGs)


Massive Multiplayer Online Game (MMOG) Subscribers Worldwide, 2000-2005 (millions)
Leading Massive Multiplayer Online Games (MMOGs) Worldwide, Ranked by Active Subscribers,
March 2005
Online Console Gamers
Worldwide Console and Handheld Device Online Gaming Subscribers, 2004 & 2009 (millions)

US Online Video Game Subscribers, 2000-2009 (millions and % of broadband households)

Revenues and Forecasts
Worldwide Video Games Sales, Online vs. Offline, 2003 & 2009 (% of total)
Worldwide Online Gaming Revenues, 2002-2004 & 2008 (millions)
Online Gaming Subscription Revenues* Worldwide, 2000-2006 ( millions and % increase vs. prior
year)
US Online Gaming Revenues
Comparative Estimates: US Online Gaming Subscription Revenues, 2005 & 2009 (millions)
E. Demographic Profile of Computer & Video Gamers
Casual, Core and Hardcore PC Gamer Characteristics in the US, 2005
Demographic Profile of US Console Gamers vs. Online Game Site Visitors, May 2004
Computer and Video Game Players in the US, by Gender, 2004 (% of respondents)

Computer and Video Game Players in the US, by Age, 2004 (% of respondents)
Video Game Players* in the US, by Age and Race, 2005 (% of respondents in each group)
Demographic Profile of US Children and Teens Who Play Video Games, 2004 (minutes and % of
time playing)
Number of Hours Teens in the US Spend Playing Video Games per Week, by Household Income,
2003
Related Information and Links
Related eMarketer Reports
Useful Links
Related Charts
Suggested Keywords for eStat Database
Contact
Report Contributors

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