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IDATE Research's market report programme constitutes a natural extension of the work performed by our teams of analysts, as well as our ongoing investments in information and monitoring systems for player strategies and markets in the digital economy – the DigiWorld.

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Our regularly updated research catalog is organized around four areas that cover 10 specific categories. Each of these provides insight into key markets through a comprehensive set of deliverables – datasets, reports and slide decks. Contact us for the complete list of publications and pricing conditions for single studies or packages.

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Search result(s) : 11/11
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Artificial reality
Market report
29/11/2016
more This study on Artificial Reality, highlights technological and industrial trends and its state of the art as well as market figures and forecasts.

The report proposes a detailed analysis of the positioning of major offerings through relevant case studies.
It provides readers with the main takeaways regarding number of devices, games and revenues in order to establish a clear landscape of market's long awaited take-off.
more
Content Economics
Dataset+Report
30/06/2016
more This report takes a look at four major content industry sectors:
• book publishing
• recorded music
• video games
• video.
For each sector, it provides detailed market data, along with an analysis of sector's transition to digital formats and distribution, how this is impacting the industry structure and how revenue is distributed between market players.
It then delivers a cross-cutting and comparative analysis of trends that are common to all four sectors.
Lastly, it provides global market forecasts for 2016-2020 for all four sectors, for six key countries and four regions.
more
DigiWorld Yearbook 2016
Market report
14/06/2016
more Every year, the DigiWorld Yearbook is awaited by players for its unique summary of the digital economy and its highlighting of key trends. For the release of the 16th edition, our team will spur a debate on the possible future for the key sectors: internet, telecoms and TV!
more
World Video Game Markets
Dataset+Report
07/06/2016
more The global video game market (including equipment) will grow from 74.5 billion EUR in 2016 to 107.6 billion EUR in 2020 (+9.6 % per year on average).

This study follows the development of key indicators for the sector over the next five years and delivers an appraisal of key segments: • Home consolesHandheld consolesMobile gamingComputer games

It also takes a look at the core trends shaping the sector: industry concentration that is redrawing the market, technological innovations such as virtual reality that are opening up new segments, changes in user habits with the development of multi-screen games, e-Sport, etc.
more
Smart Toys
Market report
28/12/2015
more The second edition of this report identifies the main challenges faced by the 'smart toy' market, also known as 'toys-to-life', over the next two years.
It highlights this fledgling sector's major players from the toy and video game industries, examines their offerings, and also looks at new entrants looking to challenge them.
It analyses the main trends and key success factors of smart toys, and provides data (volume of smart toys sold, market value) for the period between 2015 and 2020, broken down per geographical region.
more
Video Games in the Cloud
Market report
15/06/2015
more Our new study focuses on all market segments of the video game industry impacted by the dematerialisation of distribution, specifically: home and handheld consoles, PCs (including laptops), mobile devices (smartphones, phablets & tablets) and TV sets. This report aims to measure the degree of dematerialisation affecting distribution in each of the market segments above, independently of the technology used.

We take into account services carried out by key players on
Consoles: Microsoft, Nintendo & Sony for instance
PCs: Steam, GOG and similar competitors
Connected TVs through STBs, Pay-TV interfaces or as a 'stand-alone-service'

Finally, IDATE estimates the changes within the value chain for each market segment examined, with qualitative and quantitative data up to 2019.
more
Mobile Gaming
Market report
31/12/2014
more This study takes a look at the state of gaming on mobile platforms – i.e. smartphones, tablets and handheld consoles – in terms of technology and device shipments, and in terms of usage which has been heavily influenced by innovations in interactivity and gameplay. It also explores the market from an industrial standpoint, against a backdrop of OS and app store wars, and takes a look at its economics, detailing the latest trends, success stories and wining business models. Lastly, the report provides market figures and forecasts up to 2018.
more
Serious Gaming
Market report
09/12/2014
more This is IDATE's fourth report dealing with the Serious Games sector. IDATE chose to focus its analysis on a specific segment of SG: human resources management. This was chosen mainly because this type of SG is currently the most widespread among businesses.
IDATE measured SG's distribution level in the economy by focusing on its deployment in companies. In the 2010 edition of our study, we anticipated SG growth in SMEs around 2014, so it was therefore appropriate to see how accurate our estimates were.
We also wanted to thoroughly test the games and discuss with their creators the trends and economic prospects of this complex sector that is difficult to comprehend as a whole.
more
Next Gen Home Consoles
Market report
20/01/2014
more 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.
more
Social Gaming
Market report
18/02/2013
more The social gaming market, a video game market segment which is entering the maturity phase, is estimated worth of EUR 5.4 billion in 2012 and is expected to reach EUR 10.7 billion in 2016. This insight, part of our Video Game Watch, provides an overview of the social gaming market key industry trends for the period 2012-2016.
more
E-Book
Market report
20/09/2011
more This report takes an in-depth look at the e-book market, and provides industry figures for 2008 to 2015. It breaks down the new digital value chain, identifies stakeholder strategies through some 20 case studies, details their business models and analyses the core technical issues (formats and portability, DRM, electronic ink, etc.).
more
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