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Market Reports

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 research catalog is organized around four areas that cover 12 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.

Future NetworksTelecom StrategiesMedia StrategiesDigital Living
WirelineTelecom Players & MarketsTelevision & Over-The-TopConnected Economy
WirelessTelecom & Over-The-TopVideo Distribution & CEPersonal Data & Advertising
Spectrum Digital Entertainement
Satellite
Cloud & Infrastructure  


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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
The World Video Game Market
Dataset+Report
22/11/2013
more Despite the profound changes that are going through it, the global market for video games will resume a new period of growth by jumping from EUR 53.9bn in 2013 to EUR 82.1bn in 2017.
This study follows the development of key indicators for the sector over five years and makes an appraisal of the key markets:
• Home consoles • Handheld consoles • Offline games • Online games • Mobile phone games

These deliverables are part of the Video Game watch which covers:
- A yearly updated dataset
- A yearly updated status report
- Three market insights
- Direct access to lead video game analysts
more
more This database follows the development of key indicators for the global market for video games over five years and makes an appraisal of the key markets:
• Home consoles • Handheld consoles • Offline games
• Online games • Mobile phone games
more
more Despite the profound changes that are going through it, the global market for video games will resume a new period of growth by jumping from EUR 53.9bn in 2013 to EUR 82.1bn in 2017. This study follows the development of key indicators for the sector over five years and makes an appraisal of the key markets:
• Home consoles • Handheld consoles • Offline games • Online games • Mobile phone games

This report is part of the Video Game watch which covers:
- A yearly updated dataset
- A yearly updated status report
- Three market insights
- Direct access to lead video game analysts
more
Nomad Gaming
Market report
06/09/2013
more This insight 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 insight provides market forecasts up to 2016.

This insight is part of the Video Game watch which covers:
- A yearly updated dataset
- A yearly updated status report
- Three market insights
- Direct access to lead video game analysts
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
Cloud Gaming
Market report
18/08/2012
more The gaming industry has been gradually making the shift to digital over the last decade and cloud gaming is the next step in the process. This study examines the challenges facing the industry-wide and commercial deployment of cloud gaming in terms of technology and services. It also identifies the major industrial challenges across the value chain and the growth engines that will encourage development of this new market segment.
more
Serious Gaming
Market report
08/11/2011
more This study examines the various market segments of Serious Gaming based on detailed case studies and a systematic presentation of the corresponding technologies, practices and know-how, while emphasising on the key stages of the design, development and dissemination phases. It also provides technology and business prospects for each market segment
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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