Home > Research > Video Games in the Cloud

Video Games in the Cloud

Market report - 15/06/2015 Video Games in the Cloud

A disintermediated video game industry

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.


Reference Language Support Nbr of page Price  
M15275IN2 ukPDF 55 2000 Euros
1000 euros excl. VAT
order
M15275IN2frPDF 55 2000 Euros
1000 euros excl. VAT
order
1. Executive Summary

2. Methodology & definitions
 2.1. General methodology of IDATE's reports
 2.2. Market assessment and forecasts

3. Digitisation of the video game industry
 3.1. The global market
 3.2. The market by segment

4. Strategy and organisation
 4.1. Distribution and game services on desktop computers, pioneers of digitisation
 4.1.1. Digital distribution websites are diversifying
 4.1.2. Massively multiplayer games: a new phenomenon
 4.1.3. Social games
 4.1.4. Value chain and business models
 4.2. Consoles in the cloud era
 4.2.1. Digital distribution already used for AAA games
 4.2.2. Cloud gaming on consoles is emerging and will establish itself in the long term
 4.2.3. Consoles embracing online, in-game and beyond
 4.2.4. The role of home consoles in the digital home
 4.2.5. Home console services beyond video games
 4.3. The emergence of the mobile games segment
 4.3.1. Transformation of the value chain and business models
 4.3.2. Impact on the sector's industrial organisation
 4.3.3. Some underlying industry trends
 4.4. On-demand or cloud gaming, the future of gaming
 4.4.1. Transformation of the value chain and business models
 4.4.2. Impact on the sector's industry organisation
 4.4.3. Some underlying industry trends

5. Revenue changes and forecasts along the value chain
 5.1. Market forecasts
 5.1.1. How global video game software market revenues are evolving
 5.1.2. Console gaming revenues
 5.1.3. PC gaming revenues
 5.1.4. Mobile gaming revenues
 5.1.5. TV video games
 5.2. Market value distribution along the chain
 5.2.1. Value distribution in the console gaming market segment (home and handheld consoles)
 5.2.2. Value distribution in the PC gaming market segment
 5.2.3. Value distribution in the mobile gaming market segment (smartphones and tablets)
 5.2.4. Value distribution in the smart TV gaming market segment
Tables
Table 1: Top 25 video game distribution websites, based on number of visitors
Table 3: Top 10 game publishers on Facebook
Table 2: Top 25 Facebook games based on MAU (Monthly Average Users), April 2015
Table 4: Comparison of the Xbox One's and PS4's DVR features
Table 5: Installed base of digital home equipment
Table 6: TV, video and game services on entertainment devices
Table 7: Applications other than video games available on home consoles, May 2015
Table 8: Top 10 mobile game publishers on iOS, April 2014
Table 9: Top 10 mobile game publishers on Android, April 2014
Table 10: The major mobile gaming social platforms
Table 11: Partnerships between the main GoDPs and ISPs 43
Table 12: Partnerships between the main GoDPs and connected devices
Table 13: Overview of the different video game services offered by ISPs
Table 14: Revenues along the console gaming market value chain, 20152019
Table 15: Revenues along the PC gaming market value chain
Table 16: Revenues along the mobile gaming market value chain
Table 17: Revenues along the Smart TV gaming market value chain

Figures
Figure 1: Video game software market, 20082014
Figure 2: Video game software market by segment, 2008 and 2014
Figure 3: Breakdown of the video game software market by type of revenue, 2008 and 2014
Figure 4: Breakdown of game software market by type of revenue and geographic region, 2014
Figure 5: Console gaming software market, 20082014
Figure 6: Breakdown of the console gaming market by type of revenue, 2008 and 2014
Figure 7: PC gaming market, 20082014
Figure 8: Breakdown of the PC gaming market by type of revenue, 2008 and 2014
Figure 9: Mobile gaming market, 20082014
Figure 10: TV video game software market, 2008-2014
Figure 11: Breakdown of online video game revenues, 2015
Figure 12: SmileGate's revenue growth
Figure 13: Top 10 massively multiplayer online games (MMOs) based on revenues generated, 2014
Figure 14: Global distribution of social networks, December 2014
Figure 15: Value chains for PC gaming
Figure 17: Share of digital entertainment devices in terms of installed base, 2015 and 2018
Figure 19: Home console value chain
Figure 20: Mobile game value chain before the first iPhone launched in 2007
Figure 21: Current mobile game value chain
Figure 22: Apple's revenue growth, 20012014
Figure 23: Breakdown of Apple's revenue growth, 20032014
Figure 24: Global mobile game revenue growth, 20002014
Figure 25: Share of Apple Store revenues generated by Free-to-Play apps, January 2012 January 2014
Figure 26: Mobile gaming revenue distribution, 20082015
Figure 27: Mobile gaming revenue distribution, 2008 and 2015
Figure 28: Market share of the top five smartphone manufacturers in volume, 20132014
Figure 29: Market share of the top five tablet manufacturers in volume, 20132014
Figure 30: Share of mobile game users playing on tablets and smartphones
Figure 31: Market share in volume of tablet and smartphone operating systems, 2013
Figure 32: Number of apps available from major app stores, July 2014
Figure 33: Share of video games in total downloads and revenues generated on Apple's App Store and Google Play
Figure 34: Comparison of the number of app downloads and revenue generated on Apple's App Store and Google Play, Q3 2014
Figure 35: The TV gaming value chain - subscription to a satellite TV service
Figure 36: The IPTV video game value chain
Figure 37: The OTT video game value chain
Figure 38: Smart TV gaming revenue distribution, in value, 20082015
Figure 39: Smart TV gaming revenue distribution, 2011 and 2015
Figure 40: Global connectable TV sales, 20102015
Figure 41: LCD TV manufacturers' market share in terms of volume, 2013
Figure 42: Breakdown of connectable TV installed base, 2014
Figure 43: Video game software market, 20152019
Figure 44: Video game software market by segment, 2015 and 2019
Figure 45: Breakdown of the video game software market by type of revenue, 2015 and 2019
Figure 46: Console gaming software market, 2015-2019
Figure 47: Breakdown of the console gaming market by type of revenue, 2015 and 2019
Figure 48: PC gaming market, 20152019
Figure 49: Breakdown of the PC gaming market by type of revenue, 2015 and 2019
Figure 50: Mobile gaming market, 2015-2019
Figure 51: TV gaming market, 20152019
Figure 52: Revenues earned by the various links in the video game market value chain, 20082019
Figure 53: Revenue distribution of the various links in the video game market value chain, 20082019
Figure 54: Revenues along the console gaming market value chain, 20112018
Figure 55: Revenues along the PC gaming market value chain
Figure 56: Revenues along the mobile gaming market value chain
Figure 57: Revenues along the Smart TV gaming market value chain
Video Game Developers/Publishers
  Activision Blizzard
  Bandai Namco Games
  Big Fish Games
  COLOPL
  Electronic Arts
  Gameloft
  Geewa
  GungHo Online Entertainment
  Kabam
  Kiloo Games
  King
  Machine Zone
  mixi
  NCSoft
  Nintendo
  Nordeus
  Peak Games
  Playdom
  PopCap Games
  Pretty Simple
  Rovio
  Sega
  SGN
  SmileGate
  Social Point
  Sony
  Square Enix
  SundayToz
  Supercell
  TeamLava
  Ubisoft
  Valve Software
  Wooga
  Zynga

Device manufacturers
  Apple
  Asus
  Lenovo
  LG
  Microsoft
  Samsung

Media/Telcos/OTT
  CJ Hellovision
  Crackle
  PBS
  HBO
  Time Warner Cable
  Amazon
  Belgacom
  Bouygues Telecom
  BT
  Dish
  ESPN
  Facebook
  Free
  Google
  Hulu
  KDDI
  KT
  LINE Corporation
  Netflix
  NTT
  Orange
  Playcast Media Systems
  Portugal Telecom
  Roku
  SFR
  Shenzhen Tencent
  Skype
  YouTube

Middlemen/Resellers
  Battle.net
  Bundle Stars
  Ciinow
  CJ E&M
  Desura
  Direct2Drive
  Etermax
  Gaikai
  Game House
  GamersGate
  GamesPlanet
  GamesRepublic
  Gamesrocket
  GameStop
  G-Cluster
  GOG
  GREE
  Green Man Gaming
  Humble Bundle
  Itch.io
  Kongregate
  Machinima
  Miniclip
  mobage
  Muzu
  My Real Games
  Naver
  Nuuvem
  OnLive
  Pogo
  Steam
  TED
  Ubitus
  Vudu
Digitisation of the video game industry

Strategy and organisation
  Digitisation and value displacement by market segment
  PC gaming
  Console gaming
  Mobile gaming
  Cloud gaming
  Global video game software market
  Impact of digitisation on value distribution
See full list of publications related to Media Strategies



Top 
rss

News

Contact

Laurent MICHAUD
Head of the Digital Entertainment Practice
P: +33 (0)467 144 439
E-mail
Isabel JIMENEZ
Commercial Contact
P: +33 (0)467 144 404
F: +33 (0)467 144 400
E-mail

Download

Register to our newsletter