Worldwide Connected Game and Entertainment Console and Connected Smart TV, Microconsole, and Set-Top Box Gaming 2013-2017 Forecast

Jan 02, 2014, 07:14 ET from ReportBuyer

LONDON, Jan. 2, 2014 /PRNewswire/ -- Reportbuyer.com just published a new market research report:

Worldwide Connected Game and Entertainment Console and Connected Smart TV, Microconsole, and Set-Top Box Gaming 2013-2017 Forecast

This IDC study primarily considers the prospects for the connected video game and entertainment console marketplace through 2017. It includes a breakout of North America from a combined the rest of the world (ROW) region and distinguishes connected console hardware, online gamers, and revenue along a number of dimensions. The outlook for gaming-capable smart TV, microconsole, and set-top box (STB) game revenue is also considered. The aim of the study is to show which TV-centric game platforms are best positioned for growth through 2017 and why this is the case.

"The number of Web-connected consoles should top 200 million worldwide by 2017, making these appliances a key on-ramp for not only big budget and indie games but a wide variety of multimedia and social applications and services," says Lewis Ward, IDC's research manager, Connected Consumer: Gaming. "There should be over 150 million online console gamers globally by 2017 as well, so the opportunity to sell these gaming enthusiasts digital assets through Wii U, Xbox One, and PlayStation 4 consoles will be substantially larger than it is today."

Table of Contents

IDC Opinion

In This Study

Methodology

Situation Overview

Worldwide Survey Results

U.S. Survey Results

Competitive Analysis

Microsoft Xbox One and Xbox 360

Nintendo Wii U and Wii

Sony PlayStation 4 and PlayStation 3

Alternative Big Screen Gaming Platforms

Future Outlook

Forecast and Assumptions

Assumptions

Worldwide Forecast

North American Forecast

ROW Forecast

Market Context

Essential Guidance

Learn More

Related Research

Definitions

Methodology

Historical Market Values and Exchange Rates

Synopsis

Table: U.S. Connected Game and Entertainment Console User/Gamer Metrics by Major Platform, 2Q13

Table: Top 5 Selling PlayStation Network Full Game Downloads and Add-Ons in the Americas, 1Q13-2Q13

Table: Top 3 Assumptions for the Worldwide Connected Game and Entertainment Console and Connected Smart TV, Microconsole, and Set-Top Box Gaming Market, 2013-2017

Table: Key Forecast Assumptions for the Worldwide Connected Game and Entertainment Console and Connected Smart TV, Microconsole, and Set-Top Box Gaming Market, 2013-2017

Table: Worldwide Video Game Console Hardware Shipments and Installed Base by Major Platform, 2007-2017 (000)

Table: Worldwide Connected Video Game Console Installed Base, Online Households/Gamers, and Revenue, and Smart TV, Microconsole, and STB Game Revenue, 2007-2017

Table: North America Video Game Console Hardware Shipments and Installed Base by Major Platform, 2007-2017 (000)

Table: North America Connected Video Game Console Installed Base, Online Households/Gamers, and Revenue, and Smart TV, Microconsole, and STB Game Revenue, 2007-2017

Table: Combined Rest of World Video Game Console Hardware Shipments and Installed Base by Major Platform, 2007-2017 (000)

Table: Combined Rest of World Connected Video Game Console Installed Base, Online Households/Gamers, and Revenue, and Smart TV, Microconsole, and STB Game Revenue, 2007-2017

Table: Worldwide Connected Video Game and Entertainment Console Revenue, 2007-2017: Comparison of May 2012 and September 2013 Forecasts ($M)

Table: Exchange Rates, 2003-2012 (%)

Figure: Worldwide Online Household Penetration Rates for Console Ownership by Top 12 Countries, 2Q13

Figure: Worldwide Online Household Console Bundle Purchase Interest Level by Top 12 Countries, 2H13-1H14

Figure: Worldwide Online Household Penetration Rates for Game and Entertainment Console Ownership and Regular Connected Console Multiplayer Gaming by Region, 2Q13

Figure: U.S. Game Genres Played by Connected Console Gamers in the Past Three Months, 2Q13

Figure: U.S. Penetration Rates for Connected Console Ownership and Monthly Online Multiplayer Gaming Among All Households That Own a Major Platform, 2Q13

Figure: U.S. Connected Console Gamer Interest Level in Freemium Console Gaming, 2Q13

Figure: Worldwide Top 5 Halo 4 Online Multiplayer Playlists Based on Concurrent Gamer Totals, November 2012-June 2013

Figure: Worldwide Nintendo Wii U Game Community Membership by Region and Type, December 2012-July 2013

Figure: Worldwide Connected Console Revenue by Generation and Smart TV, STB, and OTT Cloud-Streamed Game, 2007-2017

Figure: Worldwide Connected Console and Smart TV/STB Game Revenue Share by Region, 2012 and 2017

Figure: Worldwide Connected Consoles and Online Console Gamers per Connected Console-Owning Household, and Online Console Gamers per Connected Console, 2007-2017

Figure: Worldwide Connected Video Game and Entertainment Console Revenue, 2007-2017: Comparison of May 2012 and September 2013 Forecasts

Read the full report:
Worldwide Connected Game and Entertainment Console and Connected Smart TV, Microconsole, and Set-Top Box Gaming 2013-2017 Forecast
http://www.reportbuyer.com/leisure_media/computer_games/worldwide_connected_game_entertainment_console_connected_smart_tv_microconsole_set_top_box_gaming_2013_2017_forecast.html#utm_source=prnewswire&utm_medium=pr&utm_campaign=NoCategory


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Sarah Smith
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Email: query@reportbuyer.com
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