
Research and Markets (http://www.researchandmarkets.com/reports/c43841) has announced the addition of Video Game Industry to their offering.
All aspects of the video game industry in the US are examined comprehensively in this report. The report analyzes the US video game industry against the backdrop of the changing demographics as well as the impact of technological developments. The report also looks at various other factors driving change in the video game industry.
It contains an assessment of the competitive landscape of major players (Electronic Arts, Nintendo, Sony, Activision, and Take-Two Interactive Software). It also captures important trends and key issues shaping the outlook for this industry.
Countries covered:
US, Japan, North America, Asia Pacific, South Africa, Brazil, UK, Germany, France, Italy, Spain, the Netherlands, Australia, Sweden, Canada, Switzerland
Products covered:
Madden, Pokemon Emerald, Gran TURISMO 4, MN NFL 06, NCAA Football 06, Star Wars: Battlefront II, MVP BASEBALL 2005, Star Wars Episode III: Revenge of the SITH, NBA Live 06, Lego Star War
Topics Covered
1. Introduction
1.1 Industry Definition
1.2 Market Segments
1.3 Timeline of the Video Game Market
1.4 Market Overview
1.4.1 Customer Profile
1.4.2 Products and their Features
2. Market Dynamics
2.1 Trend Analysis
2.2 Key Drivers
2.3 Major Issues & Implications
3. Market Statistics
3.1 Annual Software Sales by Platform, 2003-2005e
3.2 Video Game Software Market Share by Publisher, 2003-2004
3.3 Software Unit Market Share by Genre, 2004
3.4 Age of Video Game Console Players
3.5 Console and PC Gamers by Gender
3.6 Video Game Software Market Share by Retailer, 2004-05e
3.7 Percentage Online Video Game by Genre, 2004
4. Competitive Landscape: Major Players
4.1 Top Five Players in the Video Game Market
4.2 Competitive Positioning
4.3 Business Strategies of the Top-Five Players
4.4 Financial Highlights
4.4.1 Financial Summary
5. Industry Outlook
Appendix I: Scholastic Inc.
List of Figures & Tables
Companies Mentioned
Electronic Arts, Nintendo America, Take2 Interactive, Activision, THQ, Microsoft, Sony, Ubisoft, Maxis, Westwood Studios, Kesmai, Pogo, Criterion, Digital Illusions, C.E., SEGA Corporation, Gaia Capital Group, Firaxis Games
Summary
The online console gaming market is set to take off, as the new generation of consoles arrives with advanced networking and online gaming capabilities. The ability to download game demos, buy casual as well as full-fledged console games, and access advanced content, including high-definition (HD) video, will play a major role in shaping the subsequent console generations.
The gaming industry's focus has migrated from teenagers to adults, as increasing number of adults have transformed into online-gaming enthusiasts. The average age of a video gamer has jumped from 18 to 29 years. While men prefer all the action-oriented games, women are partial to video games with exhaustive storylines.
For more information visit http://www.researchandmarkets.com/reports/c43841