Global Games Consoles

Global Games Consoles

Code: ML-OHME1051 | Published: Apr-2015 | Pages: 35 | MarketLine
Price :
$350.00
USD

* Required Fields

$350.00

Details

Global Games Consoles industry profile provides top-line qualitative and quantitative summary information including: market share, market size (value and volume 2010-14, and forecast to 2019). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market. Essential resource for top-line data and analysis covering the Global games consoles market. Includes market size and segmentation data, textual and graphical analysis of market growth trends, leading companies and macroeconomic information.

- The games consoles market consists of the total revenues generated by Nintendo, Microsoft and Sony through the sale of their console platforms including both their respective home entertainment consoles and their handheld models. A games console has traditionally filled a single role in the entertainment of the user; as of now, most video games consoles might be more accurately described as diversified home entertainment systems with once exceptional features, such as the streaming of movies, becoming more the rule. Market values are defined using annual average retail prices for each individual market; market volumes are defined as the total amount of units of consoles sold within a trading year. Market shares are based upon volume sales and consist of all console sales, including handheld. Any currency calculations used in the creation of this report have been calculated using constant 2014 annual average exchange rates.

- The global games consoles market had total revenues of $11,980.3m in 2014, representing a compound annual rate of change (CARC) of -6.6% between 2010 and 2014.

- Market consumption volumes declined with a CARC of -11.9% between 2010 and 2014, to reach a total of 44.8 million units in 2014.

- The performance of the market is forecast to decline further but at a slower pace, with an anticipated CARC of -1% for the five-year period 2014 - 2019, which is expected to drive the market to a value of $11,388.6m by the end of 2019.

Key Findings
Save time carrying out entry-level research by identifying the size, growth, major segments, and leading players in the games consoles market in the global

Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the globalgames consoles market

Leading company profiles reveal details of key games consoles market players global operations and financial performance

Add weight to presentations and pitches by understanding the future growth prospects of the Global games consoles market with five year forecasts by both value and volume



Reasons To Buy
What was the size of the Global games consoles market by value in 2014?

What will be the size of the Global games consoles market in 2019?

What factors are affecting the strength of competition in the Global games consoles market?

How has the market performed over the last five years?

Who are the top competitiors in the globals games consoles market?

Table of Contents

TABLE OF CONTENTS
Executive Summary 2
Market value 2
Market value forecast 2
Market volume 2
Market volume forecast 2
Category segmentation 2
Geography segmentation 2
Market share 2
Market rivalry 2
Market Overview 7
Market definition 7
Market analysis 7
Market Data 9
Market value 9
Market volume 10
Market Segmentation 11
Category segmentation 11
Geography segmentation 12
Market share 13
Market Outlook 14
Market value forecast 14
Market volume forecast 15
Five Forces Analysis 16
Summary 16
Buyer power 18
Supplier power 20
New entrants 21
Threat of substitutes 23
Degree of rivalry 24
Leading Companies 25
Microsoft Corporation 25
Nintendo Co., Ltd. 28
Sony Computer Entertainment Inc. 31
Methodology 32
Industry associations 33
Related MarketLine research 33
Appendix 34
About MarketLine 34

LIST OF TABLES
Table 1: Global games consoles market value: $ billion, 2010-14 9
Table 1: Global games consoles market volume: million units, 2010-14 10
Table 1: Global games consoles market category segmentation: million units, 2014 11
Table 1: Global games consoles market geography segmentation: $ billion, 2014 12
Table 1: Global games consoles market share: % share, by volume, 2014 13
Table 1: Global games consoles market value forecast: $ billion, 2014-19 14
Table 1: Global games consoles market volume forecast: million units, 2014-19 15
Table 1: Microsoft Corporation: key facts 25
Table 1: Microsoft Corporation: key financials ($) 26
Table 1: Microsoft Corporation: key financial ratios 26
Table 1: Nintendo Co., Ltd.: key facts 28
Table 1: Nintendo Co., Ltd.: key financials ($) 29
Table 1: Nintendo Co., Ltd.: key financials (Yen) 29
Table 1: Nintendo Co., Ltd.: key financial ratios 29
Table 1: Sony Computer Entertainment Inc.: key facts 31

LIST OF FIGURES
Figure 1: Global games consoles market value: $ billion, 2010-14 9
Figure 1: Global games consoles market volume: million units, 2010-14 10
Figure 1: Global games consoles market category segmentation: % share, by volume, 2014 11
Figure 1: Global games consoles market geography segmentation: % share, by value, 2014 12
Figure 1: Global games consoles market share: % share, by volume, 2014 13
Figure 1: Global games consoles market value forecast: $ billion, 2014-19 14
Figure 1: Global games consoles market volume forecast: million units, 2014-19 15
Figure 1: Forces driving competition in the global games consoles market, 2014 16
Figure 1: Drivers of buyer power in the global games consoles market, 2014 18
Figure 1: Drivers of supplier power in the global games consoles market, 2014 20
Figure 1: Factors influencing the likelihood of new entrants in the global games consoles market, 2014 21
Figure 1: Factors influencing the threat of substitutes in the global games consoles market, 2014 23
Figure 1: Drivers of degree of rivalry in the global games consoles market, 2014 24
Figure 1: Microsoft Corporation: revenues and profitability 27
Figure 1: Microsoft Corporation: assets and liabilities 27
Figure 1: Nintendo Co., Ltd.: revenues and profitability 30
Figure 1: Nintendo Co., Ltd.: assets and liabilities 30
Microsoft Corporation, Nintendo Co., Ltd. and Sony Computer Entertainment Inc.

Report Format

Following are different modes of Licenses.

a. Single User License:
This license allows only one person to use the report. This person can use the report on any computer and may take print outs of the report but must take care of not sharing the report (or any information contained therein) with any other individual or people. Unless you purchase a Site License or a Global Site License, a Single User License must be purchased for every single person that wishes to use the report within the same enterprise.

b. Single Site License:
This license allows unlimited users to use the report within one company location, e.g. a regional office. These users can use the report on any computer and may take print outs of the report but must take care of not sharing the report (or any information contained therein) with any other individual or people.

c. Global Site License:
A Global Site License (or Enterprise wide Site License or Global License) is a license granted to original purchaser, who can share a report with other employees and authorized Users of the same organization.

Quick Help

1. How do you deliver the reports?
The delivery of reports is depends on format & mode of license of report(s). Following are different kinds of formats of report(s) and their delivery options :

a. Electronic Format – Through email from Publisher
Report will be sent to your username email address in PDF, Excel, PowerPoint or any other electronic / softcopy format by publisher.
Delivery Time: 12 to 48 hours [depending on time difference or occurrences of national holidays]

b. Hard Copy or Printed Format or CD-Rom – Through Mail or Courier from Publisher
Report will be sent through mail / courier delivery to your shipping address by publisher.
Delivery Time: Less than, few weeks [depending on time difference or occurrences of national holidays]


2. How can I make payment for publications I purchase?
You could be able to make the payment, in following ways:

a. Online Secure Payment through Credit Card Payment : We accept Visa, Master, AMEX Cards & CCAvenue
b. Transfer of fund to our bank account via Bank transfer or Wire transfer
c. Payment via DD or Cheque
d. Paypal


3. Is it safe to use my credit card on MarketinfoResearch?
Your personal information and online tranaction on Marketinfo Research is secure, private, and tamper-proof. All credit card payments are processed through secure and trusted payment gateways.

If you have a more question about our publications please see our FAQs section or contact us now at cs@marketinforesearch.com.

CUSTOMERS WHO VIEWED THIS REPORT ALSO VIEWED

There are no reports matching the selection.

Browse similar reports by category:
Entertainment, Gambling & Gaming
MarketLine

Our Clients