Electronic Games and Gaming: Global Markets

Published - Sep 2011| Analyst - Robert Moran| Code - IFT052B
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Report Highlights

The global market for electronic gaming reached at $66 billion in 2010. It is expected to reach at $69.9 billion by the end of 2011 and it will further grow to $111.7 billion by 2016 at an estimated compound annual growth rate (CAGR) of 9.8% from 2011 to 2016. 


The scope of this study encompasses game consoles that play electronic games from television, DVD, the Internet, and outside sources; handheld consoles that perform essentially the same function but are portable; personal computers and tablets that play a variety of games from their hard drives or download them; cell phone and mobile devices that can play games; and the arcade machines that still play some video games.

BCC Research analyzes the global electronic gaming industry including manufacturing capability and consumption in regional markets. This study also examines industry involvement, standards, and other pertinent factors related to the success of electronic gaming.


Bob Moran has worked as a technology market analyst and technology writer for more than 20 years, and is the author of numerous BCC Research reports. He has authored reports covering thin-film deposition, photovoltaic solar technology. magnetic and optical storage, surface modification of polymers, and other technology topics. He has also served as the editor of BCC Research publications including Display Industry News and Micro and Nanotechnology.

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Published - May-2006| Analyst - Robert Moran| Code - IFT052A

Report Highlights

  • The value of worldwide shipments of electronic gaming equipment reached $12.6 billion in 2005. Shipments are projected to grow in value at a 9.7% rate to reach $13.8 billion in 2006, and at an average annual rate of 9.8%, to reach $22.1 billion by 2011.
  • The value of handheld consoles reached $4.2 billion in 2005 and is projected to grow at a 10.9% rate to reach $4.7 billion by 2006, and at an average annual rate of 9% to reach $7.2 billion by 2011.
  • The value of games and software for computer platforms amounted to $3.4 billion in 2005 and is projected to grow at an 8.7% rate to reach $3.7 billion by 2006; it will then grow at an average annual rate of 15.25 to reach $7.5 billion by 2011.
  • The mobile wireless market represents the fastest growing segment for games and software. Their value for this platform will grow at an average annual rate of 23.5% to reach $2.8 billion in 2011.


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