Electronic Games and Gaming: Global Markets

October 19, 2011

 

Wellesley, Mass. – In a recent release, ELECTRONIC GAMES AND GAMING: GLOBAL MARKETS (IFT052B) from BCC Research (www.bccresearch.com), the global market for electronic games and gaming was valued at $69.9 billion in 2011 and is forecast to be nearly $111.8 billion in 2016, a compound annual growth rate (CAGR) of 9.8%.

The global market for electronic gaming can be broken down into three segments – games and software, gaming hardware, and accessories and services.

The games and software segment was worth $43.2 billion in 2011 and in 2016 should be worth $71.2 billion, a CAGR of 10.5%.

The gaming hardware segment, worth nearly $24.1 billion in 2011, should be worth nearly $35.4 billion in 2016, a CAGR of 8%.

The segment comprised of accessories and services was worth $2.6 billion in 2011 and in 2016 is expected to be worth nearly $5.2 billion, a CAGR 14.5%.

Considered to be a fad at one time, electronic gaming has taken hold of all kinds of people of all ages on a worldwide basis. Games used to be the staple of the parlor, the arcade, and special events such as carnivals. Many were mechanical in nature and some consumed electricity in order to run. No one could have foreseen the present interest in these pastimes that have become so popular.

Currently, games are electronic and occupy personal computers, television sets, the Internet, and even the mobile phone. And as new media are developed, electronic games are kept in mind as a key application.

This report is a study of the different gaming platforms that are contained in unique market sections. An overview of the industry and its key players is presented as well as the technology of each platform. A review of the gaming industry’s competitiveness is also presented. Within each platform, the report presents the key advantages and market factors that will affect market demand.

This study will be of interest to those in the electronics entertainment industry; manufacturers of microelectronic devices such as ICs, displays, and graphics products; and makers of PCs, cell phones, and other handheld devices. It will also be of interest to those in the entertainment business, and anyone generally interested or wanting to know more about the electronic gaming industry.  

SUMMARY FIGURE
GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016
($ MILLIONS)
GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016
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Source: BCC Research

Electronic Games and Gaming: Global Markets( IFT052B )
Publish Date: Sep 2011    

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