Collection : Essential
Last update : 06/09/2021
Price : 1 760 €
Number of pages : 101 pages
Language : French / English
Format : PDF (immediate availability)
Reference : 21WXCSO06
MARKET ANALYSIS IN THE LIGHT OF THE COVID-19 CRISIS
In addition to a comprehensive view of the sector's environment and demand (macroeconomic factors, changes brought about by digital transformation and ecological transition, etc.), the study provides our exclusive analysis of the past evolution of the global video game market and its prospects. In particular, it outlines the impact of the health crisis and the lessons to be learned from the current situation.
DESCRIPTION OF COMPANIES DEVELOPMENT AXES
Innovation, offer diversification, business model transformation: the report details the growth levers prioritised by the world leaders in the video game industry, after analysing their main strengths and weaknesses.
EXPLANATION OF THE CHANGES IN THE COMPETITIVE LANDSCAPE
This report also provides an individualised and aggregated financial analysis of the operators' financial performance. In particular, it deciphers the evolution of sales and operating profit rate for the analysed companies.
THE EXECUTIVE SUMMARY
This ten-page summary draws the reader's attention to the key elements of the study.
THE SUMMARY AND KEY PAGES OF THE REPORT
The summary provides all the elements needed to understand the major trends in the sector and foreseeable developments, drawing on analyses of the market outlook and the strategies of the companies.
MARKET FUNDAMENTALS
Key figures and trends in the sector
Video games in the entertainment industry
The video game industry and its value chain
Products, suppliers and customers
Leader's profile
The chronology of console generations
THE MARKET AND LEADER'S ACTIVITY
SECTORAL ENVIRONMENT
Overview (PESTEL analysis)
The driving role of emerging markets
Demographics and legislation
Innovation challenges in video games
Macroeconomic environment
Internet usage and repartition
THE GLOBAL VIDEO GAME MARKET
Global video game sales
Market distribution by segment and region
Console sales
Population and player demographics
Audience and sales of e-sports
ACTIVITY AND LEADERS' PERFORMANCE
Cumulative sales of the leaders (2015-2020)
Positioning by average growth rate
The aggregate operating income rate of the leaders
Individualised activity and performance
COMPETITION AND LEADERS' STRATEGIES
COMPETITIVE ENVIRONMENT
Overview (Porter's forces)
Intra-sectoral competition
Threat of new entrants
Threat of substitutes
Bargaining power of customers
Bargaining power of suppliers
COMPETITIVE STRUCTURE
Positioning of the leaders and their international presence
The console war
Console market trends
LEADERS' STRATEGIES
Reach a wider audience
Offer diversification
Console manufacturer's business model (exclusivities, cloud gaming, PC)
The orientation of renowned franchises towards the "game as a service" model (and its business model)
Strategic buyouts of leading publishers in mobile games
The rise of e-sports
Live streaming's impact on the strategies of the leaders (marketing, editorial choice and game design)
Innovation in the video game industry
Several case studies: Electronic Arts, Microsoft, Sony, Take-Two Interactive, Tencent, Ubisoft, etc.
THE FORCES AT WORK
Rankings of 10 world leaders in video games analysed in the report
Key performance indicators (sales growth and EBIT rate)
SWOT analysis
Profiles
VIDEO GAME COMPANIES ANALYSED IN THE REPORT :
ACTIVISION BLIZZARD
BANDAI NAMCO
ELECTRONIC ARTS
MICROSOFT
NETEASTE
NEXON
NINTENDO
SONY
TENCENT
TAKE-TWO INTERACTIVE
INSCRIPTION NEWSLETTER SECTORIELLE
XTHE GLOBAL VIDEO GAME INDUSTRY 1 760 €
06/09/2021 | 101 pages | EN 1 760 €REPORT ADDED TO BASKET
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