The Gaming service advises video game development studios, publishers, distributors, retailers, hardware system and peripheral manufacturers, and related brand advertisers about the video game industry from a global and regional perspective. Offering analysis of the most popular and/or lucrative platforms, services, game genres, franchises, and gamer types is the touchstone of this IDC service.
Markets and Subjects Analyzed
- Home video game console bundle shipments, installed bases, disc/card game shipments, and gamer bases
- Casual, enthusiast, and hardcore gamer-type differences by region and platform
- Digital game download and revenue trends
- Gaming-related peripheral and accessory sales
- Smartphone and tablet gamers and revenue by OS/platform
- Leading digital PC gaming distributors, business models, and publishers
- Key gaming metrics in North America, Western Europe, Asia/Pacific, and rest of the world, by platform
- Video game development tool and engine analysis
- Virtual reality and augmented reality (VR and AR) gaming hardware and game/app software trends
- eSports-related market tracking
- Cloud gaming and microconsoles
- Home Video Game Console Hardware and Software Forecast and Market Shares by OEM
- Digital PC Gaming Forecast
- Consumer Technology Predictions and IDC FutureScapes
- U.S. and Global Gamer Demographics and Genre Preference Survey
- PC/Mac System Shipments and Installed Bases as They Relate to Gaming Usage and VR Readiness
- Smartphone, Tablet, and Handheld Game Console Forecast
- Advertising and Sponsorship Trends
- Security and Piracy Update
- Actionable Takeaways from E3 and GDC
- PC/Console Gaming Peripheral Shipment Update
- Key Game Publishers by Platform
In addition to the insight provided in this service, IDC may conduct research on specific topics or emerging market segments via research offerings that require additional IDC funding and client investment.
Key Questions Answered
- Which companies and business models will drive the most revenue through 2020?
- How has the rise of the freemium or free-to-play business model impacted other business models?
- Which platforms are growing the fastest from an installed base, gamer, and revenue perspective?
- Are esports or online multiplayer games in general changing how games are made, marketed, and monetized?
- Which PC OEMs are leading the market from the perspective of regular gaming use (and shipments)?
- Which console OEM is best positioned for growth through 2021, and what share of game revenue will be digital by that point?
- What's the opportunity for VR and AR platforms and games and related entertainment software?
- Is Apple, Google, Microsoft, Sony, Nintendo, Tencent, Activision-Blizzard, Electronic Arts, Valve, Facebook, or some other company best positioned for gaming revenue growth moving forward, and why?
- Which publishers are positioned for growth in 2018, and which of their franchises are most likely to burn up the sales charts?
App Annie Limited,
CAPCOM CO., LTD.,
Electronic Arts Inc.,
Epic Games, Inc.,
GLU MOBILE INC.,
GungHo Online Entertainment, Inc.,
Infinity Ward, Inc.,
Mad Catz Interactive, Inc.,
NEXON Co., Ltd.,
SQUARE ENIX CO., LTD.,
T-Mobile International AG,
Take Two Interactive Benelux B.V.,
Tencent Holdings Limited,
The Codemasters Software Company Limited.,
The Walt Disney Company,
VOYETRA TURTLE BEACH, INC.,
Vodafone Group Plc,
WARGAMING PUBLIC COMPANY LIMITED,
Wal-Mart Stores, Inc.,
Warner Bros. Entertainment Inc.