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THE GLOBAL VIDEO GAME INDUSTRY

French report

REPORT’S MAIN STRENGTHS :

  • AN EXECUTIVE SUMMARY PRESENTING THE FINDINGS OF THE STUDY
  • A REPORT FORMATTED IN SLIDES, OPERATIONAL AND SYNTHETIC
  • THE STUDY OF THE GLOBAL MARKET AND THE ACTIVITY OF THE LEADERS
  • DETAILED ANALYSIS OF THE FINANCIAL PERFORMANCE OF MAJOR LISTED GROUPS
  • RANKINGS AND POSITIONING OF THE SECTOR'S LEADERS
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Collection : Essential

Last update : 06/09/2021

Price : 1 760 €

Number of pages : 101 pages

Language : French / English

Format : PDF (immediate availability)

Reference : 21WXCSO06

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IN THIS REPORT
SUMMARY
COMPANIES MENTIONED
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THE PRESENTATION
IN THIS REPORT

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.

SUMMARY

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

COMPANIES MENTIONED

VIDEO GAME COMPANIES ANALYSED IN THE REPORT :

ACTIVISION BLIZZARD

BANDAI NAMCO

ELECTRONIC ARTS

MICROSOFT

NETEASTE

NEXON

NINTENDO

SONY

TENCENT

TAKE-TWO INTERACTIVE

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