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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
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Collection : Essential

Last update : 28/04/2025

Price : 1 950 €

Number of pages : 124 pages

Language : French / English

Format : PDF (immediate availability)

Reference : 24WXCSO06

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IN THIS REPORT
SUMMARY
COMPANIES MENTIONED
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THE PRESENTATION
IN THIS REPORT

MARKET ANALYSIS

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 industry and its prospects.

COMPANIES' BUSINESS STRATEGIES

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

1. EXECUTIVE SUMMARY

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..

2. MARKET FUNDAMENTALS

SCOPE OF THE REPORT

OVERVIEW

BUSINESS FUNDAMENTALS

3. THE MARKET AND THE BUSINESS OF THE LEADERS

SECTORAL ENVIRONMENT

  • Overview

  • Economic factors

  • Sociodemographic trends

  • Technological factors

THE GLOBAL VIDEO GAME INDUSTRY

  • Supply: global revenue by segment for mobile/smartphones, consoles and PCs

  • Video game revenue by region

  • Best-selling video games worldwide

  • Global sales of game consoles

  • Top-selling consoles worldwide

  • Console sales by manufacturer

  • Demand: global gaming population by geographical area

  • Gamer demographics

  • Revenue per gamer

  • Esports audience and revenue

  • International trade: trade in consoles and video game machines, exports and imports

ACTIVITY AND PERFORMANCE OF MARKET LEADERS

  • Ranking of leaders by revenue

  • Ranking of leaders by EBIT margin

  • Geographical distribution of income

  • Key performance indicators

4. COMPETITION AND LEADERS' STRATEGIES

COMPETITIVE ENVIRONMENT

  • Porter's 5 Forces (Overview)

  • Competitive intensity

  • Threat of new entrants

  • Threat of substitute products

  • Bargaining power of customers

  • Supplier Bargaining Power

  • Positioning of market leaders

  • The console "war"

  • Console market trends

LEADERS' STRATEGIES

  • Overview

  • The business model of console manufacturers

  • Microsoft's global ambition

  • Developing synergies in entertainment

  • The mobile gaming business model

  • The commercial opportunities of mobile gaming

  • Diversification of the offering

  • Long-term ambitions

  • Optimising the operating structure

  • Consolidation strategies

  • Seising opportunities through external growth

  • Relying on partnerships and licence development to expand its sphere of influence

  • Innovation strategies

5. FORCES AT WORK

  • Rankings of the 10 world leaders in the global video game industry

  • Key performance indicators of the 10 leaders (revenue growth and EBIT rate)

  • SWOT analysis of the 10 leaders

6. LEADERS' PROFILES

  • Bandai Namco

  • Electronic Arts

  • Microsoft

  • Netease

  • Nexon

  • Nintendo

  • Sony Game & Network Services

  • Take-Two Interactive

  • Tencent

  • Ubisoft

COMPANIES MENTIONED

Bandai Namco

Electronic Arts
Microsoft
Netease
Nexon
Nintendo
Sony Game & Network Services
Take-Two Interactive
Tencent
Ubisoft

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28/04/2025 | 124 pages | EN 1 950 €
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