through 2012 (includes corresponding Graph/Chart) II-113
Table 50: World 15-Year Perspective for PC Video Games
Software by Product Type - Percentage Breakdown of Dollar
Sales for Digital and Boxed Markets for the Years 2006, 2014,
and 2020 (includes corresponding Graph/Chart) II-114
Table 51: World Recent Past, Current and Future Analysis for
Digital PC Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-115
Table 52: World Historic Review for Digital PC Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-116
Table 53: World 15-Year Perspective for Digital PC Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-117
Table 54: World Recent Past, Current and Future Analysis for
Boxed PC Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-118
Table 55: World Historic Review for Boxed PC Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-119
Table 56: World 15-Year Perspective for Boxed PC Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-120
Table 57: World Recent Past, Current and Future Analysis for
Online Video Games by Geographic Region/Country - US, Canada,
Japan, Europe, Asia-Pacific (excluding Japan), Middle East and
Latin American Markets Independently Analyzed by Annual Sales
in US$ Million for the Years 2013 through 2020 (includes
corresponding Graph/Chart) II-121
Table 58: World Historic Review for Online Video Games by
Geographic Region/Country - US, Canada, Japan, Europe,
Asia-Pacific (excluding Japan), Middle East and Latin American
Markets Independently Analyzed by Annual Sales in US$ Million
for the Years 2006 through 2012 (includes corresponding
Graph/Chart) II-122
Table 59: World 15-Year Perspective for Online Video Games by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Canada, Japan, Europe, Asia-Pacific (excluding
Japan), Middle East and Latin American Markets for the Years
2006, 2014, and 2020 (includes corresponding Graph/Chart) II-123
Table 60: World Recent Past, Current and Future Analysis for
Wireless Video Games Software by Geographic Region/Country -
US, Canada, Japan, Europe, Asia-Pacific (excluding Japan),
Middle East and Latin American Markets Independently Analyzed
by Annual Sales in US$ Million for the Years 2013 through 2020
(includes corresponding Graph/Chart) II-124
Table 61: World Historic Review for Wireless Video Games
Software by Geographic Region/Country - US, Canada, Japan,
Europe, Asia-Pacific (excluding Japan), Middle East and Latin
American Markets Independently Analyzed by Annual Sales in US$
Million for the Years 2006 through 2012 (includes
corresponding Graph/Chart) II-125
Table 62: World 15-Year Perspective for Wireless Video Games
Software by Geographic Region/ Country - Percentage Breakdown
of Dollar Sales for US, Canada, Japan, Europe, Asia-Pacific
(excluding Japan), Middle East and Latin American Markets for
the Years 2006, 2014, and 2020 (includes corresponding
Graph/Chart) II-126
III. MARKET
1. THE UNITED STATES III-1
A.Market Analysis III-1
Current & Future Analysis III-1
Video Games Software: Market Basics III-1
Changing Demographics: A Primer Driver III-1
A Snapshot III-2
Key Statistical Data III-2
Table 63: US Video Games Market (2013): Percentage Share of
Gamers by Age Group (includes corresponding Graph/Chart) III-2
Table 64: US Video Games Market (2013): Percentage Share of
Gamers by Gender (includes corresponding Graph/Chart) III-3
Table 65: US Video Games Market (2013): Percentage Share of
Most Often Played Online Games by Category (includes
corresponding Graph/Chart) III-3
Table 66: US Video Games Market (2013): Percentage Share of
Most Often Played Mobile Games by Category (includes
corresponding Graph/Chart) III-3
Table 67: US Video Games Market (2013): Percentage of Video
Gamers Playing Games with Others by Gamer Group (includes
corresponding Graph/Chart) III-4
Table 68: US Video Games Market (2013): Percentage Share
Breakdown of Volume Sales by Super Genres (includes
corresponding Graph/Chart) III-4
Table 69: US Computer Games Market (2013): Percentage Share
Breakdown of Volume Sales by Super Genres (includes
corresponding Graph/Chart) III-4
Table 70: US Video Games Sector (2013): Percentage Share
Breakdown of Dollar Spending by Category (includes
corresponding Graph/Chart) III-5
Table 71: US Video Games Market (2013): Percentage Share
Breakdown of Sales by Physical and Digital Channels
(includes corresponding Graph/Chart) III-5
Rise in Broadband Access, Bandwidth and Social Networking
Sites Drive Online Gaming III-5
Wireless Gaming - 'All Set' to Grow III-6
Social Games Boosts Market Prospects for Wireless and Online
Games Software III-6
Competition Heats Up, Reduces Profit Margins for Online &
Wireless Game Developers III-7
Software for Leading Console Manufacturers Take the Major
Share in Console Gaming Software Market III-7
Publishers Keen on Enhancing Product Portfolio III-7
Distribution Dynamics III-7
Traditional Stores III-8
Retail Stores III-8
Specialty Video Stores III-8
Other III-8
Digital Distribution Gathers Momentum III-8
Other Factors Driving Revenue Growth III-8
Hollywood and Video Games III-9
Films Inspired by Games III-9
Games Borrow from Films III-9
Violent & Adult Theme Video Games: Cause for Concern III-10
ESA: A Dedicated Platform for Interactive Game Publishers III-10
Product Introductions/Enhancements III-11
Strategic Corporate Developments III-14
Key Players III-21
Activision Blizzard, Inc. III-21
Atari, Inc. III-22
Electronic Arts, Inc. III-22
PopCap Games III-23
iWin, Inc III-23
Konami Gaming Inc. III-23
Microsoft Corporation III-24
Namco Bandai Games America Inc. III-24
Rockstar Games, Inc. III-24
Sony Computer Entertainment America Inc. III-24
Square Enix Holdings Co. Ltd III-25
Take 2 Interactive Software, Inc. III-25
Tetris Holding, LLC III-25
WMS Industries Incorporated III-25