U.S. Digital Gaming Market
The U.S. is projected to be one of the most prominent digital games market in the world. Digital games have always been a favorite choice of entertainment for the people of the region. In recent years, there has been a transformation in the distribution channel of the games in the country. Research shows that game sales via digital means are dominating the U.S. games market while boxed games are slowly becoming the second choice.
The U.S. presents a robust market with preferences for all gaming platforms- PC, mobile, and console. Though gaming on a console is most popular in the country, the time spent on mobile gaming has also increased. Mobile gaming is gaining traction as some major companies in the nation like Take-Two Interactive, Activision Blizzard, etc., who were previously only into PC/Online games, are entering into the mobile gaming segment. Overall, the total consumer spending on video gaming has increased rapidly in the last few years at ~16.48% CAGR (2014-16) in the U.S. Also, the high growth of interest in eSports and virtual-augmented reality, clubbed with the increasing prevalence of digitally downloadable games are expected to drive the Digital Games market forward in the country.
By platforms, the market is segmented into PC games, mobile games, and console games. Among these segments, console games is the most significant revenue generator while mobile games have exhibited the fastest growth rate.
Key growth factors:
o With a growth in the median income of U.S. hoU.S.eholds, the purchasing power of people has gone up, resulting in an increase in expenditure on games. It has increased from 3.2% to 4.3% in the 15-24 years category and from 2.9% to 5.6% in the 25-34 years category in 2014-2015, further boosting the strong economic backbone of the economy. This is expected to result in higher expenditure on digital games in the coming years and will increase adoption of digital gaming.
o With the introduction of events like eSports in the U.S. supported by astounding internet connectivity at 14-17 Mb/s as on 2016, the U.S. stands as a significant market for the growth of online gaming.
Threats and key players:
o Given the factor that the U.S. is already a saturated market for digital games, the scope of further growth of the market is quite low. With already high smartphone penetration in the U.S.A (69%), the range of massive development of the mobile gaming segment is small.
o Also, the working hours in the region are not very favorable for the growth of the market. In the U.S., 85.8% of males and 66.5% of females work more than 40 hours per week. The high working hours for the U.S. youth may lead to a reduction in time spent on gaming.
o The key players in the U.S. Digital Gaming market are Activision Blizzard, Electronic Arts, Take Two Interactive, Zynga, Microsoft Corporation, etc.
What’s covered in the report?
o Overview of the U.S. Digital Gaming market
o The historical, current and forecasted market size data for the U.S. Digital Gaming market
o The historical, current and forecasted market size data for the segments of the market – by platforms– PC games, console games, and mobile games
o The historical, current and forecasted market size data for the segments of the market – by revenue models (Freemium, Pay to Play, Advertising)
o The historical, current and forecasted market size data for the segments of the market – by genres (Shooter, Role- play Action, Sports, Strategy, Others)
o Market trends in the U.S. Digital Gaming market
o Market drivers and challenges in the U.S. Digital Gaming market
o Analysis of spending for segmentation by platforms
o Profiles of major players operating in the market
Why buy?
o Get a broad understanding of the U.S. Digital Gaming market and its segmentations - by platforms– PC games, console games, and mobile games, – by revenue models (Freemium, Pay to Play, Advertising), by genres (Shooter, Role- play Action, Sports, Strategy, Others)
o Get specific drivers and challenges affecting the U.S. Digital Gaming market and its segmentations (By platforms, by revenue models, by genres)
o Get specific trends occurring in the U.S. Digital Gaming market
o Get analysis of spending for segmentation by platforms
o Recognize significant competitors' business and market dynamics, and respond accordingly
Customizations Available
With the given market data, Netscribes offers cU.S.tomizations according to specific needs. Write to U.S. at info@netscribes.com.
Chapter 1: Executive Summary
1.1 Market Scope and Segmentation
1.2 Key Questions Answered in This Study
1.3 Executive Summary I
1.4 Executive Summary II
Chapter 2: Introduction
2.1. Blockchain technology-Functionality
2.2. Blockchain Application
2.3. Blockchain use cases
2.4. Value chain-Blockchain technology market
Chapter 3: Global Blockchain Technology Market overview
3.1. Overview - key observations, historical (2016-2017) and forecasted (2018-2023) market size (USD bn), geography wise market size (USD bn) in 2017
3.2. Market adoption
3.3. Market trends
Chapter 4: Blockchain Technology Market regional market overview
4.1. North America- Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
4.2. Europe-- Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
4.3. Asia Pacific-- Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
4.4. Latin America-- Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
4.5. Middle East & Africa-- Historical (2016-2017) and forecasted (2018-2023) market size (USD Bn), drivers, trends and challenges
Chapter 5: Blockchain Technology Market segmentation by industries
5.1. Global industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Industry overview, market share
5.1.1. North America industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
5.1.2. Europe industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
5.1.3. Asia Pacific industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
5.1.4. Latin America industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
5.1.5. Middle East & Africa industry segmentation by BFS, Insurance, Supply Chain, Healthcare and other industries – Revenue contribution (historical and forecasted), drivers, and key competitors
Chapter 6: Blockchain Technology Market segmentation by type – Private, public and mixed
6.1. Market overview by type – revenue contribution, market growth, influential factors, adoption
Chapter 7: Patent Analysis
7.1. Patent Overview
7.2. Patents Filed/ Published (2012 – 2016)
7.3. Patents by Major Companies
7.4. Patents by Geographical Origin
7.5. Patents by Platform
7.6. Patents by Ledger Types
7.7. Patents by Authentication
7.8. Patents by Application types
Chapter 8: Company Profiles
8.1. Microsoft Corporation
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.2. IBM
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.3. Accenture
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.4. Deloitte
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.5. Capgemini
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.6. Cognizant
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.7. Infosys
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.8. Tata Communication Services
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.9. VirtusaPolaris
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
8.10. Wipro
o Company Snapshot
o Key People
o Financial Standing
o Blockchain Offering
o Focus Area
o Recent Initiatives
o Key Verticals
o Geographical Presence
Chapter 9: Start-up Company Overview
9.1. Chain (*)
o Overview
o Key People
o Investor
o Client/Partners
o Recent Initiatives
(*) similar information is provided for all the below companies
9.2. Consensys
9.3. R3 CEV
9.4. Ripple
9.5. Guardtime
9.6. Gem
9.7. Everledger
9.8. Ascribe
Chapter 10: Conclusion
10.1. Blockchain Opportunity
10.2. Conclusion
Chapter 11: Appendix
11.1. List of Tables
11.2. Research Methodology
11.3. Assumptions
11.4. About Netscribes Inc.
o Activision Blizzard
o Electronic Arts
o Zynga
o Take Two Interactive
o Microsoft Corporation