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Introduction

The global videogame market goes from strength to strength. Despite new pretenders to the “cool-kid tech crown”, videogames continue to expand their reach. By 2020, the global videogame market will generate $104.5bn in revenue.

Highlights

  • Traditional gaming is more resilient than the market has suggested.
  • Non-traditional gaming revenue will benefit from smart device proliferation but success in this market is difficult.
  • The gaming business is highly fragmented: Markets which look outwardly similar can have wildly different revenue make-ups.

Features and Benefits

  • Assess the opportunities for businesses in and supporting the videogame market.
  • Learn how each section of the videogame market will grow over the next five years.

Key questions answered

  • What are the drivers for the videogame market over the next five years?
  • How will new technologies, such as virtual reality or cloud gaming, affect videogame revenue?
  • What are the opportunities for telcos and service providers?

Table of contents

Summary

  • In brief
  • Ovum view
  • Recommendations

Market status

  • Change is the only constant

Market dynamics

  • The persistence of game consoles
  • More devices offering compelling games
  • Cloud gaming is starting to look compelling
  • F2P gaming gathers pace
  • Ongoing social gaming success seems elusive
  • Crowdfunding offers a new route to market for traditional game developers
  • VR 2.0 enters the fray

Market outlook

  • The forecast
  • Forecast trends

Appendix

  • Further reading
  • Author

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