San Jose, CA (PRWEB) June 22, 2009 — World videogames software market stands enthused by effervescent product and technology innovation, artistic game experiences, availability of next-generation video game consoles, and exposure to media and marketing. A full-fledged industry in itself, video games is gathering critical mass both in terms of game varieties, and customer base. Mature adults and women, for instance, have entered the spotlight as significant revenue generating audiences for online games, such as puzzles and trivia. The market for video games follows a cyclical trend characterized by high sales during periods of new consoles launches, which are typically followed by introduction of new game titles the sales of which, add to the overall growth in the market.

The ongoing economic slowdown, the financial crisis, and lower consumer confidence, of late, have led to a steady deterioration in market fundamentals. Falling discretionary spends, rising levels of unemployment, and reduction in household wealth are poised to take their toll on the market in the upcoming years. While traditional consoles & PC games plummet slightly, due to global recession and products maturation, online and wireless gaming will continue to expand and offer opportunities for a large number of publishers, developers, and investors.


The multi-player gaming concept, also known as MMOG, has led to a widespread phenomenon of online gaming in Internet cafés, and conversely a strong market for online gaming. Strong growth in the MMOG sector will stem from East Asia, Japan, and Europe. Ease of operation and fascinating features lend traction to the growth and popularity of online games. Also, the ability to utilize wireless devices such as, personal digital assistants (PDAs), iPhones, and mobile phones as portable gaming devices has been driving the market for wireless/mobile gaming. The large base of mobile phone subscribers, especially in the developing markets, who have yet to transition into hardcore mobile game users, represent a huge untapped market.

As stated in the new market research report published by Global Industry Analysts Inc., United States, and Europe collectively account for more than half of the world Video games software market estimated in 2009. Console Video Games Software market represents a large but mature market, characterized by cyclical industry patterns and subject to superseding popularity of the relatively faster growing wireless and online platforms. Improved performance of the latest consoles over the earlier generation devices, such as, potential for online playing, and DVD playback features allow playing of movies over the consoles, improving graphics, picture resolution, gaming speed, and attractive storylines, among others, will continue to keep consumer interests sufficiently kindled.

Asia-Pacific is expected to spearhead global growth, especially in the Online Games market. Increased usage of broadband services, growth in content development for internet-based games, and elevated gaming experience of online games are primary factors forecast to drive sales in online gaming market.

Major players in the marketplace include Activision Blizzard Inc, Capcom Co Ltd, Electronic Arts Inc, EA Mobile Inc, Infogrames Entertainment S.A., Atari Inc, Jadestone Group AB, Konami Corporation, Konami Digital Entertainment Co Ltd, Konami Gaming Inc, NAMCO BANDAI Holdings Inc, Namco Bandai Games America Inc, Nintendo Co Ltd, Microsoft Corporation, Oberon Media Inc, Sega Corporation, Sony Computer Entertainment America Inc, Square Enix Holdings Co. Ltd, Eidos Plc, Take 2 Interactive Software Inc, and Ubi Soft Entertainment S.A., among others.

The report titled “Video Games”: A Global Strategic Business Report”, published by Global Industry Analysts, Inc., provides a comprehensive review of market trends, issues and challenges, product profile, recent developments, mergers, acquisitions, profiles of major players and other strategic industry activities. Analysis is presented for major geographic markets such as US, Canada, Japan, France, Germany, Italy, the UK, Spain, Russia, Asia-Pacific, Middle East and Latin America. Analytics for the period 2001 through 2015 are provided in terms of product segments including – Console Games, Handheld Games, PC Games, Online Games, and Wireless Games.

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