Abstract
INTRODUCTION
Electronic gaming is a rapidly growing popular pastime for many people
worldwide. Game consoles have become powerful computer-like devices and are
touted to be electronic media centers as well. Handheld consoles are also
powerful devices that enable top electronic game performance at a distance.
Electronic games are plentiful through computers, either installed on a system
or downloaded from the Internet. Wireless handheld devices, such as cell
phones, are also sources of electronic games, and arcade machines are the
traditional way of presenting games.
The report examines the current position of electronic gaming in each of these
platforms. We also examine game development and software for each platform and
the accompanying accessories and services needed for each.
SCOPE OF STUDY
This report contains:
- Information on high-tech game consoles that play electronic games from
television, DVDs, and the Internet; handheld consoles that perform the same
functions from a distance; personal computers that play a variety of games
from their hard drives or downloaded from the Internet; the latest cell phones
that can download games; and the age-old arcade machines that still play video
games in public locations
- The value of the global electronic gaming industry, including
manufacturing capability and consumption by various regional markets and a
five-year forecast to 2011
- An Analysis of industry involvement, standards, and other pertinent
factors related to the success of electronic gaming.
- Reviews of market drivers and the impact of new technologies.
METHODOLOGY
BCC presents an analysis, for each gaming platform, of the number of unit
shipped in 2005. Estimated value is what manufacturers have paid in
undepreciated 2006 dollars. Then, based on BCC surveys, it analyzes the
potential market for each industry and forecasts shipments for 2006 and then
for 2011. The report also analyzes the shipments and value of games and
software plus accessory equipment and services.
INFORMATION SOURCES
BCC surveyed approximately 100 companies to obtain data for this study.
Included were console, computer, mobile device, cell phone and arcade
manufacturers, developers of a variety of electronic games, distributors of
games, makers of electronic accessories, and service organizations. BCC also
spoke with companies that make the integrated circuits and displays for these
platforms. Research also included various laboratories and companies that
engage in electronic and visual research. In addition, BCC compiled data from
current financial and trade information and government sources.
|