Title: Global Digital Gaming Market (2018 - 2023) (1)
1Global Digital Gaming Market2018 - 2023
2Table of Contents
- Chapter 2
- Introduction
- 2.1. Market Definitions
- 2.2. Different business models
- 2.3. Distribution channel analysis Big four
companies
- Chapter 3
- Global Digital Gaming Market Overview
- 3.1. Market overview
- Global market revenue (USD Bn)
- Global projected market revenue (USD Bn)
- Geography-wise market revenue (USD Bn)
- 3.2.Global trends
- Chapter 1
- Executive Summary
- 1.1. Market scope and segmentation
- 1.2. Key questions answered in this study
- 1.3. Executive summary
3Table of Contents
- Chapter 4
- Global Digital Gaming Market Based on Region
- 4.1. North America
- Overview
- Drivers
- Challenges
- Trends
- 4.2. Asia-Pacific
- Overview
- Drivers
- Challenges
- Trends
- Chapter 4 (Cont.)
- Global Digital Gaming Market Based on Region
- 4.3. Latin America
- Overview
- Drivers
- Challenges
- Trends
- 4.4. Europe Middle East and Africa (EMEA)
- Overview
- Drivers
- Challenges
- Trends
- Chapter 5
- Global Digital Gaming Market Based on Platform
- 5.1. Global digital gaming market overview
Based on platform - 5.2. Global mobile games market
- Drivers
- Challenges
- 5.3. Global console games market
- Drivers
- Challenges
- 5.4. Global PC games market
- Drivers
- Challenges
4Table of Contents
- Chapter 6
- Major Platforms Overview By Region
- 6.1. Major platforms North America
- Revenue contribution
- Key highlights
- 6.2. Major platforms Asia-Pacific
- Revenue contribution
- Key highlights
- 6.3. Major platforms Latin America
- Revenue contribution
- Key highlights
- 6.4. Major platforms EMEA
- Revenue contribution
- Key highlights
- Chapter 7
- Huge Opportunity Zones
- 7.1. eSports
- 7.2.Blockchain gaming
- 7.3.Cloud gaming
- 7.4.Virtual reality, augmented reality, and mixed
reality
- Chapter 8
- Competitive Landscape
- 9.1. Activision Blizzard
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
- 9.2. Electronic Arts
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
5Table of Contents
- Chapter 8
- Competitive Landscape
- 9.3. Take-Two Interactive
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
- 9.4. Ubisoft
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
- Competitive Landscape
- 9.5. Zynga
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
- 9.6. Tencent
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
- Competitive Landscape
- 9.7. GungHo Online
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
- 9.8. Nintendo
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
6Table of Contents
- Competitive Landscape
- 9.9. Sony Corporation
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
- 9.10. Microsoft Corporation
- Company snapshot
- Key numbers
- Major game titles
- Initiatives
- Growth strategy
- Major Players Foraying into the Gaming Market
- Google
- Facebook
- Amazon
- Chapter 9
- Gaming Start-ups and Disruptors
- 10.1. Chopup
- 10.2. Omnidrone
- 10.3. Piranha Games
- 10.4. Nazara Technologies
- 10.5. Witching Hour Studios
- 10.6. Touchten Games
- 10.7. Steel Wool Studios
- 10.8. Playsnak
- 10.9. Flying Mollusk
- 10.10. Lucid Sight
- 10.11. Ironhide Game Studio
- 10.12. NGD Studios
7Table of Contents
- Gaming Start-ups and Disruptors
- 10.1. Chopup
- 10.2. Omnidrone
- 10.3. Piranha Games
- 10.4. Nazara Technologies
- 10.5. Witching Hour Studios
- 10.6. Touchten Games
- 10.7. Steel Wool Studios
- 10.8. Playsnak
- 10.9. Flying Mollusk
- 10.10. Lucid Sight
- 10.11. Ironhide Game Studio
- 10.12. NGD Studios
- 10.13. Google and Facebook
- Chapter 10
- Conclusion
- 10.1.Conclusion
- Chapter 11
- Appendix
- 11.1. List of tables
- 11.2. Research methodology
- 11.3. Assumptions
- 11.4. About Research On Global Markets
8Executive Summary I
- Global Digital Gaming Market
Global Digital Gaming Market Revenue (USD Bn)
- Overview
- The global digital gaming market is one of the
most thriving sectors in the global media and
entertainment industry. - The market is forecast to experience significant
expansion, at a CAGR of XX, and will reach USD
XX Bn by 2023 - The mobile gaming segment is the largest, having
generated USD XX Bn in 2017, followed by console
and PC games - The overall market trend shows a shift from brick
and mortar stores towards more digital purchases - Drivers
- Technological advancements and shift of network
from 2G to 4G will lead to an increase in
digitally-downloadable games, and other live
games of the MMO and eSports genres - The increasing prominence of cross-platform games
and 3D games is boosting the global digital
gaming market - The number of smartphone users are expanding at a
significant rate, which in turn is boosting the
mobile gaming market globally - The proliferation of smartphones and tablet PCs
is giving a considerable thrust to the global
gaming market
- Trends
- Game development companies are increasingly
considering digital distribution as the preferred
distribution channel as compared to physical
distribution channels - Digital distribution allows gamers to purchase
and download digital content for different gaming
platforms - Increasing adoption of eSports, especially in the
Asia-Pacific region, has bolstered growth of the
gaming industry - Currently, eSports is one of the areas in which
gaming companies are willing to make significant
investments, since the eSports markets revenue
increased by more than four times between 2013
and 2016, and could almost triple by 2021 - Challenges
- The investment crunch is one of the factors
posing a challenge to the mobile gaming industry - In the absence of funds, mobile gaming-based
start-ups have limited access to infrastructure
and talent - The biggest problem that the gaming industry
faces is the need for creation of new content to
keep existing audiences engaged - Securing users constantly is essential for gaming
companies to ensure that their earnings do not
dip - Gaming experts say that the industry has reached
a position where almost all possible genres and
methods of gameplay have been explored
Source Netscribes Analysis
9Executive Summary II
- Segmentation Based on Region
- The digital gaming market is segmented based on
region North America, Asia-Pacific, Latin
America, Europe, the Middle East and Africa - APAC is forecast to contribute XX of the total
revenue of the digital gaming market in 2023 - APAC is expected to witness the highest growth
rate through the forecast period of 2018-2023 - Most of APACs growth is to come from China, a
region where mobile gaming is becoming
increasingly popular - Mobile gaming is the dominant form of gaming in
the Latin American region - The mature market of North America is expected to
see console games as the largest segment
- Segmentation Based on Platform
- The digital gaming market is further segmented
based on platforms PCs, mobiles, and consoles - The mobile gaming segment was the largest, with a
market share of XX in 2017, and will be
expanding at the highest CAGR of 23.1
(2018-2023) among the three - The market is driven by revenue from
advertisements, affordability of mobile phones in
emerging markets, proliferation of the Internet,
and low entry barrier costs in gaming - The console gaming segment is expected to be the
second-largest one in the gaming market - It will be driven by the launch of
next-generation consoles and expanded digital
purchases - Research On Global Markets analysis predicts a
considerable shift from PC gaming, to mobile and
console gaming - The market share of PC gaming has witnessed a
fall over the years as the market is restrained
by factors like piracy, high cost of gaming PCs,
etc.
- Competitive Landscape
- In the competitive landscape, ten major gaming
companies have been profiled - Activision Blizzard
- Electronic Arts
- Take Two Interactive
- Ubisoft
- Zynga
- Tencent
- Nintendo
- GungHo Online
- Sony Corporation
- Microsoft Corporation
- The prominent trends among the top companies are
adoption of eSports, Virtual Reality (VR), and
digital distribution of games - The growth strategies of the companies include
organic expansion to develop older games and
improve their relationship with customers - Also, inorganic expansion by way of acquisitions
help companies venture into segments like mobile
games, and technologies like AR, VR, etc. - A snapshot of eight new-age gaming start-ups -
Chopup, Omnidrone, Piranha Games, Nazara
Technologies, Witching Hour Studios, Touchten
Games, Steel Wool Studios and Playsnak, Flying
Mollusk, Lucid Sight, Ironhide Game Studio, and
NGD Studios - is given, along with their funding
information, initiatives, and recently-released
games
10Global Market Trends
- Digital Distribution
- Delivering games digitally, instead of
distributing the same via retail/physical
channels, is the most prominent trend now - In digital distribution, the barriers to entry
are significantly low - Big gaming companies have created their own
platforms for digital distribution,
likes Steam, Origin, and Xbox Live Marketplace,
using which, gamers purchase and download digital
content for different gaming platforms
- Change in Gaming Devices
- Another key trend in the industry is the
evolution of gaming devices - Mobile games are quickly gaining popularity,
since more gamers are turning to their
smartphones and tablets for entertainment,
thereby facilitating digital distribution - Entry barriers in the mobile gaming industry are
lower than other platforms - As a result, major companies are investing in
mobile games. In 2016, Activision Blizzard
completed the acquisition of King Digital
Entertainment to expand on its opportunities in
mobile gaming
- Use of Communication Software and Virtual
Credits - Games are now being equipped with messaging and
video applications to allow smooth communication
in between games, across players - Developers are currently focusing on monetizing
content, by enabling virtual credit systems for
the sale of downloadable digital content within
games, or 'in-game purchases' like buying new
avatars, and purchase of extra levels, among
others
11Global Market Trends
- Adoption of eSports
- eSports is a form of competitive video gaming
where players compete with each other in an
online or live environment for a large number of
viewers - The most common genres of video game associated
with eSports are real-time strategy, combat, first
-person shooter (FPS), and multiplayer online
battle arena (MOBA) - Currently, eSports is one of the major areas that
gaming companies are willing to invest in, since
revenue from this market grew by more than four
times between 2013 and 2016, and might almost
triple by 2021
- Adoption of AR and VR Technologies
- AR and VR are new but essential trends in the
gaming industry, and it is actively being made
available to customers at affordable prices - VR is more about having a great gaming
experience rather than just playing a game - This leaves room for speculation with regard to
how successfully VR will be able to convert hours
of dedicated game-playing into a more immersive
gaming experiences - On the other hand, AR technology is easily
implementable, and its success is visible from
the popularity of Pokémon Go and Night Terrors
- Women and Non-Millennial Gamers
- There has been an enormous rise in the number of
female gamers. Since 2010, female gamers have
made up around half of all global gamers - In the U.S. - a leading gaming region - the
average age of gamers is 37 - Also, 31 of the video game-playing population
comprises adult women, while only 18 of the
gaming population are boys of ages below 18
12Distribution Channel Analysis
Distribution Channel Analysis Four Major
Companies
- With the dawn of the broadband Internet era, the
landscape of game distribution channels has
changed over the years - Major gaming companies like EA, Take-Two,
Activision Blizzard and Ubisoft are increasingly
shifting towards the digital distribution
channels, from the retail distribution channels - Clearly, digital distribution is a common growth
strategy for top players - It allows companies to make their products
available to consumers at minimal costs, thereby,
drastically lowering the total cost of developing
video games - Video game producers are focusing more on story
and content development, without worrying about
incurring massive costs on distribution channel
intermediaries - Gaming companies are also launching titles which
were previously available only on PCs and gaming
consoles - Games such as FIFA, Madden NFL, The Sims,
SimCity, and Star Wars are available across
mobile platforms and even as free, downloadable
versions for PCs - In addition to developers and publishers, digital
distribution benefits consumers by enabling them
to buy/play the games online without having to
purchase it through any retailer (online/BM) - They can download games directly through websites
like Steam, Origin, and others
- Revenue from the retail distribution of games for
the four major companies has declined, and
digital distribution channels have gained
prominence. In 2015, revenue from both channels
of distribution were almost equal, while in 2017,
it became clear that the future of the market was
in games downloaded over the Internet, and not so
much in games bought via retailers
Source Annual reports of the stated companies
13Global Digital Gaming Overview By Platforms
Market share of various platforms (2015, 2018,
and 2023)
- Mobile
- Mobile games was the largest segment of the 2018
global digital gaming market, accounting for XX
of the revenue - This segment is expected to expand at a CAGR of
XX during the 2018-2023 period, and is the
fastest-growing segment, globally - By 2023, the mobile gaming segment is forecasted
to hold on to largest market share
- Console
- Console games came after the mobile gaming
segment, with a revenue share of XX in 2018,
generating USD XX Bn - By 2023, revenue from the console gaming market
is forecast to reach USD XX Bn
- PC
- The PC games segment is next, but is expected to
experience a negative growth rate during the
forecast period (CAGR of XX) - Research On Global Markets analysis says that PC
gaming is likely to become the least preferable
form of gaming in the years to come. The market
revenue from PC gaming is forecast to come down
to USD XX Bn
2015
2018
2023
Source Netscribes Analysis
14Global Console Games Market Overview
Console games - global revenue (USD Bn)
- The first generation of console games were
introduced in the 1970s and had several hardware
shortcomings like lack of an audio port, etc. - Consoles have come a long way since then and have
become much more than a simple gaming device. - High-end devices like Xbox, PlayStations, and Wii
Switch have 3D graphics, Internet connectivity,
online playing options, and movie-watching
features. - Despite high purchase costs, and increasing
competition from the mobiles segment, launch of
next-generation consoles and expanded digital
purchases on the same will drive the market
forward.
Source Netscribes Analysis
15Global Console Games Market Overview
- Drivers
- Launch of new generation console
- The global console market is influenced
significantly by the launch of next-generation
gaming consoles - The major vendors in this segment are Sony,
Microsoft, and Nintendo. The last generation of
consoles were released in 2013, and since then,
the global console games market has seen a
decline, since the market has reached its
saturation point - Gamers want upgrades in console technologies, and
they look for enhanced audio-visual experiences
while gaming through consoles - Thus, the launch of next generation consoles will
propel the market - Increase in micro transactions/digital purchases
on consoles - Mirroring the global gaming market trends,
increased digital purchases on consoles will
drive the growth of console games - Advanced technology and features
- Use of advanced technology in consoles acts as a
significant driver for console games - New consoles come with better RAM, processing
units, motion sensors, and Internet connectivity - Live video streaming via Netflix, YouTube, etc.,
watching DVDs/ Blu-rays, online game playing,
browsing the Internet, among others, make these
the preferred consoles, as opposed to traditional
ones
- Challenges
- Competition from mobile and social gaming
- People are shifting to mobile gaming for its ease
of access and affordable pricing. Since 2007,
mobile apps have become more popular - Meanwhile, serious gamers are shifting to
PC-based games. All these put together, have
resulted in the contraction of the market size
for console games - High cost
- High initial investment on consoles (which has no
alternative use apart from gaming/ browsing)
creates a problem with regard to penetration in
developing economies like that of APAC, where
disposable income is less in comparison to
developed regions like North America and Europe - Since gaming/ browsing can be done using
PCs/mobile devices, consumers do not usually
invest in a dedicated gaming device like a
console - Inability to adopt eSports
- eSports is an emerging trend in the gaming
industry. Compared to PC gaming, consoles have
limited penetration in the eSports market - Console games have a small share in popular
eSports genres like fighting and sports, and in
that little share, the emphasis is more on
one-on-one gaming instead of MMO. This acts as a
significant deterrent for the growth of eSports
on consoles
16Major Platforms Overview North America
Revenue contribution based on platforms (North
America)
- Key highlights major platforms (North America)
- In North America, even though mobile gaming is
becoming increasingly popular, consoles are still
the biggest segment - During 2018-2023, the console gaming segment is
expected to expand at a CAGR of XX - Due to higher purchasing power of the people (the
average U.S. consumer spends over USD 2,000
annually on entertainment and media), compared to
developing regions like MEA or APAC (consumers in
Nigeria and India spend less than USD 50 annually
on entertainment and media), people here have
higher interest in investing in console games - Also, the last generation of consoles was
introduced in 2013. In 2018, console games
contributed a major share of around XX to the
gaming industry in the North American region.
Thus, when the next generation of consoles come
around in 2018-19, the demand for these games is
sure to soar again - Unlike APAC and MEA, where mobile games is the
dominating segment, it is the second largest
segment in North America, after consoles - Gamers in North America are willing to spend more
money on mobile games, compared to their Asia
Pacific counterparts, as the American
install-to-purchase (engagement and purchase
rate) engagement on mobiles games is almost XX
higher than in APAC - North Americas PC gaming revenue is expected to
expand at a stable CAGR of XX through 2018-2023 - Steam, which is one of the most significant
digital PC games portals, sells most of its games
in North America, followed by Europe and Asia.
League of Legends, Hearthstone Heroes of
Warcraft, Minecraft, and Overwatch are PC games
that people play the most in the U.S.
2018 USD XX Bn
2023 USD XX Bn
Source Netscribes Analysis
17Opportunity Areas Overview
- Gaming has moved forward from the conventional 2D
Arcade and TV video games, to advanced forms - Gaming companies are foraying into the domains of
eSports, Blockchain gaming, cloud gaming, and VR
and AR in gaming - A growing global audience and a top-tier talent
pool is pushing gaming companies to make
investments in these gaming domains.
eSports is drawing large audiences in recent
times, which in turn has opened up a plethora of
opportunities for media, gaming, and
entertainment companies
Blockchain gaming addresses all the problems that
the gaming industry has been facing for years
Cloud gaming enables gamers to play high-end
games on low-end machines
Players are more involved in VR-based gaming, as
it has the potential to create social experiences
1
2
3
4
18Virtual Reality, Augmented Reality, and Mixed
Reality
- Overview
- VR had been thought to possess great potential as
it could create social experiences while gaming - Players would be more involved in a VR based
gaming. VR gaming makes players feel as if they
belong to a scene rather than demonstrating
things. The simulation in VR gaming allows
players to see things from different angles and
perspectives - After cross analyzation of eSports engagement and
VR buying intention, it was found that there was
a strong correlation between them - near about
63 of all VR buyers were into eSports - Mark Liu, the chief executive of the worlds
largest chipmaker, Taiwan Semiconductor
Manufacturing, has said that there is great
demand from game console processors and gaming
graphics processing units for VR applications. He
also said that in the coming years, VR will be
embedded in peoples daily lives, thus changing
the way people communicate and interact, and
would increase productivity as well - The concept of mixed reality in gaming is also on
the rise. Mixed reality games enable gamers to
experience the real world with virtual objects.
The increasing adoption of wearable devices by
gamers is creating avenues for further
developments in this domain - Also, an increase in the demand for connected
devices, together with advancements in processing
technology and sensors, are driving the AR, VR,
and mixed reality market - Niantic came up with the worlds first
edge-enhanced mixed reality multiplayer
experience with its Codename Neon. It boasts of
a fully multi-tenant control plane that supports
zero-touch provisioning of edge cloud resources
as close to the players as possible
- Major Challenge Pace of Adoption
- VR seems to be stuck in its early-adopter phase,
with only the deeply-pocketed and most committed
users getting involved. The main factor blocking
the mainstream adoption of VR games seems to be
the dearth of compelling content - The only good triple-A titles compatible with
PSVR are Resident Evil and Gran Turismo Sport - The key takeaways from the annual survey
conducted by the Game Developers Conference
stated that there is a declining interest in VR.
It is a bit of a whiplash to the VR industry as a
whole - The vastly exciting technology, which was thought
it would break through and dominate everything
back in 2015 and 2016, could not garner much
attention. In 2017, it witnessed a slow rate of
adoption among consumers, which amounted to a big
reality check for VR gaming - Industry experts state that it is the interest in
VR that is dwindling. The number of developers
working on AR games is in a steady state, and
those who are already there in the business of
creating VR games do not expect it to be a
long-lasting market - The CEO of the studio CCP Games, Hilmar Veigar
Petursson, said that their company does not see
much of a future for VR gaming. They expected VR
to be two to three times as big as it was. Hilmar
said that their data showed that VR-based gaming
adoption was slow even among enthusiasts. With
hardware that is difficult to set up, absurd PC
requirements, and nearly no AAA titles to attract
the curious into the world of VR, it is
increasingly unlikely that the gaming industry
will see a significant shift to VR any time soon
19Virtual Reality, Augmented Reality, and Mixed
Reality Regional Insights
Europe
North America
- Research conducted by a global leader in games
and esports analytics at the end of the year 2016
on the European and North American countries,
stated that 11 of the online population across
the countries in Europe (aged 10-65) intended to
buy a Virtual Reality (VR) product in the next
six months - The research claimed that the buying intention
would be highest in Spain and Italy with
consumers in Belgium and the Netherlands staying
most skeptical about the new technology - It was also observed that 7 of this group, or
about 4 million people, were non-gamers. This
was proof that VR technologys reach was already
extending beyond gaming
- In the U.S., the intent to buy is a bit higher
than that of the European aggregate, with 12 of
the online population planning to buy a VR
product in the coming six months
LATAM
- Latin Americas new video game federation has
developers from eleven countries working together
to give a boost to the gaming market in the
region - The Argentinian studio, OKAM, formed in 2010,
came up with its first virtual reality title Ship
Ahoy!, a multiplayer nautical battler for HTC
Vive and Oculus Rift, on January 10, 2018 - The stakes for VR gaming is high in this region
with developers finally planning on making their
moves.
Asia-Pacific (APAC)
- According to the report by a global leader in
games and eSports analytics, spending on
augmented reality (AR) and VR will be humongous
for the Asia-Pacific region - The availability of new VR headsets such as
Mirage Solo from Lenovo and Oculus Go from
Facebook are expected to drive the adoption, as
well as content spending in 2018, and beyond - These headsets eliminate the need for pairing
with consoles or PCs, which used to drive the
costs higher for VR/AR experiences - The launch of the AR SDK platforms from both
Apple and Google are also expected to drive
spending on application developments and games
for mobile platforms - In 2018, VR games had the highest market share
out of all the applications of VR
20Company Overview Tencent
- Year of establishment 1998
- Headquarters Shenzhen, China
- Key people Ma Huateng (Chairman)
- Employee strength (2017) 44,796
- Industry Video games
- Ticker HKG 0700
- Website www.tencent.com
- Major game titles
- PUBG
- Arena of Valor
- Honour of Kings
- Ring of Elysium
- Wangzhe Rongyao
- Growth strategy
- Tencent Games plans to capture at least a third
of Indias gaming user base in two years by
making a humongous investment of USD 200 Mn - The company presented its new platform, Games
Without Borders (GWB), built by the Tencent
Institute of Games, to gather innovative ideas
from game developers around the world. Through
this platform, Tencent aims to foster, promote,
and protect outstanding games - Tencent introduced 26 new games in 2018. The
company is focusing on its gaming business to
drive growth - Major locations
- Asia, primarily Hong Kong and China
- North America
- Europe
- Key numbers (2017)
- Net revenue (FY ending Dec. 2017) USD 35.6 Bn
- Net revenue (until June 2018) USD 11.1 Bn
- Net margin () 33
- Gross margin () 49.2
- RoA () 15.1
- RoE () 33.2
- Major initiatives
- In 2018, Tencent invested USD 474 Mn in Shanda
Games. This move will bolster Tencents lead in
the local video gaming market - In 2018, the company folded yet another video
gaming company into its empire. Square Enix
signed a letter of intent to enter into a
strategic alliance with Tencent - Tencent, which partners with Epic Games to sell
in China, announced a new set of rules for
streaming games in the country in February 2019 - In May 2018, Tencent signed an MoU with Britain
to work closely with its cultural industries,
thereby deepening the co-operation between China
and Britain and setting the stage for Tencents
further international expansion - Recent initiatives
- In November 2018, Tencent Games announced a
collaboration with a Blockchain eSports platform
named SLIVER.tv to create a live eSports channel
that would feature streamers from Method, FaZe
Clan, and NRG. The channel would be powered by
Theta rewards, and the users would be able to buy
in-game upgrades and items using the Theta tokens
21Major Companies Foraying into the Gaming Market
- Google plans to unveil a new gaming hardware at
the Game Developers Conference in 2019. The
service will enable gamers to stream
console-quality games on a cheaper device - The company is likely to offer a Netflix for
games subscription service. The three-month demo
of Project Stream, which came to an end in
January 2019, enabled users to play Assassins
Creed Odyssey on their Google Chrome browsers on
Mac, Windows, Linux, and Chrome - However, it is believed that Project Stream was
just part of Googles broader gaming efforts,
Project Yeti - The plan for Project Yeti is to run
high-performance titles, on its own machines, and
then stream them to the devices owned by the
gamers - It has been said that Google had been beta
testing the full Project Yeti streaming service
internally. Reports say that the service will
also include an in-game chat function - The Project Yeti console, which is likely to be a
streaming-only device, is presumed to be cheaper
than dedicated gaming consoles, such as Xbox One
and PlayStation
- Facebook had released its first batch of Instant
Games back in 2016 in a closed beta version.
These games could be easily played without the
need for any additional downloads from the app
store - Recently, the company revealed that the daily
monthly active players had increased by more than
three times in 2018, and that there were over
6,000 games with over 20 Bn game sessions being
played - Facebook reported that it had experienced rapid
growth since March 2018, after the company opened
up the platform to all the developers - The company is aggressively expanding its gaming
system in multiple directions. Recently, it added
Play buttons, which directly link to Instant
Games, to more than 270,000 gaming groups that
serve over 90 Mn active users
- Amazon, which operates the largest video game
streaming service in the world with its Twitch,
is getting serious about video games - The company wants to take the video game
publishing industry to the cloud completely - News reports say that Amazon is working on
building a Netflix-like service for gaming. The
new service from Amazon is likely to allow
players to stream games without having to
download the individual titles
22Start-up Overview Disruptor
- Overview
- Description Flying Mollusk is a small
independent studio which aims to create
entertaining and impactful games by making use of
emerging technologies - Founded in - 2013
- Headquarters Los Angeles, California
- Website - www.flyingmollusk.com
- Industry - PC gaming
- Key Initiatives
- Flying Mollusks psychological thriller,
Nevermind, makes use of Affectivas emotion
recognition software to sense a gamers facial
expressions to detect signs of emotional
distress. Neverminds use of biofeedback makes
the game more challenging and surreal
- Overview
- Description Lucid Sight primarily focuses on
frontier gaming and its supporting technologies.
Their games are secured by the Ethereum
Blockchain - Founded in - 2015
- Number of employees 23
- Headquarters Los Angeles, California
- Website - www.lucidsight.com
- Industry PC and console gaming
- Funding Information
- Number of funding rounds 3
- Total funded amount (USD Mn) 10.5
- Number of investors 6
- Nature of funding VC and HNI
- Investor description BreakawayGrowth Fund, Salem
Partners, Rana Capital Partners - Key Initiatives
- The VR gaming start-up released a VR advertising
SDK to help other gaming companies effectively
monetize their VR games. It was founded to help
gaming companies focus on developing engaging,
free, high-quality VR games
Key People
Key People
Erin Reynolds Founder
Randy Saaf CEO
Octavio Herrera COO
Michael Annetta Lead VR Designer
23Appendix
Reporting The analyst then creates a report with
the support of his findings and analysis, with
help from an editorial team.
Problem identification The analyst identifies
key questions that he/she would like to address
from the market study. He/she describes the major
challenges that would help clients understanding
the industry, globally, or for a specific region.
Defining objectives The analyst then defines the
research objectives and methodologies which form
the basis of the research.
Information gathering The next stage of research
is conducted utilizing secondary and primary
sources of information. They conduct an in-depth
study of the global market, identifying and
understanding its key stakeholders, drivers,
trends, challenges, and opportunities, covering
major regions such as North America, Latin
America, Europe, Asia-Pacific, and the Middle
East and Africa. Primary research complements the
secondary research, as and when required, as it
helps gain insights from the industries directly,
by communicating with senior executives, key
opinion leaders, and independent consultants who
are experts in their industries, or specific
industry sectors.
Analysis The qualitative and quantitative
findings from the previous stages are brought
together by specialists to perform a rigorous
analysis. The regional market trends, drivers,
and opportunities obtained during the analysis
are compared with regional economic indicators,
sector growth rates, population index, etc., to
ensure consistency of the data. After consistency
is ensured, these historical and present
indicators help to understand how the market will
perform in the future. The proprietary
forecasting model factors in all these indicators
to predict the future market accurately.
24Appendix
- About Research on Global Markets
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effective decision-making and strategic
implementation.
25Disclaimer
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