Video Game Hardware, Software and Services

Online and Mobile Gaming Drives Console, Portable and PC Gaming Devices



The video game market is entering an unprecedented time of change. The console market is seeing a new generation of hardware. Online gaming is becoming the key mechanism for gameplay and delivery to the game-playing community. Mobile and handheld gaming/media platforms are expanding the market, and ABI Research sees the overall game hardware, software and services market growing to $66 billion by 2011.

This study examines all hardware platforms (console, handheld, PC), software markets (console, handheld, PC, mobile and online) and the online services gaming markets for each hardware category. Online gaming models are examined in depth, including the PC casual and MMO, console and handheld online gaming services, and the growth in overall gaming content and advertising markets. Quantitative forecasts are given for each hardware, software and services market across each gaming platform type from 2002-2011.


What Does This Report Answer?
  • How will online services change the face of gaming over the next five years?
  • Will PC gaming be saved by online gaming, in particular the MMO gaming market?
  • Which vendor will dominate the next generation of gaming consoles?
  • Will Microsoft launch a handheld gaming platform?
  • How will the video game software market change with the arrival of online video game delivery?
  • How big will the video game advertising market be?
  • When will the new console generation, beyond the class of 2005-06, emerge?
Who Needs This Report?
  • Video game hardware vendors
  • Gaming silicon providers
  • Game software providers
  • Consumer electronics vendors
  • Broadband service providers
  • Media and content providers interested on the impact of gaming on their markets
  • Investment and financial analysts
  • Mobile operators interested in video game markets


Scope of Study

Sources and Methodology

Notes

Section 1
Strategic Overview
1.1 The Business of Video Games
1.1.1 A Brief History of the Console Gaming Business
1.2 Video Game Economics
1.3 Game Industry Segments
1.3.1 Consoles
1.3.2 Handhelds
1.3.3 PC Gaming
1.3.4 Mobile Gaming
1.3.5 Online Gaming
1.4 Overall Gaming Market Forecasts

Section 2
Consoles
2.1 World War VII: The Seventh Generation Begins
2.2 The Last Generation: Sony Wins While Microsoft and Nintendo Established Battle Lines for the Future
2.3 Generation 7 Game Consoles
2.3.1 Next-Generation Console Processors: It Ain’t Just Big Transistor Counts
2.3.2 Xbox 360
2.3.2.1 Xbox 360 Technical Details
2.3.2.1.1 The Xenon Processor
2.3.2.1.2 Xenos GPU
2.3.2.2 The Two Versions of the Xbox 360
2.3.2.3 Xbox 360 Launch and 2006 Outlook
2.3.3 Sony PlayStation 3
2.3.3.1 PlayStation 3 Technical Details
2.3.3.1.1 The Cell
2.3.3.1.2 The RSX
2.3.3.2 PlayStation 3 Launch and 2006 Outlook
2.3.4 Nintendo Revolution
2.3.4.1 Avoiding the Space Race
2.3.4.2 Technical Specifications of the Revolution
2.3.4.3 Connectivity
2.3.4.4 Nintendo Online: The Virtual Console
2.3.4.5 Nintendo Launch and 2006 Outlook
2.4 Console Forecasts
2.4.1 Sixth Generation Consoles
2.4.2 The New Consoles: Seventh Generation
2.4.2.1 Why Sony’s Lead Will Shrink…
2.4.2.2 And Why Sony Will Still Win This Round
2.4.3 Looking Beyond This Generation

Section 3
Handheld Gaming
3.1 Nintendo Creates a Market
3.1.1 Spinoffs Contribute to Gameboy’s Successful Run
3.2 The New Generation of Handhelds
3.2.1 The Nintendo DS
3.2.1.1 Nintendo DS Technology and Features
3.2.1.2 Nintendo DS Market Results
3.2.1.3 The DS Lite
3.2.2 Sony PlayStation Portable
3.2.2.1 PSP Technology and Features
3.2.2.2 PSP as a Media Player
3.2.2.3 PSP Market Results
3.2.3 Will Microsoft Release A Handheld Gaming Device/Media Player?
3.2.3.1 The Xboy?
3.3 Market Forecasts

Section 4
PC Gaming
4.1 PC Gaming Overview
4.2 Why Is the Traditional PC Gaming Market in Decline?
4.3 The Future of PC Gaming
4.3.1 Game Distribution is Changing
4.3.1.1 Steam from Valve Software
4.3.1.2 GameTap
4.3.1.3 GameFly
4.4 PC Gaming and Windows
4.4.1 The Future of Windows Game Programming: XNA
4.5 PC Game Graphics
4.5.1.1 ATI Technologies
4.5.1.2 NVIDIA
4.6 PC Gaming Accessories
4.7 PC Gaming Software Forecasts

Section 5
Mobile Gaming
5.1 Mobile Gaming Overview
5.1.1 The Evolution of Mobile Gaming: From Porting to Ready Made
5.1.2 Limitations of the Mobile Gaming Platform
5.1.3 Programming Languages and Execution Environments for Mobile Gaming
5.1.3.1 Java and J2ME
5.1.3.2 BREW
5.1.4 An Open Mobile Gaming Architecture Standard Is on the Way
5.2 Mobile Gaming Forecasts
5.2.1 Mobile Gamers World Forecast
5.2.2 Mobile Game Download World Forecasts
5.3 Vendor Profiles: Major Players in the Mobile Games Environment
5.3.1 Digital Bridges/I-play
5.3.2 Digital Chocolate
5.3.3 Electronic Arts/Jamdat
5.3.4 Gameloft
5.3.5 iFONE
5.3.6 InFusio
5.3.7 Infospace
5.3.8 Mforma
5.3.9 Namco
5.3.10 Real Networks

Section 6
Online Gaming
6.1 Online Gaming: THE Gaming Growth Engine for the Next Decade
6.2 Online Gaming: Both a Delivery and Game-Play Model
6.2.1.1 Gaming Demonstrates Key New Deliverable of Online Game Play
6.3 Web-Based and Downloadable Casual Games
6.3.1.1 Revenue Models
6.3.1.1.1 Try Before You Buy
6.3.1.1.2 Subscription
6.3.1.1.3 Advertising Supported Gaming
6.3.1.1.4 Skill-Based Gaming
6.3.1.2 Casual Game Industry Structure and Dynamics
6.3.1.2.1 Low Barriers to Entry and Gaming Cost
6.3.1.2.2 Publishers Not as Crucial, But on the Rise
6.3.2 Web-Based Casual Game Technologies
6.3.2.1 Director Shockwave/Shockwave 3D
6.3.2.2 Java
6.3.2.3 Macromedia Flash
6.3.2.4 Wild Tangent
6.3.3 Casual Gaming Company Profiles
6.3.3.1 AOL Games
6.3.3.2 AtomShockwave
6.3.3.3 Big Fish Games
6.3.3.4 Gamehouse
6.3.3.5 iWin
6.3.3.6 Pogo
6.3.3.7 Popcap
6.3.3.8 Real Networks Real Arcade
6.3.3.9 Wild Tangent
6.3.4 PC-Based Casual and Web Games Forecast
6.4 Online Multiplayer PC Gaming and MMOs
6.4.1 MMOs
6.4.1.1 How MMOs Differ from Typical PC and Console Gaming
6.4.1.2 MMOs: The Savior of PC Gaming
6.4.1.3 China and South Korea Leading the Way in MMOs
6.4.2 MMO Forecasts
6.5 Online Consoles and Handheld Gaming
6.5.1 Microsoft Xbox Live
6.5.1.1 Xbox Live and the Xbox 360
6.5.1.2 MMOs and Xbox Live
6.5.1.3 PC to Xbox 360 Inter-Play
6.5.1.4 AT&T and MMO Support for Xbox Live
6.5.2 Nintendo Wi-Fi Connection
6.5.2.1 Nearing 1 Million Users
6.5.2.2 Service Details
6.5.2.3 Free to Play on DS; May See Fee for Some Revolution Games
6.5.3 Sony Network and Online Gaming
6.5.3.1 PlayStation Portable and Online Game-Play
6.5.3.2 PlayStation 2 and Online Game-Play
6.5.3.3 PlayStation 3 and Online Game-Play
6.6 Console and Handheld Online Gaming Forecasts
6.7 A Word About Gaming for Set-Top Boxes

Section 7
Software
7.1 Video Game Industry Profits: It’s About the Software, Stupid!
7.2 What Is Driving the Costs of Game Development?
7.2.1 Industry Consolidation Will Accelerate Due to Rising Costs of Game Development
7.2.2 It’s a Hits Business
7.3 Major Game Publishers
7.3.1 Electronic Arts
7.3.2 Activision
7.3.3 Konami
7.3.4 Microsoft Game Studios
7.3.5 Nintendo
7.3.6 Sony
7.3.7 Ubisoft
7.3.8 Vivendi Universal
7.4 Gaming Software Forecasts Section 8
Video Game as Media Hub and Advertising in Video Games
8.1 Gaming Console as an Entertainment Hub
8.1.1 Sony PlayStation 3
8.1.1.1 The Cell
8.1.1.2 Networked Media Hub
8.1.1.3 Blu-ray and High Definition Support
8.1.2 Microsoft Xbox 360
8.1.2.1 Networked Entertainment Hub
8.1.2.2 High Definition Support
8.1.3 Nintendo
8.2 Advertising in Video Games
8.2.1 Web-Based PC Game Advertising
8.2.2 Advergames
8.2.3 Online Console Advertising
8.2.4 New Video Game Ad Company Profiles
8.2.4.1 Wild Tangent
8.2.4.2 Double Fusion
8.2.4.3 IGA Worldwide
8.2.4.4 Massive Inc
8.2.5 Video Game Advertising Forecasts

Appendix A
Company Directory


Appendix B
Acronyms
Charts and Figures
  • AAA Game Development Cost (Less Marketing), World Market: 1985 to 2011
  • Total Video Game Revenue (Hardware, Software, Services), World Market: 2000 to 2011
  • Total Console Shipments by Generation, World Market
  • Xbox 360 Technical Details
  • PlayStation 3 Cell and RSX Technical Details
  • Revolution Technical Details
  • Total 5th to 8th Generation Console Shipments by Region, World Markets: 2000 to 2011
  • 6th Generation Console Shipments by Console, World Market: 2000 to 2011
  • 6th Generation Console Shipments by Region, World Markets: 2000 to 2011
  • 7th Generation Console Shipments by Console, World Market: 2000 to 2011
  • 7th Generation Console Shipments by Region, World Markets: 2000 to 2011
  • 7th Generation Console Revenue by Console, World Market: 2000 to 2011
  • 8th Generation Console Shipments by Region, World Markets: 2000 to 2011
  • PlayStation 3 Cell
  • Nintendo Revolution
  • Market Share for New Generation of Handhelds (DS and PSP), World Market: 2005
  • Handheld Gaming System Shipments by Model, World Market: 2000 to 2011
  • Handheld Gaming System Shipments by Region, World Market: 2000 to 2011
  • Nintendo DS
  • Sony PlayStation Portable
  • Steam Interface from Valve Software
  • PC Retail Game Software, MMO, and Downloadable Game Revenue, World Market: 2000 to 2011
  • PC Retail Game Revenue by Source, World Market: 2000 to 2011
  • Mobile Downloadable Game Revenue, World Market: 2004 to 2011
  • Online Gaming Revenue, World Market: 2000 to 2011
  • Web-Based and Downloadable Games Differences
  • PC Casual Gaming Revenue, World Market 2000 to 2011
  • MMO Table
  • Online Console and Handheld Revenue, World Market: 2002 to 2011
  • Present Status for Game Delivery
  • New Paradigm for Game Delivery
  • Transistors in PC and Next Generation Console CPUs, World Market: 1982 to 2006
  • Total Video Game Software Revenue, World Market: 2000 to 2011
  • Video Game Software Industry Structure
  • Escalating Cost of AAA Game Development
  • Total Video Game Software Revenue, World Market: 2000 to 2011
  • AAA Console Game Development Costs, World Market: 1985 to 2011
  • Total Video Game Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Console Shipments by Generation, World Market, 1971 to 2011
  • Hardware and Software Console Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Total 5th to 8th Generation Console Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2000 to 2011
  • 6th Generation Console Shipments by Console, World Market: 2000 to 2008
  • Xbox Shipments by Region, World Markets: 2001 to 2006
  • PS2 Shipments by Region, World Markets: 2000 to 2008
  • GameCube Shipments by Region, World Markets: 2001 to 2006
  • 6th Generation Revenue by Console, World Market: 2000 to 2008
  • Xbox Revenue by Region, World Markets: 2001 to 2006
  • PS2 Revenue by Region, World Markets: 2000 to 2008
  • GameCube Revenue by Region, World Markets: 2001 to 2006
  • 7th Generation Console Shipments by Console, World Market, Moderate and Aggressive Forecasts: 2005 to 2011
  • Xbox 360 Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2005 to 2011
  • PS3 Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2005 to 2011
  • Revolution Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2006 to 2011
  • 7th Generation Console Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2005 to 2011
  • 7th Generation Console Revenue by Console, World Market, Moderate and Aggressive Forecasts: 2005 to 2011
  • Xbox 360 Revenue by Region, World Markets, Moderate and Aggressive Forecasts: 2005 to 2011
  • PS3 Revenue by Region, World Markets, Moderate and Aggressive Forecasts: 2006 to 2011
  • Revolution Revenue by Region, World Markets, Moderate and Aggressive Forecasts: 2006 to 2011
  • 7th Generation Console Revenue by Region, World Markets, Moderate and Aggressive Forecasts: 2005 to 2011
  • 8th Generation Console Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2010 to 2011
  • Portable Shipments by Generation, World Market, Moderate and Aggressive Forecasts: 2002 to 2011
  • Topline Portable Shipments by Model, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Topline Portable Revenue by Model, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Topline Portable Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2000 to 2011
  • Topline Portable Revenue by Region, World Markets, Moderate and Aggressive Forecasts: 2000 to 2011
  • Nintendo DS Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2004 to 2011
  • Nintendo DS Revenue by Region, World Markets, Moderate and Aggressive Forecasts: 2004 to 2011
  • PSP Shipments by Region, World Markets, Moderate and Aggressive Forecasts: 2004 to 2011
  • PSP Revenue by Region, World Markets, Moderate and Aggressive Forecasts: 2004 to 2011
  • Portable Top-Level Software Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Top-Level PC Gaming Software Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • PC Gaming Retail Software, Online Gaming Fees, and Downloadable Game Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Mobile Gamers by Region, World Markets, Moderate and Aggressive Forecasts: 2004 to 2011
  • Mobile Game Downloaders by Region, World Markets, Moderate and Aggressive Forecasts: 2004 to 2011
  • Mobile Games Downloaded by Region, World Markets, Moderate and Aggressive Forecasts: 2004 to 2011
  • Mobile Game Download Revenue by Region, World Markets, Moderate and Aggressive Forecasts: 2004 to 2011
  • Online Gaming Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2014
  • Online Casual Gaming Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2015
  • Online Casual Gaming Downloadable Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Online Casual Gaming Web-Based Ad Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Online Casual Skill-Based Gaming Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Online Casual Gaming Subscription Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Online Casual Gaming Advergaming Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Online MMO PC Gaming Paid Subscribers, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Online MMO PC Gaming Subscriber Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Online Gaming Console-Specific Services Revenue, World Market, Moderate and Aggressive Forecasts: 2002 to 2011
  • Console Subscription Revenue, World Market, Moderate and Aggressive Forecasts: 2002 to 2011
  • Console Casual Game Revenue, World Market, Moderate and Aggressive Forecasts: 2005 to 2011
  • Console Micropayments Revenue, World Market, Moderate and Aggressive Forecasts: 2005 to 2011
  • Console Downloadable Full-Console Game Revenue, World Market, Moderate and Aggressive Forecasts: 2006 to 2011
  • Console Gaming Software Revenue by Generation, World Market, Moderate and Aggressive Forecasts: 2002 to 2011
  • 7th Generation Console Software Shipments by Console, World Market: 2005 to 2011
  • 7th Generation Console Software Revenue by Console, World Market: 2005 to 2011
  • Portable Gaming Software Shipments by Portable Console, World Market: 2000 to 2011
  • Portable Gaming Software Revenue by Portable Console, World Market: 2000 to 2011
  • Retail PC Gaming Software Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Retail and Downloadable PC Software Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • PC and Console Downloadable Software Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • Total Video Game Software Revenue, World Market: 2000 to 2011
  • Total Game Advertising Revenue, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
  • PC and Console Based Advertising, World Market, Moderate and Aggressive Forecasts: 2000 to 2011
Report Code: RR-GAME

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Number of Pages: 115
Number of Tables, Charts and Figures: 65
Deliverable Formats:
Price: Login
Release Date: 1Q 2006


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Research Report
Console and Handheld Online Gaming