Game Consoles and Handhelds Converge

1Q 2013 | Application Analysis Report | AN-1176 | 28 pages | 10 tables | 2 charts | 11 figures | PDF

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Table of Contents

  • 1. GAME CONSOLE INNOVATION ACCELERATES
    • 1.1. Setting the Stage: Where the Big Three Are Today
      • 1.1.1. Consumer Example
      • 1.1.2. Nintendo Consoles (Wii and Wii U)
      • 1.1.3. Nintendo Handhelds
      • 1.1.4. Microsoft Console (Xbox 360)
      • 1.1.5. Sony Consoles (PS2 and PS3)
      • 1.1.6. Sony Handhelds
    • 1.2. Topline Expectations (Forecasts)
  • 2. ESTABLISHING A NEW GAME CONSOLE ORDER
    • 2.1. Game Consoles
      • 2.1.1. PlayJam (GameStick)
      • 2.1.2. Lenovo (Eedoo CT-310, CT-510, CT-520)
      • 2.1.3. Microsoft (Xbox) and Sony (PlayStation)
      • 2.1.4. Onlive
      • 2.1.5. Ouya
      • 2.1.6. Valve (Steam Box)
      • 2.1.7. Tommo (NEOGEO X Gold)
      • 2.1.8. Snakebyte (unu)
    • 2.2. Handhelds
      • 2.2.1. Archos (GamePad)
      • 2.2.2. GCW (Zero)
      • 2.2.3. NVIDIA (Shield)
      • 2.2.4. Razer (Razer Edge PC)
    • 2.3. Cloud Platforms
  • 3. GAME MARKET STILL MICROSOFT'S, NINTENDO'S, AND SONY'S TO LOSE
    • 3.1. Incumbent Game Consoles
    • 3.2. New Entrant Game Consoles
    • 3.3. Incumbent Handheld Gaming Consoles
    • 3.4. New Entrant Handheld Gaming Consoles
    • 3.5. Never a Better Time to Be a New Entrant


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