Albany, NY -- (SBWire) -- 09/17/2014 --The majority of US adults now play video games on at least one platform, and the majority of gamers play on at least two. The shift toward digital distribution, comparatively new monetization strategies, such as the free-to-play model, and supplemental premium content, however, have made long-term engagement a critical component of a game’s profitability.
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Table of Content
Scope and Themes
What you need to know
Definition
Data sources
Consumer survey data
Abbreviations and terms
Abbreviations
Terms
Executive Summary
Overview
The market
Figure 1: Video game platforms used most often, June 2014
Gaming platforms used
Figure 2: Platforms used to play video games, June 2014
Key players
The consumer
Figure 3: Incidence of playing video games on any platform, by gender and age, June 2014
Gamers’ common frustrations
Figure 4: Consumers’ frustrations with gaming, June 2014
What we think
Issues and Insights
Gamers span a diverse demographic profile
The issues
The implications
The cost of video games and gaming hardware
The issues
The implications
Mobile gaming: Explosive growth with monetization challenges
The issues
The implications
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Market Drivers
Key points
71.5 million people watched eSports worldwide in 2013
Smartphones and tablets boost gaming
Faster internet speeds to drive online gaming, digital distribution
Leading Companies
Key points
Electronic Arts
Sony
Activision/Blizzard
Microsoft
Nintendo
Rovio
Square Enix
Sega
SuperCell
Valve
Innovations and Innovators
The evolution of cloud gaming
Figure 5: Titanfall – Frontier’s Edge, August 2014
Crowdsourcing video game development
Video games to treat mental-health problems
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Gamers and Gaming Industry Share in US 2014
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