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Follow on Google News | Recently released market study: Global Home Entertainment SoftwareFast Market Research recommends "Global Home Entertainment Software" from Datamonitor, now available
Scope of the Report * Contains an executive summary and data on value, volume and/or segmentation * Provides textual analysis of Global Home Entertainment Software's recent performance and future prospects * Incorporates in-depth five forces competitive environment analysis and scorecards * Includes a five-year forecast of Global Home Entertainment Software * The leading companies are profiled with supporting key financial metrics * Supported by the key macroeconomic and demographic data affecting the market Highlights * Detailed information is included on market size, measured by value and/or volume * Five forces scorecards provide an accessible yet in depth view of the market's competitive landscape * Market shares are covered by manufacturer or brand Reasons to Purchase * Spot future trends and developments * Inform your business decisions * Add weight to presentations and marketing materials * Save time carrying out entry-level research Market Definition The global home entertainment software industry includes publishers of home entertainment software and educational software used primarily in the home on personal computers or games consoles. It excludes revenues generated through pay-to-play online games, advertising sales from free-to-play online games, and other sources. The market value is calculated through retail sales price (RSP). Any currency conversions used in the creation of this report have been calculated using constant 2009 annual average exchange rates. For the purposes of this report, the global market consists of North America, South America, Western Europe, Eastern Europe, and Asia-Pacific. For more information or to purchase this report, go to: - http://www.fastmr.com/ Partial Table of Contents: TABLE OF CONTENTS EXECUTIVE SUMMARY 2 MARKET OVERVIEW 7 Market definition 7 Research highlights 8 Market analysis 9 MARKET VALUE 10 MARKET SEGMENTATION I 11 MARKET SEGMENTATION II 12 MARKET SHARE 13 FIVE FORCES ANALYSIS 14 Summary 14 Buyer power 16 Supplier power 17 New entrants 18 Substitutes 20 Rivalry 21 LEADING COMPANIES 22 Electronic Arts Inc 22 Microsoft Corporation 27 Nintendo Co., Ltd. 31 Sony Corporation 34 MARKET FORECASTS 38 Market value forecast 38 APPENDIX 39 Methodology 39 Industry associations 40 Related Datamonitor research 40 Disclaimer 41 ABOUT DATAMONITOR 42 Premium Reports 42 Summary Reports 42 Datamonitor consulting 42 LIST OF TABLES Table 1: Global home entertainment software market value: $ billion, 2005-09 10 Table 2: Global home entertainment software market segmentation I:% share, by value, 2009 11 Table 3: Global home entertainment software market segmentation II: % share, by value, 2009 12 Table 4: Global home entertainment software market share: % share, by value, 2009 13 Table 5: Electronic Arts Inc: key facts 22 Table 6: Electronic Arts Inc: key financials ($) 24 Table 7: Electronic Arts Inc: key financial ratios 25 Table 8: Microsoft Corporation: Table 9: Microsoft Corporation: Table 10: Microsoft Corporation: Table 11: Nintendo Co., Ltd.: key facts 31 Table 12: Nintendo Co., Ltd.: key financials ($) 32 Table 13: Nintendo Co., Ltd.: key financials (JPY) 32 Table 14: Nintendo Co., Ltd.: key financial ratios 32 Table 15: Sony Corporation: Table 16: Sony Corporation: Table 17: Sony Corporation: Table 18: Sony Corporation: Table 19: Global home entertainment software market value forecast: $ billion, 2009-14 38 LIST OF FIGURES Figure 1: Global home entertainment software market value: $ billion, 2005-09 10 Figure 2: Global home entertainment software market segmentation I:% share, by value, 2009 11 Figure 3: Global home entertainment software market segmentation II: % share, by value, 2009 12 Figure 4: Global home entertainment software market share: % share, by value, 2009 13 Figure 5: Forces driving competition in the global home entertainment software market, 2009 14 Figure 6: Drivers of buyer power in the global home entertainment software market, 2009 16 Figure 7: Drivers of supplier power in the global home entertainment software market, 2009 17 Figure 8: Factors influencing the likelihood of new entrants in the global home entertainment software market, 2009 18 Figure 9: Factors influencing the threat of substitutes in the global home entertainment software market, 2009 20 Figure 10: Drivers of degree of rivalry in the global home entertainment software market, 2009 21 Figure 11: Electronic Arts Inc: revenues & profitability 25 Figure 12: Electronic Arts Inc: assets & liabilities 26 Figure 13: Microsoft Corporation: Figure 14: Microsoft Corporation: Figure 15: Nintendo Co., Ltd.: revenues & profitability 33 Full Table of Contents is available at: -- http://www.fastmr.com/ About Datamonitor The Datamonitor Group is a world-leading provider of premium global business information, delivering independent data, analysis and opinion across the Automotive, Consumer Markets, Energy & Utilities, Financial Services, Logistics & Express, Pharmaceutical & Healthcare, Retail, Technology and Telecoms industries. Datamonitor's market intelligence products and services ensure that you will achieve your desired commercial goals by giving you the insight you need to best respond to your competitive environment. View more research from Datamonitor at http://www.fastmr.com/ About Fast Market Research Fast Market Research is an online aggregator and distributor of market research and business information. We represent the world's top research publishers and analysts and provide quick and easy access to the best competitive intelligence available. For more information about these or related research reports, please visit our website at http://www.fastmr.com or call us at 1.800.844.8156. End
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