A perspective research on global trends of the game market
(part 1) an overview of 2001-2010 trends in Japan, North America and Europe
This report describes video game market trends
by data on Japan, North America, and Europe, in
2001-2010 (based on “Famitsu Game Hakusyo
2005 ,..,2011”) and shows the main factors of the
In this paper, the global video game market
includes 1) household games, 2) online games, 3)
mobile phone games and 4) pc package games. In
2004-2009, market size and share of 2)& 3) increased
and l)’s share decreased. Though 1) kept the major
portion of the video game market, the market size
increased to the 2008 peak, then decreased.
In Japanese market analysis, in addition to above
1), 2) & 3) categories, 4) commercial games and 5)
social games are applied. 4) decreases but 5) is
highly growing to almost exceed the household game
market size in 2011 /1st, 2nd quarter.
NDS and Wii, evolutional game consoles,
intended to expand gaming population (*I) achieved
the peak of household game market in 2008 in the
world, but it shrinks now. Recent market trends are
the shift on delivery method from package type to
online type and the shift on business model from
fixed-fee model to freemium model.
There seem to be two reasons for these trends.
One is the 6 years model-change timing of game
consoles. And the other is the shift of user’s taste to
the new play style known as “social game”. Therefore
the recent game market trends might continue to
shrink traditional household game market.
ソーシャルゲーム、ゲーム市場、NDS,Wii, freemium model