About Entertainment Software
Entertainment Software is becoming an integral part of the regular lifestyles in developed countries mainly due to the higher availability of disposable incomes. The entertainment software provides online audio, video and gaming consoles on the mobile screens, TV screens, other displays such as VRs or LEDs. Around 65% of the Americans are the regular consumers of this entertainment software who watch or play this software at-least once a day. Due to numerous technological advancements in entertainment software the global market is expected to grow at the highest rate.
Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
High Growth Market | Asia Pacific |
Unit | Value (USD Million) |
Entertainment Software is a fragmented market due to the presence of various players. The players are focusing on strategic activities like partnerships, mergers, and acquisitions which will help them to sustain in the market and maintain their competitive edge.The Players having a strong hold in the market are 2K Games, Tencent, Petroglyph Games, Sony Computer Entertainment, and Ubisoft Entertainment. Analyst at AMA Research estimates that United States Players will contribute the maximum growth to Global Entertainment Software market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
2K Games (United States), Tencent (China), Petroglyph Games (United States), Sony Computer Entertainment (Japan), Ubisoft Entertainment (France), Activision Blizzard (United States), Nexon (United States), Disney Interactive (United States), Electronic Arts (United States) and Nintendo (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are VideoLAN Corporation (France) and Lifescape, Inc. (United States).
Segmentation Overview
AMA Research has segmented the market of Global Entertainment Software market by Type (Music, Video, Gaming and Other), Application (Adult and Child) and Region.
On the basis of geography, the market of Entertainment Software has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). North America region held largest market share in the year 2023. Europe, on the other hand, stood as the second largest market due to the presence of key companies in the region and high technological advancement. If we see Market by Software Mode, the sub-segment i.e. Online will boost the Entertainment Software market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Increasing Adoption of Entertainment Software in the United States and Growing Interests in Live Gaming Experiences
Market Growth Drivers:
Robust Increase in Active Mobile users, Growing creation of subscription video services (SVOD) and Integration with AR and VR Technology
Challenges:
Volatile Consumer Preferences and Stringent Cyber Security Regulations might Stagnate Business Growth
Restraints:
Availability of Number of Substitutes across the Globe and Hardware Prerequisites such as Mobile Phones, Tablets might hamper the demand
Opportunities:
Focusing on Building Subscription Models around the Premium Contain will Maximize Profitability and Introduction to Virtual Reality and Artificial Intelligence enabled Applications
Market Leaders and their expansionary development strategies
In August 2019, City National Bank Acquired Entertainment Software Company. City National Bank, which is one of the most dominant financial services companies in the entertainment mecca of the world, has found a clever way to strengthen its business relationships and perhaps expand into new ones.
In March 2019, Space Junkies has been launched on March 26 when the open beta kicks off on PlayStation VR, Oculus Rift, HTC Vive, and Windows Mixed Reality. Running until March 25 and featuring full cross-play support, the open beta will be a chance to jump into four fast-paced PvP modes, in which you'll team with and hunt down other players, with full freedom of movement across several zero-G maps.
Key Target Audience
Entertainment Software Providers, Game Developers, Information Security Provides, Research and Development Institutes, Government Agencies and Others
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.