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The leisure gaming sector is experiencing deep and disruptive changes in its business models, distribution, industry and platforms. Staying “in the game” requires a strategic grasp of the rapidly shifting game-plays animating this lucrative and evolving global market.

Gain the upper hand in the dynamic, competitive universe of games media with our substantive coverage and rigorous tracking of the global interactive leisure software marketplace.
Insights

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  • Jack Kent, Piers Harding-Rolls | August 10, 2018
    Epic Games has released its battle-royale version of Fortnite on Android, but isn’t doing so via the Google Play store. The game will be made available through a downloader accessed on Epic Games’ site, thus allowing it to sidestep the 30% revenue share applied to any purchasing occurring via distribution on Google Play.
  • Chenyu Cui | August 07, 2018
    The Chinese PC online-gaming market experienced a minor yearly increase of 3.2% in 2017, and that growth was entirely driven by Tencent’s legacy titles and Kingsoft’s JX 3 series. The PC games business of other major publishers suffered significant decline. PUBG, meanwhile managed to sell 17 million copies in China via Steam even before the game had been officially launched in the country, highlighting how battle-royale games have replaced MOBA in terms of market attention and industry investment.
  • Chenyu Cui | August 02, 2018
    Sony held a PlayStation press conference during Asia biggest games conference, ChinaJoy, to present a series of blockbuster games ready for its PS4 console and the Chinese market.

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Complete and up-to-date market data, information and analysis on the global interactive leisure software marketplace. Coverage includes well-established games markets such as consoles and handhelds, digital games and subscription services, as well as emerging areas including eSports and virtual reality. Also provides extensive visibility into the Asia games markets.
Comprehensive coverage of the games sector, providing ongoing access to a continuous flow of research across geographies, topics and platforms. Coverage includes a tactical by territory view of games content and games hardware opportunities by each and every segment of the market with Industry competitive dynamics including: company and title performance, content pricing, funding and acquisition analysis.

Reports

Reports View All (155)

  • Icon Tim Westcott | August 03, 2018
    The Media & Technology Digest provides a monthly analysis of the key trends and innovations shaping the global technology landscape. Written by our senior analysts the digest includes a detailed focus on key industry hot topics, analysis of all major industry and product announcements with in-depth examinations of significant industry trends.
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  • Steve Bailey | July 25, 2018
    With Q2 being our first full quarter of coverage in this series of reports, a number of trends have emerged in terms of discounting activity. First is that PS4 stands highest in terms of number of games discounted, by some margin.
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  • Chenyu Cui | July 18, 2018
    Tencent’s PC segment displayed strong recovery this quarter, with an increase of 18.4%, expanding its market share to 71%. Dungeon & Fighter (DNF) was the main growth driver thanks to a Lunar New Year update.
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Data

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Presentations

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Press Releases

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Analysts View All (6)

  • Icon Director – Research and Analysis Director, Games, IHS Markit
    Mr. Piers Harding-Rolls is a director of Research and Analysis Games at IHS Markit, focuses on the evolution of games.
  • Icon Principal Senior Analyst, Games, IHS Markit
    Steve Bailey is a principal senior analyst for Games at IHS Markit.

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