Interactive games

Authors:
Ben Turner - PwC, Sydney
Hugh Ditchfield - PwC, Sydney
Rod Dring - PwC, Sydney

Market Definition:

This segment breaks down consumer spending on video games by component, including console, online, PC and mobile. It excludes spending on the hardware used to play the games, and revenues from console and PC are split by physical and digital.

PC games covers revenues from traditional, more complex PC games sales. The category includes sales revenues from retail and digital-download stores (Steam and Origin) and additional downloadable content.

Mobile gaming considers all revenues from playing games on a mobile device (tablet or mobile phone). It includes digital games sales, subscription services and associated virtual items.

The console category covers all revenues from playing games of any type on a games console (both in home and handheld). It includes game sales at retail, digital game sales, additional downloadable content (DLC) and subscription services.

Online gaming includes games played on a PC that require an internet connection. It covers subscription Massively Multiplayer Online (MMOs), free-to-play MMOs, casual games and social games.

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Introduction

Australian total market:
- 5 year historical revenues
- 5 year forecast revenues
- for 11 E&M segments

Methodology

Special feature:
Rise of the Individual: Privacy, Piracy, Data

A round-table discussion with
thought leaders:

- Timothy Pilgrim
- Samantha Yorke
- Jeremy Thorpe
- Simon Hackett

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The content of the free access plus:

Australia at a glance:
- 5 year historical advertising revenues
- 5 year forecast advertising revenues
- 5 year historical consumer revenues
- 5 year forecast consumer revenues

Global overview:
- 5 year historical and 5 year forecast revenues for global E&M market, advertising revenues and consumer revenues

Key global themes

Cross media ownership matrix

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Access to chapters and special features can also be purchased individually. Each chapter includes the sector brand map - a list of who owns what brands in the sector.

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The content of the free and the premium access plus:

Chapters:
- Chapters contain deeper analysis and commentary on each sector including additional graphs and tables

Books, Magazines, Filmed entertainment, Free-to-air TV, Interactive games, Internet, Music, Newspapers, Out-of-home, Radio, Subscription TV

Special features:
  • Privacy and Piracy
    A discussion of the issues
  • Dynamic analytics for enhanced decision making