Document Controls

  • View a Print Friendly version of this document

    Print
  • Toggle highlighting of search terms in this document

  • Text Size: 

    • A (normal)
    • A (larger)
    • A (largest)

For Media & Entertainment Professionals

Primary Analyst Photo Document Information Rate this Document

February 21, 2006

North American Video Gaming: Surviving A Midlife Slowdown

by Paul Jackson

with Ted Schadler, Remy Fiorentino, Manuela Neurauter

This is an excerpt

Executive Summary

The US is the largest market for video games, worth some $10.5 billion in 2005. Almost half of US households own and play games on a PC, game console, or portable game player. But the video gaming industry is in the throes of a midlife crisis — facing aging consoles, layoffs, slower growth, and a disgruntled customer base. The industry is responding with major equipment upgrades, online gaming, new titles to reach non-gamers, and ad-supported online and console gaming.

TABLE OF CONTENTS

  • The State Of North American Video Gaming
  • The North American Video Game Market Will Grow Once Again

RECOMMENDATIONS

  • Microsoft And Sony: Gear Up For The Battle For North America
  • Supplemental Material
  • Related Research Documents

This is an excerpt

Buy Risk-Free

Price: US $499

Our Money-Back Guarantee: If you are not completely satisfied, return it for a full refund within three weeks of your online purchase.

Already a Forrester Client?
Log in to read this document.

Add to cart

Save and Share

Document Tools

Spread the word:

RESEARCH CATEGORIES

Industry

Media & Entertainment, Gaming

Geography

Asia Pacific, Europe, North America