New Report Available Video Games in South Korea


(MENAFNEditorial)

Free-to-play games are growing each year to dominate the video game market. Consumers are no longer feeling the need to pay for games because there are plenty of quality games available that cost nothing. As the age of consumer gets younger this tendency is becoming more significant. The monthly payment method can be a burden to teenager users. The hybrid business model in video games which has other means of sales such as item sales as the main source of revenue has become an alternative...

Euromonitor International's Video Games in South Korea report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2009-2013 allowing you to identify the sectors driving growth. It identifies the leading companies the leading brands and offers strategic analysis of key factors influencing the market - be they new product developments distribution or pricing issues. Forecasts to 2018 illustrate how the market is set to change.

Full Report Details at
 - http://www.fastmr.com/prod/912170_video_games_in_south_korea.aspx?afid=101

Product coverage: Digital Gaming Video Games Hardware Video Games Software.

Data coverage: market sizes (historic and forecasts) company shares brand shares and distribution data.

Reasons to Get this Report

 * Get a detailed picture of the Video Games market; * Pinpoint growth sectors and identify factors driving change; * Understand the competitive environment the market's major players and leading brands; * Use five-year forecasts to assess how the market is predicted to develop.

Euromonitor International has over 40 years' experience of publishing market research reports business reference books and online information systems. With offices in London Chicago Singapore Shanghai Vilnius Dubai Cape Town Santiago Sydney Tokyo and Bangalore and a network of over 800 analysts worldwide Euromonitor International has a unique capability to develop reliable information resources to help drive informed strategic planning.

Report Table of Contents:

VIDEO GAMES IN SOUTH KOREA
Euromonitor International
November 2014
LIST OF CONTENTS AND TABLES
Headlines
Trends
Competitive Landscape
Prospects
Category Data
Table 1 Sales of Video Games by Category: Value 2008-2013
Table 2 Sales of Video Games by Category: % Value Growth 2008-2013
Table 3 Sales of Video Games Software by Type: % Value Breakdown 2008-2013
Table 4 NBO Company Shares of Video Games: % Value 2009-2013
Table 5 LBN Brand Shares of Video Games: % Value 2010-2013
Table 6 NBO Company Shares of Video Games Hardware: % Value 2009-2013
Table 7 LBN Brand Shares of Video Games Hardware: % Value 2010-2013
Table 8 NBO Company Shares of Video Games Software: % Value 2009-2013
Table 9 LBN Brand Shares of Video Games Software: % Value 2010-2013
Table 10 NBO Company Shares of Digital Gaming: % Value 2009-2013
Table 11 LBN Brand Shares of Digital Gaming: % Value 2010-2013
Table 12 Distribution of Video Games by Format: % Value 2008-2013
Table 13 Distribution of Video Games Hardware by Format: % Value 2008-2013
Table 14 Distribution of Video Games Software by Format: % Value 2008-2013
Table 15 Forecast Sales of Video Games by Category: Value 2013-2018
Table 16 Forecast Sales of Video Games by Category: % Value Growth 2013-2018
Ncsoft Corp in Toys and Games (south Korea)
Strategic Direction
Key Facts
Summary 1 NCsoft Corp: Key Facts
Summary 2 NCsoft Corp: Operational Indicators
Company Background
Production
Competitive Positioning
Summary 3 NCsoft Corp: Competitive Position 2013
Executive Summary
in 2013 Toys and Games Continues To See Strong Value Growth
Sharp Growth in Construction Toys and Mobile Games Evens Out the Huge Decrease in Games for Pcs/macs
Ncsoft Corp Leads Toys and Games in 2013
Internet Retailing Plays Important Role in Toys and Games Distribution Structure
Toys and Games Expected To Register Positive Cagr at Constant 2013 Prices Over the Forecast Period
Key Trends and Developments
License Potential Is Growing With Government Support and Licensing Sources Are Becoming More Diverse
Toys and Games Products With Educational Function Gain Popularity Build Brand Power Through Reliable Consumer Reviews
Retail Distribution of Toys and Games Changes Slowly To Fit Market Trends
Market Data
Table 17 Sales of Toys and Games by Category: Value 2008-2013
Table 18 Sales of Toys and Games by Category: % Value Growth 2008-2013
Table 19 NBO Company Shares of Toys and Games: % Value 2009-2013
Table 20 LBN Brand Shares of Toys and Games: % Value 2010-2013
Table 21 Distribution of Toys and Games by Format: % Value 2008-2013
Table 22 Forecast Sales of Toys and Games by Category: Value 2013-2018
Table 23 Forecast Sales of Toys and Games by Category: % Value Growth 2013-2018
Definitions
Sources
Summary 4 Research Sources

About Fast Market Research

Fast Market Research is a leading distributor of market research and business information. Representing the world's top research publishers and analysts we provide quick and easy access to the best competitive intelligence available.  Our unbiased expert staff is always available to help you find the right research to fit your requirements and your budget.

For more information about these or related research reports please visit our website at http://www.fastmr.com or call us at 1.800.844.8156.

 


Legal Disclaimer:
MENAFN provides the information “as is” without warranty of any kind. We do not accept any responsibility or liability for the accuracy, content, images, videos, licenses, completeness, legality, or reliability of the information contained in this article. If you have any complaints or copyright issues related to this article, kindly contact the provider above.