Starting in 2012, growth in the sector’s worldwide turnover should again.This stagnation is primarily due to hardware segments that are entering a transition.The video game industry (hardware + software), after minimal growth between 2008Īnd 2009 (+0.1%), should experience a drop, also minimal, between 20 (.Game On Demand or Cloud Gaming, a new, key phase in digitisation.Mobile telephony players must develop their own digital ecosystems.Digitisation paves the way for competition and mobile platform convergence.Publishers have everything to gain by converting their catalogues, ready for digital.Physical distribution must also go digital.
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Stores worldwide, is one example, alongside its French subsidiary, Micromania. GameStop in the United States, the world’s leading retail chain, with more than 6 100 Shop, rather than as an app store that is independent from the retail brand’s website. Serves as an additional source of revenue, offering a sideline service to the physical For the time being, this new focus merely
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Retailers are now investing in digital distribution. Industry’s turnover comes from games sold on cartridge, CD and DVD, yet major physical In 2010, IDATE estimates that 62% of the video game How will retailers muscle their way into digital distribution? The video game retail.Them global names in digital video game retailing. Have valuable assets to offer which could, in the medium term, ceteris paribus, make Will console manufacturers change trades? The three leading console makers all.
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Players in the video game market face a number of challenges: Its likely success should see the sale ofĭigital games generate almost two-thirds of the sector's revenues by 2014. Main findings: impact of digitisation along the value chainĭigitisation is making steady inroads into the world of video gaming primarily because of theĪpp stores currently being deployed on all platforms.