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Connected Game Console Update – Dashboard
1.0 Notes on Methodology and Report Focus
1.1 Data Sources
1.2 Scope of Report
1.3 Definitions
2.0 Game Consoles: a Market Overview
2.1 The Current Generation of Consoles
2.2 Sales, Market Shares and Penetration
2.3 New User Interfaces - Motion Controllers and Kinect
2.4 Key Consumer Findings
3.0 Connected Consoles: Gaming
3.1 Growth of Connected Game Consoles
3.2 Online Multiplayer Gaming
3.3 Digital Distribution: Games and DLC
3.4 Virtual Worlds and Avatars
3.5 Game Advertising
3.6 Competing Gaming Services
4.0 Connected Consoles: Video, TV and Other Features
4.1 Overview of Non-Gaming Features
4.2 Digital Distribution
4.3 Blu-ray
4.4 3D Capabilities
4.5 Game Console as a Set-Top Box
4.6 Competing On-Demand Video Solutions
5.0 Opportunities and Threats for Service Providers
5.1 Consoles as a Way to Reach Non-Subscribers
5.2 Cord-Cutting
6.0 Gaming 2.0
6.1 Cloud-Based Gaming
6.2 User-Generated Content
6.3 Gamer Social Networks
6.4 Passes for Online Gaming
7.0 Market Forecasts and Strategic Recommendations
7.1 Market Forecasts: Console Sales
7.2 Market Forecasts: Content and Service Revenues
7.3 Strategic Recommendations
7.3.1 Manufacturers of Digital Home Products
7.3.2 Service Providers
7.3.3 Content Providers
7.3.4 Game Console Manufacturers