120 PwC
Deal watch
• In April 2010, Reliance Big Entertainment Ltd. acquired
50% in Codemasters, a British developer and publisher of
video games, for an undisclosed sum.
• Rakesh Jhunjhunwala, the India-based private investor,
acquired a 30% stake in Krayon Pictures Pvt Ltd, the India-
based company engaged in making 3D animation films,
for an undisclosed consideration. With this investment,
Krayon Pictures will use the funds for its expansion.
Global outlook
The video game market in North America, EMEA (Europe,
Middle East, Africa), Asia Pacific, and Latin America will
expand from USD 55.5 billion in 2010 to USD 82.4 billion
in 2015, growing at an 8.2% compound annual rate. Asia
Pacific, with three of the top four countries in the world,
is the largest region, at USD 22.2 billion in 2010, and is
projected to be the fastest-growing region during the next five
years, increasing 11.8% on a compound annual basis to USD
38.7 billion in 2015. Online and wireless games, the fastest-
growing end-user components of the video game market,
constitute a larger share of total spending in Asia Pacific than
in other regions and consequently have a greater influence
on growth. EMEA, the second-largest region in 2010, with
USD 16.9 billion, is projected to grow by 6.2% compounded
annually to USD 22.8 billion. North America is projected to
increase from USD 15.2 billion in 2010 to USD 19.1 billion in
2015, growing by 4.6% on a compound annual basis. Latin
America is projected to grow to USD 1.8 billion in 2015 from
USD 1.3 billion in 2010, a 7.5% compound annual gain.
Table 9.13: Global video game market by component (USD millions)
Component 2006 2007 2008 2009 2010p 2011 2012 2013 2014 20152011–15 CAGR
Console games 20,04125,79330,69028,81728,06628,60529,62630,83232,32634,815
% change 7.9 28.7 19 -6.1 -2.6 1.9 3.6 4.1 4.8 7.7 4.4
Online games 5,458 7,5009,86611,85814,19016,32718,94521,97225,22428,396
% change 35.4 37.4 31.5 20.2 19.7 15.1 16 16 14.8 12.6 14.9
Wireless games 3,203 4,0155,5226,486 7,5278,4929,59510,65211,73512,684
% change 41.4 25.4 37.5 17.5 16 12.8 13 11 10.2 8.1 11
PC games 4,7464,6044,2973,9003,9023,794 3,7473,7073,637 3,574
% change 2.8 -3 -6.7 -9.2 0.1 -2.8 -1.2 -1.1 -1.9 -1.7 -1.7
Total end-user spending33,44841,91250,37551,06153,68557,21861,91367,16372,92279,469
% change 13.4 25.3 20.2 1.4 5.1 6.6 8.2 8.5 8.6 9 8.2
Advertising 660 1,032 1,361 1,5741,8452,075 2,3102,530 2,7652,967
% change 277.1 56.4 31.9 15.7 17.2 12.5 11.3 9.5 9.3 7.3 10
Total video games 34,10842,94451,73652,63555,53059,29364,22369,69375,68782,436
% change 15 25.9 20.5 1.7 5.5 6.8 8.3 8.5 8.6 8.9 8.2
Source: PwC global Entertainment & Media Outlook 2011-2015
The console game market will continue to be driven over the
next few years by new games being marketed for the current
generation of consoles: the Wii, Xbox 360, and PS3. The
latest handheld devices—the Nintendo 3DS, the PlayStation
Portable (PSP), and the PSP Go—also continue to support
the market. We expect that by 2015, the next generation of
consoles will begin to be introduced. This will spur renewed
growth in console games.
The online market will benefit from an increase in penetration
of broadband households combined with growing digital
distribution of content. The increasing popularity of
massively multiplayer online games (MMOGs), with their
subscription fees and microtransactions, is also aiding the
growth of the market. Casual and social network games are
further important components of the online market, helping
expand the demographic base and stimulate spending. Some
developers are shifting their attention from console games to
concentrate more on online games.
The growth of smartphones and tablets, such as the iPad,
with improved graphic capabilities, will raise the bar for
the quality of wireless games and will drive demand. At the
same time, new application stores that make the purchase
of games more user-friendly will increase the number of
gamers. The growth of third-generation/fourth-generation
(3G/4G) networks, with their faster speeds, will provide an
environment enabling wireless games to approach the quality
of console games.