Games Investor Consulting - Games Industry Business Intelligence


 


Market data


GIC tracks the growth and development of the global games industry and its numerous sub-sectors, maintaining extensive databases covering games development, publishing, tools, middleware, outsourcing, casual gaming and MMOG/virtual world markets, and track financial transactions across the global industry.

 

By combining bottom up analysis from our databases and top-down analysis from our historic market projections, GIC can provide comprehensive, accurate market sizing and projections in all major areas of the industry.

 

We also gather data from proprietary and third party research. GIC undertakes survey-based primary research and has carried out hundreds of detailed interviews to date with senior executives at games companies in Europe, North America and Asia. We also track company start-ups, growth, disposals and liquidations.

 

This background research allows us to write comprehensively on most sub-sectors of the games industry. Subsequently, we have provided the following to our clients in this area:


Market values and 5 year projections by platform and major retail/network sub-sectors
Development expenditure in major games territories
Market structure, trend profiles and analysis
Impact analysis of technology, globalisation, government assistance and market cycles
Business model profiles, performance metrics and company valuation ranges
Value chain profiles and analysis
Demographic data
Market leader and innovator profiles
Marketing and monetisation best practice
A wide range of profiling and analysis capabilities

 

On the right is an example of one of our ground-breaking market reports.

 


THE KEY AREAS OF OUR RESEARCH AND MARKET ANALYSIS WORK ARE:




CASE STUDY


The 2004 Online Gaming Report


Client: Screen Digest


Date: 2004

 

Brief: GIC pitched Screen Digest a major report on the structure, constitution, commercial models, major players and projected growth of the Western online games market. In 2004, the online games market was relatively nascent, and largely ignored by the mainstream games industry. It was to be the first major report to assess the casual browser games market and, also, uniquely, covered the business models employed in the burgeoning hard-core multiplayer and massively multiplayer games market.


Time frame: 2004


Deliverables: GIC wrote an 84 page report which defined the market, described the addressable markets and demographics, looked at the browser-based, MMOG, online boxed market and online games delivery market segments. We profiled how commercial models worked for these segments and profiled selected companies.

 

Result: This report was the first major comprehensive report on the online games market which was followed by a long line of reports from other organisations.


Link: View report