- Access & Entertainment Services
- Test cat
- Advertising
- Connected Home Sys. & Srvcs
- Digital Living Overview
- Digital Health
- Digital Home Support Services
- Digital Media
- Mobile and Portable
Core Research Areas
Related ResearchPrimary ResearchConsumer Research ProjectsWhite PapersRegister to download free white papers.NewslettersReceive regular updates to your email.
| Connected Game Console UpdateDownload Table of Contents (PDF) 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
Xbox 360 Retail Configurations Publish Date: 4Q 2010 Pages: 81 Authored By: Pietro Macchiarella - Research Analyst
Executive Editor: Tricia Parks |