Games on connected TVs: an industry readies Itself to execute

August 08, 2012  | Subscribers Only

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Worldwide consumer spending on video games on connected TVs is forecast to grow rapidly to $1.6 billion in 2016, from $88 million in 2012, driven by a combination of exploding adoption of Internet-enabled TV devices, dismantling of market hurdles across hardware capability, user interface and middleware fragmentation and rising availability of free-to-access games.

Tables and charts included:

  • Games spend on connected TV devices and platforms to 2016 ($m);The battleground for TV based OTT services: Devices serving and controlling the primary screen;Connected TV games store content and revenue value chains;OEM versus operator platform strengths and weaknesses;Expected games content and delivery mechanism evolution on connected TV platforms;Company types and major players in the current content value chain;Comparison of OEM and third-party games distribution platforms;PlayJam's positioning;World connectable TV devices (m units);World connected TV devices (m units);2011 world connected TV device/platform share;2016 world connected TV device/platform share;World connected TV devices exposed to games content;2011 CE manufacturer IETV shipment share;2011 games spend on connected TV, device type share;2016 games spend on connected TV, device type share;2012 games spend on connected TV, regional share;2016 games spend on connected TV, regional share;Share of spend by business model (per cent);Convergence trend for TV, STB and Application processor;Functional Integration path, TV/STB/TCON/Apps;TV/OTT STB SoC roadmap 2009-2016;Example TV, OTT Chipset specs;Total remote controls, by device type (m);Functionality of current remote control types;Remote Control: Price of technologies;Remote control mechanisms;Roku 2 and Apple TV remotes;Remote control applications;Standards for developing a website;HbbTV and CE-HTML components;Platform support for development environments;Browser manufacturer relationships;Selection of key partnerships in payment and billing;Payment and billing value chain;Positioning of user ecosystems with billing relationships;Major non-specialist user ecosystems (m);Major specialist user ecosystems (m)

Pages: 46

Tables and charts: 38

Steve Bailey

Principal Senior Analyst, Games

Steve Bailey is a principal senior analyst for Games at Omdia.

Randy Lawson

Subject Matter Expert

Randy Lawson has made significant contributions to semiconductor industry trends, recognized and appreciated by other semiconductor market research experts.

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