Market Segmentation Framework
Claims über Marktsegementation und Kategorisierung
Gehört zu
Kapitel-Kontext
Slides s089–s157 · 69 Slides
Das längste Kapitel (40% der Slides). Ball identifiziert 5 Wachstumsgebiete: Emerging Markets, Advertising, D2C/Platform Fees, Roblox, und (implizit) ...
Slides s158–s164 · 7 Slides
Ball bündelt seine Kernthesen: Gaming ist keine einzelne Industrie, Fragmentierung erfordert segmentspezifische Strategien, Wachstum existiert aber mu...
Ball etabliert ein Framework der fünf größten Revenue Growth Areas und betont, dass 'Gaming' eigentlich viele verschiedene Industrien mit unterschiedlichen Dynamics umfasst.
Claims in diesem Cluster
There are five biggest areas of revenue growth in the video game industry in 2026
The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox
Gaming spending includes Arcade + Console + PC + Mobile + VR + Web + Platform Services but excludes Hardware & Accessories and VAT
There are five biggest areas of revenue growth in the video game industry in 2026
Video game content market can be categorized by device (Console, PC, Mobile), region (North America, APAC, China, Europe, LATAM, MEA), content model (Live Service, Packaged Sales, Platform Services), and class (AAA, AA, Indie, Mid-Core, Casual, Hyper/Hybrid-Casual)
Gaming TAM includes Game Sales, DLC, Microtransactions, Subscriptions, and Services, and Ads but excludes Hardware & Accessories
The second-largest increase in weekly ChatGPT downloads occurred in the two weeks after its viral 'Ghibli' art trend in late March 2025
Mobile gaming dominates the global TAM through both player spending (42.4%) and ads (26.6%), totaling approximately 69% of the market
Live service games (including ads) represent 83.7% of gaming content revenue, while packaged sales only account for 12%
Some segments are growing at a fraction of the size of the overall market, while others are growing at multiples of it
Live Service content (including ads) dominates the video game content market at 83.7% with 85% growth share
Mobile gaming represents the largest share of gaming content revenue through player spending (42.4%) and advertising (26.6%)
Live Service games (including ads) represent 83.7% of gaming content revenue
If the 'Mature Market 8' have been flat-to-down since 2021, but the global market is up, then the industry's growth must have come from so-called 'non-core' countries
Each sub-cut represents a very different share of growth
Different companies in the 'video gaming industry' exist in very different universes and experience fundamentally different growth prospects
The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox
The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox
The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox
The five biggest revenue growth areas in video gaming in 2026 are Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox
The five biggest revenue growth areas in video gaming in 2026 are: Non-Core Markets, Advertising, D2C & Alternative Payment Channels, External Development, and Roblox