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Analysis of the video game market in Russia

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Purpose of the study
To characterize the current state and development prospects of the video game market in Russia.
Objectives of the study:
1. To determine the volume, growth rate and dynamics of the development of the video game market in Russia by market segment:
• Video game hardware
• Video game software
2. Highlight and describe the main segments of the video game market in Russia.
3. To determine the market shares of companies and brands in the video game market in the context of each market segment in Russia.
4. Describe the competitive situation in the video game market in Russia.
5. To determine the main distribution channels for products in the video game market in Russia.
6. Identify key trends and prospects for the development of the video game market in Russia in the next few years.
7. Make a forecast of the volume of the video game market in Russia until 2022.
Object of study
The video game market in Russia.
Method of collecting and analyzing data
The main method of data collection is the monitoring of documents.
The main methods of data analysis are the Traditional (qualitative) content analysis of interviews and documents and Quantitative (quantitative) analysis using software packages that our agency has access to.
Content analysis is performed as part of a desk research. In general, the purpose of desk research is to analyze the situation on the video game market in Russia and to obtain indicators characterizing its state now and in the future.
Data analysis method
1. Databases of the Federal Customs Service of the Russian Federation, Federal State Statistics Service of the Russian Federation (Rosstat).
2. Materials DataMonitor, EuroMonitor, Eurostat.
3. Printed and electronic business and specialized publications, analytical reviews.
4. Internet resources in Russia and the world.
5. Expert surveys.
6. Materials of participants of the domestic and world markets.
7. The results of research marketing and consulting agencies.
8. Materials of sectoral institutions and databases.
9. Results of price monitoring.
10. Materials and databases of UN statistics (United Nations Statistics Division: Commodity Trade Statistics, Industrial Commodity Statistics, Food and Agriculture Organization, etc.).
11. Materials of the International Monetary Fund (International Monetary Fund).
12. Materials of the World Bank (World Bank).
13. WTO materials (World Trade Organization).
14. Materials of the Organization for Economic Cooperation and Development (Organization for Economic Cooperation and Development).
15. Materials International Trade Center.
16. Materials Index Mundi.
17. Results of the DISCOVERY Research Group.
Sample size and structure
The procedure of content analysis of documents does not involve the calculation of the volume of the sample. All documents available to the researcher are subject to processing and analysis.
Summary:
DISCOVERY Research Group has completed a video game market research in Russia.
The volume of the video game market in Russia in 2017 exceeded 102 million rubles.
The video game market in Russia is represented by two large segments: “Video game hardware” and “Video game software”.
In 2017, the volume of the “Video games hardware” segment in value terms amounted to 88,362.4 million rubles, the volume of the “Video games software” segment was 13,773.8 million rubles.
During the analyzed period, positive growth rates were observed in the video game market in Russia.
In 2017, the growth rate of the “Video games hardware” segment in value terms was 20.64%, and the “Video games software” segment was 10.06%.
The leading brand in terms of sales in terms of value in the “Video games hardware” segment in Russia in 2017 was Play Station 4.
World of Tanks and World of Warcraft were the leading brands in terms of sales in terms of value in the video games market of the Video Games Software segment in Russia in 2017. Shares of these brands in 2017 amounted to 18.90% and 8.40% respectively.
The volume of the video game market in Russia in 2022 is estimated at 157,087.2 million rubles. The Video Games Software segment will retain its dominant position in the video game market in the future.
Brief description of the study
The main purpose of this study is to familiarize market participants - manufacturers, importers, distributors, customers, all interested parties - with the current market situation, events of past periods and future forecasts.

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