차세대 가정용 게임기 발행사: IDATE / 날짜: 2014-01-20 / 페이지: 33 / 가격: Single User PDF; 1,500 개요 시장 통찰 2014년 1월 20일 8세대 그리고 마지막? 이 보고서는 최신 세대의 가정용 게임기에 대한 기술적 사양과 특징, 게임과 비 게임 관련 서비스를 연구하며 닌텐도(Wii U)와 소니(Playstation 4), 마이크로소프트(Xbox One)에 연구 중점을 두고 있다. 이 회사들은 아직도 수입이 좋은 시장과 게임 관련에 최고인 업계이다. 본래, 게임에만 집중되었던 이런 장비들이 스마트 홈 환경에 들어서면서 서비스와 기능면에서 직관적이고 효과적인 집안내의 오디오와 비디오 엔터테인먼트 자리를 차지 하게 되었으며 오늘날 콘솔은 오디오 비쥬얼 서비스 면에서 전보다 휠씬 향상 되었으며- 부분적으로 통상 ISPs, 유료- TV 채널, 하이브리드 박스 및 다른 방송 및 유통 업자들은 팽팽한 경쟁을 하고 있다. 목차 1. 중요 요점 2. 멀티미디어는 여덟 번 째 공격에서 새로운 무기 3. 가정용 게임기: 커넥티드 홈의 트로이 목마 3.1. 커넥티드 홈 2.0 3.2. 가정용 게임기는 어디에 맞는가?? 4. 게이머를 매료시키는 유비쿼티, 클라우드, 바이럴리티 4.1. 가격은 초반가로 하락, 하지만 주요 성공 요인은?
4.2. Xbox One 및 PS4 는 기술 성능면에서 밀접히 일치 4.3. 유저 인터페이스, 컨트롤 및 액세서리 4.4. 게임기 제조업체의 전략중심적 클라우드 4.5. 소셜 기능: 게임기의 바이럴리티 모색 5. 서비스 이용 및 혁신 보고서 문의
Next Gen Home Consoles Publisher: IDATE / Date: 2014-01-20 / Page: 33 / Price: Single User PDF; 1,500 Summary Market Insight - 20/01/2014 The Eighth and Final Generation? This report explores the technical specifications of the latest generation of home consoles, their features and the gaming and non-gaming services they deliver. It focuses on machines produced by Nintendo (Wii U), Sony (Playstation 4) and Microsoft (Xbox One), i.e. the leading players in this still very lucrative market, and purveyors of the most spectacular gaming experiences. First, it puts these devices which were initially devoted solely to gaming squarely inside the environment of the smart home in search of a box that can take over all of the household s audio and video entertainment services and functions simply, efficiently and intuitively. Today s consoles are involved, more than ever before, in the distribution of audiovisual services a segment where, typically, ISPs, pay-tv channels, hybrid box suppliers and other broadcasters and distributors are all vying for the upper hand. From a purely entertainment perspective, and beyond technical specs and pricing strategies, IDATE analyses the consoles three main areas of development, and what this means for the market: - The user interface (UI): joystick/controller, gesture recognition, voice recognition, companion screen - The cloud at the heart of 8th generation consoles, and especially access and download services, play as you download, remote functionalities, games on demand, etc. - Social media features: backward compatibility of gamer accounts, cross-game voice chat, DVR games, live streaming and content sharing features. Table of Contents 1. Key findings 2. Multimedia is the new weaponry for the eighth offensive 3. Home consoles: the 'Trojan horses' of the connected home 3.1. The connected home 2.0 3.1.1. Televisions: a new market growth cycle starting in 2016 3.1.2. Portable multimedia devices are increasingly popular 3.1.3. Traditional computers: systematic decline from 2015 3.1.4. Set-top boxes: a very large installed base and new uses being deployed 3.1.5. Hybrid multimedia boxes dominated by Blu-ray in terms of volume 3.2. Where do home consoles fit in? 3.2.1. Home consoles are currently the preferred devices for connecting TVs 3.2.2. 45% of time spent on consoles is spent on activities other than video games
3.2.3. TV/video content offerings of the previous generation of consoles 3.2.4. Next-gen consoles reinforcing their positioning as entertainment hubs 4. Ubiquity, the cloud and virality to win over gamers 4.1. Pricing is the first battle line drawn, but is it a key success factor? 4.2. Xbox One and PS4 closely matched in terms of technical performance 4.3. User interfaces, controls and accessories 4.3.1. Several controller innovations 4.3.2. Better gesture recognition 4.3.3. Voice recognition 4.3.4. Second screens 4.4. The cloud as a central element of console manufacturers' strategies 4.4.1. The choice of online services pricing will influence consumers' decisions 4.4.2. 'Play as you download': a differentiating feature 4.4.3. Remote features to improve the user experience 4.4.4. The end of backwards compatibility 4.4.5. Status quo with the used-games market 4.5. Social features: seeking virality on consoles 4.5.1. Backwards compatibility of gamer accounts 4.5.2. Voice chat 4.5.3. Game DVR and live streaming: Sony innovates with its 'Share' button 5. Innovations in services and uses Tables Table 1: The main services offered by next-gen platforms Table 2: The major audiovisual partnership agreements in the United States by device Table 3: Partnerships between major content providers and leading connected device providers, France and Germany Table 4: Partnerships between major content providers and leading connected device providers, United Kingdom Table 5: Partnerships between major content providers and leading connected device providers, United States Table 6: Partnerships between major multichannel broadcast video service providers and leading connected device providers, in France, Germany, the United Kingdom and the United States Table 7: Entertainment applications available on the PS4, Xbox One and Wii U at launch Table 8: Technical specifications for the latest generation of major home consoles Table 9: Graphical comparison of Battlefield 4 on PS4 and Xbox One Table 10: Connectivity specifications and accessories for the latest generation of major home consoles Table 11: Second screen functionality by the major next-gen home consoles Table 12: Main services offered on the online platforms of the major next-gen home consoles
Table 13: Game DVR feature comparison on the Xbox One and PS4 Figures Figure 1: Video game market worldwide by segment, 2013 2017 Figure 2: Consumer electronics sales worldwide, 2013 2017 Figure 3: TV sales worldwide, 2013 2017 Figure 4: Portable media device sales worldwide, 2013 2017 Figure 5: Computer sales worldwide, 2013 2017 Figure 6: Set-top box sales worldwide, 2013 2017 Figure 7: Hybrid multimedia boxes sales worldwide, 2013 2017 Figure 8: Installed base of connected devices, by device type Figure 9: Time spent on consoles by activity, for the Wii, PlayStation 3 and Xbox 360 Figure 10: The Xbox 360 home screen in 2005 Figure 11: The Xbox One home screen in 2013 Figure 12: Launch prices for the latest generation of home consoles Figure 13: Launch price and number of units sold for the major home consoles Figure 14: Subscription prices for the online platforms of the major next-gen home consoles Figure 15: Installation time required before games can be played on the PS4 and Xbox One 보고서 문의