- Smart Home Products and Services
- CE Devices and Mobility
- Residential Security
- Broadband and Entertainment Services
- Smart Energy Management
- Entertainment Content
- Wellness and Independent Living
- Global Connected Living
- Support Services
Core Research Areas
Related ResearchPrimary ResearchSubscribe TodayThe Parks Points newsletter features all aspects of our research, including smart home, IoT devices, entertainment and digital media, security, energy, health, and consumer data. Subscribe Now | 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 |