War gaming and simulation is used to analyze competitive intelligence and test the implementation of strategies to counter competition. Regardless of the method of analysis, once the competitor’s behavior patterns and current situation are determined, war games come into play. War games allow strategies to be tested in a safe environment and easily determine their possibility of success.
The increasing needs for virtual reality due to urban warfare and technological advancements in gaming field are the drivers aiding market growth. Lack of designing successful strategies is the major challenge faced by this market. Defense budget cuts are prompting the selection of military war games compared to live training exercises.
The global war gaming and simulation market report provides an in-depth analysis of the market over a period of five years. The report also provides insights and analyses the market by platform and geography. The platform is further segmented into airborne, naval-based, and land-based. Market shares of the companies operating in this market, by geography, have been provided to gain competitive intelligence.
The major players in the war gaming and simulation market are Battlefront Miniatures Ltd, Clash of Arms, GMT Games, Lock ‘n Load Publishing, LLC, and Shrapnel Games, Inc. Region and country-wise competitive developments such as alliances, joint ventures, mergers and acquisitions, and contracts are covered in the report. This strategy helped them in upgrading their products. Industry restraints and challenges impacting the growth of the market are integral parts of the report. Technology trends and auxiliary factors that are currently prevailing in the market are specified in the report.
CUSTOMIZATION OFFERINGS
1. HISTORICAL DATA FOR 5 YEARS
- Financials
- Macro Indicator Data
- Budget and Defense Program Information
2. COMPANY PROFILES
- In-depth analysis of the company’s product portfolio
- Competitive landscape (revenue, operating margin, marginal cost, P/E ratio, EPS, developments/deals/events)
- Ratio analysis
3. 3. REGION-SPECIFIC INFORMATION (North America, Europe, APAC, Middle East, and RoW)
This covers market sizing/mapping, global footprint, operation and financials information, and the competitive landscape. The MMM offering will cover a detailed market study of the points mentioned below:
- Airborne
- Naval-based
- Land-based
4. GLOBAL TRENDS/MARKET ENVIRONMENT
- Latest innovations and developments
- Demand and supply analysis
- Market consolidation (M&A, joint ventures, divestments, and spin-offs)
5. PREDICTIVE FORECASTING
- Time Series
- Regression Analysis
6. DEFENSE BUDGET/SEQUESTRATION IMPACT
- Impact of sequestration on defense programs
- Impact on company’s overall revenue, operation, and profitability
7. OPPORTUNITY ANALYSIS
A comprehensive analysis to help understand the potential growth markets based on parameters such as:
- GDP percentage with respect to military expenditure of a particular country
- Defense review of countries active in this market
8. PRODUCT ANALYSIS
- Product matrix which gives a detailed comparison of the product portfolio of each company mapped at country and sub-segment level
- Comprehensive coverage of product approvals, pipeline products, and product recalls
9. SUPPLY CHAIN/VENDOR ANALYSIS
- Vendor Analysis
- Vendor Financing
- Customer/Self Funding
- Distribution Network
1. EXECUTIVE SUMMARY
2. INTRODUCTION
2.1 OBJECTIVE OF THE STUDY
2.2 MARKET DEFINITION
2.3 MARKET COVERAGE
2.4 STAKEHOLDERS
2.5 RESEARCH METHODOLOGY
2.5.1 MARKET SIZE
2.5.2 KEY SECONDARY SOURCES
2.5.3 MACRO INDICATORS AFFECTING THE MARKET
2.6 ASSUMPTIONS
2.7 ACRONYMS
3. MARKET DYNAMICS
3.1 DRIVERS AND RESTRAINS FOR WAR GAMING AND SIMULATION MARKET
3.1.1DRIVERS
3.1.1.1 Increasing need for virtual reality due to urban warfare
3.1.1.2 Technological advancement in gaming field
3.1.1.3 Gaming optimized phone and appstore revolution
3.1.2 RESTRAINTS
3.1.2.1 Cost incurred on various gaming platforms & its development
3.1.2.2 Mobile gaming metrics: connecting consumers with games
3.1.3 CHALLENGES
3.2 PLC of games KPI indicator
3.3 WAR GAMING AND SIMULATION MARKET TRENDS
4. WAR GAMING MARKET BY PLATFORM
4.1 AIRBORNE
4.2 NAVAL-BASED
4.3 LAND-BASED
5. WAR GAMING MARKET BY GEOGRAPHY
5.1 NORTH AMERICA
5.2 LATIN AMERICA
5.3 EUROPE
5.4 APAC
5.5 MIDDLE EAST
6. WAR GAMING MARKET: COMPETITIVE LANDSCAPE
7. DEVELOPMENTS: BY COMPANIES
8. WAR GAMING MARKET: BY COMPANIES
8.1 AMEGA
8.1.1 INTRODUCTION
8.1.2 PRODUCT PORTFOLIO
8.1.3 AMEGA FINANCIALS
8.2 BATTLEFIELD MINIATURES LTD..
8.2.1 INTRODUCTION
8.2.2 PRODUCT PORTFOLIO
8.2.3 BATTLEFIELD MINIATURES LTD FINANCIALS
8.3 CLASH OF ARMS
8.3.1 INTRODUCTION
8.3.2 PRODUCT PORTFOLIO
8.3.3 CLASH OF ARMS FINANCIALS
8.4 GMT GAMES
8.4.1 INTRODUCTION
8.4.2 PRODUCT PORTFOLIO
8.4.3 GMT GAMES FINANCIALS
8.5 LOCK N’ LOAD PUBLISHING
8.5.1 INTRODUCTION
8.5.2 PRODUCT PORTFOLIO
8.5.3 LOCK N’ LOAD PUBLISHING FINANCIALS
8.6 SHARPNEL GAMES, INC.
8.6.1 INTRODUCTION
8.6.2 PRODUCT PORTFOLIO
8.6.3 SHARPNEL GAMES, INC. FINANCIALS
8.7 STEVE JACKSON GAMES
8.7.1 INTRODUCTION
8.7.2 PRODUCT PORTFOLIO
8.7.3 STEVE JACKSON GAMES FINANCIALS
8.8 OCULUS VR
8.8.1 INTRODUCTION
8.8.2 PRODUCT PORTFOLIO
8.8.3 OCULUS VR FINANCIALS
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