Research and Markets (http://www.researchandmarkets.com/research/e7704c/the_2011_import_an)
has announced the addition of the "The
2011 Import and Export Market for Video Games for Use with a Television
Receiver in Australia" report to their offering.
On the demand side, exporters and strategic planners focusing on video
games for use with a television receiver in Australia face a number of
questions. Which countries are supplying video games for use with a
television receiver to Australia? How important is Australia compared to
others in terms of the entire global and regional market? How much do
the imports of video games for use with a television receiver vary from
one country of origin to another in Australia? On the supply side,
Australia also exports video games for use with a television receiver.
Which countries receive the most exports from Australia? How are these
exports concentrated across buyers? What is the value of these exports
and which countries are the largest buyers?
This report was created for strategic planners, international marketing
executives and import/export managers who are concerned with the market
for video games for use with a television receiver in Australia. With
the globalization of this market, managers can no longer be contented
with a local view. Nor can managers be contented with out-of-date
statistics which appear several years after the fact. I have developed a
methodology, based on macroeconomic and trade models, to estimate the
market for video games for use with a television receiver for those
countries serving Australia via exports, or supplying from Australia via
imports. It does so for the current year based on a variety of key
historical indicators and econometric models.
In what follows, Chapter 2 begins by summarizing where Australia fits
into the world market for imported and exported video games for use with
a television receiver. The total level of imports and exports on a
worldwide basis, and those for Australia in particular, is estimated
using a model which aggregates across over 150 key country markets and
projects these to the current year. From there, each country represents
a percent of the world market. This market is served from a number of
competitive countries of origin. Based on both demand- and supply-side
dynamics, market shares by country of origin are then calculated across
each country market destination. These shares lead to a volume of import
and export values for each country and are aggregated to regional and
world totals. In doing so, we are able to obtain maximum likelihood
estimates of both the value of each market and the share that Australia
is likely to receive this year. From these figures, rankings are
calculated to allow managers to prioritize Australia compared to other
major country markets. In this way, all the figures provided in this
report are forecasts that can be combined with internal information
sources for strategic planning purposes.
After the worldwide summary in Chapter 2 of both imports and exports of
video games for use with a television receiver, Chapter 3 goes into
detail on imports, but for each major country of origin serving
Australia. A major market is defined as a country where Australia
represents a substantially large share of either imports or exports. For
each major country exporting to Australia, one can thus observe how
important Australia is to that exporting country compared to other
countries of the world. Chapter 4 does the same, but for exports of
video games for use with a television receiver originating from
Australia, for each major country of destination. In doing so, one can
discover the share that Australia has in each major market; this share
value is often used as a measure of competitiveness for Australia. In
all cases, the total dollar volume and percentage share values by major
trading partner are provided. Combined, Chapters 3 and 4 present a the
total picture for imports and exports of video games for use with a
television receiver to and from Australia to and from all other major
countries in the world. "Video Games for Use with a Television Receiver"
as a category is defined in this report following the definition given
by the United Nations Statistics Division Classification Registry using
the Standard International Trade Classification, Revision 3 (SITC, Rev.
3). The SITC code that defined "video games for use with a television
receiver" is 89431 .
Key Topics Covered:
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1 INTRODUCTION AND METHODOLOGY
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2 AUSTRALIA AND THE WORLD MARKET
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3 IMPORTS IN AUSTRALIA
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4 EXPORTS FROM AUSTRALIA
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5 DISCLAIMERS, WARRANTEES, AND USER AGREEMENT PROVISIONS
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