表紙
市場調査レポート

世界の電子ゲーム市場

Electronic Games and Gaming: Global Markets

発行 BCC Research 商品コード 216644
出版日 ページ情報 英文 194 Pages
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世界の電子ゲーム市場 Electronic Games and Gaming: Global Markets
出版日: 2011年09月30日 ページ情報: 英文 194 Pages
概要

世界の電子ゲーム市場は、2010年に660億米ドルの規模に達しました。2011年末には699億米ドルに達する見込みで、その後市場は2011-2016年において推定CAGR(複合年間成長率)9.8%でさらに拡大し、2016年の市場規模は1,117億米ドルまで拡大することが見込まれています。ゲームおよびソフトウェアの分野は2010年には405億米ドルの規模であり、2011年には432億ドルに達し、その後CAGR10.5%の成長で2016年には712億米ドルの規模に達する見込みとなっています。一方、ゲーム機のハードウェア分野は、2010年に230億米ドル、2011年には240億米ドル、そしてCAGR8.0%の成長で2016年には353億米ドルの市場規模となる見込みです。

当レポートでは、世界の電子ゲーム市場を取り上げ、市場概要、業界構造、主要なゲーム技術を概括し、ゲーム機市場、携帯ゲーム機市場、コンピューターゲーム機市場、モバイルゲーム市場、ならびにアーケードゲーム市場の概要、歴史、利用者、および市場成長促進要因をまとめるとともに、各市場の予測を提示するなど、概略下記の構成でお届けいたします。

第1章 イントロダクション

第2章 サマリー

第3章 概要

  • ゲームプラットフォーム
  • ゲームのジャンル
  • 新たな技術に適応するゲーム

第4章 業界構造

  • 最近の業界の動き
  • 地域別ゲーム生産および発展
  • 地域別ゲーム消費
  • 市場シェア
  • 企業プロファイル

第5章 ゲームの技術

  • ビデオゲーム機
  • コンピューターゲーム
  • 携帯型ゲーム機
  • アーケードゲーム
  • 設計、開発、およびソフトウェア
  • 技術動向
  • 電子ゲームの特許分析

第6章 業界の競争力

  • 電子ゲーム文化
  • 電子ゲーム市場の成長を促すワイヤレス
  • 経済的検討事項
  • 技術とゲーム
  • 市場成長要因

第7章 電子ゲーム市場

  • プラットフォームによるアプローチ
  • 市場分析

第8章 ゲーム機市場

  • ゲーム機の歴史
  • 誰がビデオゲームで遊ぶのか
  • 新型ゲーム機の機能と優位点
  • 最近のゲーム機需要
  • ゲーム機市場の成長促進要因

第9章 携帯ゲーム機市場

  • 携帯ゲーム機の歴史
  • 携帯ビデオゲームの利用者
  • 携帯ゲーム機の機能と優位点
  • 最近の携帯ゲーム機需要
  • 携帯ゲーム機市場の成長促進要因

第10章 コンピューターゲーム市場

  • 最も普及しているハードウェア
  • PCゲームの歴史
  • PCゲームの流通
  • PCゲームの利用者
  • ゲーム用PCの技術的影響
  • ゲーム用PCの需要
  • コンピューターゲーム市場の成長促進要因

第11章 モバイルゲーム市場

  • 普及しているモバイル機器
  • モバイルゲームの歴史
  • モバイルゲームの利用者
  • モバイルゲームの技術的影響
  • モバイルゲーム市場の成長促進要因

第12章 アーケードゲーム分野

  • アーケードゲームの歴史
  • アーケードゲームの現状
  • アーケードゲームの利用者
  • アーケードゲーム機の技術的影響
  • 最近のアーケード需要
  • アーケードゲーム市場の成長促進要因

図表

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目次
Product Code: IFT052B

Abstract

REPORT HIGHLIGHTS

THIS REPORT CONTAINS

  • Information about high-technology game consoles that play electronic games from televisions, DVDs, and the Internet; handheld consoles that perform the same functions from a distance; personal computers that play a variety of games from their hard drives or downloaded from the Internet; the latest cell phones and smart phones that can download games; and the age-old arcade machines that still play video games in public locations
  • Analyses of global market trends, with data from 2010, estimates for 2011, and projections of compound annual growth rates (CAGRs) through 2016
  • Discussion of the value of the global electronic gaming industry, including manufacturing capability and consumption by various regional markets
  • Examination of industry involvement, standards, and other pertinent factors related to the success of electronic gaming
  • Comprehensive company profiles.

SUMMARY FIGURE
GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016
($ MILLIONS)

Source: BCC Research

STUDY GOALS AND OBJECTIVES

In this study, the goal of BCC Research is to determine the current status of the electronic gaming business and assess its growth potential from 2010 to 2011 and then over a 5-year period to 2016. Various types of gaming platforms, electronic games, and software plus related services and accessory equipment present a large market with growth potential.

Our objective is to present a comprehensive analysis of electronic games, which can be defined as interactive games played on regular consoles, handheld consoles, computers, and mobile devices such as phones and arcade machines, and project the industry' s future direction.

REASONS FOR DOING THIS STUDY

Electronic gaming is a global popular pastime for many people. Game consoles are similar to computer-like devices and also serve as media centers. Handheld consoles have grown more powerful and are popular with an increasing number of gamers. Computer gaming continues to grow as downloading is more accessible and the mobile market, particularly smartphones, has become a burgeoning place for games. Arcade games, once very popular, are losing their appeal to more personalized gaming, but there is still some life left in this platform.

This report examines the current position of electronic gaming in each of these platforms. We also examine the prospects for game development and software, plus accessories and services for each platform. Our key objective is to determine the future potential for this large industry.

SCOPE OF REPORT

The scope of this study encompasses game consoles that play electronic games from television, DVD, the Internet, and outside sources; handheld consoles that perform essentially the same function but are portable; personal computers and tablets that play a variety of games from their hard drives or download them; cell phone and mobile devices that can play games; and the arcade machines that still play some video games.

BCC Research analyzes the global electronic gaming industry including manufacturing capability and consumption in regional markets. This study also examines industry involvement, standards, and other pertinent factors related to the success of electronic gaming.

METHODOLOGY

Both primary and secondary research methodologies were used in preparing this study. BCC presents an analysis of units shipped for 2010 and their value. Our estimated value is what manufacturers have paid in underappreciated U.S. dollars. Based on our surveys, we analyze the potential growth for each major product and then forecast shipments for 2011 and 2016. We also analyze pricing trends and establish shipment values for 2010 and project those for 2011 and 2016.

ANALYST CREDENTIALS

Bob Moran has worked as a technology market analyst and technology writer for more than 20 years, and is the author of numerous BCC Research reports. He has authored reports covering thin-film deposition, photovoltaic solar technology. magnetic and optical storage, surface modification of polymers, and other technology topics.

Table of Contents

Electronic Games and Gaming: Global Markets

Chapter - 1: INTRODUCTION - Complimentary

  • STUDY GOALS AND OBJECTIVES
  • REASONS FOR DOING THIS STUDY
  • INTENDED AUDIENCE
  • SCOPE OF REPORT
  • METHODOLOGY
  • INFORMATION SOURCES
  • ANALYST CREDENTIALS
  • RELATED BCC WORK CREDENTIALS
  • BCC ONLINE SERVICES
  • DISCLAIMER

Chapter - 2: SUMMARY

  • Table Summary: GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016
  • Figure Summary: GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016

Chapter - 3: OVERVIEW

  • GAMING PLATFORMS
  • GAME GENRES
  • GAMING ADAPTS TO NEW TECHNOLOGY
  • Table 1: BASIC TYPES OF GAMING PLATFORMS

Chapter - 4: INDUSTRY STRUCTURE

  • RECENT INDUSTRY DEVELOPMENTS
  • GAMING MANUFACTURING AND DEVELOPMENT BY REGION
  • GAMING CONSUMPTION BY REGION
  • MARKET SHARES
  • COMPANY PROFILES

Chapter - 5: GAMING TECHNOLOGY

  • VIDEO GAME CONSOLES
  • COMPUTER GAMES
  • HANDHELD GAME PLAYERS
  • ARCADE GAMES
  • DESIGN, DEVELOPMENT, AND SOFTWARE
  • TECHNOLOGICAL TRENDS
  • ELECTRONIC GAMING PATENT ANALYSIS
    • Table 11: MARKET LEADING VIDEO GAME CONSOLES

Chapter - 6: INDUSTRY COMPETITIVENESS

  • ELECTRONIC GAMING CULTURE
  • WIRELESS HELPS ELECTRONIC GAMING GROW RAPIDLY
  • ECONOMIC CONSIDERATIONS
  • TECHNOLOGY AND GAMING
  • MARKET GROWTH FACTORS
    • Table 28: VIDEO AND COMPUTER GAME CULTURE

Chapter - 7: ELECTRONIC GAMING MARKETS

  • THE PLATFORM APPROACH
  • MARKET ANALYSIS

Chapter - 8: THE GAME CONSOLE MARKET

  • GAME CONSOLE HISTORY
  • WHO PLAYS VIDEO GAMES?
  • FEATURES AND ADVANTAGES OF NEW CONSOLES
  • RECENT CONSOLE DEMAND
  • GAME CONSOLE MARKET DRIVERS
    • Table 37: A BRIEF HISTORY OF THE VIDEO GAME CONSOLE

Chapter - 9: THE HANDHELD GAME CONSOLE MARKET

  • HANDHELD GAME CONSOLE HISTORY
  • HANDHELD CONSOLES VIDEO GAME AUDIENCE
  • FEATURES AND ADVANTAGES OF HANDHELDS
  • RECENT HANDHELD CONSOLE DEMAND
  • HANDHELD GAME CONSOLE MARKET DRIVERS
    • Table 52: A BRIEF HISTORY OF THE HANDHELD GAME MARKET

Chapter - 10: THE COMPUTER GAMING MARKET

  • MOST HARDWARE IN PLACE
  • PERSONAL COMPUTER GAME HISTORY
  • PC GAME DISTRIBUTION
  • PC GAME AUDIENCE
  • TECHNOLOGICAL IMPACT OF GAMING PCS
  • GAME PC DEMAND
  • COMPUTER GAME MARKET DRIVERS

Chapter - 11: THE MOBILE GAMING MARKET

  • MOBILE DEVICES IN PLACE
  • HISTORY OF MOBILE GAMING
  • MOBILE GAMING AUDIENCE
  • TECHNOLOGICAL IMPACT ON MOBILE GAMES
  • MOBILE GAME MARKET DRIVERS

Chapter - 12: THE ARCADE GAMING SECTOR

  • ARCADE GAME HISTORY
  • CURRENT STATUS OF ARCADE GAMES
  • ARCADE GAME AUDIENCE
  • IMPACT OF TECHNOLOGY ON ARCADE MACHINES
  • RECENT ARCADE DEMAND
  • ARCADE GAME MARKET DRIVERS
    • Table 98: BRIEF HISTORY OF ARCADE GAMES

List of Tables

  • Summary Table: GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016
  • Table 1: BASIC TYPES OF GAMING PLATFORMS
  • Table 2: BASIC ELECTRONIC GAMING GENRES
  • Table 3: FUTURE EXPANSION OF GAMES
  • Table 4: KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
  • Table 5: GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE MANUFACTURING BY REGION, 2010-2016
  • Table 6: GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2010-2016
  • Table 7: TOP 21 COMPANIES IN THE GAMING MARKET BY REVENUE, 2010
  • Table 8: GLOBAL MARKET SHARE OF GAMING PRODUCT MANUFACTURERS, 2010
  • Table 9: GLOBAL MARKET SHARE OF MAJOR ELECTRONIC GAMES AND SOFTWARE COMPANIES, 2010
  • Table 10: GLOBAL MARKET SHARE OF EQUIPMENT AND SERVICES COMPANIES, 2010
  • Table 11: MARKET LEADING VIDEO GAME CONSOLES
  • Table 12: TECHNICAL FEATURES OF THE SONY PLAYSTATION 3
  • Table 13: TECHNICAL FEATURES OF THE SONY PLAYSTATION PORTABLE
  • Table 14: TECHNICAL FEATURES OF THE NINTENDO WII
  • Table 15: TECHNICAL FEATURES OF THE NINTENDO DS
  • Table 16: TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
  • Table 17: ELECTRONIC GAMING CONSOLE ATTACHMENTS
  • Table 18: BASIC PC REQUIREMENTS FOR COMPUTER GAMES
  • Table 19: POSITIVE FEATURES FOR GAMING ON AN IPAD
  • Table 20: TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
  • Table 21: BASIC REQUIREMENTS FOR GAMING ON A SMARTPHONE
  • Table 22: MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
  • Table 23: COMPARISON OF LEADING PROCESSORS
  • Table 24: NEXT-GENERATION APPLICATIONS FOR CELL
  • Table 25: MAJOR FUNCTIONS NEEDING IMPROVEMENT FOR GAMING IN HANDHELD DEVICES
  • Table 26: ELECTRONIC GAMING PATENTS BY TECHNICAL CATEGORY, 2009-2011
  • Table 27: ELECTRONIC GAMING PATENTS BY COMPANY, 2009-2011
  • Table 28: VIDEO AND COMPUTER GAME CULTURE
  • Table 29: COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
  • Table 30: PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
  • Table 31: GROWTH OF GLOBAL ELECTRONIC GAMING REVENUE, THROUGH 2010
  • Table 32: GROWTH OF ELECTRONIC GAMING DURING THE ECONOMIC CRISIS BY REGION
  • Table 33: PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTH OF ELECTRONIC GAMING
  • Table 34: GLOBAL GAMING HARDWARE REVENUES AND MARKET SHARE BY PLATFORM, 2010-2016
  • Table 35: GLOBAL GAMING SOFTWARE REVENUES AND MARKET SHARE BY PLATFORM, 2010-2016
  • Table 36: GLOBAL GAMING SERVICES REVENUE MARKET SHARE BY PLATFORM, 2010-2016
  • Table 37: A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
  • Table 38: CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
  • Table 39: PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2010
  • Table 40: TOP 10 VIDEO GAMES, 2010
  • Table 41: MAJOR FEATURES OF BLU-RAY DISCS
  • Table 42: GLOBAL GAME CONSOLE DEMAND, THROUGH 2010
  • Table 43: KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
  • Table 44: FORECAST ASSUMPTIONS - GROWTH OF THE GAME CONSOLE MARKET
  • Table 45: GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2016
  • Table 46: AVERAGE CONSOLE UNIT COSTS, 2010-2016
  • Table 47: GLOBAL FORECAST OF THE VALUE OF GAME CONSOLE SHIPMENTS, THROUGH 2016
  • Table 48: ASSUMPTIONS FOR ESTABLISHING UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR GAME CONSOLES, 2010
  • Table 49: GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMS GROWTH, THROUGH 2016
  • Table 50: GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2016
  • Table 51: GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN THE CONSOLE MARKET, THROUGH 2016
  • Table 52: A BRIEF HISTORY OF THE HANDHELD GAME MARKET
  • Table 53: HANDHELD CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
  • Table 54: PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2010
  • Table 55: TOP 10 HANDHELD VIDEO GAMES, 2010
  • Table 56: KEY SPECIFICATIONS OF THE PLAYSTATION VITA
  • Table 57: MULTIFUNCTION FEATURES OF A PORTABLE GAMING SYSTEM
  • Table 58: HANDHELD GAME CONSOLE DEMAND, THROUGH 2010
  • Table 59: KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
  • Table 60: FORECAST ASSUMPTIONS - GROWTH OF THE HANDHELD GAME CONSOLE MARKET
  • Table 61: GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH 2016
  • Table 62: AVERAGE HANDHELD UNIT COSTS, 2010-2016
  • Table 63: GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2016
  • Table 64: UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME CONSOLES, 2010
  • Table 65: GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLE PLATFORMS, THROUGH 2016
  • Table 66: GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH 2016
  • Table 67: GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES, AND SERVICES VALUE IN THE HANDHELD CONSOLE MARKET, THROUGH 2016
  • Table 68: BRIEF HISTORY OF PC GAMING
  • Table 69: PROFILE OF THE COMPUTER GAME AUDIENCE, 2010
  • Table 70: TOP 10 COMPUTER GAMES, 2010
  • Table 71: SPECIFICATIONS OF AN ALIEN GAME PC
  • Table 72: ESTIMATED GROWTH OF PC AND TABLET SHIPMENTS, THROUGH 2010
  • Table 73: GAME PC DEMAND, THROUGH 2010
  • Table 74: KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
  • Table 75: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET
  • Table 76: GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2016
  • Table 77: GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE, THROUGH 2016
  • Table 78: GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2010
  • Table 79: GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS, THROUGH 2016
  • Table 80: GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2016
  • Table 81: PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
  • Table 82: FORECAST OF EQUIPMENT ACCESSORIES AND SERVICES IN THE COMPUTING MARKET, THROUGH 2016
  • Table 83: BRIEF HISTORY OF MOBILE GAMING
  • Table 84: PROFILE OF THE MOBILE GAME AUDIENCE, 2010
  • Table 85: TOP 10 MOBILE GAMES, 2010
  • Table 86: ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
  • Table 87: HOW 4G IMPROVES PERFORMANCE
  • Table 88: MAJOR FEATURES OF A SMARTPHONE
  • Table 89: GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2010
  • Table 90: GLOBAL DEMAND FOR SMARTPHONES, THROUGH 2010
  • Table 91: KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
  • Table 92: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET
  • Table 93: UNITS AND VALUES OF GLOBAL MOBILE GAMES, 2010
  • Table 94: GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS, THROUGH 2016
  • Table 95: GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2016
  • Table 96: PROFILE OF THE MOBILE GAME ACCESSORY MARKET
  • Table 97: GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN THE MOBILE MARKET, THROUGH 2016
  • Table 98: BRIEF HISTORY OF ARCADE GAMES
  • Table 99: KEY PARTS OF AN ARCADE CABINET
  • Table 100: QUALITIES OF ARCADE GAMES
  • Table 101: PROFILE OF THE ARCADE GAME AUDIENCE, 2010
  • Table 102: TOP ARCADE GAMES, 2010
  • Table 103: GLOBAL ARCADE MACHINE DEMAND, THROUGH 2010
  • Table 104: KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
  • Table 105: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET
  • Table 106: GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES, THROUGH 2016
  • Table 107: GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2016
  • Table 108: UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2010
  • Table 109: FORECAST - GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE PLATFORMS, THROUGH 2016
  • Table 110: GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2016
  • Table 111: FORECAST - GLOBAL VALUE OF EQUIPMENT, ACCESSORIES, AND SERVICES IN THE ARCADE MARKET, THROUGH 2016

List of Figures

  • Summary Figure: GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016
  • Figure 1: MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY REGION, 2010-2016
  • Figure 2: GLOBAL REVENUES FROM ELECTRONIC GAMING, 2010-2016
  • Figure 3: GLOBAL REVENUE OF GAMING HARDWARE, SOFTWARE AND SERVICES, 2010-2016
  • Figure 4: GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010-2016
  • Figure 5: GLOBAL GROWTH OF CONSOLE GAMES, 2010-2016
  • Figure 6: GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010-2016
  • Figure 7: GLOBAL GROWTH OF HANDHELD GAMES, 2010-2016
  • Figure 8: GLOBAL VALUE OF GAMING PC SHIPMENTS, 2010-2016
  • Figure 9: GLOBAL GROWTH OF COMPUTER GAMES, 2010-2016
  • Figure 10: GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS FOR MOBILE DEVICES, 2010-2016
  • Figure 11: VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES, 2010-2016
  • Figure 12: GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2010-2016
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