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ビデオゲームの世界市場

Video Games: Global Markets

出版日: | 発行: BCC Research | ページ情報: 英文 92 Pages | 納期: 即納可能 即納可能とは

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=104.89円
ビデオゲームの世界市場
出版日: 2020年09月23日
発行: BCC Research
ページ情報: 英文 92 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のビデオゲームの市場規模は、2020年の1,692億米ドルから2025年には2,724億米ドルに拡大すると予測されており、この間のCAGRは10.0%になる見通しです。

アジア太平洋地域の市場規模は、2020年の786億米ドルから2025年には1,156億米ドルに拡大すると予測されており、この間のCAGRは8.0%になる見通しです。

当レポートは、世界のビデオゲーム市場を調査したもので、市場の概要、ジャンル別、プラットフォーム別、地域別の分析、企業プロファイルなどの情報を提供しています。

目次

第1章 イントロダクション

第2章 サマリーとハイライト

第3章 市場の概要

  • 市場の概要
  • ビデオゲームの歴史
  • ゲーム機の発売
  • ビデオゲームのクラッシュ
  • 競争の激化
  • 3Dゲーム
  • ビデオゲームの未来
  • 技術開発
  • 既存のバリューチェーン
  • ビジネスモデル
  • 有料プレイ
  • 無料プレイ(F2P)とフリーミアム
  • 広告
  • COVID-19の影響
  • オンラインとオフライン
  • シングルプレイヤーとマルチプレイヤー
  • 市場シェア分析
  • 市場の推進力
  • ゲーマー数の増加
  • クリエイティブなゲームデザイン
  • 教育分野でのビデオゲーム
  • 拡張現実(AR)とバーチャルリアリティ(VR)
  • 市場の抑制要因
  • 海賊行為
  • ハッキングとチートコード

第4章 ジャンル別の市場

  • イントロダクション
  • アクション
  • スポーツ
  • アドベンチャー

第5章 プラットフォーム別の市場

  • イントロダクション
  • コンソール
  • ゲームコンソールのコンポーネント
  • 家庭用コンソール
  • ハンドヘルドコンソール
  • 各種コンソール対応のビデオゲーム市場
  • パーソナルコンピュータ(PC)
  • PCゲーム業界を牽引するeスポーツ
  • モバイル

第6章 地域別の市場

  • イントロダクション
  • 北米
  • 米国
  • カナダ
  • メキシコ
  • 欧州
  • 英国
  • ドイツ
  • フランス
  • スペイン
  • イタリア
  • その他
  • アジア太平洋
  • 中国
  • 日本
  • 韓国
  • その他
  • 他の地域

第7章 企業プロファイル

  • ACTIVISION BLIZZARD INC.
  • APPLE INC.
  • BANDAI NAMCO GAMES INC.
  • CAPCOM CO. LTD.
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • KONAMI HOLDINGS CORP.
  • Microsoft Corp.
  • NINTENDO CO. LTD.
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT HOLDINGS LTD.
  • UBISOFT ENTERTAINMENT SA
図表

List of Tables

  • Summary Table: Global Market for Video Gaming, by Region, Through 2025
    • Table 1: Global Market for Video Gaming, by Genre, Through 2025
    • Table 2: Global Market for Action Genre Video Gaming, by Region, Through 2025
    • Table 3: Global Market for Sports Genre Video Gaming, by Region, Through 2025
    • Table 4: Global Market for Adventure Genre Video Gaming, by Region, Through 2025
    • Table 5: Global Market for Role-Playing Genre Video Gaming, by Region, Through 2025
    • Table 6: Global Market for Other Genres Video Gaming, by Region, Through 2025
    • Table 7: Global Market for Video Gaming, by Platform, Through 2025
    • Table 8: Global Market for Consoles Video Gaming, by Region, Through 2025
    • Table 9: Global Market for PC Platform Video Gaming, by Region, Through 2025
    • Table 10: Global Market for Mobile Platform Video Gaming, by Region, Through 2025
    • Table 11: Global Market for Video Gaming, by Region, Through 2025
    • Table 12: North American Market for Video Gaming, by Genre, Through 2025
    • Table 13: North American Market for Video Gaming, by Platform, Through 2025
    • Table 14: North American Market for Video Gaming, by Country, Through 2025
    • Table 15: Top 20 Best Selling Video Games in U.S., 2019
    • Table 16: Best-Selling Video Games in Europe, 2019
    • Table 17: European Market for Video Gaming, by Genre, Through 2025
    • Table 18: European Market for Video Gaming, by Platform, Through 2025
    • Table 19: European Market for Video Gaming, by Country, Through 2025
    • Table 20: Asia-Pacific Market for Video Gaming, by Genre, Through 2025
    • Table 21: Asia-Pacific Market for Video Gaming, by Platform, Through 2025
    • Table 22: Asia-Pacific Market for Video Gaming, by Country, Through 2025
    • Table 23: RoW Market for Video Gaming, by Genre, Through 2025
    • Table 24: RoW Market for Video Gaming, by Platform, Through 2025
    • Table 25: Activision Blizzard Inc.: Net Revenue, 2017-2019
    • Table 26: Activision Blizzard Inc.: Products and Services
    • Table 27: Activision Blizzard Inc.: Developments, 2019 and 2020
    • Table 28: Apple Inc.: Net Revenue, 2017-2019
    • Table 29: Apple Inc.: Products and Services
    • Table 30: Apple Inc.: Developments, 2019 and 2020
    • Table 31: Bandai Namco Group: Net Revenue, 2017-2019
    • Table 32: Bandai Namco Group: Products and Services
    • Table 33: Bandai Namco Group: Developments, 2019 and 2020
    • Table 34: Capcom Co. Ltd.: Net Revenue, 2017-2019
    • Table 35: Capcom Co. Ltd.: Products and Services
    • Table 36: Capcom Co. Ltd.: Developments, 2019 and 2020
    • Table 37: Electronic Arts Inc.: Net Revenue, 2017-2019
    • Table 38: Electronic Arts Inc.: Products and Services
    • Table 39: Electronic Arts Inc.: Developments, 2019 and 2020
    • Table 40: Epic Games Inc.: Products and Services
    • Table 41: Konami Holdings Corp.: Net Revenue, 2018 and 2019
    • Table 42: Konami Holdings Corp.: Products and Services
    • Table 43: Microsoft Corp.: Net Revenue, 2017-2019
    • Table 44: Microsoft Corp.: Products and Services
    • Table 45: Microsoft Corp.: Developments, 2019 and 2020
    • Table 46: Nintendo Co. Ltd.: Net Revenue, 2018-2020
    • Table 47: Nintendo Co. Ltd.: Products and Services
    • Table 48: Sony Corp.: Net Revenue, 2018-2020
    • Table 49: Sony Corp.: Products and Services
    • Table 50: Sony Corp.: Developments, 2019 and 2020
    • Table 51: Square Enix Holdings Co. Ltd.: Net Revenue, 2017-2019
    • Table 52: Square Enix Holdings Co. Ltd.: Products and Services
    • Table 53: Square Enix Holdings Co. Ltd.: Developments, 2020
    • Table 54: Take-Two Interactive Software Inc.: Net Revenue, 2017-2019
    • Table 55: Take-Two Interactive Software Inc.: Products and Services
    • Table 56: Take-Two Interactive Software Inc.: Developments, 2019 and 2020
    • Table 57: Tencent Holdings Ltd.: Net Revenue, 2017-2019
    • Table 58: Tencent Holdings Ltd.: Products and Services
    • Table 59: Tencent Holdings Ltd.: Developments, 2019 and 2020
    • Table 60: Ubisoft Entertainment SA: Net Revenue, 2017-2019
    • Table 61: Ubisoft Entertainment SA: Products and Services
    • Table 62: Ubisoft Entertainment SA: Developments, 2019

List of Figures

  • Summary Figure: Global Market for Video Gaming, by Region, 2019-2025
    • Figure 1: Value Chain: Video Gaming Industry
    • Figure 2: Company Market Share Analysis, 2019
    • Figure 3: Global Market for Video Gaming, by Genre, 2019-2025
    • Figure 4: Global Market for Action Genre Video Gaming, by Region, 2019-2025
    • Figure 5: Global Market for Sports Genre Video Gaming, by Region, 2019-2025
    • Figure 6: Global Market for Adventure Genre Video Gaming, by Region, 2019-2025
    • Figure 7: Global Market for Role-Playing Genre Video Gaming, by Region, 2019-2025
    • Figure 8: Global Market for Other Genres Video Gaming, by Region, 2019-2025
    • Figure 9: Global Market for Video Gaming, by Platform, 2019-2025
    • Figure 10: Global Market Share for Consoles Video Gaming, by Product, 2019
    • Figure 11: Global Market for Consoles Video Gaming, by Region, 2019-2025
    • Figure 12: Global Market for PC Platform Video Gaming, by Region, 2019-2025
    • Figure 13: Global Market for Mobile Platform Video Gaming, by Region, 2019-2025
    • Figure 14: Global Market for Video Gaming, by Region
    • Figure 15: Global Market Share for Video Gaming, by Region, 2019
    • Figure 16: U.S. Market for Video Gaming, 2019-2025
    • Figure 17: Canadian Market for Video Gaming, 2019-2025
    • Figure 18: Mexican Market for Video Gaming, 2019-2025
    • Figure 19: UK Market for Video Gaming, 2019-2025
    • Figure 20: German Market for Video Gaming, 2019-2025
    • Figure 21: French Market for Video Gaming, 2019-2025
    • Figure 22: Spanish Market for Video Gaming, 2019-2025
    • Figure 23: Italian Market for Video Gaming, 2019-2025
    • Figure 24: Rest of European Market for Video Gaming, 2019-2025
    • Figure 25: Chinese Market for Video Gaming, 2019-2025
    • Figure 26: Japanese Market for Video Gaming, 2019-2025
    • Figure 27: South Korean Market for Video Gaming, 2019-2025
    • Figure 28: Rest of Asia-Pacific Market for Video Gaming, 2019-2025
    • Figure 29: Activision Blizzard Inc.: Sales, by Business Segment, 2019
    • Figure 30: Activision Blizzard Inc.: Sales, by Distribution Channel, 2019
    • Figure 31: Activision Blizzard Inc.: Sales, by Region, 2019
    • Figure 32: Apple Inc.: Sales, by Product Segment, 2019
    • Figure 33: Apple Inc.: Sales, by Region, 2019
    • Figure 34: Bandai Namco Group: Sales, by Business Segment, 2019
    • Figure 35: Bandai Namco Group: Sales, by Region/Country, 2019
    • Figure 36: Capcom Co. Ltd.: Sales, by Business Segment, 2019
    • Figure 37: Electronic Arts Inc.: Revenue, by Business Composition, 2019
    • Figure 38: Electronic Arts Inc.: Revenue, by Platform, 2019
    • Figure 39: Electronic Arts Inc.: Revenue, by Region, 2019
    • Figure 40: Konami Holdings Corp.: Revenue, by Business Segment, 2019
    • Figure 41: Konami Holdings Corp.: Revenue, by Region, 2019
    • Figure 42: Microsoft Corp.: Sales, by Business Segment, 2019
    • Figure 43: Nintendo Co. Ltd.: Revenue, by Product Type, 2020
    • Figure 44: Sony Corp.: Revenue, by Business Segment, 2020
    • Figure 45: Sony Corp.: Revenue, by Region, 2020
    • Figure 46: Square Enix Holdings Co. Ltd.: Revenue, by Business Segment, 2019
    • Figure 47: Square Enix Holdings Co. Ltd.: Revenue, by Region, 2019
    • Figure 48: Take-Two Interactive Software Inc.: Revenue, by Gaming Platform, 2019
    • Figure 49: Take-Two Interactive Software Inc.: Revenue, by Distribution Channel, 2019
    • Figure 50: Take-Two Interactive Software Inc.: Revenue, by Region, 2019
    • Figure 51: Tencent Holdings Ltd. Revenue, by Business Segment, 2019
    • Figure 52: Tencent Holdings Ltd.: Revenue, by Region, 2019
    • Figure 53: Ubisoft Entertainment SA: Revenue, by Platform, 2019
    • Figure 54: Ubisoft Entertainment SA: Revenue, by Region, 2019
目次
Product Code: IFT208A

Highlights:

The global market for video gaming should grow from $169.2 billion in 2020 to $272.4 billion by 2025 at compound annual growth rates (CAGR) of 10.0% for the period of 2020-2025.

Asia-Pacific market for video gaming should grow from $78.6 billion in 2020 to $115.6 billion by 2025 at a CAGR of 8.0% for the period of 2020-2025.

RoW market for video gaming should grow from $13.6 billion in 2020 to $24.6 billion by 2025 at a CAGR of 12.6% for the period of 2020-2025.

Report Scope:

In this report, the market has been segmented based on genre, mode, platform and geography. The report provides an overview of the global video gaming market and analyzes market trends. Using 2019 as the base year, the report provides estimated market data for the forecast period, 2020-2025. Revenue forecasts for this period are segmented based on genre, mode, platform and geography. Market values have been estimated based on the total revenue of video game developers. Video gaming publishers can earn revenue from games through various processes. The methods of monetizing games vary, especially between different genres or platforms. Revenues benefit developers, copyright owners and other stakeholders. Some important revenue streams for video game publishers include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading and advertising.

The report covers the market for video games with regard to the user base, across different regions. It also highlights major trends and challenges that affect the market and the vendor landscape. The report estimates the global market for video games in 2019 and provides projections for the expected market size through 2025.

Report Includes:

  • 37 data tables and 26 additional tables
  • An overview of the global video gaming market and discussion on its key market developments
  • Estimation of the market size and analyses of global market trends, with data from 2019, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025
  • Analysis of market trends and identification of new opportunities, challenges, and technological changes within the industry
  • A look into the development of augmented reality (AR) and virtual reality (VR) in the video gaming industry and discussion on educational applications of video games
  • Highlights of current and future market potential, market size, and market share analysis based on genre, mode, type, platform and region
  • Comprehensive company profiles of major players of the industry, including Apple Inc., Epic Games Inc, Microsoft Corp., Sony Corp., and Tencent Holdings Ltd.

Table of Contents

Chapter 1: Introduction

  • Study Goals and Objectives
  • Scope of Report
  • Reasons for Doing the Study
  • Intended Audiences
  • Information Sources
  • Methodology
  • Geographic Breakdown
  • Analyst's Credentials
  • BCC Custom Research
  • Related BCC Research Reports

Chapter 2: Summary and Highlights

Chapter 3: Video Gaming: Market Overview

  • Video Gaming Market Overview
  • History of Video Gaming
  • Launch of Gaming Consoles
  • Video Gaming Crash
  • Increasing Competition
  • 3D Gaming
  • Future of Video Gaming
  • Technology Development
  • Traditional Value Chain: Video Gaming Industry
  • Business Models
  • Pay to Play
  • Free-to-play (F2P) and freemium
  • Advertising
  • Impact of COVID-19
  • Online vs. Offline
  • Single vs. Multiplayer
  • Market Share Analysis
  • Market Drivers
  • Increased Number of Gamers
  • Increasingly Creative Game Design
  • Video Games in Education
  • Augmented Reality (AR) and Virtual Reality (VR)
  • Market Restraints
  • Piracy
  • Hacking and Cheat Codes

Chapter 4: Market Breakdown by Genre

  • Introduction
  • Action
  • Sports
  • Adventure

Chapter 5: Market Breakdown by Platform

  • Introduction
  • Consoles
  • Components of a Gaming Console
  • Home Consoles
  • Handheld Consoles
  • Video Gaming Market for Consoles
  • Personal Computers (PCs)
  • E-sports Driving the PC Gaming Industry
  • Mobile

Chapter 6: Market Breakdown by Region

  • Introduction
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • RoW

Chapter 7: Company Profiles

  • ACTIVISION BLIZZARD INC.
  • APPLE INC.
  • BANDAI NAMCO GAMES INC.
  • CAPCOM CO. LTD.
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • KONAMI HOLDINGS CORP.
  • Microsoft Corp.
  • NINTENDO CO. LTD.
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT HOLDINGS LTD.
  • UBISOFT ENTERTAINMENT SA
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