市場調査レポート
商品コード
1168912

世界のビデオゲーム市場

Video Games: Global Markets

出版日: | 発行: BCC Research | ページ情報: 英文 132 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=152.41円
世界のビデオゲーム市場
出版日: 2022年12月05日
発行: BCC Research
ページ情報: 英文 132 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、2022年の2,440億米ドルから、2027年には4,737億米ドルに成長し、2022年から2027年にかけてのCAGRは14.2%と予測されています。

アジア太平洋地域は、2022年の1,150億米ドルから、2027年には2,313億米ドルに成長し、2022年から2027年にかけてのCAGRは15%と予測されています。また、北米地域は、2022年の663億米ドルから、2027年には1,292億米ドルに成長し、CAGRは14.3%と予測されています。

当レポートでは、世界のビデオゲームの市場を調査し、市場および技術の背景、市場成長への各種影響因子の分析、市場規模の推移・予測、各種区分・地域/主要国別の詳細分析、競合環境、主要企業のプロファイルなどをまとめています。

目次

第1章 イントロダクション

第2章 サマリー・ハイライト

第3章 ビデオゲーム:市場概要

  • ビデオゲーム市場の概要
  • ビデオゲームの歴史
  • ビデオゲームの未来
  • 従来のバリューチェーン:ビデオゲーム業界
  • ビジネスモデル
  • COVID-19の影響
  • オンライン vs オフライン
  • シングル vs マルチプレイヤー
  • 市場シェア分析
  • 市場促進要因
  • 市場抑制要因

第4章 市場内訳:ジャンル別

  • アクション
  • スポーツ
  • 冒険
  • ロールプレイングゲーム
  • その他

第5章 市場内訳:プラットフォーム別

  • コンソール
    • ゲームコンソールのコンポーネント
    • ホームコンソール
    • ハンドヘルドコンソール
    • コンソール向けビデオゲーム市場
  • パーソナルコンピューター(PC)
    • PCゲーム業界
  • モバイル

第6章 市場内訳:エンドユーザー別

  • X世代
  • Y世代・ミレニアル世代
  • Z世代

第7章 市場内訳:地域別

  • 北米
  • 欧州
  • アジア太平洋
  • その他の地域

第8章 競合情勢

  • 新製品の発売
  • 買収
  • 提携・協力

第9章 企業プロファイル

  • ACTIVISION BLIZZARD, INC.
  • APPLE INC.
  • BANDAI NAMCO GAMES INC.
  • CAPCOM CO., LTD.
  • CYBERAGENT, INC.
  • 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
  • WARNER BROS. ENTERTAINMENT INC.
図表

List of Tables

  • Summary Table : Global Market for Video Gaming, by Region, Through 2027
  • Table 1 : Global Market for Video Gaming, by Genre, Through 2027
  • Table 2 : Global Market for Action Genre Video Gaming, by Region, Through 2027
  • Table 3 : Global Market for Sports Genre Video Gaming, by Region, Through 2027
  • Table 4 : Global Market for Adventure Genre Video Gaming, by Region, Through 2027
  • Table 5 : Global Market for Role-Playing Genre Video Gaming, by Region, Through 2027
  • Table 6 : Global Market for Other Genres Video Gaming, by Region, Through 2027
  • Table 7 : Global Market for Video Gaming, by Platform, Through 2027
  • Table 8 : Global Market for Consoles Video Gaming, by Region, Through 2027
  • Table 9 : Global Market for PC Platform Video Gaming, by Region, Through 2027
  • Table 10 : Global Market for Mobile Platform Video Gaming, by Region, Through 2027
  • Table 11 : Global Market for Video Gaming, by Region, Through 2027
  • Table 12 : North American Market for Video Gaming, by Genre, Through 2027
  • Table 13 : North American Market for Video Gaming, by Platform, Through 2027
  • Table 14 : North American Market for Video Gaming, by Country, Through 2027
  • Table 15 : Top 20 Best-Selling Video Games in the U.S., 2021
  • Table 16 : Top 20 Best-Selling Video Games in Europe, 2021
  • Table 17 : European Market for Video Gaming, by Genre, Through 2027
  • Table 18 : European Market for Video Gaming, by Platform, Through 2027
  • Table 19 : European Market for Video Gaming, by Country, Through 2027
  • Table 20 : Top 10 Best-Selling Video Games in Asia-Pacific, 2021
  • Table 21 : Asia-Pacific Market for Video Gaming, by Genre, Through 2027
  • Table 22 : Asia-Pacific Market for Video Gaming, by Platform, Through 2027
  • Table 23 : Asia-Pacific Market for Video Gaming, by Country, Through 2027
  • Table 24 : RoW Market for Video Gaming, by Genre, Through 2027
  • Table 25 : RoW Market for Video Gaming, by Platform, Through 2027
  • Table 26 : New Product Launches in the Video Gaming Market, by Leading Companies, 2020-2022
  • Table 27 : Major Acquisitions in the Video Gaming Market, by Leading Companies, 2019-2022
  • Table 28 : Partnerships and Collaborations in the Video Gaming Market, by Leading Companies, 2019-2022
  • Table 29 : Activision Blizzard, Inc.: Net Revenue, 2019-2021
  • Table 30 : Activision Blizzard, Inc.: Products and Services
  • Table 31 : Activision Blizzard, Inc.: Key Developments, 2021 and 2022
  • Table 32 : Apple Inc.: Net Revenue, 2019-2021
  • Table 33 : Apple Inc.: Products and Services
  • Table 34 : Apple Inc.: Key Developments, 2019-2022
  • Table 35 : Bandai Namco Group: Net Revenue, 2019-2021
  • Table 36 : Bandai Namco Group: Products and Services
  • Table 37 : Bandai Namco Group: Key Developments, 2019-2022
  • Table 38 : Capcom Co., Ltd.: Net Revenue, 2019-2021
  • Table 39 : Capcom Co., Ltd.: Products and Services
  • Table 40 : Capcom Co., Ltd.: Key Developments, 2019-2022
  • Table 41 : CyberAgent, Inc.: Net Revenue, 2019-2021
  • Table 42 : CyberAgent, Inc.: Products and Services
  • Table 43 : CyberAgent, Inc.: Key Developments, 2020-2022
  • Table 44 : Electronic Arts Inc.: Net Revenue, 2019-2021
  • Table 45 : Electronic Arts Inc.: Products and Services
  • Table 46 : Electronic Arts Inc.: Key Developments, 2019-2022
  • Table 47 : Epic Games Inc.: Products and Services
  • Table 48 : Konami Holdings Corp.: Net Revenue, 2020 and 2021
  • Table 49 : Konami Holdings Corp.: Products and Services
  • Table 50 : Microsoft Corp.: Net Revenue, 2019-2021
  • Table 51 : Microsoft Corp.: Products and Services
  • Table 52 : Microsoft Corp.: Key Developments, 2019-2022
  • Table 53 : Nintendo Co., Ltd.: Net Revenue, 2020-2022
  • Table 54 : Nintendo Co., Ltd.: Products and Services
  • Table 55 : Sony Corp.: Net Revenue, 2020-2022
  • Table 56 : Sony Corp.: Products and Services
  • Table 57 : Sony Corp.: Key Developments, 2019-2022
  • Table 58 : Square Enix Holdings Co., Ltd.: Net Revenue, 2019-2021
  • Table 59 : Square Enix Holdings Co., Ltd.: Products and Services
  • Table 60 : Square Enix Holdings Co., Ltd.: Key Developments, 2020-2022
  • Table 61 : Take-Two Interactive Software, Inc.: Net Revenue, 2019-2021
  • Table 62 : Take-Two Interactive Software Inc.: Products and Services
  • Table 63 : Take-Two Interactive Software, Inc.: Key Developments, 2019-2022
  • Table 64 : Tencent Holdings Ltd.: Net Revenue, 2019-2021
  • Table 65 : Tencent Holdings Ltd.: Products and Services
  • Table 66 : Tencent Holdings Ltd.: Key Developments, 2019-2022
  • Table 67 : Ubisoft Entertainment SA: Net Revenue, 2019-2021
  • Table 68 : Ubisoft Entertainment SA: Products and Services
  • Table 69 : Ubisoft Entertainment SA: Key Developments, 2019-2022
  • Table 70 : Warner Bros. Entertainment Inc.: Net Revenue, 2019-2021
  • Table 71 : Warner Bros. Entertainment Inc.: Products and Services
  • Table 72 : Warner Bros. Entertainment Inc.: Key Developments, 2020-2022

List of Figures

  • Summary Figure : Global Market for Video Gaming, by Region, 2021-2027
  • Figure 1 : Value Chain: Video Gaming Industry
  • Figure 2 : Global Company Share Analysis in the Video Gaming Market, 2021
  • Figure 3 : Global Market for Video Gaming, by Genre, 2021-2027
  • Figure 4 : Global Market for Action Genre Video Gaming, by Region, 2021-2027
  • Figure 5 : Global Market for Sports Genre Video Gaming, by Region, 2021-2027
  • Figure 6 : Global Market for Adventure Genre Video Gaming, by Region, 2021-2027
  • Figure 7 : Global Market for Role-Playing Genre Video Gaming, by Region, 2021-2027
  • Figure 8 : Global Market for Other Genres Video Gaming, by Region, 2021-2027
  • Figure 9 : Global Market for Video Gaming, by Platform, 2021-2027
  • Figure 10 : Global Market for Consoles Video Gaming, by Region, 2021-2027
  • Figure 11 : Global Market for PC Platform Video Gaming, by Region, 2021-2027
  • Figure 12 : Global Market for Mobile Platform Video Gaming, by Region, 2021-2027
  • Figure 13 : Global Market for Video Gaming, by Region
  • Figure 14 : Global Market Share of Video Gaming, by Region, 2021
  • Figure 15 : U.S. Market for Video Gaming, 2021-2027
  • Figure 16 : Canadian Market for Video Gaming, 2021-2027
  • Figure 17 : Mexican Market for Video Gaming, 2021-2027
  • Figure 18 : U.K. Market for Video Gaming, 2021-2027
  • Figure 19 : German Market for Video Gaming, 2021-2027
  • Figure 20 : French Market for Video Gaming, 2021-2027
  • Figure 21 : Spanish Market for Video Gaming, 2021-2027
  • Figure 22 : Italian Market for Video Gaming, 2021-2027
  • Figure 23 : Rest of European Market for Video Gaming, 2021-2027
  • Figure 24 : Chinese Market for Video Gaming, 2021-2027
  • Figure 25 : Japanese Market for Video Gaming, 2021-2027
  • Figure 26 : Indian Market for Video Gaming, 2021-2027
  • Figure 27 : Rest of Asia-Pacific Market for Video Gaming, 2021-2027
  • Figure 28 : Activision Blizzard, Inc.: Sales Share, by Business Segment, 2021
  • Figure 29 : Activision Blizzard, Inc.: Sales Share, by Distribution Channel, 2021
  • Figure 30 : Activision Blizzard, Inc.: Sales Share, by Region, 2021
  • Figure 31 : Apple Inc.: Sales Share, by Product Segment, 2021
  • Figure 32 : Apple Inc.: Sales Share, by Region, 2021
  • Figure 33 : Bandai Namco Group: Sales Share, by Business Segment, 2021
  • Figure 34 : Bandai Namco Group: Sales Share, by Region/Country, 2021
  • Figure 35 : Capcom Co., Ltd.: Sales Share, by Business Segment, 2021
  • Figure 36 : CyberAgent, Inc.: Revenue Share, by Distribution Channel, 2021
  • Figure 37 : CyberAgent, Inc.: Revenue Share, by Region/Country, 2021
  • Figure 38 : Electronic Arts Inc.: Revenue Share, by Business Composition, 2021
  • Figure 39 : Electronic Arts Inc.: Revenue Share, by Platform, 2021
  • Figure 40 : Electronic Arts Inc.: Revenue Share, by Region, 2021
  • Figure 41 : Konami Holdings Corp.: Revenue Share, by Business Segment, 2021
  • Figure 42 : Konami Holdings Corp.: Revenue Share, by Region/Country, 2021
  • Figure 43 : Microsoft Corp.: Sales Share, by Business Segment, 2021
  • Figure 44 : Nintendo Co., Ltd.: Revenue Share, by Product Type, 2022
  • Figure 45 : Nintendo Co., Ltd.: Revenue Share, by Region/Country, 2021
  • Figure 46 : Sony Corp.: Revenue Share, by Business Segment, 2022
  • Figure 47 : Sony Corp.: Revenue Share, by Region/Country, 2021
  • Figure 48 : Square Enix Holdings Co., Ltd.: Revenue Share, by Business Segment, 2021
  • Figure 49 : Take-Two Interactive Software, Inc.: Revenue Share, by Gaming Platform, 2021
  • Figure 50 : Take-Two Interactive Software, Inc.: Revenue Share, by Distribution Channel, 2021
  • Figure 51 : Take-Two Interactive Software, Inc.: Revenue Share, by Region/Country, 2021
  • Figure 52 : Tencent Holdings Ltd.: Revenue Share, by Business Segment, 2021
  • Figure 53 : Tencent Holdings Ltd.: Revenue Share, by Region, 2021
  • Figure 54 : Ubisoft Entertainment SA: Revenue Share, by Platform, 2021
  • Figure 55 : Ubisoft Entertainment SA: Revenue Share, by Distribution Channel, 2021
  • Figure 56 : Ubisoft Entertainment SA: Revenue Share, by Region/Country, 2021
  • Figure 57 : Warner Bros. Entertainment Inc: Revenue Share, by Distribution Channel, 2021
  • Figure 58 : Warner Bros. Entertainment Inc.: Revenue Share, by Region/Country, 2021
目次
Product Code: IFT208B

Highlights:

The global video gaming market should reach $244 billion by 2022 and $473.7 billion by 2027, with a compound annual growth rate (CAGR) of 14.2% during the forecast period of 2022-2027.

Asia-Pacific video gaming market should reach $115 billion by 2022 and $231.3 billion by 2027, with a CAGR of 15% during the forecast period of 2022-2027.

North American video gaming market should reach $66.3 billion by 2022 and $129.2 billion by 2027, with a CAGR of 14.3% during the forecast period of 2022-2027.

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 2021 as the base year, the report provides estimated market data for the forecast period, 2022-2027. Revenue forecasts for this period are segmented based on genre, mode, platform, end user, 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 regarding the end user base, and provides updated data of 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 2021 and provides projections for the expected market size through 2027.

Report Includes:

  • 38 data tables and 35 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 2021, estimates for 2022 and projections of compound annual growth rates (CAGRs) through 2027
  • 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
  • Company profiles of major players within the industry, including Apple Inc., Microsoft Corp., Nintendo Co. Ltd., Sony Corp., Tencent Holdings Ltd., and Warner Bros. Entertainment Inc.

Table of Contents

Chapter 1 Introduction

  • 1.1 Study Goals and Objectives
  • 1.2 Reasons for Doing the Study
  • 1.3 What's New in this Update?
  • 1.4 Scope of Report
  • 1.5 Intended Audiences
  • 1.6 Information Sources
  • 1.7 Methodology
  • 1.8 Geographic Breakdown
  • 1.9 Analyst's Credentials
  • 1.10 BCC Custom Research
  • 1.11 Related BCC Research Reports

Chapter 2 Summary and Highlights

Chapter 3 Video Gaming: Market Overview

  • 3.1 Video Gaming Market Overview
  • 3.2 History of Video Gaming
    • 3.2.1 Launch of Gaming Consoles
    • 3.2.2 Video Gaming Crash
    • 3.2.3 Increasing Competition
    • 3.2.4 Personal Computers: Designing Games and Opening Up to a Wider Community
    • 3.2.5 3D Gaming
  • 3.3 Future of Video Gaming
    • 3.3.1 Technology Development
  • 3.4 Traditional Value Chain: Video Gaming Industry
  • 3.5 Business Models
    • 3.5.1 Pay-to-Play
    • 3.5.2 Play-to-Earn
    • 3.5.3 Free-to-Play (F2P) and Freemium
    • 3.5.4 Advertising
    • 3.5.5 Subscription
  • 3.6 Impact of COVID-19
  • 3.7 Online vs. Offline
  • 3.8 Single vs. Multiplayer
  • 3.9 Market Share Analysis
  • 3.10 Market Drivers
    • 3.10.1 Increased Number of Gamers
    • 3.10.2 Increasingly Creative Game Design
    • 3.10.3 Video Games in Education
    • 3.10.4 Augmented Reality (AR) and Virtual Reality (VR)
    • 3.10.5 Metaverse
  • 3.11 Market Restraints
    • 3.11.1 Piracy
    • 3.11.2 Hacking and Cheat Codes
    • 3.11.3 Cutthroat Competition
    • 3.11.4 Emerging Play-to-Earn Monetization Powered by Web3

Chapter 4 Market Breakdown by Genre

  • 4.1 Introduction
  • 4.2 Action
  • 4.3 Sports
  • 4.4 Adventure
  • 4.5 Role-Playing Games
  • 4.6 Others

Chapter 5 Market Breakdown by Platform

  • 5.1 Introduction
  • 5.2 Consoles
    • 5.2.1 Components of a Gaming Console
    • 5.2.2 Home Consoles
    • 5.2.3 Handheld Consoles
    • 5.2.4 Video Gaming Market for Consoles
  • 5.3 Personal Computers (PCs)
    • 5.3.1 PC Gaming Industry
  • 5.4 Mobile

Chapter 6 Market Breakdown by End User

  • 6.1 Introduction
  • 6.2 Gen X
  • 6.3 Gen Y/Millennials
  • 6.4 Gen Z

Chapter 7 Market Breakdown by Region

  • 7.1 Introduction
  • 7.2 North America
    • 7.2.1 U.S.
    • 7.2.1 Canada
    • 7.2.1 Mexico
  • 7.3 Europe
    • 7.3.1 United Kingdom
    • 7.3.2 Germany
    • 7.3.3 France
    • 7.3.4 Spain
    • 7.3.5 Italy
    • 7.3.6 Rest of Europe
  • 7.4 Asia-Pacific
    • 7.4.1 China
    • 7.4.2 Japan
    • 7.4.3 India
    • 7.4.4 Rest of Asia-Pacific
  • 7.5 RoW
    • 7.5.1 South America
    • 7.5.2 Middle East
    • 7.5.3 Africa

Chapter 8 Competitive Landscape

  • 8.1 Introduction
    • 8.1.1 New Product Launches
    • 8.1.2 Acquisitions
    • 8.1.3 Partnerships and Collaborations

Chapter 9 Company Profiles

  • ACTIVISION BLIZZARD, INC.
  • APPLE INC.
  • BANDAI NAMCO GAMES INC.
  • CAPCOM CO., LTD.
  • CYBERAGENT, INC.
  • 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
  • WARNER BROS. ENTERTAINMENT INC.