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世界のソーシャルゲーム市場:コンソールタイプ、購入タイプ、地域別 - 動向分析、競合市場シェア、および予測(2015年~2025年)

Global Social Gaming Market by Console Type, by Purchase Type, By Region ; Trend Analysis, Competitive Market Share & Forecast, 2015-2025

出版日: | 発行: Blueweave Consulting & Research Private Limited | ページ情報: 英文 125 Pages | 納期: 即日から翌営業日

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世界のソーシャルゲーム市場:コンソールタイプ、購入タイプ、地域別 - 動向分析、競合市場シェア、および予測(2015年~2025年)
出版日: 2019年12月20日
発行: Blueweave Consulting & Research Private Limited
ページ情報: 英文 125 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 目次
概要

世界のソーシャルゲーム市場は、2019年から2025年の予測期間中に9.7%のCAGRで成長する見通しです。モバイルゲーム市場は2022年に約954億ドルの高い収益を生み出し、世界のゲーム市場全体のほぼ半分を占めると予測されています。

当レポートは世界のソーシャルゲーム市場について調査しており、市場機会や課題、成長および阻害要因、コンソールタイプ・購入タイプ・地域別の市場分析、競合情勢、主要企業のプロファイル等の情報を提供しています。

目次

第1章 調査の枠組み

  • 調査目的
  • 製品の概要
  • 市場セグメンテーション

第2章 調査方法

  • 質的調査
    • 一次および二次資料
  • 量的調査
    • 一次および二次資料
  • 主な調査回答者の内訳
    • 二次調査
    • 一次調査
  • 一次調査回答者の内訳:業界参入企業別
  • 市場規模の推計
  • 調査の前提条件
  • 市場分析とデータ三角測量

第3章 エグゼクティブサマリー

第4章 産業考察

  • DROC分析
    • 成長要因
    • 阻害要因
    • 市場機会
    • 課題
  • 技術的見通し
  • 規制の枠組み
  • 企業の市場シェア分析
  • ポーターのファイブフォース分析
  • 戦略的見通し

第5章 市場の概要

  • 市場規模と予測
    • 売上別
    • コンソールタイプ別
    • 購入タイプ別
    • 地域別

第6章 北米市場

第7章 欧州市場

第8章 アジア太平洋地域市場

第9章 ラテンアメリカ市場

第10章 中東・アフリカ市場

第11章 企業プロファイル(企業概要、財務マトリックス、主要製品の展望、主要役員、主な競合、連絡先住所、戦略的見通し)

  • Valve Corporation
  • PlayJam, Playdom
  • Bluestack Systems
  • Gameloft
  • Microsoft
  • 任天堂株式会社
  • Rovio Entertainment
  • NVIDIA
  • ソニー株式会社
  • Aeria Games GmbH
  • Activision Blizzard, Inc.
  • Blizzard Entertainment, Inc.
  • King Digital Entertainment plc
  • Behaviour Interactive, Inc.
  • 株式会社ディー・エヌ・エー
  • Electronic Arts, Inc.
  • PopCap Games, Inc.
  • GREE, Inc.
  • Miniclip SA
  • Peak Games
  • Playtech plc
  • Pretty Simple
  • Social Point
  • Supercell
  • SYBO Games
  • Wooga GmbH
  • Zynga, Inc.
  • その他の主要企業
目次
Product Code: BWC19349

According to BlueWeave Consulting, the Global Social Gaming Market is expected to grow at a significant rate during the forecast period. The mobile gaming market will generate high revenues of approximately $95.4 billion in the year 2022 and is expected to account for almost half of the entire global games market. The global social gaming market is anticipated to grow at a CAGR of 9.7% during the forecast period 2019- 2025. The market is growing due to various factors. The report, the games business' standard for comprehension and measuring the worldwide games market, brags a complete breakdown of the market as far as income and gamer conjectures per fragment.

The report investigates the market patterns molding and driving the scene of the game, further focusing in on the most recent improvements per fragment and area. In this article, we will plunge into a portion of the report's key discoveries, concentrating on the new numbers. The diversion world today has tagged along far away from the prepackaged games and 8-piece computer games as a method of recreation and play.

With the approach of data innovation and progressed graphical and explanatory motors, the worldwide gaming segment has been changed. Different gaming mediums, for example, Computer/Mac gaming, devoted TV reassures, handheld gaming consoles, portable and tablet-based gaming among others have been created and are in a consistent period of refreshing. The worldwide gaming market has been demonstrating a developing pattern since its origin and is relied upon to blast in the forecast years as well.

The global social gaming market is developing at a fast pace because of the expanding appropriation of cutting edge gaming advances, rising salary levels, ease of gaming activities, increment in online substance, and computerized conveyance, which enable clients to download the substance on their frameworks. Famous social gaming sorts, for example, social club is probably going to drive the market development during the conjecture time frame because of the expanding social gaming traffic. Besides, the entrance of cloud-based applications and accessibility of gadgets that give enlarged reality gaming encounters additionally open new roads for the market.

The mobile gaming segment from the console section is projected to hold a major share in the global social gaming market during the forecast period

The mobile gaming (smartphone and tablet), meanwhile, remains the largest segment in 2019, growing +10.2% year on year to $68.5 billion-45% of the Global Social Gaming Market. Of this, $54.9 billion will come from smartphone games. PC gaming will be both the smallest and slowest-growing segment, increasing +4.0% year on year to $35.7 billion. Despite the segment being smaller in size, PC's status as the bedrock of innovation in the Global Social Gaming Market remains evident to this day. Nearly all of the most popular game genres, including battle royale and MOBA, can trace their roots back to PC gaming's modding community.

The North American region holds a lion's share in the global social gaming market during the forecast period

North America is relied upon to overwhelm the global social gaming market because of the high appropriation pace of games, solid web framework, and availability. The nearness of worldwide key players in this locale and their constant endeavors to give the best gaming stages will support the global social gaming market. The region sees a growing usage of gaming equipment and devices in various gaming markets. Also, the growing propensity of utilizing the best gaming devices amongst the youth is expected to boost the growth of the global social gaming market.

Global Social Gaming Market: Competitive Insight

The major industry players operating in the global social gaming market include prominent companies like Valve Corporation, PlayJam, Playdom, Bluestack Systems, Gameloft, Microsoft, Nintendo, Rovio Entertainment, NVIDIA, and Sony, among others. These prominent companies are largely focusing on various strategic alliances and other product differentiations for strengthening their position thus resulting in the overall growth and development of the global social gaming market.

Table of Contents

1. Research Framework

  • 1.1. Research Objective
  • 1.2. Product Overview
  • 1.3. Market Segmentation

2. Research Methodology

  • 2.1. Qualitative Research
    • 2.1.1. Primary & Secondary Sources
  • 2.2. Quantitative Research
    • 2.2.1. Primary & Secondary Sources
  • 2.3. Breakdown of Primary Research Respondents
    • 2.3.1. Secondary Research
    • 2.3.2. Primary Research
  • 2.4. Breakdown of Primary Research Respondents, By Industry Participants
  • 2.5. Market Size Estimation
  • 2.6. Assumption for the Study
  • 2.7. Market Breakdown & Data Triangulation

3. Executive Summary

4. Global Social Gaming Market - Industry Insights

  • 4.1. DROC Analysis
    • 4.1.1. Growth Drivers
    • 4.1.2. Restraints
    • 4.1.3. Opportunities
    • 4.1.4. Challenges
  • 4.2. Technological Advancement
  • 4.3. Regulatory Framework
  • 4.4. Company Market Share Analysis, 2019
  • 4.5. Porter's Five Forces Analysis
  • 4.6. Strategic Outlook

5. Global Social Gaming Market Overview

  • 5.1. Market Size & Forecast, 2016-2026
    • 5.1.1. By Value (USD Million)
    • 5.1.2. By Console Type
      • 5.1.2.1. TV / Gaming Console
      • 5.1.2.2. Computer Gaming
      • 5.1.2.3. Mobile Gaming
      • 5.1.2.4. Social / Casual Gaming
      • 5.1.2.5. Online MMO Gaming
      • 5.1.2.6. Others Solutions
    • 5.1.3. By Purchase Type
      • 5.1.3.1. Box/ CD/ DVD Game Purchase
      • 5.1.3.2. Shareware
      • 5.1.3.3. Freeware
      • 5.1.3.4. In-App Purchase Based
      • 5.1.3.5. Others Outdoor Locations
    • 5.1.4. By Region
      • 5.1.4.1. North America
      • 5.1.4.2. Europe
      • 5.1.4.3. Asia-Pacific
      • 5.1.4.4. Latin America
      • 5.1.4.5. Middle East & Africa

6. North America Social Gaming Market Overview

    • 6.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 6.1.2. By Console Type
    • 6.1.3. By Purchase Type
    • 6.1.4. By Country
      • 6.1.4.1. United States
      • 6.1.4.2. Canada

7. Europe Social Gaming Market Overview

    • 7.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 7.1.2. By Console Type
    • 7.1.3. By Purchase Type
    • 7.1.4. By Country
      • 7.1.4.1. United Kingdom
      • 7.1.4.2. Germany
      • 7.1.4.3. France

8. Asia -Pacific Social Gaming Market Overview

    • 8.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 8.1.2. By Console Type
    • 8.1.3. By Purchase Type
    • 8.1.4. By Country
      • 8.1.4.1. China
      • 8.1.4.2. Japan
      • 8.1.4.3. India
      • 8.1.4.4. South Korea

9. Latin America Social Gaming Market Overview

    • 9.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 9.1.2. By Console Type
    • 9.1.3. By Purchase Type
    • 9.1.4. By Country
      • 9.1.4.1. Brazil
      • 9.1.4.2. Mexico
      • 9.1.4.3. Rest of Latin America

10.Middle East & Africa Social Gaming Market Overview

    • 10.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 10.1.2. By Console Type
    • 10.1.3. By Purchase Type
    • 10.1.4. By Country
      • 10.1.4.1. Saudi Arabia
      • 10.1.4.2. UAE
      • 10.1.4.3. South Africa

11.Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *

  • 11.1. Valve Corporation
  • 11.2. PlayJam, Playdom
  • 11.3. Bluestack Systems
  • 11.4. Gameloft
  • 11.5. Microsoft
  • 11.6. Nintendo
  • 11.7. Rovio Entertainment
  • 11.8. NVIDIA
  • 11.9. Sony
  • 11.10. Aeria Games GmbH
  • 11.11. Activision Blizzard, Inc.
  • 11.12. Blizzard Entertainment, Inc.
  • 11.13. King Digital Entertainment plc
  • 11.14. Behaviour Interactive, Inc.
  • 11.15. DeNA Co., Ltd.
  • 11.16. Electronic Arts, Inc.
  • 11.17. PopCap Games, Inc.
  • 11.18. GREE, Inc.
  • 11.19. Miniclip SA
  • 11.20. Peak Games
  • 11.21. Playtech plc
  • 11.22. Pretty Simple
  • 11.23. Social Point
  • 11.24. Supercell
  • 11.25. SYBO Games
  • 11.26. Wooga GmbH
  • 11.27. Zynga, Inc.
  • 11.28. Other Prominent Players
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