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ゲーム市場:世界の業界動向・シェア・市場規模・成長・機会・予測 (2021~2026年)

Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

出版日: | 発行: IMARC Services Private Limited | ページ情報: 英文 114 Pages | 納期: 2-3営業日

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=109.72円
ゲーム市場:世界の業界動向・シェア・市場規模・成長・機会・予測 (2021~2026年)
出版日: 2021年02月02日
発行: IMARC Services Private Limited
ページ情報: 英文 114 Pages
納期: 2-3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界におけるゲームの市場規模は、2020年に1,679億米ドルとなりました。同市場は、2021年から2026年の期間中、9.24%のCAGRで拡大し、2026年までに2,871億米ドルへ達すると予測されています。

携帯電話の急増とインターネット上でのゲームの容易な入手可能性、およびハードウェアとソフトウェアの両方の革新は、世界のゲーム市場の成長にプラスの影響を与えると予想されます。さらに、無料でプレイできるビジネスモデルを提供するモバイルゲームやブラウザゲームの採用が拡大していることも、ゲーム市場で注目を集めているもう1つのトレンドです。加えて、eスポーツの人気の高まり、プロとアマチュアのプレーヤー間のマルチプレーヤービデオゲームの競合により、ゲーム市場は世界的に成長が加速しています。

当レポートでは、世界のゲーム市場について調査し、市場の概要、各セグメントおよび地域別による市場規模の予測、主要企業のプロファイル、競合情勢の分析など、体系的な情報を提供しています。

目次

第1章 序文

第2章 範囲と調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

第5章 世界のゲーム市場

  • 市場概要
  • 市場パフォーマンス
  • COVID-19の影響
  • 価格分析
  • 市場内訳:デバイスタイプ別
  • 市場内訳:プラットフォーム別
  • 市場内訳:収益タイプ別
  • 市場内訳:年齢層別
  • 市場内訳:地域別
  • SWOT分析
  • バリューチェーン分析
  • ポーターのファイブフォース分析

第6章 市場内訳:デバイスタイプ別

  • コンソール
  • 携帯電話およびタブレット
  • コンピューター

第7章 市場内訳:プラットフォーム別

  • オンライン
  • オフライン

第8章 市場内訳:収益タイプ別

  • ゲーム内購入
  • ゲーム購入
  • 広告

第9章 市場内訳:タイプ別

  • アドベンチャー/ロールプレイングゲーム
  • パズル
  • ソーシャルゲーム
  • ストラテジー
  • シミュレーション
  • その他

第10章 市場内訳:年齢層別

  • 大人
  • 子供

第11章 市場内訳:地域別

  • アジア太平洋
  • 北米
  • 欧州
  • 中東・アフリカ
  • ラテンアメリカ

第12章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Tencent Holdings Limited
    • Sony Corporation
    • Microsoft Corporation
    • Apple Inc.
    • Activision Blizzard, Inc.
    • Google LLC
    • NetEase Inc.
    • Electronic Arts Inc.
    • Nintendo Co., Ltd.
    • Bandai Namco Holdings Inc.
図表

List of Figures

  • Figure 1: Global: Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Gaming Market: Sales Value (in Billion US$), 2015-2020
  • Figure 3: Global: Gaming Market: Breakup by Device Type (in %), 2020
  • Figure 4: Global: Gaming Market: Breakup by Platform (in %), 2020
  • Figure 5: Global: Gaming Market: Breakup by Revenue Type (in %), 2020
  • Figure 6: Global: Gaming Market: Breakup by Type (in %), 2020
  • Figure 7: Global: Gaming Market: Breakup by Age Group (in %), 2020
  • Figure 8: Global: Gaming Market: Breakup by Region (in %), 2020
  • Figure 9: Global: Gaming Market Forecast: Sales Value (in Billion US$), 2021-2026
  • Figure 10: Global: Gaming Industry: SWOT Analysis
  • Figure 11: Global: Gaming Industry: Value Chain Analysis
  • Figure 12: Global: Gaming Industry: Porter's Five Forces Analysis
  • Figure 13: Global: Gaming (Consoles) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 14: Global: Gaming (Consoles) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 15: Global: Gaming (Mobiles and Tablets) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 16: Global: Gaming (Mobiles and Tablets) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 17: Global: Gaming (Computers) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 18: Global: Gaming (Computers) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 19: Global: Gaming (Online) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 20: Global: Gaming (Online) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 21: Global: Gaming (Offline) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 22: Global: Gaming (Offline) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 23: Global: Gaming (In-Game Purchase) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 24: Global: Gaming (In-Game Purchase) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 25: Global: Gaming (Game Purchase) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 26: Global: Gaming (Game Purchase) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 27: Global: Gaming (Advertising) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 28: Global: Gaming (Advertising) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 29: Global: Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 30: Global: Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 31: Global: Gaming (Puzzles) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 32: Global: Gaming (Puzzles) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 33: Global: Gaming (Social Games) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 34: Global: Gaming (Social Games) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 35: Global: Gaming (Strategy) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 36: Global: Gaming (Strategy) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 37: Global: Gaming (Simulation) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 38: Global: Gaming (Simulation) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 39: Global: Gaming (Others) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 40: Global: Gaming (Others) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 41: Global: Gaming (Adult) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 42: Global: Gaming (Adult) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 43: Global: Gaming (Children) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 44: Global: Gaming (Children) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 45: Asia Pacific: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 46: Asia Pacific: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 47: North America: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 48: North America: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 49: Europe: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 50: Europe: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 51: Middle East and Africa: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 52: Middle East and Africa: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 53: Latin America: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 54: Latin America: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026

List of Tables

  • Table 1: Global: Gaming Market: Key Industry Highlights, 2020 and 2026
  • Table 2: Global: Gaming Market Forecast: Breakup by Device Type (in Million US$), 2021-2026
  • Table 3: Global: Gaming Market Forecast: Breakup by Platform (in Million US$), 2021-2026
  • Table 4: Global: Gaming Market Forecast: Breakup by Revenue Type (in Million US$), 2021-2026
  • Table 5: Global: Gaming Market Forecast: Breakup by Type (in Million US$), 2021-2026
  • Table 6: Global: Gaming Market Forecast: Breakup by Age Group (in Million US$), 2021-2026
  • Table 7: Global: Gaming Market Forecast: Breakup by Region (in Million US$), 2021-2026
  • Table 8: Global: Gaming Market: Competitive Structure
  • Table 9: Global: Gaming Market: Key Players
目次
Product Code: SR1020A51_Report

Report Overview:

  • Gaming, also known as video games or electronic games, refers to a computer application which is played with a certain set of rules. It involves mental or physical stimulation that provides entertainment and relaxation to the player or the spectators. Gaming is a powerful tool that can help children in developing certain life skills and can also aid the educators in seeking ways to supplement classroom teaching. The gaming sector has been revolutionized with the advent of advanced graphical engines and information technology. According to the latest report by IMARC Group, titled "Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026", the global gaming market reached a value of US$ 167.9 Billion in 2020.
  • The increasing proliferation of mobile phones and easy availability of games on the internet along with innovations in both hardware and software are expected to have a positive impact on the growth of the global gaming market. In addition, the growing adoption of mobile and browser games which offer free-to-play business models is another trend that is gaining traction in the gaming market. Further, with the rising popularity of e-sports, multiplayer video game competition between professional and amateur players, the gaming market is witnessing an accelerated growth worldwide. Some of the other factors propelling the gaming market are empowering nature of games; availability of different genres, such as strategy, action, simulation, etc.; and a shift from physical games to online games. Looking forward, IMARC Group expects the global gaming market to reach a value of US$ 287.1 Billion by 2026, exhibiting a CAGR of 9.24% during 2021-2026.

Key Market Segmentation:

  • IMARC Group provides an analysis of the key trends in each sub-segment of the global gaming market, along with forecasts for growth at the global, regional and country level from 2021-2026. Our report has categorized the market based on region, device type, platform, revenue type, type, and age group.

Breakup by Device Type:

  • Based on the device type, the global gaming market has been segmented into consoles, mobiles and tablets, and computers. mobiles and tablets currently account for the largest share followed by consoles and computers.

Breakup by Platform:

  • Based on the platform, the market has been segmented into online and offline. The offline segment currently accounts for a larger share.

Breakup by Revenue Type:

  • Based on the revenue type, the market has been segmented into in-game purchase, game purchase and advertising.

Breakup by Type:

  • Based on type, the market has been segmented into adventure/role playing games, puzzles, social games, strategy, simulation and others.

Breakup by Age Group:

  • Based on the age group, the market has been segmented into adult and children. Adult games currently dominate the global gaming market.

Regional Insights:

  • Region-wise, Asia Pacific accounts for the largest market share. Other major regions are North America, Europe, Middle East and Africa and Latin America.

Competitive Landscape:

  • The competitive landscape of the market has also been examined with some of the key players being Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd.and Bandai Namco Holdings Inc..
  • This report provides a deep insight into the global gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter's five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the gaming market in any manner.

Key Questions Answered in This Report:

  • How has the global gaming market performed so far and how will it perform in the coming years?
  • What are the key regions in the global gaming market?
  • What has been the impact of COVID-19 on the global gaming market?
  • Which are the device types in the global gaming market?
  • Which are the platforms in the global gaming market?
  • Which are the revenue types in the global gaming market?
  • Which are the popular type in the global gaming market?
  • Which are the age groups in the global gaming market?
  • What are the various stages in the value chain of the global gaming market?
  • What are the key driving factors and challenges in the global gaming market?
  • What is the structure of the global gaming market and who are the key players?
  • What is the degree of competition in the global gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Price Analysis
  • 5.5 Market Breakup by Device Type
  • 5.6 Market Breakup by Platform
  • 5.7 Market Breakup by Revenue Type
  • 5.8 Market Breakup by Type
  • 5.9 Market Breakup by Age Group
  • 5.10 Market Breakup by Region
  • 5.11 Market Forecast
  • 5.12 SWOT Analysis
    • 5.12.1 Overview
    • 5.12.2 Strengths
    • 5.12.3 Weaknesses
    • 5.12.4 Opportunities
    • 5.12.5 Threats
  • 5.13 Value Chain Analysis
    • 5.13.1 Overview
    • 5.13.2 Research and Development
    • 5.13.3 Inputs
    • 5.13.4 Products and Services
    • 5.13.5 Marketing and Distribution
    • 5.13.6 End Users
    • 5.13.7 Post Sales Service
  • 5.14 Porters Five Forces Analysis
    • 5.14.1 Overview
    • 5.14.2 Bargaining Power of Buyers
    • 5.14.3 Bargaining Power of Suppliers
    • 5.14.4 Degree of Competition
    • 5.14.5 Threat of New Entrants
    • 5.14.6 Threat of Substitutes
    • 5.14.7 Threats

6 Market Breakup by Device Type

  • 6.1 Consoles
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Mobiles and Tablets
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Computers
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Platform

  • 7.1 Online
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Offline
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Revenue Type

  • 8.1 In-Game Purchase
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Game Purchase
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Advertising
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast

9 Market Breakup by Type

  • 9.1 Adventure/Role Playing Games
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Puzzles
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Social Games
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Strategy
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Simulation
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Others
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast

10 Market Breakup by Age Group

  • 10.1 Adult
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2 Children
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast

11 Market Breakup by Region

  • 11.1 Asia Pacific
    • 11.1.1 Market Trends
    • 11.1.2 Market Forecast
  • 11.2 North America
    • 11.2.1 Market Trends
    • 11.2.2 Market Forecast
  • 11.3 Europe
    • 11.3.1 Market Trends
    • 11.3.2 Market Forecast
  • 11.4 Middle East and Africa
    • 11.4.1 Market Trends
    • 11.4.2 Market Forecast
  • 11.5 Latin America
    • 11.5.1 Market Trends
    • 11.5.2 Market Forecast

12 Competitive Landscape

  • 12.1 Market Structure
  • 12.2 Key Players
  • 12.3 Profiles of Key Players
    • 12.3.1 Tencent Holdings Limited
    • 12.3.2 Sony Corporation
    • 12.3.3 Microsoft Corporation
    • 12.3.4 Apple Inc.
    • 12.3.5 Activision Blizzard, Inc.
    • 12.3.6 Google LLC
    • 12.3.7 NetEase Inc.
    • 12.3.8 Electronic Arts Inc.
    • 12.3.9 Nintendo Co., Ltd.
    • 12.3.10 Bandai Namco Holdings Inc.
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