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市場調査レポート

ビデオゲームの世界市場:2019年~2023年

Global Video Game Market 2019-2023

発行 TechNavio (Infiniti Research Ltd.) 商品コード 256773
出版日 ページ情報 英文 122 Pages
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本日の銀行送金レート: 1USD=108.54円で換算しております。
ビデオゲームの世界市場:2019年~2023年 Global Video Game Market 2019-2023
出版日: 2019年04月05日 ページ情報: 英文 122 Pages
概要

スマートフォンの普及とインターネットアクセスの向上は、今後数年間で市場の成長をもたらす重要な要素の1つとなる見込みです。モバイルゲームは世界のビデオゲーム市場の最大のセグメントであり、予測期間中に大きく成長するでしょう。低コストのスマートフォンを利用し続けられることによって、中国、インド、およびメキシコを含む新興国におけるビデオゲーム市場の成長がさらに促進されるでしょう。ベンダーはまた、オンラインゲームを提供し、モバイルゲーム現象を活用するためのモバイルゲームプラットフォームにも取り組んでいます。このように、インターネットアクセスの改善が進んでいることによって、今後数年間の間に世界のビデオゲーム市場の成長がさらに促進される見通しです。 Technavioのアナリストは、世界のビデオゲーム市場が2023年までに9%以上のCAGRで成長すると予測しています。

当レポートでは、世界のビデオゲーム市場について調査分析し、市場規模と成長率、市場動向、市場促進要因・課題、市場機会について検証するほか、主要ベンダーなどについて、体系的な情報を提供しています。

第1章 エグゼクティブサマリー

第2章 レポートの範囲

  • イントロダクション1
  • イントロダクション2
  • 米ドルの通貨換算レート

第3章 市場状況

  • 市場のエコシステム
  • 市場の特徴
  • 市場セグメンテーション分析

第4章 市場規模

  • 市場の定義
  • 市場規模(2018年)
  • 市場規模および予測(2018年~2023年)

第5章 ファイブフォース分析

  • バイヤーの交渉力
  • サプライヤーの交渉力
  • 新規参入の脅威
  • 代替品の脅威
  • 競争相手の脅威
  • 市況

第6章 市場セグメンテーション:プラットフォーム別

  • 市場セグメンテーション:プラットフォーム別
  • プラットフォーム別比較:市場規模および予測(2018年~2023年)
  • モバイル機器
  • コンソール
  • コンピューティングデバイス
  • 市場機会:プラットフォーム別

第7章 顧客情勢

第8章 地域別ランドスケープ

  • 地域別セグメンテーション
  • 地域別比較:市場規模および予測(2018年~2023年)
  • アジア太平洋地域
  • 北米
  • 欧州
  • 南米
  • 中東・アフリカ地域
  • 主要国
  • 市場機会

第9章 意思決定の枠組み

第10章 成長要因と課題

  • 市場成長要因
  • 市場の課題

第11章 市場動向

  • 女性の間でゲームの人気が高まっている
  • GaaS(サービスとしてのゲーム)の知名度
  • クロスプラットフォームのゲーム体験

第12章 ベンダー情勢

  • 概要
  • 創造的破壊の状況

第13章 ベンダー分析

  • 対象ベンダー
  • ベンダー分類
  • ベンダーの市場ポジショニング
  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Microsoft
  • 任天堂
  • Tencent

第14章 付録

  • 調査方法
  • 略語のリスト

第15章 TECHNAVIOについて

図表
  • Exhibit 01: Global information technology (IT) software market
  • Exhibit 02: Segments of global information technology (IT) software market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2018
  • Exhibit 07: Global market: Size and forecast 2018-2023 ($ billions)
  • Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 09: Five forces analysis 2018
  • Exhibit 10: Five forces analysis 2023
  • Exhibit 11: Bargaining power of buyers
  • Exhibit 12: Bargaining power of suppliers
  • Exhibit 13: Threat of new entrants
  • Exhibit 14: Threat of substitutes
  • Exhibit 15: Threat of rivalry
  • Exhibit 16: Market condition - Five forces 2018
  • Exhibit 17: Platform - Market share 2018-2023 (%)
  • Exhibit 18: Comparison by platform
  • Exhibit 19: Mobile devices - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 20: Global smartphones market - Market size and forecast 2017-2022 (million units)
  • Exhibit 21: Global tablets market - Market size and forecast 2017-2022 (million units)
  • Exhibit 22: Mobile devices - Year-over-year growth 2019-2023 (%)
  • Exhibit 23: Consoles - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 24: Consoles - Year-over-year growth 2019-2023 (%)
  • Exhibit 25: Computing devices - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 26: Year-on-year growth of global PC gaming market (%)
  • Exhibit 27: Computing devices - Year-over-year growth 2019-2023 (%)
  • Exhibit 28: Market opportunity by platform
  • Exhibit 29: Customer landscape
  • Exhibit 30: Market share by geography 2018-2023 (%)
  • Exhibit 31: Geographic comparison
  • Exhibit 32: APAC - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 33: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 34: North America - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 35: North America - Year-over-year growth 2019-2023 (%)
  • Exhibit 36: Europe - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 37: Europe - Year-over-year growth 2019-2023 (%)
  • Exhibit 38: South America - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 39: South America - Year-over-year growth 2019-2023 (%)
  • Exhibit 40: MEA - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 41: MEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 42: Key leading countries
  • Exhibit 43: Market opportunity
  • Exhibit 44: Global Internet users 2011-2016 (% of population)
  • Exhibit 45: Impact of drivers and challenges
  • Exhibit 46: Female gamers as a percentage of total gaming population in US (%)
  • Exhibit 47: Vendor landscape
  • Exhibit 48: Landscape disruption
  • Exhibit 49: Vendors covered
  • Exhibit 50: Vendor classification
  • Exhibit 51: Market positioning of vendors
  • Exhibit 52: Activision Blizzard Inc. - Vendor overview
  • Exhibit 53: Activision Blizzard Inc. - Business segments
  • Exhibit 54: Activision Blizzard Inc. - Organizational developments
  • Exhibit 55: Activision Blizzard Inc. - Geographic focus
  • Exhibit 56: Activision Blizzard Inc. - Segment focus
  • Exhibit 57: Activision Blizzard Inc. - Key offerings
  • Exhibit 58: Electronic Arts Inc. - Vendor overview
  • Exhibit 59: Electronic Arts Inc. - Business segments
  • Exhibit 60: Electronic Arts Inc. - Geographic focus
  • Exhibit 61: Electronic Arts Inc. - Segment focus
  • Exhibit 62: Electronic Arts Inc. - Key offerings
  • Exhibit 63: Microsoft - Vendor overview
  • Exhibit 64: Microsoft - Business segments
  • Exhibit 65: Microsoft - Organizational developments
  • Exhibit 66: Microsoft - Geographic focus
  • Exhibit 67: Microsoft - Segment focus
  • Exhibit 68: Microsoft - Key offerings
  • Exhibit 69: Nintendo - Vendor overview
  • Exhibit 70: Nintendo - Business segments
  • Exhibit 71: Nintendo - Organizational developments
  • Exhibit 72: Nintendo - Geographic focus
  • Exhibit 73: Nintendo - Key offerings
  • Exhibit 74: Tencent - Vendor overview
  • Exhibit 75: Tencent - Business segments
  • Exhibit 76: Tencent - Geographic focus
  • Exhibit 77: Tencent - Segment focus
  • Exhibit 78: Tencent - Key offerings
  • Exhibit 79: Validation techniques employed for market sizing
目次
Product Code: IRTNTR31166

About this market

The rising penetration of smartphones and improving Internet access is one of the key factors expected to trigger the market's growth in the forthcoming years. Mobile gaming is the largest segment of the global video game market and will grow significantly during the forecast period. The continuously increasing availability of low-cost smartphones will further contribute to the growth of the video games market in emerging economies including China, India, and Mexico. Vendors are also venturing into mobile gaming platforms for providing online games and capitalizing on the mobile gaming phenomenon. Such rising improvements in Internet access will further foster the global video game market growth during the next few years. Technavio's analysts have predicted that the video game market will register a CAGR of over 9% by 2023.

Market Overview

The increasing popularity of eSports tournaments

One of the growth drivers of the global video game market is the increasing popularity of eSports tournaments. The growing popularity of eSports and the rising number of professional gamers are estimated to increase sales of gaming merchandise and accessories as well as video game software and hardware.

The growing cost of game development

One of the challenges in the growth of the global video game market is the growing cost of game development. The game publishers prefer catering to the needs of the gamers rather than risking money on new concepts. This increases the cost of game development. This factor may impede the growth of the market during the forecast period.

For the detailed list of factors that will drive and challenge the growth of the video game market during 2019-2023, view our report.

Competitive Landscape

The market appears to be fragmented with the presence of several market players. Many vendors in the market are increasingly maintaining the compatibility of their games across smartphones, laptops, tablets, and PCs. This market research report will help clients identify new growth opportunities and design unique growth strategies by providing a comprehensive analysis of the market's competitive landscape and offering information on the products offered by companies.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: MARKET SEGMENTATION BY PLATFORM

  • Market segmentation by platform
  • Comparison by platform
  • Mobile devices - Market size and forecast 2018-2023
  • Consoles - Market size and forecast 2018-2023
  • Computing devices - Market size and forecast 2018-2023
  • Market opportunity by platform

PART 07: CUSTOMER LANDSCAPE

PART 08: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2018-2023
  • North America - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 09: DECISION FRAMEWORK

PART 10: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 11: MARKET TRENDS

  • Growing popularity of gaming among women
  • Prominence of GaaS
  • Cross-platform gaming experiences

PART 12: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption

PART 13: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Microsoft
  • Nintendo
  • Tencent

PART 14: APPENDIX

  • Research methodology
  • List of abbreviations

PART 15: EXPLORE TECHNAVIO