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市場調査レポート

世界におけるビデオゲーム市場

Global Video Game Market 2014-2018

発行 TechNavio (Infiniti Research Ltd.) 商品コード 256773
出版日 ページ情報 英文 110 Pages
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世界におけるビデオゲーム市場 Global Video Game Market 2014-2018
出版日: 2014年09月17日 ページ情報: 英文 110 Pages
概要

世界のビデオゲーム市場は、2013年から2018年の期間、8.30%の年複利成長率で拡大する見込みです。

当レポートでは、世界のビデオゲーム市場の状況と将来予測、成長要因や課題、主要ベンダーなどの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 略語リスト

第3章 調査範囲

  • 市場概要
  • 主な製品

第4章 市場調査手法

  • 市場調査プロセス
  • 調査手法

第5章 イントロダクション

第6章 市場情勢

  • 市場概要
  • 市場規模と予測
  • ファイブフォース分析

第7章 タイプ別の市場区分

  • 世界のタイプ別ビデオゲーム市場
  • コンソールゲーム市場
  • オンラインゲーム市場
  • モバイルゲーム市場
  • PCゲーム市場

第8章 地理区分

  • 世界の地域別ビデオゲーム市場
  • アジア太平洋地域
  • 欧州・中東・アフリカ地域
  • 北米
  • ラテンアメリカ

第9章 主要国

  • 米国
  • 日本
  • 中国

第10章 購入基準

第11章 市場成長因子

第12章 成長因子とその影響

第13章 市場の課題

第14章 成長因子と課題の影響

第15章 市場動向

第16章 動向とその影響

第17章 ベンダー情勢

  • 競合シナリオ
  • その他の有力ベンダー

第18章 主要ベンダーの分析

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Gameloft S.A.
  • Giant Interactive Group Inc.
  • コナミ
  • Microsoft Corp.
  • NCSOFT Corp.
  • ネクソン
  • 任天堂
  • Rovio Entertainment Ltd.
  • ソニー・コンピュータエンタテインメント
  • Take-Two Interactive Software Inc.
  • Ubisoft Entertainment SA

第19章 関連レポート

このページに掲載されている内容は最新版と異なる場合があります。詳細はお問い合わせください。

目次
Product Code: IRTNTR4165

About Video Game

Video game is an electronic game that has a video device, such as a mobile display, PC monitor, or TV, for human interaction with the user interface of the game. The electronic systems used to play video games are known as platforms. The different types of platforms are TV, console, mobile devices, PCs, and others. There are various types of games available for different gaming platforms.

TechNavio's analysts forecast the Global Video Game market to grow at a CAGR of 8.30 percent over the period 2013-2018.

Covered in this Report

This report covers the present scenario and the growth prospects of the Global Video Game market for the period 2014-2018. To calculate the market size, the report considers consumer spending on new console games (home and handheld games), personal computer games, online games, and mobile games. The report does not include the spending on the hardware used for playing video games.

TechNavio's report, the Global Video Game Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC and EMEA regions, Latin America, and North America; it also covers the Global Video Game market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions

  • APAC
  • EMEA
  • Latin America
  • North America

Key Vendors

  • Activision Blizzard
  • Electronic Arts
  • Gameloft
  • Giant Interactive Group
  • Konami
  • Microsoft
  • NCSOFT
  • Nexon
  • Nintendo
  • Rovio Entertainment
  • Sony Computer Entertainment
  • Take-Two Interactive Software
  • Ubisoft Entertainment

Other Prominent Vendors

  • 4A Games
  • 5th Cell Media
  • Access Games
  • ACE Team
  • Active Gaming Media
  • Aeria Games and Entertainment
  • Anino Games
  • Ankama Games
  • Asobo Studio
  • Behavior Interactive
  • Bungie
  • CCP
  • Cellufun
  • Changyou.com
  • CipSoft
  • Cryptic Studios
  • Disney Interactive
  • Digital Chocolate
  • eGames
  • Gamelion
  • GameHouse
  • Glu Games
  • gPotato
  • GungHo Entertainment
  • HandyGames
  • India Games
  • Infinity Ward
  • Jagex Games Studio
  • Joymax
  • Kabam
  • Kiloo ApS
  • Level-5
  • MercurySteam Entertainment
  • Microsoft Studio
  • Minh Chau
  • Mitchell
  • Namco Bandai Games
  • NetEase
  • Oberon Media
  • OGPlanet
  • Perfect World
  • Punch Entertainment
  • Redboss
  • Rockstar North
  • Rocksteady Studios
  • Sega
  • Shanda Interactive Entertainment
  • Softnyx
  • Sony Computer Entertainment
  • Sony Online Entertainment
  • Square Enix Holdings
  • SYBO Games
  • Syn Sophia
  • Tencent Holdings
  • The Lego Group
  • Turbine
  • Visual Concepts
  • Warner Bros. Interactive Entertainment
  • Zynga

Market Driver

  • Increased Usage of Smartphones and Tablets for Playing Games

For a full, detailed list, view our report

Market Challenge

  • High Cost of Gaming Console Hardware

For a full, detailed list, view our report

Market Trend

  • Increased Development of Hardware Platforms

For a full, detailed list, view our report

Key Questions Answered in this Report

  • What will the market size be in 2018 and what will the growth rate be
  • What are the key market trends
  • What is driving this market
  • What are the challenges to market growth
  • Who are the key vendors in this market space
  • What are the market opportunities and threats faced by the key vendors
  • What are the strengths and weaknesses of the key vendors

Table of Contents

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

  • 03.1. Market Overview
  • 03.2. Product Offerings

04. Market Research Methodology

  • 04.1. Market Research Process
  • 04.2. Research Methodology

05. Introduction

06. Market Landscape

  • 06.1. Market Overview
  • 06.2. Market Size and Forecast
  • 06.3. Five Forces Analysis

07. Market Segmentation by Type

  • 07.1. Global Video Game Market by Type 2013-2018
  • 07.2. Global Console Game Market 2013-2018
    • 07.2.1. Market Size and Forecast
  • 07.3. Global Online Game Market 2013-2018
    • 07.3.1. Market Size and Forecast
  • 07.4. Global Mobile Game Market 2013-2018
    • 07.4.1. Market Size and Forecast
  • 07.5. Global PC Game Market 2013-2018
    • 07.5.1. Market Size and Forecast

08. Geographical Segmentation

  • 08.1. Global Video Game Market by Geographical Segmentation 2013-2018
  • 08.2. Video Game Market in the APAC Region 2013-2018
    • 08.2.1. Market Size and Forecast
  • 08.3. Video Game Market in the EMEA Region 2013-2018
    • 08.3.1. Market Size and Forecast
  • 08.4. Video Game Market in the North Americas 2013-2018
    • 08.4.1. Market Size and Forecast
  • 08.5. Video Game Market in the Latin Americas 2013-2018
    • 08.5.1. Market Size and Forecast

09. Key Leading Countries

  • 09.1. US
  • 09.2. Japan
  • 09.3. China

10. Buying Criteria

11. Market Growth Drivers

12. Drivers and their Impact

13. Market Challenges

14. Impact of Drivers and Challenges

15. Market Trends

16. Trends and their Impact

17. Vendor Landscape

  • 17.1. Competitive Scenario
  • 17.2. Other Prominent Vendors

18. Key Vendor Analysis

  • 18.1. Activision Blizzard Inc.
    • 18.1.1. Business Overview
    • 18.1.2. Business Segmentation
    • 18.1.3. Key Information
    • 18.1.4. SWOT Analysis
  • 18.2. Electronic Arts Inc.
    • 18.2.1. Business Overview
    • 18.2.2. Business Segmentation
    • 18.2.3. Key Information
    • 18.2.4. SWOT Analysis
  • 18.3. Gameloft S.A.
    • 18.3.1. Business Overview
    • 18.3.2. Business Segmentation
    • 18.3.3. Key Information
    • 18.3.4. SWOT Analysis
  • 18.4. Giant Interactive Group Inc.
    • 18.4.1. Business Overview
    • 18.4.2. Business Segmentation
    • 18.4.3. Key Information
    • 18.4.4. SWOT Analysis
  • 18.5. Konami Corp.
    • 18.5.1. Business Overview
    • 18.5.2. Business Segmentation
    • 18.5.3. Key Information
    • 18.5.4. SWOT Analysis
  • 18.6. Microsoft Corp.
    • 18.6.1. Business Overview
    • 18.6.2. Business Segmentation
    • 18.6.3. Key Information
    • 18.6.4. SWOT Analysis
  • 18.7. NCSOFT Corp.
    • 18.7.1. Business Overview
    • 18.7.2. Key Information
    • 18.7.3. SWOT Analysis
  • 18.8. Nexon Co. Ltd.
    • 18.8.1. Business Overview
    • 18.8.2. Business Segmentation
    • 18.8.3. Key Information
    • 18.8.4. SWOT Analysis
  • 18.9. Nintendo Co. Ltd.
    • 18.9.1. Business Overview
    • 18.9.2. Key Information
    • 18.9.3. SWOT Analysis
  • 18.10. Rovio Entertainment Ltd.
    • 18.10.1. Business Overview
    • 18.10.2. Key Information
    • 18.10.3. SWOT Analysis
  • 18.11. Sony Computer Entertainment Inc.
    • 18.11.1. Business Overview
    • 18.11.2. Key Information
    • 18.11.3. SWOT Analysis
  • 18.12. Take-Two Interactive Software Inc.
    • 18.12.1. Business Overview
    • 18.12.2. Business Segmentation
    • 18.12.3. Key Information
    • 18.12.4. SWOT Analysis
  • 18.13. Ubisoft Entertainment SA
    • 18.13.1. Business Overview
    • 18.13.2. Business Segmentation
    • 18.13.3. Key Information
    • 18.13.4. SWOT Analysis

19. Other Reports in this Series

List of Exhibits:

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Global Video Game Market by Segmentation
  • Exhibit 3: Global Video Game Market 2013-2018 (US$ billion)
  • Exhibit 4: Global Video Game Market by Type 2013
  • Exhibit 5: Global Video Game Market by Type 2013-2018 (US$ billion)
  • Exhibit 6: Global Video Game Market by Type 2013-2018
  • Exhibit 7: Global Console Game Market 2013-2018 (US$ billion)
  • Exhibit 8: Global Online Game Market 2013-2018 (US$ billion)
  • Exhibit 9: Global Mobile Game Market 2013-2018 (US$ billion)
  • Exhibit 10: Global PC Game Market 2013-2018 (US$ billion)
  • Exhibit 11: Global Video Game Market by Geographical Segmentation 2013
  • Exhibit 12: Global Video Game Market by Geographical Segmentation 2013-2018 (US$ billion)
  • Exhibit 13: Global Video Game Market by Geographical Segmentation 2013-2018
  • Exhibit 14: Video Game Market in the APAC Region 2013-2018 (US$ billion)
  • Exhibit 15: Video Game Market in the EMEA Region 2013-2018 (US$ billion)
  • Exhibit 16: Video Game Market in North America 2013-2018 (US$ billion)
  • Exhibit 17: Video Game Market in Latin America 2013-2018 (US$ billion)
  • Exhibit 18: Business Segmentation of Activision Blizzard Inc. Based on Operating Segments 2013
  • Exhibit 19: Business Segmentation of Electronic Arts Inc. Based on Brand Label 2013
  • Exhibit 20: Business Segmentation of Gameloft S.A. (2013)
  • Exhibit 21: Revenue Split by Business Segments (2013)
  • Exhibit 22: Revenue Split by Geography (2013)
  • Exhibit 23: Business Segmentation of Giant Interactive Group Inc. based on Revenue 2013
  • Exhibit 24: Business Segmentation of Konami Corp. 2012
  • Exhibit 25: Business Segmentation of Microsoft Corp.
  • Exhibit 26: Business Segmentation of Nexon Co. Ltd. 2013
  • Exhibit 27: Geographic Segmentation 2013
  • Exhibit 28: Business Segmentation of Take-Two Interactive Software Inc. Based on Publishing Labels 2013
  • Exhibit 29: Ubisoft Entertainment SA Business Segmentation
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