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市場調査レポート

モバイルゲームの世界市場:2015年〜2019年

Global Mobile Gaming Market 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 281683
出版日 ページ情報 英文 111 Pages
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モバイルゲームの世界市場:2015年〜2019年 Global Mobile Gaming Market 2015-2019
出版日: 2015年04月01日 ページ情報: 英文 111 Pages
概要

世界のモバイルゲーム市場では、アジア太平洋地域が主な収益の発生源であり、その中でも中国が最も大きな市場となっています。モバイルゲームの世界市場は、2014年から2019年にかけて、21.39%のCAGRで拡大することが予測されています。この成長の主な要因のひとつとして、スマートフォンやタブレット所有の増加が挙げられます。

当レポートでは、世界におけるモバイルゲーム市場の現況とその予測、主な市場の発展因子と課題、主要ベンダーの情報などを提供しています。

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
  • エンドユーザー分類
  • 市場規模の算出と分類
  • 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 市場説明

  • ビデオゲームのイントロダクション
  • ビデオゲーム:タイプ別

第7章 市場情勢

  • 市場概要
  • モバイルゲームの製品ライフサイクル
  • ビデオゲームの世界市場
    • 市場規模と予測
  • ビデオゲーム市場におけるモバイルゲームのシェア
  • モバイルゲームの世界市場
    • 市場規模と予測
  • ファイブフォース分析

第8章 デバイス別の分類

  • モバイルゲームの世界市場:デバイス別

第9章 地理分類

  • モバイルゲームの世界市場:地域別
  • アジア太平洋地域
    • 市場規模と予測
  • 北米
    • 市場規模と予測
  • 欧州・中東・アフリカ地域
    • 市場規模と予測
  • ラテンアメリカ
    • 市場規模と予測

第10章 市場の魅力

第11章 主要国

  • 米国
  • 中国
  • 日本

第12章 購入基準

第13章 市場成長因子

第14章 成長因子とその影響

第15章 市場の課題

第16章 成長因子と課題の影響

第17章 市場動向

第18章 動向とその影響

第19章 ベンダー情勢

  • 競合シナリオ
  • 競合分析
  • その他の有力ベンダー

第20章 主要ベンダーの分析

  • Activision Blizzard
  • Electronic Arts
  • Gameloft
  • Glu Mobile
  • ガンホー・オンライン・エンターテイメント
  • Kabam
  • King
  • Rovio Entertainment
  • Supercell
  • Zynga

第21章 主な考察

  • モバイルゲームの世界市場において収益を生み出している主な国々
  • モバイルゲームの浸透度

第22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: IRTNTR5587

About Mobile Games

Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are pre-installed or downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device's platform to run the gaming software.

TechNavio's analysts forecast the Global Mobile Gaming market to grow at a CAGR of 21.39 percent over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the Global Mobile Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of mobile games.

The report consolidates the revenues generated from the following major regions: APAC, North America, EMEA, and Latin America.

TechNavio's report, Global Mobile Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, Latin America, and the APAC and EMEA regions; it also covers the Global Mobile Gaming 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
  • Glu Mobile
  • GungHo Online Entertainment
  • Kabam
  • King Digital Entertainment
  • Rovio Entertainment
  • Supercell
  • Zynga

Other Prominent Vendors

  • CJ E&M Netmarble
  • Colopl
  • CyberAgent
  • DeNa
  • Disney Interactive
  • Facebook
  • Gamevil
  • GREE
  • IGG
  • Kiloo
  • Konami Digital
  • Locojoy
  • Machine Zone
  • MindJolt
  • SEGA
  • Square Enix
  • Storm8
  • Tencent
  • Ubisoft Entertainment
  • Warner Bros. Entertainment
  • WeMade Entertainment

Market Driver

  • Increased Adoption of Smartphones and Tablets
  • For a full, detailed list, view our report

Market Challenge

  • Presence of Alternative Gaming Devices
  • For a full, detailed list, view our report

Market Trend

  • Changing Demographics of Gamers
  • For a full, detailed list, view our report

Key Questions Answered in this Report

  • What will the market size be in 2019 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. End-user Segments
  • 03.3. Market Size Calculation and Segmentation
  • 03.4. Product Offerings

04. Market Research Methodology

  • 04.1. Market Research Process
  • 04.2. Research Methodology

05. Introduction

06. Market Description

  • 06.1. Video Games: Introduction
  • 06.2. Video Games by Type

07. Market Landscape

  • 07.1. Market Overview
  • 07.2. Product Lifecycle of Mobile Games
  • 07.3. Global Video Game Market
    • 07.3.1. Market Size and Forecast
  • 07.4. Market Share of Mobile Games in Global Video Game Market
  • 07.5. Global Mobile Gaming Market
    • 07.5.1. Market Size and Forecast
  • 07.6. Five Forces Analysis

08. Segmentation by Device

  • 08.1. Segmentation of Global Mobile Gaming Market by Device

09. Geographical Segmentation

  • 09.1. Segmentation of Global Mobile Gaming Market by Geography 2014
  • 09.2. Segmentation of Global Mobile Gaming Market by Geography 2014-2019
  • 09.3. Mobile Gaming Market in APAC Region
    • 09.3.1. Market Size and Forecast
  • 09.4. Mobile Gaming Market in North America
    • 09.4.1. Market Size and Forecast
  • 09.5. Mobile Gaming Market in EMEA Region
    • 09.5.1. Market Size and Forecast
  • 09.6. Mobile Gaming Market in Latin America
    • 09.6.1. Market Size and Forecast

10. Market Attractiveness

  • 10.1. Market Attractiveness by Geography

11. Key Leading Countries

  • 11.1. US
  • 11.2. China
  • 11.3. Japan

12. Buying Criteria

13. Market Growth Drivers

14. Drivers and their Impact

15. Market Challenges

16. Impact of Drivers and Challenges

17. Market Trends

18. Trends and their Impact

19. Vendor Landscape

  • 19.1. Competitive Scenario
  • 19.2. Competitive Analysis
  • 19.3. Other Prominent Vendors

20. Key Vendor Analysis

  • 20.1. Activision Blizzard
    • 20.1.1. Key Facts
    • 20.1.2. Business Overview
    • 20.1.3. Business Segmentation by Revenue 2013
    • 20.1.4. Product Segmentation
    • 20.1.5. Business Strategy
    • 20.1.6. Recent Developments
    • 20.1.7. SWOT Analysis
  • 20.2. Electronic Arts
    • 20.2.1. Key Facts
    • 20.2.2. Business Overview
    • 20.2.3. Business Segmentation by Revenue 2014
    • 20.2.4. Business Segmentation by Revenue 2013 and 2014
    • 20.2.5. Geographical Segmentation by Revenue 2014
    • 20.2.6. Business Strategy
    • 20.2.7. Recent Developments
    • 20.2.8. SWOT Analysis
  • 20.3. Gameloft
    • 20.3.1. Key Facts
    • 20.3.2. Business Overview
    • 20.3.3. Business Segmentation by Revenue 2013
    • 20.3.4. Business Segmentation by Revenue 2012 and 2013
    • 20.3.5. Geographical Segmentation by Revenue 2013
    • 20.3.6. Business Strategy
    • 20.3.7. Recent Developments
    • 20.3.8. SWOT Analysis
  • 20.4. Glu Mobile
    • 20.4.1. Key Facts
    • 20.4.2. Business Overview
    • 20.4.3. Business Segmentation by Revenue 2013
    • 20.4.4. Business Segmentation by Revenue 2012 and 2013
    • 20.4.5. Geographical Segmentation by Revenue 2013
    • 20.4.6. Business Strategy
    • 20.4.7. SWOT Analysis
  • 20.5. GungHo Online
    • 20.5.1. Key Facts
    • 20.5.2. Business Overview
    • 20.5.3. Business Segmentation
    • 20.5.4. Business Strategy
    • 20.5.5. Recent Developments
    • 20.5.6. SWOT Analysis
  • 20.6. Kabam
    • 20.6.1. Key Facts
    • 20.6.2. Business Overview
    • 20.6.3. Recent Developments
    • 20.6.4. SWOT Analysis
  • 20.7. King
    • 20.7.1. Key Facts
    • 20.7.2. Business Overview
    • 20.7.3. Business Segmentation
    • 20.7.4. Business Segmentation by Revenue 2012 and 2013
    • 20.7.5. Geographical Segmentation by Revenue 2013
    • 20.7.6. Business Strategy
    • 20.7.7. Recent Developments
    • 20.7.8. SWOT Analysis
  • 20.8. Rovio Entertainment
    • 20.8.1. Key Facts
    • 20.8.2. Business Overview
    • 20.8.3. Product Segmentation
    • 20.8.4. Geographical Presence
    • 20.8.5. Recent Developments
    • 20.8.6. SWOT Analysis
  • 20.9. Supercell
    • 20.9.1. Key Facts
    • 20.9.2. Business Overview
    • 20.9.3. Geographical Segmentation
    • 20.9.4. Business Strategy
    • 20.9.5. Recent Developments
    • 20.9.6. SWOT Analysis
  • 20.10. Zynga
    • 20.10.1. Key Facts
    • 20.10.2. Business Overview
    • 20.10.3. Business Segmentation by Revenue 2013
    • 20.10.4. Business Segmentation by Revenue 2012 and 2013
    • 20.10.5. Geographical Segmentation by Revenue 2013
    • 20.10.6. Business Strategy
    • 20.10.7. Recent Developments
    • 20.10.8. SWOT Analysis

21. Key Insights

  • 21.1. Leading Revenue Generating Countries in Global Mobile Gaming Market
  • 21.2. Penetration of Games in Global Mobile Gaming Market

22. Other Reports in this Series

List of Exhibits:

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Segmentation of Video Games
  • Exhibit 3: Value Chain of Global Online Gaming Market
  • Exhibit 4: Segmentation of Video Games by Type in 2014
  • Exhibit 5: Product Lifecycle of Mobile Games
  • Exhibit 6: Global Video Game Market 2014-2019 (US$ billion)
  • Exhibit 7: Market Share of Mobile Games in Global Video Game Market 2014 and 2019
  • Exhibit 8: Global Mobile Gaming Market 2014-2019 (US$ billion)
  • Exhibit 9: Segmentation of Global Mobile Gaming Market by Device 2014
  • Exhibit 10: Segmentation of Global Mobile Gaming Market by Geography 2014
  • Exhibit 11: Segmentation of Global Mobile Gaming Market by Geography 2014-2019
  • Exhibit 12: Mobile Gaming Market in APAC Region 2014-2019 (US$ billion)
  • Exhibit 13: Mobile Gaming Market in North America 2014-2019 (US$ billion)
  • Exhibit 14: Mobile Gaming Market in EMEA Region 2014-2019 (US$ billion)
  • Exhibit 15: Mobile Gaming Market in Latin America 2014-2019 (US$ billion)
  • Exhibit 16: Market Attractiveness by Geography
  • Exhibit 17: Activision Blizzard: Business Segmentation by Revenue 2013
  • Exhibit 18: Activision Blizzard: Product Segmentation
  • Exhibit 19: Electronic Arts: Business Segmentation by Revenue 2014
  • Exhibit 20: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
  • Exhibit 21: Electronic Arts: Geographical Segmentation by Revenue 2014
  • Exhibit 22: Gameloft: Business Segmentation by Revenue 2013
  • Exhibit 23: Gameloft: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 24: Gameloft: Geographical Segmentation by Revenue 2013
  • Exhibit 25: Glu Mobile: Business Segmentation by Revenue 2013
  • Exhibit 26: Glu Mobile: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 27: Glu Mobile: Geographical Segmentation by Revenue 2013
  • Exhibit 28: GungHo Online : Business Segmentation 2013
  • Exhibit 29: King: Business Segmentation 2013
  • Exhibit 30: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 31: King: Geographical Segmentation by Revenue 2013
  • Exhibit 32: Rovio Entertainment: Product Segmentation
  • Exhibit 33: Rovio Entertainment: Geographical Presence
  • Exhibit 34: Supercell: Geographical Segmentation
  • Exhibit 35: Zynga: Business Segmentation by Revenue 2013
  • Exhibit 36: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 37: Zynga: Geographical Segmentation by Revenue 2013
  • Exhibit 38: Leading Revenue Generating Countries in Global Mobile Gaming Market 2014
  • Exhibit 39: Penetration of Games in Global Mobile Gaming Market 2014
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