株式会社グローバルインフォメーション
TEL: 044-952-0102
表紙
市場調査レポート

モバイルゲームの世界市場:2020年~2024年

Mobile Gaming Market by Platform and Geography - Forecast and Analysis 2020-2024

発行 TechNavio (Infiniti Research Ltd.) 商品コード 281683
出版日 ページ情報 英文 146 Pages
即納可能
価格
本日の銀行送金レート: 1USD=111.24円で換算しております。
Back to Top
モバイルゲームの世界市場:2020年~2024年 Mobile Gaming Market by Platform and Geography - Forecast and Analysis 2020-2024
出版日: 2019年11月23日 ページ情報: 英文 146 Pages
概要

世界のモバイルゲーム市場は、マルチプレイヤーモバイルゲームの人気、ARゲームの採用の増加、戦略的パートナーシップと買収の増加などが成長促進要因となり、予測期間中に12%以上のCAGRで拡大する見込みです。ただし、代替ゲームプラットフォームの成長、ルートボックス付きゲームのリリースに対する政府規制、オンラインモバイルゲームでのサイバー犯罪のリスクなどの要因が、予測期間中のモバイルゲーム業界の成長を妨げる可能性があります。

当レポートでは、世界のモバイルゲーム市場について調査分析し、市場規模および成長率、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。

目次

第1章 エグゼクティブサマリー

第2章 調査範囲

  • 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
  • バリューチェーン分析
  • 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(2019年)
  • 市場の見通し
  • 市場規模および予測(2019年~2024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
  • 代用品の脅威
  • ライバルの脅威
  • 市況

第6章 市場セグメンテーション化: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(2019年~2024年)
  • オンライン
  • オフライン
  • 市場機会:プラットフォーム別

第7章 顧客情勢

第8章 地域別情勢

  • 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(2019年~2024年)
  • アジア太平洋地域
  • 北米
  • 欧州
  • 中東・アフリカ地域
  • 南米
  • 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

  • 無料で遊べるモバイルゲームの成長
  • eスポーツ人気
  • モバイルクラウドビデオゲームの出現

第12章 ベンダー情勢

  • 概要
  • 創造的破壊の状況
  • 競争シナリオ

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.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Niantic Inc.
  • Tencent Holdings Ltd.
  • The Walt Disney Co.
  • Ubisoft Entertainment

第14章 付録

  • 調査方法
  • 略語のリスト
  • ベンダーの市場ポジショニングの定義

第15章 TECHNAVIOについて

図表

LIST OF EXHIBITS:

  • Exhibit 01: Global interactive home entertainment market
  • Exhibit 02: Segments of global interactive home entertainment market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Vendors: Key offerings
  • Exhibit 06: Market definition - Inclusions and exclusions checklist
  • Exhibit 07: Market size 2019
  • Exhibit 08: Global market: Size and forecast 2019-2024 ($ billions)
  • Exhibit 09: Global market: Year-over-year growth 2020-2024 (%)
  • Exhibit 10: Five forces analysis 2019
  • Exhibit 11: Five forces analysis 2024
  • Exhibit 12: Bargaining power of buyers
  • Exhibit 13: Bargaining power of suppliers
  • Exhibit 14: Threat of new entrants
  • Exhibit 15: Threat of substitutes
  • Exhibit 16: Threat of rivalry
  • Exhibit 17: Market condition - Five forces 2019
  • Exhibit 18: Platform - Market share 2019-2024 (%)
  • Exhibit 19: Comparison by platform
  • Exhibit 20: Online - Market size and forecast 2019-2024 ($ billions)
  • Exhibit 21: Online - Year-over-year growth 2020-2024 (%)
  • Exhibit 22: Offline - Market size and forecast 2019-2024 ($ billions)
  • Exhibit 23: Offline - Year-over-year growth 2020-2024 (%)
  • Exhibit 24: Market opportunity by platform
  • Exhibit 25: Customer landscape
  • Exhibit 26: Market share by geography 2019-2024 (%)
  • Exhibit 27: Geographic comparison
  • Exhibit 28: APAC - Market size and forecast 2019-2024 ($ billions)
  • Exhibit 29: APAC - Year-over-year growth 2020-2024 (%)
  • Exhibit 30: North America - Market size and forecast 2019-2024 ($ billions)
  • Exhibit 31: North America - Year-over-year growth 2020-2024 (%)
  • Exhibit 32: Europe - Market size and forecast 2019-2024 ($ billions)
  • Exhibit 33: Europe - Year-over-year growth 2020-2024 (%)
  • Exhibit 34: MEA - Market size and forecast 2019-2024 ($ billions)
  • Exhibit 35: MEA - Year-over-year growth 2020-2024 (%)
  • Exhibit 36: South America - Market size and forecast 2019-2024 ($ billions)
  • Exhibit 37: South America - Year-over-year growth 2020-2024 (%)
  • Exhibit 38: Key leading countries
  • Exhibit 39: Market opportunity
  • Exhibit 40: Impact of drivers and challenges
  • Exhibit 41: Vendor landscape
  • Exhibit 42: Landscape disruption
  • Exhibit 43: Vendors covered
  • Exhibit 44: Vendor classification
  • Exhibit 45: Market positioning of vendors
  • Exhibit 46: Activision Blizzard Inc. - Vendor overview
  • Exhibit 47: Activision Blizzard Inc. - Business segments
  • Exhibit 48: Activision Blizzard Inc. - Organizational developments
  • Exhibit 49: Activision Blizzard Inc. - Geographic focus
  • Exhibit 50: Activision Blizzard Inc. - Segment focus
  • Exhibit 51: Activision Blizzard Inc. - Key offerings
  • Exhibit 52: CyberAgent Inc. - Vendor overview
  • Exhibit 53: CyberAgent Inc. - Business segments
  • Exhibit 54: CyberAgent Inc. - Organizational developments
  • Exhibit 55: CyberAgent Inc. - Geographic focus
  • Exhibit 56: CyberAgent Inc. - Segment focus
  • Exhibit 57: CyberAgent Inc. - Key offerings
  • Exhibit 58: Electronic Arts Inc. - Vendor overview
  • Exhibit 59: Electronic Arts Inc. - Organizational developments
  • Exhibit 60: Electronic Arts Inc. - Geographic focus
  • Exhibit 61: Electronic Arts Inc. - Key offerings
  • Exhibit 62: GungHo Online Entertainment Inc. - Vendor overview
  • Exhibit 63: GungHo Online Entertainment Inc. - Geographic focus
  • Exhibit 64: GungHo Online Entertainment Inc. - Key offerings
  • Exhibit 65: Microsoft Corp. - Vendor overview
  • Exhibit 66: Microsoft Corp. - Business segments
  • Exhibit 67: Microsoft Corp. - Organizational developments
  • Exhibit 68: Microsoft Corp. - Geographic focus
  • Exhibit 69: Microsoft Corp. - Segment focus
  • Exhibit 70: Microsoft Corp. - Key offerings
  • Exhibit 71: NetEase Inc. - Vendor overview
  • Exhibit 72: NetEase Inc. - Business segments
  • Exhibit 73: NetEase Inc. - Organizational developments
  • Exhibit 74: NetEase Inc. - Segment focus
  • Exhibit 75: NetEase Inc. - Key offerings
  • Exhibit 76: Niantic Inc. - Vendor overview
  • Exhibit 77: Niantic Inc. - Product segments
  • Exhibit 78: Niantic Inc. - Organizational developments
  • Exhibit 79: Niantic Inc. - Key offerings
  • Exhibit 80: Tencent Holdings Ltd. - Vendor overview
  • Exhibit 81: Tencent Holdings Ltd. - Business segments
  • Exhibit 82: Tencent Holdings Ltd. - Organizational developments
  • Exhibit 83: Tencent Holdings Ltd. - Geographic focus
  • Exhibit 84: Tencent Holdings Ltd. - Segment focus
  • Exhibit 85: Tencent Holdings Ltd. - Key offerings
  • Exhibit 86: The Walt Disney Co. - Vendor overview
  • Exhibit 87: The Walt Disney Co. - Business segments
  • Exhibit 88: The Walt Disney Co. - Organizational developments
  • Exhibit 89: The Walt Disney Co. - Geographic focus
  • Exhibit 90: The Walt Disney Co. - Segment focus
  • Exhibit 91: The Walt Disney Co. - Key offerings
  • Exhibit 92: Ubisoft Entertainment - Vendor overview
  • Exhibit 93: Ubisoft Entertainment - Business segments
  • Exhibit 94: Ubisoft Entertainment - Organizational developments
  • Exhibit 95: Ubisoft Entertainment - Geographic focus
  • Exhibit 96: Ubisoft Entertainment - Segment focus
  • Exhibit 97: Ubisoft Entertainment - Key offerings
  • Exhibit 98: Validation techniques employed for market sizing
  • Exhibit 99: Definition of market positioning of vendors
目次
Product Code: IRTNTR40192

About this market

Technavio's mobile gaming market analysis considers sales from both online and offline platform. Our study also finds the sales of mobile gaming in APAC, Europe, North America, South America, and MEA. In 2019, the online mobile gaming segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as rising number of in-app purchases of virtual goods and microtransactions will play a significant role in the online mobile gaming segment to maintain its market position. Also, our global mobile gaming market report looks at factors such as popularity of multiplayer mobile games, rising adoption of AR games, and increasing number of strategic partnerships and acquisitions. However, growth of alternative gaming platforms, presence of government regulations related to release of games with loot boxes, and risk of cybercrimes in online mobile gaming may hamper the growth of the mobile gaming industry over the forecast period.

Overview

Rising adoption of AR games

The growing popularity of AR games such as Pokemon Go and Sharks in the Park is encouraging market vendors to introduce new AR mobile games. Prominent market players such as Microsoft, Google LLC, Apple Inc., Sony Corp., and others are making significant investments to incorporate AR technology into their gaming solutions to enhance the gaming experience. In addition, factors such as the growing use of smartphones and tablets, increasing penetration of internet, and the integration of AR technology into mobile devices has further increased the adoption of AR games will lead to the expansion of the global mobile gaming market at a CAGR of over 12% during the forecast period.

The emergence of mobile cloud video gaming

Vendors in the market are partnering with telecommunication service providers and gaming service providers to launch mobile cloud video games. These games eliminate the need for high-quality graphic cards, processors, and regular upgrades. They allow users to avail of gaming experience even on mobile devices with limited storage and processing capabilities. This development is expected to have a positive impact on the overall market growth.

For the detailed list of factors that will drive the global mobile gaming market during the forecast period 2020-2024, view our report.

Competitive Landscape

With the presence of a few major players, the global mobile gaming market is concentrated. Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading mobile gaming manufacturers, that include Activision Blizzard Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Niantic Inc., Tencent Holdings Ltd., The Walt Disney Co., and Ubisoft Entertainment.

Also, the mobile gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

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
  • Value chain analysis
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2019
  • Market outlook
  • Market size and forecast 2019-2024

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
  • Online - Market size and forecast 2019-2024
  • Offline - Market size and forecast 2019-2024
  • Market opportunity by platform

PART 07: CUSTOMER LANDSCAPE

PART 08: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2019-2024
  • North America - Market size and forecast 2019-2024
  • Europe - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity

PART 09: DECISION FRAMEWORK

PART 10: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 11: MARKET TRENDS

  • Growth of free-to-play mobile games
  • Popularity of e-sports
  • Emergence of mobile cloud video gaming

PART 12: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption
  • Competitive scenario

PART 13: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Niantic Inc.
  • Tencent Holdings Ltd.
  • The Walt Disney Co.
  • Ubisoft Entertainment

PART 14: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 15: EXPLORE TECHNAVIO

Back to Top