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

ゲームの世界市場:2015年〜2019年

Global Games Market 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 312936
出版日 ページ情報 英文 67 Pages
即納可能
価格
本日の銀行送金レート: 1USD=115.27円で換算しております。
Back to Top
ゲームの世界市場:2015年〜2019年 Global Games Market 2015-2019
出版日: 2015年10月14日 ページ情報: 英文 67 Pages
概要

世界のゲーム市場は、2014年〜2019年のCAGRで、6.59%の成長が見込まれています。

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

  • ハイライト

第2章 調査範囲

  • 市場概要
  • 基準年
  • ベンダー区分
  • 主要ベンダー製品

第3章 市場調査手法

  • 調査手法
  • 経済指標

第4章 イントロダクション

  • 主要市場ハイライト

第5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6章 市場区分:種類別

  • 種類別
  • TVコンソール
  • MMO
  • スマートフォン
  • カジュアルウェブ
  • PC
  • タブレット
  • 携帯コンソール

第7章 地理区分:エンドユーザー別

  • エンドユーザー:地域別
  • アジア太平洋地域のエンドユーザー:デバイス別
  • 欧州・中東・アフリカのエンドユーザー:デバイス別
  • 南北アメリカのエンドユーザー:デバイス別

第8章 地理区分:収益別

  • 地域別
  • アジア太平洋地域
  • 欧州・中東・アフリカ
  • 南北アメリカ

第9章 主要国

  • 米国
  • 中国
  • 日本

第10章 ベンダー情勢

  • 競合シナリオ
  • その他の有力ベンダー

第11章 主要ベンダー分析

  • Activision
  • Electronic Arts
  • Microsoft
  • ソニー
  • Tencent

第12章 付録

第13章 Technavioについて

図表

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: IRTNTR7089

About gaming

The popularity of PCs and electronic devices have led to the development and commercialization of gaming. Electronic systems used to play video games are known as platforms. The different types of platforms are TVs, consoles, mobile devices, PCs, and others. There are various types of games available for different gaming platforms. Video games are available in two major formats, physical and digital.

Technavio's analysts forecast the global gaming market to grow at a CAGR of 6.59% over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the global gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the following types of games:

  • TV console
  • MMO
  • Smartphones
  • Casual web games
  • PC games
  • Handheld gaming console
  • Tablets

The report excludes revenue generated from the hardware sales. It also presents the vendor landscape and a corresponding detailed analysis of the key market vendors in the global gaming market.

Technavio's report, Global Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts.

Key regions

  • APAC
  • EMEA
  • Latin America
  • North America

Key vendors

  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • Sony
  • Tencent Holdings

Other Prominent Vendors

  • Apple
  • Changyou
  • DeNA
  • Disney
  • Facebook
  • Google
  • GREE
  • GungHo Entertainment
  • King Digital Entertainment
  • Konami
  • Namco Bandai
  • NCSoft
  • NetEase
  • NetEase
  • Nintendo
  • Sega
  • Square Enix
  • Take-Two Interactive
  • Ubisoft
  • Zynga

Market driver

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

Market challenge

  • High installation and upgrading cost of hardware
  • For a full, detailed list, view our report

Market trend

  • TV with gaming consoles
  • 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

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Base year
  • Vendor segmentation
  • Summation errors
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by type

  • Global gaming market by type 2014-2019
  • Global TV console gaming market
  • Global MMO gaming market
  • Global smartphone gaming market
  • Global casual web gaming market
  • Global PC gaming market
  • Global tablet gaming market
  • Global handheld console gaming market

PART 07: Geographical segmentation by end-user

  • End-users by geography
  • End-users in APAC by device
  • End-users in EMEA by device
  • End-users in the Americas by device

PART 08: Geographical segmentation by revenue

  • Global gaming market by geography 2014-2019
  • Gaming market in APAC
  • Gaming market in North America
  • Gaming market in EMEA
  • Gaming market in Latin America

PART 09: Key leading countries

  • US
  • China
  • Japan

PART 10: Vendor landscape

  • Competitive Scenario
  • Other prominent vendors

PART 11: Key vendor analysis

  • Activision
  • Electronic Arts
  • Microsoft
  • Sony
  • Tencent

PART 12: Appendix

  • List of abbreviations

PART 13: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Market segmentation based on type of screens
  • Exhibit 03: Market segmentation by type
  • Exhibit 04: Global gaming market 2014-2019 ($ billions)
  • Exhibit 05: Five forces analysis
  • Exhibit 06: Global gaming market segmentation by type in 2014
  • Exhibit 07: Global gaming market segmentation by type 2019
  • Exhibit 08: Global TV console gaming market 2014-2019 ($ billions)
  • Exhibit 09: Global MMO gaming market 2014-2019 ($ billions)
  • Exhibit 10: Global smartphone gaming market 2014-2019 ($ billions)
  • Exhibit 11: Percentage of smartphone gamers who made in-app purchases in 2014
  • Exhibit 12: Global casual web gaming market 2014-2019 ($ billions)
  • Exhibit 13: Global PC gaming market 2014-2019 ($ billions)
  • Exhibit 14: Global tablet gaming market 2014-2019 ($ billions)
  • Exhibit 15: Percentage of tablet gamers who made in-app purchases in 2014
  • Exhibit 16: Global handheld console gaming market 2014-2019 ($ billions)
  • Exhibit 17: gaming enthusiasts by geography 2014
  • Exhibit 18: Casual gamers by geography 2014
  • Exhibit 19: End-users in APAC by device (millions)
  • Exhibit 20: End-users in EMEA by device (millions)
  • Exhibit 21: End-users in the Americas by device (millions)
  • Exhibit 22: Global gaming market by geography 2014
  • Exhibit 23: Global gaming market by geography 2019
  • Exhibit 24: Gaming market in APAC 2014-2019 ($ billions)
  • Exhibit 25: Gaming market in North America 2014-2019 ($ billions)
  • Exhibit 26: Gaming market in EMEA 2014-2019 ($ billions)
  • Exhibit 27: Gaming market in Latin America 2014-2019 ($ billions)
  • Exhibit 28: Key leading countries
  • Exhibit 29: Leading countries in gaming industry 2014
  • Exhibit 30: List of Top 10 Gaming countries in terms of revenue 2014
Back to Top