表紙
市場調査レポート

米国のテレビゲーム市場の将来動向

Video Game Market in the US 2014-2018

発行 TechNavio (Infiniti Research Ltd.) 商品コード 315298
出版日 ページ情報 英文 83 Pages
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米国のテレビゲーム市場の将来動向 Video Game Market in the US 2014-2018
出版日: 2014年10月01日 ページ情報: 英文 83 Pages
概要

テレビゲームには、純粋に電子機器の内部で完結するものから、ユーザー・インターフェースを介して他のプレーヤーと対戦・交流できるものまで含まれています。テレビゲーム用のプレイ用に持ちられる電子装置は「プラットフォーム」と呼ばれますが、そのプラットフォームにはTVやゲーム機、モバイル通信機器、PCなどが含まれています。今では、様々な種類のゲームが異なるプラットフォームでプレイ可能となっています。米国におけるテレビゲーム市場の2013〜2018年の年平均成長率(CAGR)は8.17%に達する、と予測されています。

当レポートでは、米国のテレビゲーム市場について分析し、市場の概要や構造、市場規模の動向(今後5年間の予測値)、種類別の詳細動向、市場の促進・抑制要因とその影響力、主要企業のプロファイル、今後の市場機会などを調査・考察しております。

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
  • 関連製品

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 国のプロファイル:米国

  • 米国経済
  • 米国の住宅市場
  • 金融業の発展とインフレ
  • 失業率
  • 人口成長率および年齢構造

第7章 市場に関する考察

第8章 市場情勢

  • 市場概要
  • 市場規模・予測
  • ファイブフォース分析

第9章 タイプ別の市場区分

  • 米国のテレビゲーム市場:種類別(今後6年間分)
  • 据置型ゲーム機市場
  • 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10章 購入基準

第11章 市場成長因子

第12章 促進因子とその影響

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
    • 主要データ
    • 事業概要
    • 事業分野
    • 地域別の売上高
    • 事業戦略
    • 最近の発展動向
    • SWOT分析
  • Electronic Arts
  • Microsoft
  • ソニー
  • Take-Two Interactive Software

第19章 関連レポート

図表一覧

目次
Product Code: IRTNTR4269

About Video Game Market

Video games are electronic games, which includes a video device for human interaction with the user interface. The video device might be a mobile display, a PC monitor or a TV. The electronic systems used to play video games are known as platforms. The different types of platforms are TV, consoles, mobile devices, PCs, and others. Various types of games are available for different gaming platforms.

TechNavio's analysts forecast the Video Game market in the US to grow at a CAGR of 8.17 percent over the period 2013-2018.

Covered in this Report

The Video Game market in the US covers the present scenario and the growth prospects of the Video Game market in the US 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 category excludes spending on the hardware used for playing the games.

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

Key Vendors

  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • Sony Computer Entertainment
  • Take-Two Interactive Software

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 hf
  • Cellufun
  • Changyou.com
  • CipSoft
  • Cryptic Studios
  • Disney Interactive
  • Digital Chocolate
  • eGames
  • Gamelion
  • Gameloft
  • GameHouse
  • Giant Interactive
  • Glu Games
  • gPotato
  • GungHo Entertainment
  • HandyGames
  • India Games
  • Infinity Ward
  • Jagex Games Studio
  • Joymax
  • Kabam
  • Kiloo ApS
  • Konami
  • Level-5
  • MercurySteam Entertainment
  • Microsoft Studio
  • Minh Chau
  • Mitchell
  • Namco Bandai Games
  • NCSOFT
  • NetEase
  • Nexon
  • Nintendo
  • Oberon Media
  • OGPlanet
  • Perfect World
  • Punch Entertainment
  • Redboss
  • Rockstar North
  • Rocksteady Studios
  • Rovio
  • Sega
  • Shanda Interactive Entertainment
  • Softnyx
  • Sony Computer Entertainment
  • Sony Online Entertainment
  • Square Enix
  • SYBO Games
  • Syn Sophia
  • Tencent Holdings
  • The Lego Group
  • Turbine
  • Ubisoft
  • Visual Concepts
  • Warner Bros. Interactive Entertainment
  • Zynga

Market Driver

  • Growing Use 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

  • Increasing Development of Hardware Platforms

For a full, detailed list, view our reports

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. Country Profile: US

  • 06.1. The US Economy
  • 06.2. Housing Market in the US
  • 06.3. Monetary Development and Inflation in the US
  • 06.4. Unemployment in the US
  • 06.5. Population Growth and Age Structure in the US

07. Market Insights

08. Market Landscape

  • 08.1. Market Overview
  • 08.2. Market Size and Forecast
  • 08.3. Five Forces Analysis

09. Market Segmentation by Type

  • 09.1. Video Game market in the US by Type 2013-2018
  • 09.2. Console Game Market in the US 2013-2018
    • 09.2.1. Market Size and Forecast
  • 09.3. Online Game Market in the US 2013-2018
    • 09.3.1. Market Size and Forecast
  • 09.4. Mobile Game Market in the US 2013-2018
    • 09.4.1. Market Size and Forecast
  • 09.5. PC Game Market in the US 2013-2018
    • 09.5.1. Market Size and Forecast

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
    • 18.1.1. Key Facts
    • 18.1.2. Business Overview
    • 18.1.3. Business Segmentation
    • 18.1.4. Geographical Segmentation by Revenue 2013
    • 18.1.5. Business Strategy
    • 18.1.6. Recent Developments
    • 18.1.7. SWOT Analysis
  • 18.2. Electronic Arts
    • 18.2.1. Key Facts
    • 18.2.2. Business Overview
    • 18.2.3. Business Segmentation
    • 18.2.4. Geographical Segmentation by Revenue 2013
    • 18.2.5. Business Strategy
    • 18.2.6. Recent Developments
    • 18.2.7. SWOT Analysis
  • 18.3. Microsoft
    • 18.3.1. Key Facts
    • 18.3.2. Business Overview
    • 18.3.3. Business Segmentation by Revenue 2013
    • 18.3.4. Business Segmentation by Revenue 2012 and 2013
    • 18.3.5. Geographical Segmentation by Revenue 2013
    • 18.3.6. Business Strategy
    • 18.3.7. Recent Developments
    • 18.3.8. SWOT Analysis
  • 18.4. Sony
    • 18.4.1. Key Facts
    • 18.4.2. Business Overview
    • 18.4.3. Business Segmentation by Revenue 2014
    • 18.4.4. Business Segmentation by Revenue 2013 and 2014
    • 18.4.5. Geographical Segmentation by Revenue 2014
    • 18.4.6. Business Strategy
    • 18.4.7. Recent Developments
    • 18.4.8. SWOT Analysis
  • 18.5. Take-Two Interactive Software
    • 18.5.1. Key Facts
    • 18.5.2. Business Overview
    • 18.5.3. Business Segmentation
    • 18.5.4. Geographical Segmentation by Revenue 2013
    • 18.5.5. Business Strategy
    • 18.5.6. Recent Developments
    • 18.5.7. SWOT Analysis

19. Other Reports in this Series

List of Exhibits:

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: US GDP in (US$ billions) and US GDP Growth Rate 2008-2013
  • Exhibit 3: Contribution of Various Sectors to US GDP 2013
  • Exhibit 4: Federal Fund Rate in the US 2008-2013
  • Exhibit 5: Inflation in the US 2008-2013
  • Exhibit 6: Unemployment Rate in the US 2008-2013
  • Exhibit 7: Population in the US 2008-2013
  • Exhibit 8: Population in the US 2008-2013
  • Exhibit 9: Male-Female Gamers Ratio in the US (2011-2013)
  • Exhibit 10: Percentage of Gamers in the US by Age Group (2011-2013)
  • Exhibit 11: US Video Games Revenue Split by Genres (2011-2013)
  • Exhibit 12: US Online Games Revenue Split by Genres (2011-2013)
  • Exhibit 13: US Mobile Games Revenue Split by Genres (2011-2013)
  • Exhibit 14: Video Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 15: Video Game market in the US by Type 2013
  • Exhibit 16: Video Game market in the US by Type 2013-2018 (US$ billion)
  • Exhibit 17: Video Game market in the US by Type 2013-2018
  • Exhibit 18: Console Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 19: Online Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 20: Mobile Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 21: PC Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 22: Business Segmentation of Activision Blizzard Inc. Based on Operating Segments 2013
  • Exhibit 23: Activision Blizzard: Geographical Segmentation by Revenue 2013
  • Exhibit 24: Business Segmentation of Electronic Arts Inc. Based on Brand Label 2013
  • Exhibit 25: Electronic Arts: Geographical Segmentation by Revenue 2013
  • Exhibit 26: Microsoft: Business Segmentation by Revenue 2013
  • Exhibit 27: Microsoft: Business Segmentation by Revenue 2012 and 2013(US$ billion)
  • Exhibit 28: Microsoft: Geographical Segmentation by Revenue 2013
  • Exhibit 29: Video Game Market in the US: Business Segmentation by Revenue 2014
  • Exhibit 30: Video Game Market in the US: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
  • Exhibit 31: Video Game Market in the US: Geographical Segmentation by Revenue 2014
  • Exhibit 32: Business Segmentation of Take-Two Interactive Software Inc. Based on Publishing Labels 2013
  • Exhibit 33: Take-Two Interactive Software: Geographical Segmentation by Revenue 2013
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