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市場調査レポート

オンラインゲームの世界市場予測:2016年〜2020年

Global Online Gaming Market 2016-2020

発行 TechNavio (Infiniti Research Ltd.) 商品コード 325831
出版日 ページ情報 英文 71 Pages
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本日の銀行送金レート: 1USD=114.77円で換算しております。
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オンラインゲームの世界市場予測:2016年〜2020年 Global Online Gaming Market 2016-2020
出版日: 2016年05月12日 ページ情報: 英文 71 Pages
概要

オンラインゲーム市場は世界規模で発展しています。購入と利用においては大まかに物理的とデジタルのに2つに区分されます。しかしながら、小売店などを通じた物理的な購入方法は徐々に意味が無くなりつつあります。というのも、インターネットが普及し、その幅広い活用法と接続性が人気を博し、デジタルコピーという形式で開発メーカーや販売会社は徐々にインターネット上で販売を開始し、開発を進めてきました。デジタル方式での販売はまだ初期段階にありながらも急速に成長しつつあり、従来の小売り形態の販売方法は衰退に向かっています。オンラインゲームの世界市場は、2016年から2020年にかけて11.72%のCAGRで拡大することが予測されています。

当レポートでは、オンラインゲームの世界市場の現在のシナリオや今後の成長予測などについて取り上げています。

第1章 エグゼクティブサマリー

第2章 調査範囲

  • 市場概要
  • 基準年
  • ベンダー区分
  • 主な製品

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

  • 主な市場の見所

第5章 産業の展望

  • 世界のオンラインゲーム市場のライフサイクル
  • バリューチェーン

第6章 市場の展望

  • 市場の規模と予測
  • ジャンル別市場
  • ファイブフォース分析

第7章 種類別市場分類

  • 種類別に見るオンラインゲームの世界市場
  • カジュアルゲームの世界市場
  • MMOゲームの世界市場
  • デジタルコンソールゲームの世界市場

第8章 購買基準

第9章 地域的分類

  • 地域的分類によるオンラインゲームの世界市場
  • アジア太平洋地域市場
  • 欧州市場
  • 北米市場
  • その他地域の市場

第10章 年齢層別分類

  • 年齢層別に見るオンラインゲームの世界市場

第11章 市場の魅力

  • 種類別に見る市場の魅力
  • 地域別に見る市場の魅力

第12章 主要国

  • 中国
  • 米国
  • 日本
  • 韓国

第13章 オンラインゲームと娯楽産業の関係

第14章 市場の成長活性因子

第15章 活性因子の影響

第16章 市場の課題

第17章 活性因子と課題の影響

第18章 市場の動向

第19章 ベンダーの展望

  • 競争のシナリオ
  • 主なベンダー
  • その他の重要ベンダー

第20章 付録

  • 略語一覧

第21章 Technavioについて

図表一覧

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目次
Product Code: IRTNTR9426

About the Test Preparation Market

The benchmarking in the education system is highly useful in measuring the performance of students, teachers, and schools. The test preparation industry has emerged alongside with the extensive standardization of the education sector in the US. This standardization essentially refers to the provision of exam preparation services to students to help them score well in entrance tests.

Test preparation providers make supplementary educational materials, mock tests, and guides available in classroom-based or online learning modes. These services help students prepare for various university and high school level exams, such as SAT and ACT, as well as certification exams, such as Law School Admission Test (LSAT) and CPA. The quality assistance in preparation for various tests help students attain academic goals.

Technavio's analysts forecast the Test Preparation Market in the US to grow at a CAGR of 10.16% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the Test Preparation Market in the US for 2016-2020. To calculate the market size, the report considers the revenue generated by test preparation service providers. The report does not consider individual private tutors.

Technavio's report, Test Preparation Market in the US 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • C2 Education
  • Club Z
  • Kaplan
  • Pearson ELT

Other Prominent Vendors

  • ArborBridge
  • BenchPrep
  • Huntington Learning Centre
  • Knewton
  • Manhattan Review
  • Revolution Prep
  • Sylvan Learning

Market driver

  • Increase in enrollment of graduates
  • For a full, detailed list, view our report

Market challenge

  • Threat from open sources
  • For a full, detailed list, view our report

Market trend

  • Increase in online distribution channels
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 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?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

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

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Industry Overview

  • Life cycle of global online gaming market
  • Online games value chain

PART 06: Market landscape

  • Market size and forecast
  • Global online gaming market by genre
  • Five forces analysis

PART 07: Market segmentation by type

  • Comparison of global online gaming market by type
  • Global casual gaming market
  • Global MMO gaming market
  • Global digital console gaming market

PART 08: Buying criteria

PART 09: Geographical Segmentation

  • Comparison of global online gaming market by geography
  • Online gaming market in APAC
  • Online gaming market in Europe
  • Online gaming market in North America
  • Online gaming market in ROW

PART 10: Global online gaming market by age group

  • Global online gaming market by age group

PART 11: Market attractiveness

  • Market attractiveness by type
  • Market attractiveness by geography

PART 12: Key leading countries

  • China
  • US
  • Japan
  • South Korea

PART 13: Relationship between online gaming and entertainment industry

PART 14: Market drivers

  • Increase in popularity of F2P online games
  • Availability of better gaming infrastructure
  • Increase in number of mobile devices

PART 15: Impact of drivers

PART 16: Market challenges

  • Increase in cybercrime via online gaming
  • Impact of online gaming on physical activity
  • Rise in game development costs

PART 17: Impact of drivers and challenges

PART 18: Market trends

  • Increase in popularity of online gaming among women
  • Market consolidation
  • Rise in pirated versions of online games
  • Increase in demand for E-sports

PART 19: Vendor landscape

  • Competitive scenario
  • Key vendors
  • Other prominent vendors

PART 20: Appendix

  • List of abbreviations

PART 21: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Life cycle of global online gaming market
  • Exhibit 03: Online games value chain
  • Exhibit 04: Global online gaming market size and forecast 2015-2020 ($ billions)
  • Exhibit 05: Global online gaming market by genre 2015
  • Exhibit 06: Five forces analysis
  • Exhibit 07: Global online gaming market share by type 2015-2020
  • Exhibit 08: Global online gaming market by type 2015-2020 ($ billions)
  • Exhibit 09: Global casual gaming market size and forecast 2015-2020 ($ billions)
  • Exhibit 10: Top nine global casual games by popularity 2015 (millions of players)
  • Exhibit 11: Global casual gaming market size and forecast 2015-2020 ($ billions)
  • Exhibit 12: Global segmentation of MMOs by mode of payment 2015
  • Exhibit 13: Leading MMO games globally by revenue 2015 ($ millions)
  • Exhibit 14: Global casual gaming market size and forecast 2015-2020 ($ billions)
  • Exhibit 15: Leading digital console game globally by revenue 2015 ($ millions)
  • Exhibit 16: Buying criteria for online gaming market
  • Exhibit 17: Global online gaming market share by region 2015
  • Exhibit 18: Global online gaming market by geography 2015-2020 ($ billions)
  • Exhibit 19: Online gaming market size and forecast in APAC 2015-2020 ($ billions)
  • Exhibit 20: Online gaming market size and forecast in Europe 2015-2020 ($ billions)
  • Exhibit 21: Online gaming market size and forecast in North America 2015-2020 ($ billions)
  • Exhibit 22: Online gaming market size and forecast in ROW 2015-2020 ($ billions)
  • Exhibit 23: Global online gaming market by age group 2012-2016
  • Exhibit 24: Market attractiveness by end-users
  • Exhibit 25: Market attractiveness by geography
  • Exhibit 26: Key leading countries
  • Exhibit 27: Examples of movies inspired by online games
  • Exhibit 28: Examples of games inspired by movies
  • Exhibit 29: Market share of online gaming by payment mode 2011-2015
  • Exhibit 30: Change in internet prices and subscriptions globally 2011-2015
  • Exhibit 31: Global broadband use by region 2015 (millions)
  • Exhibit 32: Global smartphone and tablet shipments 2011-2015 (millions of units)
  • Exhibit 33: Impact of drivers
  • Exhibit 34: Impact of drivers and challenges
  • Exhibit 35: Global online gaming market segmentation by gender 2012-2016
  • Exhibit 36: Top-five-played E-sports games 2015
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