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市場調査レポート

世界のビデオゲーム市場:動向・分析・詳細な市場展望

World Video Game Markets: Trends, Analyses and In-depth Market Outlook

発行 IDATE DigiWorld 商品コード 290015
出版日 ページ情報 英文
納期: 即日から翌営業日
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世界のビデオゲーム市場:動向・分析・詳細な市場展望 World Video Game Markets: Trends, Analyses and In-depth Market Outlook
出版日: 2016年06月07日 ページ情報: 英文
概要

世界のビデオゲーム市場 (装置含む) は、2016年の745億ユーロから2020年の1076億ユーロへ拡大する見込みです (年間平均9.6%) 。

当データベースでは、世界のビデオゲーム市場における主要ゲーム区分 (家庭用ゲーム機、端末型ゲーム機、モバイルゲーム、コンピューターゲーム) について、5年間の予測データを提供しています。

第1章 エグゼクティブサマリー

第2章 家庭用ゲーム機:企業が成功を取り戻す

  • 家庭用ゲーム機:企業が成功を取り戻す
  • しかし、家庭用ゲーム機セグメントは2017-2018年までに減少期サイクルを迎える
  • 家庭用ゲーム機向けゲームの売上が生み出す収益は2018年にピークを迎える
  • 2020年において、家庭用ゲーム機はソフトウェアの売上が生み出す収益の40%以上を仮想製品の売上で構成

第3章 端末型ゲーム機:関心を取り戻すためにゲーマー経験を再考

  • 端末型ゲーム機の売上は、スマートフォン・タブレットの普及から大きな影響を受ける
  • 端末型ゲーム機市場の規模は2012年以降、純益が減少
  • 端末型ゲーム機向けゲームの売上は実質成長が鈍化

第4章 モバイルゲーム:安定した・広範なダイナミクス

  • タブレットの成功はゲームプレイを活性化・大衆化する
  • タブレットゲーム、急成長市場
  • スマートフォンゲーマーは2019年までに10億人を超す
  • スマートフォンゲームは市場の優先的なシェアを裏付ける
  • モバイルゲーム、ビデオゲーム市場におけるセグメントリーダー

第5章 コンピューターゲーム:オンライン時代

  • PCゲーム市場はいくつかの大きな分類に区分される
  • オンラインコンピューターゲーム機の企業数は引き続き増加
  • オンラインコンピューターゲーム市場は、2020年に200億ユーロへ達する
  • Free2Playセグメントにとって、ソーシャルゲームファンはMMOプレイヤーよりも多く残る
  • しかしMMO市場はその価値を主張
  • タブレット、スマートフォンおよび端末型ゲーム機の数量の市場シェア

第6章 動向

  • ゲーマープロファイルの変化
  • 仮想現実 (VR) - 拡張現実 (AR)
  • E-スポーツ、成長と予測
  • マルチスクリーンゲームの課題
  • ストリーミングゲーム、ウェブ巨大企業にとっての新たな黄金郷
  • スマートトイ:成長エンジン以上
  • マーケティング費用の負担
  • コンテンツの編集動向・国際化
  • ゲームエンジンの競合:Act 3
  • クラウドゲーム

図表

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目次
Product Code: M16275B

The global video game market (including equipment) will grow from 74.5 billion EUR in 2016 to 107.6 billion EUR in 2020 (+9.6 % per year on average).

This study follows the development of key indicators for the sector over the next five years and delivers an appraisal of key segments:

  • Home consoles
  • Handheld consoles
  • Mobile gaming
  • Computer games

It also takes a look at the core trends shaping the sector: industry concentration that is redrawing the market, technological innovations such as virtual reality that are opening up new segments, changes in user habits with the development of multi-screen games, e-Sport, etc.

Table of Contents

1. Executive Summary

  • 1.1. Market Overview
  • 1.2. Traditional gaming segments outpaced by competition in games online and on mobile platforms
  • 1.3. Asia-Pacific, the untouchable leader in the video game market
  • 1.4. Over 70% of the revenue from the video game market in 2016 is from dematerialized distribution and online payment practices
  • 1.5. Smart toys are gaining prominence in the toy segment
  • 1.6. Video games and connected TVs, waiting for a natural convergence

2. Home consoles: successfully winning back players

  • 2.1. Home consoles: successfully winning back players...
  • 2.2. ... But this segment will undergo a cyclic decrease by 2017-2018
  • 2.3. Revenue generated by the sale of games for home consoles will peak in 2018
  • 2.4. In 2020, for home consoles, over 40% of the revenue generated by the sale of software will come from dematerialized sales

3. Handheld consoles: rethink the gamer experience to renew interest

  • 3.1. Sales of handheld consoles are highly impacted by the popularization of smartphones and tablets
  • 3.2. The value of the handheld console market has experienced a net decline since 2012
  • 3.3. Sales of games for handheld consoles showed substantial growth

4. Mobile gaming: a steady and widespread dynamic

  • 4.1. The success of tablets is energizing and popularizing game playing
  • 4.2. Tablet games, a quickly growing market
  • 4.3. Over a billion smartphone gamers by 2019
  • 4.4. Smartphone games confirm their dominant share of the sector
  • 4.5. Mobile games, segment leader in the video game market

5. Computer games: the online era

  • 5.1. The PC game market is segmented into several large families
  • 5.2. The number of players of online computer game continues to grow
  • 5.3. The online computer game market will reach 20 billion EUR in 2020
  • 5.4. For the Free2Play segment, social game enthusiasts remained more numerous than MMO players...
  • 5.5. ...but the MMO market will assert its value!
  • 5.6. Market share in volume of tablets, smartphones, and handheld consoles

6. Trends

  • 6.1. Changes in the gamer profile
    • 6.1.1. Mobile gamers on the rise
    • 6.1.2. Asia clearly in the lead
    • 6.1.3. Mobile gamers dominate
  • 6.2. Virtual Reality (VR) - Augmented Reality (AR)
    • 6.2.1. Background information
    • 6.2.2. Technological Choices
    • 6.2.3. A market in full expansion
    • 6.2.4. Virtual Reality: Focus on Oculus Rift
  • 6.3. E-sport, growth and forecasts
  • 6.4. The challenges of multi-screen games
    • 6.4.1. Emerging uses
    • 6.4.2. Industry is positioning itself
    • 6.4.3. The potential market
    • 6.4.4. Emerging uses
  • 6.5. Streaming games, the new Eldorado for web giants
  • 6.6. Smart toys: more than a growth engine
  • 6.7. The burden of marketing costs
  • 6.8. Editorial trends and internationalization of content
    • 6.8.1. The video game sector is globalized with internationalized content
    • 6.8.2. The local and cultural dimensions form a rich and effective combination
  • 6.9. The game engine competition: Act 3
    • 6.9.1. What is a game engine?
    • 6.9.2. Unreal Engine and Unity
    • 6.9.3. Source and CryEngine
  • 6.10. Cloud gaming
    • 6.10.1. Moving towards the disappearance of dedicated equipment?
    • 6.10.2. Key players
    • 6.10.3. Video games available beyond consoles
    • 6.10.4. Value chain via an ISP
    • 6.10.5. Focus on Playstation Now

List of tables and figures

1. Executive Summary

  • Growth in the global video game market by segment, 2016-2020
  • Distribution of the global video game market per segment, 2016 and 2020
  • Distribution of the global video game market per segment, per region, in 2016 (excluding VR)
  • Physical video game market vs dematerialized video game market, 2018-2020
  • Global toy and smart toy market, 2016-2020
  • Sales of UHD TVs per region, 2016-2020

2. Home consoles: successfully winning back players

  • Global home console sales 2004-2020
  • Global sales of the previous generation of home consoles, 2016-2020
  • Home console sales for the top five countries worldwide, in 2016
  • Global home console sales in value, 2004-2020
  • Distribution of the home console market, in value, by region
  • Global sales of home console game software in value, 2016-2020
  • Distribution of the home console game software market, in value, by region
  • The market for home console game software in dematerialized format in value, per region, 2016-2020
  • Breakdown of home console software market, % of value, by type of revenues

3. Handheld consoles: rethink the gamer experience to renew interest

  • Global handheld console sales, 2007-2020
  • Handheld console sales for the top five countries worldwide, in 2016
  • Global handheld console sales, in value, 2007-2020
  • Handheld console market, in value, by region
  • The market for handheld console game software in value, per region, 2016-2020

4. Mobile gaming: a steady and widespread dynamic

  • Global population of tablet players, 2016-2020
  • Share of the population playing games on tablets per region, 2016-2020
  • Average annual ARPU for tablet games, 2016-2020
  • Global tablet game market, in value, 2016-2020
  • Global population of smartphone gamers, 2016-2020
  • Share of the population playing games on smartphone per region, 2016-2020
  • Average annual ARPU for smartphone games, 2016-2020
  • Global smartphone game market, in value, 2016-2020
  • Global mobile game market and ARPU, in value, 2016-2020
  • Global population of smartphone and tablet gamers, 2016-2020
  • Share of the population playing games on smartphones and tablets per region, in 2016

5. Computer games

  • Types of games on personal computers
  • Share of the population playing online computer games, per region, in 2016
  • Global population of online computer game players, 2016-2020
  • Global online computer games, in value, 2016-2020
  • Global population of Free2Play gamers, per segment, 2016-2020
  • Global Free2Play market, per segment, in value, 2016-2020
  • Market share in volume of sales, tablets, smartphones, and handheld consoles worldwide, 2016-2019

6. Trends

  • 6.1. Changes in the gamer profile
    • Changes in the number of people playing video games worldwide, 2010-2020
    • Distribution and change in the number of players worldwide, 2016-2020
    • Distribution of the number of players per device type, in 2010 and 2020
  • 6.2. Virtual Reality (VR) - Augmented Reality (AR)
    • Virtual reality via a dedicated headset
    • AR functionality via the Ikea application
    • Mixed Reality via HoloLens
    • A selection of VR headsets
    • Market for VR equipment and software
    • Distribution of VR revenue per video game platform
    • VR headset with a controller for movement and interaction
    • Oculus Rift: Technical Specifications
  • 6.3. E-sport
    • Twitch streaming service interface
    • VR spectator mode for DOTA 2
    • League of Legends Competition
    • Live rebroadcast, and on a major channel, of an e-sport finale
    • Betting sites, with real money, the most popular in the United States
    • Gambling site specializing in Dota 2 virtual goods
  • 6.4. The challenges of multi-screen games
    • Second-screen usage grid
    • Apple TV: Sales and installed base
    • Multi-screen game revenue per segment, 2016-2020
    • Share of the population playing online computer games, per region, in 2016
    • Distribution of revenue captured by multi-screen games per platform, 2016 and 2020
  • 6.5. Streaming games, the new Eldorado for web giants
    • Twitch interface homepage
  • 6.6. Smart toys: more than a growth engine
    • Disney Infinity on PS4 starter pack
    • Lego Dimensions on Xbox One starter pack
    • Relative share of the global smart toy market compared to its reference markets
    • Changes in the global market for video toys
  • 6.7. The burden of marketing costs
    • Changes in the development costs for home console games
    • Changes in the marketing/development costs ratio for home consoles
    • Changes in the development costs for games on mobile platforms
    • Changes in the marketing/development costs ratio for mobile platforms
  • 6.10. Cloud gaming
    • Extract of the GameFly catalog
    • Geforce Now streaming service, for Nvidia Shield
    • Xfinity Games (Comcast)
    • Bbox Games
    • Cloud gaming value chain via an ISP
    • OTT Cloud gaming value chain
    • Selection of titles available on PS Now
    • Service availability

Database structure

Forecasts up to 2020 by geographical zone and by country

Video Game Market (million EUR)

  • Home Console Market
  • Computer Game Market
  • Mobile Game Market
  • On Demand TV Game Market
  • VR Game Market

Home Console Market

  • Hardware
    • Home Console Hardware sold (million units)
    • Home Console Hardware Installed Base (million units)
    • Home console average retail price (EUR)
    • Home Console Hardware Market (million EUR)
  • Software
    • Home Console software units sold (million units)
    • Home console software average retail price (EUR)
    • Home Console software Market (million EUR)

Hanheld Console Market

  • Hardware
    • Handheld Console Hardware sold (million units)
    • Handheld Console Hardware Installed Base (million units)
    • Handheld console average retail price (EUR)
    • Handheld Hardware Market (million EUR)
  • Software
    • Handheld Console software units sold (million units)
    • Handheld console software average retail price (EUR)
    • Handheld Software Market (million EUR)

Computer Game Market

  • Offline
    • Optical storage PC games sold (million units)
    • Optical PC game average retail price (EUR)
    • Optical storage PC game market (million EUR)
  • Online
    • Online PC gamers (million)
      • Premium video gamers (million)
      • Free-to-play video gamers (million)
        • o/w online Social Gamers (million)
        • o/w Free MMO Online Gamers (million)
        • o/w Casual Online Gamers (million)
    • Online PC game ARPU (EUR)
    • Online PC game market (million EUR)

Mobile Game market

  • Smartphone
    • Smartphone gamers (million units)
    • Annual smartphone game ARPU (EUR)
    • Smartphone game market (million EUR)
  • Tablet
    • Tablet gamers (million)
    • Annual tablet game ARPU (EUR)
    • Tablet game market (million EUR)

TV Game Market (Game On Demand)

  • Game on demand gamers (million)
  • Annual on demand TV game ARPU (EUR)
  • Game on demand revenue (million EUR)

Geographical coverage

World

Asia-Pacific

  • China
  • Japan
  • South Korea
  • Australia & New Zealand
  • Rest of Asia Pacific

EMEA

  • Europe - Middle East & Africa
  • MEA
  • Europe
  • Central & Eastern Europe
  • Western Europe
  • Benelux
  • Italy
  • United Kingdom
  • France
  • Nordic Countries
  • Germany
  • Spain
  • Rest of Western Europe

Latin America

  • Brazil
  • Rest of Latin America

North America

  • Canada
  • USA
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