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市場調査レポート

ゲーム産業の将来

Future Games Market

発行 Juniper Research 商品コード 306100
出版日 ページ情報 英文
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1GBP=146.42円で換算しております。
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ゲーム産業の将来 Future Games Market
出版日: 2017年02月15日 ページ情報: 英文
概要

当レポートでは、ゲーム産業について調査分析し、主要企業の発展と機会に焦点を当てて、パブリッシャーとデベロッパーの評価のほか、市場動向や競合情勢、5ヶ年予測など、体系的な情報を提供しています。

市場動向と競合情勢

第1章 ゲーム産業の市場動向

  • ゲーム産業
  • ゲーム市場
  • ビデオゲーム産業の主要動向と発展

第2章 ゲーム産業:将来の発展

  • 将来の産業発展
  • 企業分析:主要デベロッパー
  • バリューチェーン分析とビジネスモデル

第3章 ステークホルダー分析

  • イントロダクション
  • モバイル・タブレットのパブリッシャー分析
  • パブリッシャー分析
  • コンソール・PCのパブリッシャー分析
  • パブリッシャー分析
  • デジタルゲームのムーバーとシェイカー
  • ゲームのパブリッシャー

市場規模と予測

第1章 ゲーム産業の市場動向

  • ゲーム産業
  • ゲーム市場

第2章 総市場:デジタルゲーム産業

  • イントロダクション
    • 総収益

第3章 総市場:モバイル・タブレットゲーム

  • イントロダクション
  • 調査手法
  • モバイル・タブレットゲームの総市場
  • スマートフォンゲーム
  • フィーチャーフォンゲーム
  • タブレットゲーム
  • モバイルハンドセットのゲーム内広告

第4章 総市場:PCゲーム

  • 調査手法
    • 年間のゲーム総数
    • 総収益

第5章 総市場:コンソールゲーム

  • 調査手法
    • 年間のソフトウェアタイトル総数
    • 年間のデジタルタイトル総数
    • 総収益

第6章 総市場:ハンドヘルドゲーム

年間のソフトウェアタイトル総数 総収益

第7章 総市場:クラウドゲーム

  • 調査手法
    • 加入の総収益

第8章 総市場:VRゲーム

  • 調査手法
    • 年間のゲーム総数
    • 総収益

第9章 マイクロコンソール

  • 調査手法
    • 年間のゲーム総数
    • PPD収益
    • ゲーム内購入収益
    • 総収益

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目次

Overview

Juniper's Future Games Market research offers comprehensive coverage and insight, alongside expert analysis of the latest developments and opportunities for players in this major industry.

The research provides an assessment of leading publishers and developers, as well as analysis of the major trends and near-term developments in the industry coupled with the impacts that these will have.

This research suite comprises:

  • Market Trends & Competitive Landscape (PDF)
  • 5 Year Market Sizing & Forecast (PDF & Excel)
  • Executive Summary & Core Findings (PDF)

Key Features

  • Sector Dynamics: Analysis of key market forces and developments, supported by case studies, as well as insights from industry players including:
    • CD Projekt Red
    • Nutaku
    • Nvidia
    • Roku
    • Sony Mobile
  • Trend Appraisal: Major trends explored, allied with Juniper's View and assessment of the implications for the industry.
  • Value chains & business models: Analysis of the monetisation strategies and processes used across digital games platforms.
  • Juniper Leaderboard: Key player capability and capacity assessment for Mobile & Tablet, and Console & PC games publishers.
  • Benchmark industry forecasts for digital games, delivering quantification of the F2P (free to play) PC market, as well as subscription games and premium purchases.

Key Questions

  • 1. What are the emerging technologies in the games market, and how can developers utilise these?
  • 2. What are the strategies best adopted by games developers moving forwards?
  • 3. What is the total size of the digital games market, and which are the fastest growing platforms, in terms of revenues?
  • 4. What are the key trends and developments for 2017 and beyond?
  • 5. Who are the leading publishers in both the mobile and the console & PC industries, and how are they disrupting the market?

Companies Referenced

  • Interviewed: CD Projekt Red, DAQRI, HTC, NVIDIA, Nutaku, Roku, Sony.
  • Profiled: Activision Blizzard, CD Projekt Red, EA (Electronic Arts), Gameloft, Gungho, Halfbrick Studios, MZ (Machine Zone), Microsoft, Nintendo, Rovio, Sony, Square Enix, Take Two, Telltale Games, Tencent, Ubisoft, Warner Brothers, ZeniMax Media, Zynga.
  • Case Studied: CD Projekt Red (The Witcher 3: Wild Hunt), Epic War (Mobile Strike), Facebook, Niantic (Pokémon GO), NVIDIA, Nutaku, Roku, SuperCell (Clash Royale), Valve.
  • Mentioned: 1-Up Studios, 2K Games, 343, 4 Licensing Corporation, Aardman, Acquire, AerServ, Alienware, Amazon, Apple, Arkane Studios, Avalanche Studios, Bandai Namco, Bethesda Game Studios, Bioware, Criterion Studios, Daybreak Game Company, DC Comics, Decisive Games, DeltaDNA, DeNA, Disney, Eidos, Element, Ferrari, Firaxis, Fitbit, Fox, Futuremark Game Studios, GAME, Game Arts, GDC (Games Developer Conference), Google, Grasshopper Manufacture, Gravity, Guerrilla Games, Hasbro, Hello Games, Hisense, Hitachi, HP, Infogrames, Insignia, Interplay Entertainment, Irrational Games, Ketchapp, King Digital Entertainment, Konami, Kush Games, Lifestyle Entertainment, Lift London, Lionsgate Entertainment, LiquidSky, Machine Games, Marvel, Mattel, Media Molecule, Metacritic, Miniclip, MLG (Major League Gaming), Mojang, Monolith Productions, Monolith Soft, Moon Studios, NaturalMotion, Naughty Dog, Netflix, NetherRealm Studios, Nokia, Oasys Mobile, Obsidian Entertainment, Oculus, Onan Games, Panda TV, Pixar Entertainment, Playground Games, Popcap, Psyonix Games, Rare, Remedy Entertainment, Riot Games, Rockstar Games, Rocksteady Studios, SessionM, Sharp, Social Point, Softbank, Sucker Punch, Sumea, SuperCell, Taito, TCL, Telegram, The Coalition, The Sims Studios, Time Warner, TT Games, Turbine, Turn 10, Universal, Virtuix, Visual Concepts, Vivendi, Wargaming.net, WeChat, YouTube

Data & Interactive Forecast

The Future Games Market forecast suite includes:

  • Splits according to 8 key global regions alongside the following country splits:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
  • Market split by platform:
    • Smartphones
    • Featurephones
    • Tablets
    • PCs/Laptops
    • Console
    • Handheld
    • VR (Virtual Reality)
    • Cloud
    • Microconsole
  • Market split by Service Type:
    • Pay per Download
    • In-app Purchases
    • Subscription
    • F2P (Free to play)
    • Premium purchase
    • Advertising
  • Mobile & Tablet, and Console games markets split by genre:
    • Action & Arcade
    • Social & Casual
    • Racing & Sports
    • RPG & Strategy
  • Interactive Scenario tool allowing user the ability to manipulate Juniper's data for 16 different metrics.
  • Access to the full set of forecast data of 332 tables and more than 34,200 data points.

Juniper Research's highly granular interactive excels enable clients to manipulate our forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

1. Market Trends & Competitive Landscape

1. Market Trends in the Games Industry

  • 1.1. The Games Industry
    • 1.1.1. History & Definition
      • Figure 1.1:A Brief History of Video Games (1940-Present)
    • 1.1.2. Sectors of the Games Industry
      • i. Mobile Games
        • Figure 1.2: Clash or Clans iPhone App
      • ii. Console Games
        • Figure 1.3: 8th Generation Console Controllers
      • iii. PC Games
        • Figure 1.4: Alienware PC Hardware
      • iv. Handhold Games & Hybrids
        • Figure 1.5: Handhold & Hybrid Games Devices - Sony's PSP & Nintendo's Switch
      • v. Cloud Games
        • Figure 1.6: NVIDIA's ‘GRID' Cloud Gaming Delivery System
      • vi. Microconsoles & Connected TVs
        • Figure 1.7: Piston Microconsole
    • 1.1.3. Gamer Demographics/Categorisation
      • i. Casual
      • ii. Mid-Core/Core
      • iii. Hard-Core
      • iv. Professional Gamers
    • 1.1.4. Game Types & Genres
    • 1.1.5. Additional formats
      • i. Action & Arcade
      • ii. Casual & Social
      • iii. Racing & Sports
      • iv. RPG & Strategy
      • i. MMO (Massively Multiplayer 0nline)
      • ii. MOBA (Multiplayer 0nline Battle Arena)
        • Figure 1.8: League of Legends Gameplay
  • 1.2. The Games Market in 2016
    • i. The Games Market in 2016, by Region
      • Figure 1.9: Total Revenue from Digital & Physical Games in 2016 ($m) Split by 8 Key Regions: $91.0bn
    • ii. The Games Market in 2016, by Segment
      • Figure 1.10: Total Revenue from Digital & Physical Games in 2016 ($m) Split by Segment: $91.0bn
    • iii. The Games Market in 2016, by Channel
      • Figure 1.11: Total Revenue from Digital & Physical Games in 2016 ($m) Split by Channel: $91.0 bn
  • 1.3. Key Trends & Developments In the Video Games Industry
    • Figure 1.12: Overview of the Drivers, Trends & Constraints in the Video Games Industry
    • 1.3.1. Hardware Providers
      • i. High Fidelity Experience
      • ii. Brand Loyalty
      • iii. Entertainment Platforms & the Multi-screen Environment
    • 1.3.2. Games Developers
      • i. Demand
      • ii. New Technologies
      • iii. Cloud Delivery & Cross-Platform
        • Figure 1.13: Cloud Delivery for True Cross-Platform Play
      • iv. Indie Games
    • 1.3.3. Consumers
      • i. AAA Games
        • Figure 114: Screenshot of Mass Effect Andromeda: AAA Title Due to Be Released in March 2017
        • Figure 1.15: Nintendo's ‘Seal of Quality'
      • ii. Social Gaming
      • iii. Case Study: Facebook Instant Games
      • iv. Freemium Games
      • v. Case Study: Mobile Strike
    • 1.3.4. Industry Analysis: Core Developments
      • i. Mobile Games
        • Figure 1.16: Rovio's Hatch Product
      • ii. Console Games
        • Figure 1.17: Xbox Scorpio Announcement at E3 2016
      • iii. PC Games
        • Figure 1.18: Activision Blizzard's Hearth stone: Heroes or Warcraft
        • Figure 1.19: Microsoft Solitaire Collection: Challenges & User Achievements

2. The Games Industry: Future Developments

  • 2.1. Future Industry Developments - 2017 & Beyond
    • 2.1.1. PC Games Switch from Premium to F2P & Physical to Digital
      • Figure 2.1: Screenshot of Guild Wars 2
      • Figure 2.2: Total Game Downloads on Steam (%), April 2015-December 2016, Split by Monetization Model
      • i. Outlook for 2017
        • Figure 2.3: Leading Paid-for PC Games on Steam in 2016
    • 2.1.2. Expansion via the Cloud
      • i. Case Study: GeForce Now
      • ii. Outlook for 2017
    • 2.1.3. Growth in Mobile Advertising
      • i. Outlook for 2017
    • 2.1.4. VR Content Gathers Pace
      • Figure 2.4: Results of the GDC 2017 Survey
      • Figure 2.4: Results of the GDC 2017 Survey
      • i. Case Study: Nutaku
      • ii. Outlook for 2017
        • Figure 2.5: Fallout 4 VR
        • Figure 2.6: Virtuix Omi Treadmill for VR Gaming
    • 2.1.5. AR - Life Post Pokemon?
      • i. Case Study: Pokemon GO
    • 2.1.6. eSports & MOBAs to Expand into Mobile
      • Figure 2.7: Clash Royale on Google Play
      • i. Case Study: Clash Royale
      • ii. Outlook for 2017
        • Figure 2.8: Key Stats for the eSports Market in 2017
    • 2.1.7. Microconsole Gaming Limited to Casual Play
      • i. Outlook for 2017
      • ii. Case Study: Roku
    • 2.1.8. AAA Titles Drive Revenues
      • i. Outlook for 2017
      • ii. Case Study: The Witcher 3: Wild Hunt
  • 2.2. Player Analysis: Top Developers
    • 2.2.1. Developer Analysis: Mobile Games
      • Figure 2.9: Juniper Disruptors & Challengers Quadrant: Mobile Games
      • Table 2.10: Top Grossing Mobile Games, US, on iOS (7th December 2016)
      • i. Ones to Watch: Mobile Games
        • Figure 2.11: Super Mario Run: Screenshots
    • 2.2.2. Developer Analysis: Console Games
      • Figure 2.12: Juniper Disruptors & Challengers Quadrant: Console Games
      • Table 2.13: Top 5 Console Games in 2017 Forecast, Ranked by Total Sales (End 2017)
      • i. Ones to Watch: Console Games
    • 2.2.3. Developer Analysis: PC Games
      • Figure 2.14: Juniper Disruptors & Challengers Quadrant: PC Games
      • Table 2.15: Leading MMO/MFPS/MOBA Titles on PC in 2017
      • i. Ones to Watch: PC Games
      • ii. Case Study: Steam
  • 2.3. Value Chain Analysis & Business Models
    • 2.3.1. Mobile Games
      • i. The App Store Value Chain
        • Figure 2.16: The App Store Value Chain
    • 2.3.2. PCs, Consoles & Handholds
      • i. Physical Software
        • Figure 2.17: The Console & PC Physical Software Value Chain
      • ii. Digital Software
        • Figure 2.18: The Console & PC Digital Software Value Chain
      • iii. The Console & PC Business Model
        • Figure 2.19: The Console & PC Games Business Model

3. Stakeholder Analysis

  • 3.1. Introduction
  • 3.2. Mobile & Tablet Publisher Analysis
  • 3.3. Publisher Analysis
    • 3.3.1. Publisher Assessment Criteria
      • Table 3.1: Mobile & Tablet Publisher Capability Assessment Criteria
    • 3.3.2. Juniper Leaderboard
      • Figure 3.2: Mobile & Tablet Games Publisher Leaderboard
      • Table 3.3: Mobile & Tablet Games Publisher Scoring Matrix
    • 3.3.3. Vendor Groupings
      • i. Summary
      • ii. Established Leaders
      • iii. Leading Challengers
      • iv. Disruptors & Emulators
    • 3.3.4. Conclusion
  • 3.4. Console & PC Publisher Analysis
  • 3.5. Publisher Analysis
    • 3.5.1. Publisher Assessment Criteria
      • Table 3.4: Console & PC Vendor Capability Assessment Criteria
    • 3.5.2. Juniper Leaderboard
      • Figure 3.5: Console & PC Games Publisher Leaderboard
      • Table 3.6: Console & PC Vendor Scoring Matrix
    • 3.5.3. Vendor Groupings
      • i. Summary
      • ii. Established Leaders
      • iii. Leading Challengers
      • iv. Disruptors & Emulators
    • 3.5.4. Conclusion
    • 3.5.5. Limitations & Interpretation
  • 3.6. Digital Games Movers & Shakers
  • 3.7. Games Publishers
    • 3.7.1. Activision BIizzard
      • i. Corporate Profile
        • Table 3.7: Key Financial Data for Activision BIizzard ($m) 2012-2015
      • ii. Geographic Spread
      • iii Key Clients & Strategic Partnerships
        • Figure 3.8: Activision BIizzard MAUs (%), Split by Division
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.2. Zenimax Media
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.3. CD Project Red
      • i. Corporate Profile
        • Table 3.9: Key Financial Data for CD Project Red (zt m) 2012-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.4. EA (Electronic Arts)
      • i. Corporate Profile
        • Table 3.10: Key Financial Data for EA ($m) 2013-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
        • Table 3.11: Pricing for EA subscription Services in the UK (£)
      • v. Junipers View: Key Strengths & Strategic Opportunities
    • 3.7.5. Microsoft Studios
      • i. Corporate Profile
        • Table 3.12: Microsoft Key Financial Data -More Personal Computing Segment ($m) 2014-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Junipers View: Key Strengths & Strategic Opportunities
    • 3.7.6. Nintendo
      • i. Corporate Profile
        • Table 3.13: Nintendo Key Financial Data (\m, $m) 2013-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.7. SIE (Sony Interactive Entertainment)
      • i. Corporate Profile
        • Table 3.14: Sony Key Financial Data (\m, $m), 2013-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.8. Rovio
      • i. Corporate Profile
        • Table 3.15: Rovio Key Financial Data (Em) 2013-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.9. Square Enix
      • i. Corporate Profile
        • Table 3.16: Key Financial Data for Square Enix (¥m, $m) 2013-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.10. Ubisoft
      • i. Corporate Profile
        • Table 3.17: Key Financial Data for Ubisoft ($m) 2013-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
        • Table 3.18: Ubisoft Sales by Geographic Region (E million), 2014-2016
      • iv. Products & Services
        • Figure 3.19: Ubisoft Sales by Device (%), 2015-2016
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.11. WBIE (Warner Brothers Interactive Entertainment)
      • i. Corporate Profile
        • Table 3.20: Key Financial Data for Warder Brothers ($m), 2012-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.12. Zynga
      • i. Corporate Profile
        • Table 3.21: Zynga Key Financial Data ($m) 2012-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.13. Take-Two Interactive
      • i. Corporate Profile
        • Table 3.22: Take-Two Key Financial Data ($m) 2014-2016
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.14. Telltale Games
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.15. Tencent
      • i. Corporate Profile
        • Table 3.23: Key Financial Data for Tencent (RMBm, $m) 2012-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.16. MZ (Machine Zone)
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.17. Gameloft
      • i. Corporate Profile
        • Table 3.24: Key Financial Data for Vivendi (Em, $m)2012-2016
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.18. Gungho
      • i. Corporate Profile
        • Table 3.25: Key Financial Data for GungHo (\m, $m) 2012-2015
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.19. Halfbrick Studios
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 3.7.19. Halfbrick Studios
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products & Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities

2. Market Sizing & Forecasts

1. Market Trends in the Games Industry

  • 1.1. The Games Industry
    • 1.1.1. Sectors of the Games Industry
      • i. Mobile Games
        • Figure 1.1: Clash or Clans iPhone App
      • ii. Console Games
        • Figure 1.2: 8th Generation Console Controllers
      • iii. PC Games
        • Figure 1.3: Alienware PC Hardware
      • iv. Handhold Games & Hybrids
        • Figure 1.4: Handhold & Hybrid Games Devices - Sony's PSP & Nintendo's Switch
      • v. Cloud Games
        • Figure 1.5: NVIDIA's ‘GRID' Cloud Gaming Delivery System
      • vi. Microconsoles & Connected TVs
        • Figure 1.6: Piston Microconsole
    • 1.1.2. Gamer Demographics/Categorisation
      • i. Casual
      • ii. Mid-Core/Core
      • iii. Hard-Core
      • iv. Professional Gamers
    • 1.1.3. Game Types & Genres
      • i. Action & Arcade
      • ii. Casual & Social
      • iii. Racing & Sports
      • iv. RPG & Strategy
    • 1.1.4. Additional formats
      • i. MMO (Massively Multiplayer Online)
      • ii. MOBA (Multiplayer Online Battle Arena)
        • Figure 1.7: League of Legends Gameplay
  • 1.2. The Games Market in 2016
    • i. The Games Market in 2016, by Region
      • Figure 1.8: Total Revenue from Digital& Physical Games in 2016 ($m) Split by 8 Key Regions: $91.0bn
    • ii. The Games Market in 2016, by Segment
      • Figure 1.9: Total Revenue from Digital& Physical Games in 2016 ($m) Split by Segment: $91.0bn
    • iii. The Games Market in 2016, by Channel
      • Figure 1.10: Total Revenue from Digital & Physical Games in 2016 ($m) Split by Channel: $91.0 bn

2. Total Market: The Digital Games Industry

  • 2.1. Introduction
    • 2.1.1. Total Revenues for the Digital Games Market
      • Figure & Table 2.1: Total Revenues for Digital Games ($m), Split by 8 Key Regions 2016-2021
      • Figure 2.2: Total Games Revenues ($m), Split by Device 2016-2021

3. Total Market: Mobile & Tablet Games

  • 3.1. Introduction
  • 3.2. Methodology
    • Figure 3.1: Methodology for Mobile & Tablet games
  • 3.3. The Total Market for Mobile & Tablet Games
    • 3.3.1. Total Games Accessed
      • Figure & Table 3.2: Total Games Accessed on Mobile & Tablets (m), Split by 8 Key Regions 2016-2021
    • 3.3.2. Total Revenues
      • Figure & Table 3.3: Total Revenues for Mobile & Tablet Games ($m), Split by 8 Key Regions 2016-2021
  • 3.4. Smartphone Games
    • 3.4.1. Total Games Accessed on Smartphones
      • Figure & Table 3.4: Total Smartphone Games Accessed (m), Split by 8 Key Regions 2016-2021
      • Figure 3.5: Total Smartphone Games Accessed (m), Split by Genre in 2021
    • 3.4.2. Smartphone PPD (Pay-per-Download) Revenues
      • Figure & Table 3.6: Total Revenues for PPD Smartphone Games ($m), Split by 8 Key Regions 2016-2021
    • 3.4.3. Smartphone In-game Purchase Revenues
      • Figure & Table 3.7: Total Revenues for In-game Purchases for Smartphone Games ($m), Split by 8 Key Regions 2016-2021
    • 3.4.4. Total Revenues for Smartphone Games
      • Figure & Table 3.8: Total Revenues for Smartphone Games ($m), Split by 8 Key Regions 2016-2021
      • Figure 3.9: Total Revenues for Smartphone Games ($m), Split by Genre 2016-2021
  • 3.5. Featurephone Games
    • 3.5.1. Total Games Accessed on Featurephones
      • Figure & Table 3.10: Total Games Accessed on Featurephones (m), Split by 8 Key Regions 2016-2021
    • 3.5.2. Total Revenues for Featurephone Games
      • Figure & Table 3.11: Total Revenues for Featurephone Games ($m), Split by 8 Key Regions 2016-2021
  • 3.6. Tablet Games
    • 3.6.1. Total Games Accessed on Tablets
      • Figure & Table 3.12: Total Games Accessed on Tablets (m), Split by 8 Key Regions 2016-2021
      • Figure 3.13: Total Games Accessed on Tablets (m), Split by Genre in 2021
    • 3.6.2. Tablet PPD Revenues
      • Figure & Table 3.14: Total Revenues for PPD Tablet Games ($m), Split by 8 Key Regions 2016-2021
    • 3.6.3. Tablet ln-game Purchase Revenues
      • Figure & Table 3.15: Total Revenues for In-game Purchases for Tablet Games ($m), Split by 8 Key Regions 2016-2021
    • 3.6.4. Total Revenues for Tablet Games
      • Figure & Table 3.16: Total Revenues for Tablet Games ($m), Split by 8 Key Regions 2016-2021
      • Figure 3.17: Total Revenues for Tablet Games ($m), Split by Genre 2016-
  • 3.7. In-game Advertising on Mobile Handsets
    • Figure & Table 3.18: Total Advertising Revenue from Mobile Games ($m), Split by 8 Key Regions 2016-2021

4. Total Market: PC Games

  • 4.1. Methodology
    • Figure 4.1: Methodology for PC Games
    • 4.1.1. Total PC Games Accessed Per Annum
      • Figure & Table 4.2: Total Games Accessed on PC (m), Split by 8 Key Regions 2016-2021
      • Figure 4.3: Total Games Accessed on PC (m), Split by Type in 2016
    • 4.1.2. Total PC Revenues
      • Figure & Table 4.4: Total Revenues for PC Games ($m), Split by 8 Key Regions 2016-2021
      • Figure 4.5: Total Revenues for PC Games ($m), Split by Type 2016-2021

5. Total Market: Console Games

  • 5.1. Methodology
    • Figure 5.1: Methodology for Console Games
    • 5.1.1. Total Physical Console Software Titles Sold Per Annum
      • Figure & Table 5.2: Total Software Sales per Annum (m), Split by 8 Key Regions 2016-2021
    • 5.1.2. Total Console Digital Titles Sold Per Annum
      • Figure & Table 5.3: Total Digital Console Software Sales per Annum (m), Split by 8 Key Regions 2016-2021
      • Figure & Table 5.4: Total Software Sales per Annum (m), Split by Game Genre 2016-2021
    • 5.1.3. Total Revenues for Console Games
      • Figure & Table 5.5: Total Revenues for Console Games ($m), Split by 8 Key Regions 2016-2021
      • Figure & Table 5.6: Total Revenues for Console Games ($m), Split by Game Genre 2016-2021

6. TotalM arket: Handhold Games

  • 6.1. Methodology
    • Figure 6.1: Methodology for Handhold Games
    • 6.1.1. Total Handhold Software Titles Sold per Annum
      • Figure & Table 6.2: Total Handhold Software Sales per Annum (m), Split by 8 Key Regions 2016-2021
    • 6.1.2. Total Revenues for Handhold Games
      • Figure & Table 6.3: Total Revenues for Handhold Games ($m), Split by 8 Key Regions 2016-2021

7. Total Market: Cloud Games

  • 7.1. Methodology
    • Figure 7.1: Methodology for Cloud Games
    • 7.1.1. Total Subscription Revenues from Cloud Games
      • Figure & Table 7.2: Total Revenues for Cloud Games ($m), Split by 8 Key Regions 2016-2021

8. Total Market: VR Games

  • 8.1. Methodology
    • Figure 8.1: Methodology for VR Games
    • 8.1.1. Total VR Games Accessed per Annum
      • Figure & Table 8.2: Total VR Games Sales per Annum (m), Split by 8 Key Regions 2016-2021
    • 8.1.2. Total Revenues from VR Games
      • Figure & Table 8.3: Total Revenues for VR Games ($m), Split by 8 Key Regions 2016-2021

9. Microconsoles

  • 9.1. Methodology
    • Figure 9.1: Methodology for Microconsole games
    • 9.1.1. Total Games Accessed on Microconsoles
      • Figure & Table 9.2: Total Games Accessed on Microconsoles (m), Split by 8 Key Regions 2016-2021
    • 9.1.2. PPD (Pay-per-Download) Revenues
      • Figure & Table 9.3: Total Revenues from PPD Games on Microconsoles($m) Split by 8 Key Regions 20165-2021
    • 9.1.3. In-game Purchase Revenues
      • Figure & Table 9.4: Total Revenues from In-game Purchases on Microconsoles($m), Split by 8 Key Regions 2016-2021
    • 9.1.4. Total Revenues for Microconsole Games
      • Figure & Table 9.5: Total Revenues for Microconsole Games ($m), Split by 8 Key Regions 2016-2021
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