表紙
市場調査レポート

世界のデジタルゲーム市場

Worldwide Digital 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
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世界のデジタルゲーム市場 Worldwide Digital Games Market
出版日: 2015年10月07日 ページ情報: 英文
概要

当レポートでは、デジタルゲーム市場について取り上げ、コンテンツデリバリー手段、新技術および収益化戦略を含む最新の動向・開発動向について包括的な分析を提供しており、ビデオゲームエコシステムの多角的調査、クラウドやVR (バーチャルリアリティ) といった新興技術、および主要企業のプロファイルなどをまとめ、お届けいたします。

市場動向・競合情勢

第1章 モバイルゲーム産業における市場動向

  • ゲーム産業
    • 歴史・定義
    • ゲーム市場の要素
    • ゲーマー統計/分類
  • ビデオゲーム産業における主要動向
    • ハードウェアプロバイダー
    • ゲームディベロッパー
    • 消費者

第2章 モバイルゲーム

  • イントロダクション
    • 概要・歴史
  • モバイルゲームにおける動向、障壁および促進因子
    • ケーススタディ:Flappy Bird
    • ケーススタディ:Capcom Arcade
    • ケーススタディ:Smurfs' village
  • バリューチェーン分析およびビジネスモデル
    • バリューチェーン
    • ビジネスモデル
  • 要点

第3章 ゲーム機

  • イントロダクション
    • 概要・歴史
  • ゲーム機における動向、障壁および促進因子
    • ケーススタディ:Fable Legends
  • バリューチェーン分析およびビジネスモデル
  • 要点

第4章 PCゲーム

  • イントロダクション
    • 概要・歴史
  • PCゲームにおける動向、障壁および促進因子
    • ケーススタディ:Steam
  • バリューチェーン分析およびビジネスモデル
  • 要点

第5章 ポータブルゲーム機

  • イントロダクション
    • 概要・歴史
  • ポータブルゲーム機における動向、障壁および促進因子
    • ケーススタディ:PlayStation Now
    • ケーススタディ:NVIDIA Grid Delivery System
  • バリューチェーン分析およびビジネスモデル
  • 要点

第6章 クラウドゲーム

  • イントロダクション
  • クラウドゲームにおける動向、障壁および促進因子
  • バリューチェーン分析およびビジネスモデル
  • 要点

第7章 代替・新興技術

  • 代替・新興技術
    • AR (拡張現実)
    • VR (仮想現実)
  • 要点

第8章 ステークホルダー分析

  • イントロダクション
  • ベンダーのマトリックス
  • モバイル・オンラインゲームの有力企業
    • Bethesda
    • Rovio
    • SGN
    • Snail Games
    • PopCap
    • Microsoft
    • Plumbee
    • ソニー
    • 任天堂
    • NVIDIA
    • Zynga
    • Take-Two Interactive

市場規模・予測

第1章 ゲーム産業における市場動向

  • ゲーム産業

第2章 総市場:デジタルゲーム産業

  • イントロダクション
    • デジタルゲームの総収益
    • 総収益:デバイス別

第3章 総市場:モバイル・タブレットゲーム

  • 調査手法
  • メディア・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
  • タブレットゲーム
  • フィーチャーフォンゲーム
  • タブレットゲーム

第4章 総市場:PCゲーム

  • 調査手法
    • 年間のPCゲーム総アクセス数

第5章 総市場:ゲーム機

  • 調査手法
    • 年間のゲーム機ソフトウェアタイトル販売総数
    • 年間のゲーム機デジタルタイトル販売総数
    • ゲーム機の総収益

第6章 総市場:ポータブルゲーム機

  • 調査手法
    • 年間のポータブルソフトウェア販売総数
    • ポータブルゲームの総収益

第7章 総市場:クラウドゲーム

  • 調査手法
    • クラウドゲームの総加入収益

第8章 総市場:VRゲーム

  • 調査手法
    • 年間のVRゲーム総アクセス数
    • VRゲームの総収益

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目次

Overview

Juniper Research continues to lead the Games Market Research area, both in terms of breadth and depth - and most importantly, our understanding of the market.

Juniper's Digital Games research gives a comprehensive analysis of the latest trends and developments, including the methods of content delivery, new technologies and monetisation strategies. It provides a diverse study of the video games ecosystem, including the more traditional formats of PC, Console and Handheld platforms, as well as the newer Mobile and Tablet based games. We also cover the key emerging technologies such as Cloud and VR (Virtual Reality).

Key Features

  • Strategic assessment of key developments along with immediate and anticipated opportunities, across key sectors:
    • Mobile & Tablet
    • PC
    • Console & Handheld
    • Cloud
    • VR (Virtual Reality)
  • An in-depth evaluation of the primary challenges and opportunities facing players across the value chain.
  • Interviews and case studies with leading players:
    • Beeline Interactive
    • Capcom
    • EA
    • GEARS Studios
    • Lionhead Studios
    • Nintendo
    • NVIDIA (Interview)
    • Plumbee (Interview)
    • Rockstar Games
    • SGN (Interview)
    • Sony
    • ustwo
    • Valve Corporation
    • Zynga

Key player capability and capacity assessment, together with vendor market positioning matrix. Benchmark industry forecasts for size and growth of the digital games market. Profiles of the key executives driving the sector in our ‘Movers & Shakers' review.

Key Questions

  • 1. What are the emerging disruptive technologies in this space?
  • 2. What impact have digital sales had on traditional software sales?
  • 3. What is the total market for mobile and online games?
  • 4. What is the revenue share according to device type?
  • 5. What are the key challenges facing the mobile games industry?

Companies Referenced

Interviewed: Plumbee, NVIDIA, SGN.

Profiled: Bethesda, Microsoft, Nintendo, NVIDIA, Plumbee, PopCap, Rovio, SGN, Snail Games, Sony, Take-Two, Zynga.

Case Studied: Beeline Interactive (Smurfs' Village), Bethesda (Fallout, The Elder Scrolls), Capcom Arcade, EA (Sims Social), GEARS Studios (Flappy Bird), Lionhead Studios (Fable Legends), Nintendo (Pokémon), NVIDIA, Rockstar Games (Grand Theft Auto), Sony, Steam, Ustwo (Land's End), YouTube, Zynga (FarmVille).

Mentioned:

2K Games, 3 Minute Games, Activision, Alienware, Amazon, AMD, Amiga, App Annie, Apple, Approxy, Arkane Studios, Atari, Bandai Namco, Commodore, Crytek, EA (Electronic Arts), EDSAC, Endemol, Entertainment Software Association, Facebook, Firaxis, Fox, Futuremark, Gaikai, GAME, G-Cluster, GEARS Studios, GetJar, Google, Hagenuk, HTC, Hulu, Imangi Studios, Infogrames, Intel, JOT Automation, Kalydo, Kickstarter, King, LINE Corporation, Lionhead Studios, Logitech, Machine Games, Mattel, Microvision, Mindjolt, Mob Science, Mojang AB, Monolith Soft, MySpace, Namco, Napster, NetEase, Netflix, Netmarble, Niantic Labs, Nokia, Oasys Mobile, Oculus, OnLive, Origin, Patreon, Playfish, Qualcomm, Quickspin, Samsung, Sanders Associates, Sega, Sierra On-Line, SpawnApps, Supercell, Suzhou Snail Digital Technology, Tencent, Twitter, Valve, Warner Bros, Zenimax Media.

Data & Interactive Forecast

Juniper Research's highly granular interactive Excels (IFxls) enable clients to manipulate Juniper's forecast data and charts to test their own assumptions by using the Interactive Scenario Tool, and compare select markets and sectors 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.

The forecast suite includes:

  • Country level splits for US, Canada, Germany, UK, Japan, and South Korea as well as 8 key regions.
  • Market split by platform:
    • Smartphones
    • Featurephones
    • Tablets
    • PCs/Laptops
    • Console
    • Handheld
    • VR (Virtual Reality)
    • Cloud
  • Market split by Service Type:
    • Pay per Download
    • In-app Purchases
    • Subscription & Advertising
  • Mobile & Tablet Games market split by genres:
    • RPG & Strategy
    • Racing & Sports
    • Social & Casual
    • Action & Arcade
  • Interactive Scenario Tool allowing users to manipulate Juniper's data for 24 different metrics.
  • Access to the full set of forecast data of 269 tables and over 24,000 data points.

Table of Contents

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. Elements of the Games Market Place
      • i. Mobile Games
        • Figure 1.2: The Puzzle & Dragons iPhone App
      • ii. Console Games
        • Figure 1.3: Selection of 7th Generation Consoles
      • iii. PC Games
        • Figure 1.4: Selection of PC Games
      • iv. Handhold Games
        • Figure 1.5: Selection of Handhold Games Devices
      • 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
  • 1.2. Key Trends In the Video Games Industry
    • Figure 1.8: Overview of the Trends, Hurdles and Drivers in the Video Games Industry
    • 1.2.1. Hardware Providers
      • i. Brand Loyalty
      • ii. Entertainment Platforms & the Multiscreen Environment
      • iii. Motion Tracking
        • Figure 1.9: The Power of GIove
    • 1.2.2. Games Developers
      • i. Crowd-funding & Games Development
        • Figure 1.10: Kickstarter Page for Broken Sword 5
      • ii. Social Games & ‘Let's Plays'
      • iii. PewDie Pie
    • 1.2.3. Consumers
      • i. Blockbuster Games
        • Figure 1.11: Screenshot of The Witcher 3: In-Game Play
        • Figure 1.12. Nintendo's ‘Seal of Quality'
      • ii. Delivery of Content
      • iii. Case Study: Zynga's Farm Ville
      • iv. Freemium Games: ‘It's Better with Friends’
      • v. Case Study: EA's Sims Social
      • vi. Social Acceptance & Games which Mimic Other Entertainment Forms
        • Figure 1.13: Line Dozer Application

2. Mobile Games

  • 2.1. Introduction
    • 2.1.1. Overview & History
      • Figure 2.1: Snakes on a Phone (1997)
      • Figure 2.2: A Brief History of Mobile Games (1994-Present)
  • 2.2. Trends, Hurdles & Drivers in Mobile Games
    • Figure 2.3: Demographic Breakdown of Bejewelled Blitz (Mobile, Casual)
    • Figure 2.4: Demographic Breakdown of Call of Duty (Console, Hard-Core)
    • Figure 2.5: Flappy Bird Screenshots
    • i. Case Study: Flappy Bird
      • Figure 2.6: Screenshot of Sonic the Hedgehog on iPhone
      • Figure 2.7: Commodore PET Smartphone
    • i. Case Study: Capcom Arcade
    • ii. Case Study: Smurfs' village
    • iii. Branching Out into Other Business Models
      • Figure 2.8: A Selection of Angry Birds Merchandise
  • 2.3. Value Chain Analysis and Business Models
    • 2.3.1. Value Chain
      • Figure 2.9: The App Store Value Chain
    • 2.3.2. Business Models
      • i. Freemium: F2P (Free-to-Play) Model
        • Figure 2.10: The Traditional Mobile Games Value Chain
        • Table 2.11: Top Grossing Freemium iPhone Games (July 2015)
        • Figure 2.12: Screenshot Fallout Shelter
      • ii. Case Study: Mobile Additions to PC/Console Game Franchises
      • iii. Paid Games
        • Table 2.13: Top Paid-for iPhone Games Apps (US, July 2015)
      • iv. In-App Ads
      • v. Affiliate & Referral Marketing
  • 2.4. Juniper's View: Key Takeways
    • Figure 2.14: 2015 US Gamer Demographics

3. Console Games

  • 3.1. Introduction
    • 3.1.1. Overview & History
      • Figure 3.1: Nintendo's R.O.B
      • Figure 3.2: A Brief History of Console Games (1951-Present)
  • 3.2. Trends, Hurdles & Drivers in Console Games
    • Table 3.3: Most Recent Console Generations
    • Figure 3.4: Microsoft Flagship Game Halo CF on Xbox (6th Generation)
    • Figure 3.5: Microsoft Xbox's 5th Instalment of the Halo Series on the Xbox One (8th Generation)
    • Figure 3.6: Namco's Guncon Controller for PlayStation
    • Figure 3.7: Sony Music on PS4
      • i. Case Study: Fable Legends
  • 3.3. Value Chain Analysis & Business Models
    • i. Case Study: Fable Legends
  • 3.3. Value Chain Analysis & Business Models
    • 3.3.1. Value Chains
      • i. Physical Software
        • Figure 3.8: The Console Software Value Chain
      • ii. Digital Software
        • Figure 3.9: The Console Digital Software Value Chain.
    • 3.3.2 Business Models
      • Figure 3.10: The Console Games Business Model
  • 3.4. Juniper's View: Key Takeaways

4. PC Games

  • 4.1. Introduction
    • 4.1.1. Overview & History
      • Figure 4.1: A Brief History of PC Games (1952-Present)
  • 4.2. Trends, Hurdles & Drivers in PC Games
    • i. Case Study: Steam
      • Figure 4.2: Game of Thrones Armour Mods in The Elder Scrolls: Skyrim
  • 4.3. Value Chain Analysis & Business Models
    • 4.3.1. Value Chains
      • i. Physical Software
        • Figure 4.3: The PC Software Value Chain
      • ii. Digital Software
        • Figure 4.4: The PC Digital Software Value Chain
    • 4.3.2. Business Models
      • Figure 4.5: The PC Games Business Model
  • 4.4. Juniper's View: Key Takeaways

5. Handheld Games

  • 5.1. Introduction
    • 5.1.1. Overview & History
      • Figure 5.1: Nintendo's Original Gameboy, Credited With Having Launched the Handhold Industry
      • Figure 5.2: A Brief History of Handhold Games (1976-Present)
  • 5.2. Trends, Hurdles & Drivers in Handhold Games
    • Table 5.3: Popular 8th Generation Handhold Games Consoles
    • Table 5.4: Games Available on iOS & Nintendo's 3DS
      • i. Case Study: Pocket Monsters
  • 5.3. Value Chain Analysis & Business Models
    • Figure 5.5: The Handhold Games Business Model
  • 5.4. Juniper's View: Key Takeaways

6. Cloud Games

  • 6.1. Introduction
    • 6.1.1. Overview & History
      • i. Video Streaming (Games on Demand)
      • ii. File Streaming (Progressive Downloading)
        • Figure 6.1: A Brief History of Cloud Games (2000-Present)
  • 6.2. Trends, Hurdles & Drivers in Cloud Games
    • Figure 6.2: Sony's PlayStation Now
    • i. Case Study: PlayStation Now
    • i. Case Study: NVIDIA's Grid Delivery System
  • 6.3. Value Chain Analysis & Business Models
    • 6.3.1. Video Streaming
      • 6.3.2. File Streaming
        • Figure 6.3: The Cloud File Streaming Model
  • 6.4. Junipers View: Key Takeaways

7. Alternative & Emerging Technologies

  • 7.1. Alternative & Emerging Technologies
    • 7.1.1. AR (Augmented Reality)
      • i. Case Study: Nintendo's AR Games
    • 7.1.2. VR (Virtual Reality)
      • i. Case Study: Mobile Move to VR- Land's End
  • 7.2. Key Takeaways

8. Stakeholder Analysis

  • 8.1. Introduction
  • 8.2. Vendor Matrix
    • Table 8.1: Vendor Capability Assessment Criteria
    • 8.2.1. Limitations and Interpretation
    • 8.2.2. Positioning Matrix Results
      • Figure 8.2: Mobile and Online Games Vendor Scoring Matrix
      • Figure 8.3: Mobile and Online Games Vendor Positioning Matrix
    • 8.2.3. Vendor Groupings
      • i. Summary
      • ii. 0n Track Vendors
      • iii. Vendors Exceeding Expectations
      • iv. Vendors with Further Potential
    • 8.2.4. Conclusion
  • 8.3. Mobile and Online Games Movers & Shakers.
    • 8.3.1. Bethesda
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 8.3.2. Rovio
      • i. Corporate Profile
        • Figure 8.4: Rovio Key Financial Data (€m)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 8.3.3. SGN
      • i. Corporate Profile
      • ii. Geographic Spread:
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths and Strategic Opportunities
    • 8.3.4. Snail Games
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 8.3.5. PopCap
      • i. Corporate Profile
        • Figure 8.5: EA Key Financial Data ($m)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 8.3.6. Microsoft
      • i. Corporate Profile
        • Figure 8.6: Microsoft Key Financial Data ($m)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 8.3.7. Plumbee
      • i. Corporate Profile
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
    • 8.3.8. Sony
      • i. Corporate Profile
        • Figure 8.7: Sony Key Financial Data (\m)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 8.3.9. Nintendo
      • i. Corporate Profile
        • Figure 8.8: Nintendo Key Financial Data (¥m)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic 0pportunities
    • 8.3.10. NVIDIA
      • i. Corporate Profile
        • Figure 8.9: NVIDIA Key Financial Data ($m)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships:
      • iv. Products and Services'
      • v. Juniper's View: Key Strengths & Strategic 0pportunities
    • 8.3.11. Zynga
      • i. Corporate Profile
        • Figure 8.1O: Zynga Key Financial Data ($m)
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities
    • 8.3.12. Take-Two Interactive
      • i. Corporate Profile
        • Figure 8.11: Take-Two Key Financial Data ($m)
      • ii. Geographic Spread
      • ii. Geographic Spread
      • iii. Key Clients & Strategic Partnerships
      • iv. Products and Services
      • v. Juniper's View: Key Strengths & Strategic Opportunities

Market Sizing & forecasts

1. Market Trends in the Games Industry

  • l.1. The Games Industry
    • 1.1.1. History & Definition
      • Figure 1.1:A Brief History of Video games (1 940-Present)
    • 1.1.2. Elements of the Games Market Place
      • i. Mobile Games
        • Figure 1.2: The Puzzle & Dragons iPhone App
      • ii. Console Games
        • Figure 1.3: Selection of 7th Generation Consoles
      • iii. PC Games
        • Figure 1.4: Selection of PC Games
      • iv. Handhold Games
        • Figure 1.5: Selection of Handhold Games Devices
      • 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

2. Total Market: The Digital Games Industry

  • 2.1. Introduction
    • 2.1.1. Total Revenues for Digital Games
      • Figure & Table 2.1:Total Revenues for Digital Games ($m), Split by 8 Key Regions 2015-2020
    • 2.1.2. Total Revenues by Device
      • Figure 2.2: Total Games Revenues ($m), Split by Device 2015-2020

3. Total Market: Mobile & Tablet Games

  • 3.1. Methodology
    • Figure 3.1: Methodology for Mobile and Tablet games
    • 3.1.1. Overview
      • i. Action & Arcade
      • ii. Social & Casual
      • iii. Racing & Sports
      • iv. RPGs & Strategy
  • 3.2. The Total Market for Mobile and Tablet Games
    • 3.2.1. Total Games Accessed
      • Figure & Table 3.2: Total Games Accessed on Mobile & Tablets ($m), Split by 8 Key Regions 2015-2020
    • 3.2.2. Total Revenues
      • Figure & Table 3.3: Total Revenues for Mobile & Tablet Games ($m), Split by 8 Key Regions 2015-2020
  • 3.3. Smartphone Games
    • 3.3.1. Total Games Accessed on Smartphones
      • Figure & Table 3.4: Total Smartphone Games Accessed ($m), Split by 8 Key Regions 2015-2020
    • 3.3.2. Smartphone PPD (Pay per Download) Revenues
      • Figure & Table 3.5: Total Revenues for PPD Smartphone Games ($m), Split by Key Regions 2015-2020
    • 3.3.3. Smartphone In Game Purchase Revenues
      • Figure & Table 3.6: Total Revenues for In Game Purchases for Smartphone Games ($m), Split by 8 Key Regions 2015-2020
    • 3.3.4. Total Revenues for Smartphone Games
      • Figure & Table 3.7: Total Revenues for Smartphone Games ($m), Split by 8 Key Regions 2015-2020
  • 3.4. Featurephone Games
    • 3.4.1. Total Games Accessed on Featurephones
      • Figure & Table 3.8: Total Games Accessed on Featurephones (m), Split by 8 Key Regions 2015-2020
    • 3.4.2. Total Revenues for Featurephone Games
      • Figure & Table 3.9: Total Revenues for Featurephone Games ($m), Split by 8 Key Regions 2015-2020
  • 3.5. Tablet Games
    • 3.5.1. Total Games Accessed on Tablets
      • Figure & Table 3.1O: Total Games Accessed on Tablets (m), Split by 8 Key Regions 2015-2020
    • 3.5.2. Tablet PPD Revenues
      • Figure & Table 3.11:Total Revenues for PPD Tablet Games ($m), Split by 8 Key Regions 2015-2020
    • 3.5.3. Tablet In Game Purchase Revenues
      • Figure & Table 3.12: Total Revenues for in Game Purchases for Tablet Games ($m), Split by 8 Key Regions 2015-2020
    • 3.5.4. Total Revenues for Tablet Games
      • Figure & Table 3.4: Total Smartphone Games Accessed ($m), Split by 8 Key Regions 2015-2020
    • 3.3.2. Smartphone PPD (Pay per Download) Revenues
      • Figure & Table 3.5: Total Revenues for PPD Smartphone Games ($m), Split by 8 Key Regions 2015-2020
    • 3.3.3. Smartphone In Game Purchase Revenues
      • Figure & Table 3.6: Total Revenues for In Game Purchases for Smartphone Games ($m), Split by 8 Key Regions 2015-2020
    • 3.3.4. Total Revenues for Smartphone Games
      • Figure & Table 3.7: Total Revenues for Smartphone Games ($m), Split by 8 Key Regions 2015-2020
  • 3.4. Featurephone Games
    • 3.4.1. Total Games Accessed on Featurephones
      • Figure & Table 3.8: Total Games Accessed on Featurephones (m), Split by 8 Key Regions 2015-2020
    • 3.4.2. Total Revenues for Featurephone Games
      • Figure & Table 3.9: Total Revenues for Featurephone Games ($m), Split by 8 Key Regions 2015-2020
  • 3.5. Tablet Games
    • 3.5.1. Total Games Accessed on Tablets
      • Figure & Table 3.1O: Total Games Accessed on Tablets (m), Split by 8 Key Regions 2015-2020
    • 3.5.2. Tablet PPD Revenues
      • Figure & Table 3.11: Total Revenues for PPD Tablet Games ($m), Split by 8 Key Regions 2015-2020
    • 3.5.3. Tablet In Game Purchase Revenues
      • Figure & Table 3.12: Total Revenues for in Game Purchases for Tablet Game ($m), Split by 8 Key Regions 2015-2020
    • 3.5.4. Total Revenues for Tablet Games

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 2015-2020
    • 4.1.2. Total PC Revenues
      • Figure & Table 4.3: Total Revenues for PC Games ($m), Split by 8 Key Regions 2015-2020

5. Total Market: Console Games

  • 5.1. Methodology
    • Figure 5.1: Methodology for Console Games
    • 5.1.1. Total Console Software Titles Sold Per Annum
      • Figure & Table 5.2: Total Software Sales per Annum (m), Split by 8 Key Regions 2015-2020
    • 5.1.2. Total Console Digital Titles Sold Per Annum
      • Figure & Table 5.3: Total Software Sales per Annum (m), Split by 8 Key Regions 2015-2020
    • 5.1.3. Total Revenues for Console Games
      • Figure & Table 5.4: Total Revenues for Console Games ($m), Split by 8 Key Regions 2015-2020

6. Total Market: 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 2015-2020
    • 6.1.2. Total Revenues for Handhold Games
      • Figure & Table 6.3: Total Revenues for Handhold Games ($m), Split by 8 Key Regions 2015-2020

7. Total Market: Cloud Games

  • 7.1. Methodology
    • Figure 7.1: Methodology for Cloud Games
    • 7.1.1. Total Subscription Revenues from Cloud Games

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 2015-2020
    • 8.1.2. Total Revenues from VR Games
      • Figure & Table 8.3: Total Revenues for VR Games ($m), Split by 8 Key Regions 2015-2020
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