お知らせ :東京証券取引所JASDAQスタンダード市場への新規上場に関するお知らせ
株式会社グローバルインフォメーション
表紙:Webゲームの世界市場 - 業界分析と成長予測 (2030年まで)
市場調査レポート
商品コード
971140

Webゲームの世界市場 - 業界分析と成長予測 (2030年まで)

Webgame Market Research Report: By Player Type, Gameplay, Mode, Age Group, Genre - Global Industry Analysis and Growth Forecast to 2030

出版日: | 発行: Prescient & Strategic Intelligence Private Limited | ページ情報: 英文 280 Pages | 納期: 2-3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=110.22円
Webゲームの世界市場 - 業界分析と成長予測 (2030年まで)
出版日: 2020年09月01日
発行: Prescient & Strategic Intelligence Private Limited
ページ情報: 英文 280 Pages
納期: 2-3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のWebゲーム市場の収益は、2019年の35億米ドルから、2030年までに65億米ドルに達し、2020年~2030年のCAGRで5.7%の成長が予測されています。

当レポートでは、世界のWebゲーム市場について調査分析し、市場概要、市場規模と予測、セグメント別の市場分析、競合情勢などについて、体系的な情報を提供しています。

目次

第1章 調査範囲

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場指標

  • インターネット普及率の上昇

第5章 業界の見通し

  • 業界の専門家/KOLの声
  • 市場力学
    • 動向
    • 促進要因
    • 抑制要因/課題
    • 成長要因/抑制要因の影響分析
  • ポーターのファイブフォース分析
  • COVID-19の影響

第6章 世界市場

  • 概要
  • 市場の収益:プレイヤータイプ別
  • 市場の収益:ゲームプレイ別
  • 市場の収益:モデル別
  • 市場の収益:年齢層別
  • 市場の収益:ゲームジャンル別
  • 市場の収益:地域別

第7章 北米市場

  • 概要
  • 市場の収益:プレイヤータイプ別
  • 市場の収益:ゲームプレイ別
  • 市場の収益:モデル別
  • 市場の収益:年齢層別
  • 市場の収益:ゲームジャンル別
  • 市場の収益:国別
    • 米国市場の収益
    • カナダ市場の収益

第8章 欧州市場

  • 概要
  • 市場の収益:プレイヤータイプ別
  • 市場の収益:ゲームプレイ別
  • 市場の収益:モデル別
  • 市場の収益:年齢層別
  • 市場の収益:ゲームジャンル別
  • 市場の収益:国別
    • 英国市場の収益
    • ドイツ市場の収益
    • フランス市場の収益
    • イタリア市場の収益
    • スペイン市場の収益
    • その他の欧州市場の収益

第9章 アジア太平洋地域市場

  • 概要
  • 市場の収益:プレイヤータイプ別
  • 市場の収益:ゲームプレイ別
  • 市場の収益:モデル別
  • 市場の収益:年齢層別
  • 市場の収益:ゲームジャンル別
  • 市場の収益:国別
    • 中国市場の収益
    • 日本市場の収益
    • インド市場の収益
    • オーストラリア市場の収益
    • 韓国市場の収益
    • その他のアジア太平洋地域市場の収益

第10章 ラテンアメリカ市場

  • 概要
  • 市場の収益:プレイヤータイプ別
  • 市場の収益:ゲームプレイ別
  • 市場の収益:モデル別
  • 市場の収益:年齢層別
  • 市場の収益:ゲームジャンル別
  • 市場の収益:国別
    • ブラジル市場の収益
    • メキシコ市場の収益
    • その他のラテンアメリカ市場の収益

第11章 中東・アフリカ市場

  • 概要
  • 市場の収益:プレイヤータイプ別
  • 市場の収益:ゲームプレイ別
  • 市場の収益:モデル別
  • 市場の収益:年齢層別
  • 市場の収益:ゲームジャンル別
  • 市場の収益:国別
    • サウジアラビア市場の収益
    • トルコ市場の収益
    • アラブ首長国連邦市場の収益
    • イラン市場の収益
    • その他の中東・アフリカ市場の収益

第12章 主要市場:セグメント分析

  • 概要
  • 米国市場の収益:ゲームジャンル別
  • ドイツ市場の収益:ゲームジャンル別
  • 英国市場の収益:ゲームジャンル別
  • 中国市場の収益:ゲームジャンル別
  • 日本市場の収益:ゲームジャンル別
  • メキシコ市場の収益:ゲームジャンル別

第13章 競合情勢

  • 市場企業とその製品のリスト
  • 主要企業の市場シェア分析
  • 主要企業の製品ベンチマーキング
  • 主要企業の最近の戦略的発展

第14章 企業プロファイル

  • Jagex Ltd.
  • Ubisoft Entertainment
  • InnoGames GmbH
  • Altigi GmbH (Goodgame Studios)
  • Travian Games GmbH
  • Bigpoint GmbH
  • Microsoft Corporation
  • ZYNGA INC
  • Upjers GmbH

第15章 付録

図表

List of Tables

  • TABLE 1 ANALYSIS PERIOD OF THE STUDY
  • TABLE 2 GLOBAL WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2019)
  • TABLE 3 GLOBAL WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2020-2030)
  • TABLE 4 GLOBAL WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2019)
  • TABLE 5 GLOBAL WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2020-2030)
  • TABLE 6 GLOBAL WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2019)
  • TABLE 7 GLOBAL WEBGAME MARKET REVENUE, BY MODEL, $M (2020-2030)
  • TABLE 8 GLOBAL WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2019)
  • TABLE 9 GLOBAL WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2020-2030)
  • TABLE 10 GLOBAL WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2019)
  • TABLE 11 GLOBAL WEBGAME MARKET REVENUE, BY GENRE, $M (2020-2030)
  • TABLE 12 GLOBAL WEBGAME MARKET REVENUE, BY REGION, $M (2014-2019)
  • TABLE 13 GLOBAL WEBGAME MARKET REVENUE, BY REGION, $M (2020-2030)
  • TABLE 14 NORTH AMERICA WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2019)
  • TABLE 15 NORTH AMERICA WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2020-2030)
  • TABLE 16 NORTH AMERICA WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2019)
  • TABLE 17 NORTH AMERICA WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2020-2030)
  • TABLE 18 NORTH AMERICA WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2019)
  • TABLE 19 NORTH AMERICA WEBGAME MARKET REVENUE, BY MODEL, $M (2020-2030)
  • TABLE 20 NORTH AMERICA WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2019)
  • TABLE 21 NORTH AMERICA WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2020-2030)
  • TABLE 22 NORTH AMERICA WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2019)
  • TABLE 23 NORTH AMERICA WEBGAME MARKET REVENUE, BY GENRE, $M (2020-2030)
  • TABLE 24 NORTH AMERICA WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2019)
  • TABLE 25 NORTH AMERICA WEBGAME MARKET REVENUE, BY COUNTRY, $M (2020-2030)
  • TABLE 26 EUROPE WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2019)
  • TABLE 27 EUROPE WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2020-2030)
  • TABLE 28 EUROPE WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2019)
  • TABLE 29 EUROPE WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2020-2030)
  • TABLE 30 EUROPE WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2019)
  • TABLE 31 EUROPE WEBGAME MARKET REVENUE, BY MODEL, $M (2020-2030)
  • TABLE 32 EUROPE WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2019)
  • TABLE 33 EUROPE WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2020-2030)
  • TABLE 34 EUROPE WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2019)
  • TABLE 35 EUROPE WEBGAME MARKET REVENUE, BY GENRE, $M (2020-2030)
  • TABLE 36 EUROPE WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2019)
  • TABLE 37 EUROPE WEBGAME MARKET REVENUE, BY COUNTRY, $M (2020-2030)
  • TABLE 38 APAC WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2019)
  • TABLE 39 APAC WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2020-2030)
  • TABLE 40 APAC WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2019)
  • TABLE 41 APAC WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2020-2030)
  • TABLE 42 APAC WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2019)
  • TABLE 43 APAC WEBGAME MARKET REVENUE, BY MODEL, $M (2020-2030)
  • TABLE 44 APAC WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2019)
  • TABLE 45 APAC WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2020-2030)
  • TABLE 46 APAC WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2019)
  • TABLE 47 APAC WEBGAME MARKET REVENUE, BY GENRE, $M (2020-2030)
  • TABLE 48 APAC WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2019)
  • TABLE 49 APAC WEBGAME MARKET REVENUE, BY COUNTRY, $M (2020-2030)
  • TABLE 50 LATAM WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2019)
  • TABLE 51 LATAM WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2020-2030)
  • TABLE 52 LATAM WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2019)
  • TABLE 53 LATAM WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2020-2030)
  • TABLE 54 LATAM WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2019)
  • TABLE 55 LATAM WEBGAME MARKET REVENUE, BY MODEL, $M (2020-2030)
  • TABLE 56 LATAM WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2019)
  • TABLE 57 LATAM WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2020-2030)
  • TABLE 58 LATAM WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2019)
  • TABLE 59 LATAM WEBGAME MARKET REVENUE, BY GENRE, $M (2020-2030)
  • TABLE 60 LATAM WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2019)
  • TABLE 61 LATAM WEBGAME MARKET REVENUE, BY COUNTRY, $M (2020-2030)
  • TABLE 62 MEA WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2019)
  • TABLE 63 MEA WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2020-2030)
  • TABLE 64 MEA WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2019)
  • TABLE 65 MEA WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2020-2030)
  • TABLE 66 MEA WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2019)
  • TABLE 67 MEA WEBGAME MARKET REVENUE, BY MODEL, $M (2020-2030)
  • TABLE 68 MEA WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2019)
  • TABLE 69 MEA WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2020-2030)
  • TABLE 70 MEA WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2019)
  • TABLE 71 MEA WEBGAME MARKET REVENUE, BY GENRE, $M (2020-2030)
  • TABLE 72 MEA WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2019)
  • TABLE 73 MEA WEBGAME MARKET REVENUE, BY COUNTRY, $M (2020-2030)
  • TABLE 74 LIST OF MARKET PLAYERS AND THEIR OFFERINGS
  • TABLE 75 PRODUCT BENCHMARKING OF KEY PLAYERS
  • TABLE 76 JAGEX LTD. - KEY PARTICULARS
  • TABLE 77 UBISOFT ENTERTAINMENT - KEY PARTICULARS
  • TABLE 78 INNOGAMES GMBH - KEY PARTICULARS
  • TABLE 79 ALTIGI GMBH - KEY PARTICULARS
  • TABLE 80 TRAVIAN GAMES GMBH - KEY PARTICULARS
  • TABLE 81 BIGPOINT GMBH- KEY PARTICULARS
  • TABLE 82 ELECTRONIC ARTS INC. - KEY PARTICULARS
  • TABLE 83 MICROSOFT CORPORATION - KEY PARTICULARS
  • TABLE 84 ZYNGA INC. - KEY PARTICULARS
  • TABLE 85 UPJERS GMBH - KEY PARTICULARS
  • TABLE 86 LIST OF ABBREVIATIONS
  • TABLE 87 LIST OF SOURCES AND REFERENCES

List of Figures

  • FIG 1 MARKET SEGMENTATION
  • FIG 2 RESEARCH METHODOLOGY
  • FIG 3 BREAKDOWN OF NUMBER OF PRIMARY RESEARCH RESPONDENTS
  • FIG 4 DATA TRIANGULATION APPROACH
  • FIG 5 CURRENCY CONVERSION RATES FOR USD (2019)
  • FIG 6 GLOBAL WEBGAME MARKET SUMMARY
  • FIG 7 NORTH AMERICA WEBGAME MARKET SUMMARY
  • FIG 8 EUROPE WEBGAME MARKET SUMMARY
  • FIG 9 APAC WEBGAME MARKET SUMMARY
  • FIG 10 LATAM WEBGAME MARKET SUMMARY
  • FIG 11 MEA WEBGAME MARKET SUMMARY
  • FIG 12 RISING INTERNET PENETRATION
  • FIG 13 OPINION OF INDUSTRY EXPERTS/KOLS
  • FIG 14 IMPACT ANALYSIS - DRIVERS AND RESTRAINTS
  • FIG 15 GLOBAL WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2030)
  • FIG 16 Y-O-Y REVENUE GROWTH OF VARIOUS PLAYES TYPES IN GLOBAL WEBGAME MARKET (2015-2030)
  • FIG 17 GLOBAL WEBGAME MARKET SHARE, BY PLAYER TYPE (2019)
  • FIG 18 INDIVIDUAL MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 19 INDIVIDUAL VS TOTAL MARKET REVENUE (2019)
  • FIG 20 MULTIPLAYER MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 21 MULTIPLAYER VS TOTAL MARKET REVENUE (2019)
  • FIG 22 GLOBAL WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2030)
  • FIG 23 Y-O-Y REVENUE GROWTH OF VARIOUS GAMEPLAYS IN GLOBAL WEBGAME MARKET (2015-2030)
  • FIG 24 GLOBAL WEBGAME MARKET SHARE, BY GAMEPLAY (2019)
  • FIG 25 TURN BASED MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 26 TURN BASED VS TOTAL MARKET REVENUE (2019)
  • FIG 27 REAL-TIME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 28 REAL-TIME VS TOTAL MARKET REVENUE (2019)
  • FIG 29 SCENARIO BASED MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 30 SCENARIO BASED VS TOTAL MARKET REVENUE (2019)
  • FIG 31 GLOBAL WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2030)
  • FIG 32 Y-O-Y REVENUE GROWTH OF VARIOUS MODELS IN GLOBAL WEBGAME MARKET (2015-2030)
  • FIG 33 GLOBAL WEBGAME MARKET SHARE, BY MODEL (2019)
  • FIG 34 FREE TO PLAY MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 35 FREE TO PLAY VS TOTAL MARKET REVENUE (2019)
  • FIG 36 PAY TO PLAY MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 37 PAY TO PLAY VS TOTAL MARKET REVENUE (2019)
  • FIG 38 GLOBAL WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2030)
  • FIG 39 Y-O-Y REVENUE GROWTH OF VARIOUS AGE GROUPS IN GLOBAL WEBGAME MARKET (2015-2030)
  • FIG 40 13-17 MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 41 13-17 VS TOTAL MARKET REVENUE (2019)
  • FIG 42 18-24 MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 43 18-24 VS TOTAL MARKET REVENUE (2019)
  • FIG 44 25-34 MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 45 25-34 VS TOTAL MARKET REVENUE (2019)
  • FIG 46 35-54 MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 47 35-54 VS TOTAL MARKET REVENUE (2019)
  • FIG 48 ABOVE 55 MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 49 ABOVE 55 VS TOTAL MARKET REVENUE (2019)
  • FIG 50 GLOBAL WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 51 Y-O-Y REVENUE GROWTH OF VARIOUS GENRES IN GLOBAL WEBGAME MARKET (2015-2030)
  • FIG 52 REAL-TIME STRATEGY MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 53 REAL-TIME STRATEGY VS TOTAL MARKET REVENUE (2019)
  • FIG 54 FIRST PERSON SHOOTER MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 55 FIRST PERSON SHOOTER VS TOTAL MARKET REVENUE (2019)
  • FIG 56 SPORTS GAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 57 SPORTS GAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 58 MMORPG MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 59 MMORPG VS TOTAL MARKET REVENUE (2019)
  • FIG 60 ARCADE MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 61 ARCADE VS TOTAL MARKET REVENUE (2019)
  • FIG 62 WORLDWIDE MAJOR MARKETS FOR WEBGAME
  • FIG 63 GLOBAL WEBGAME MARKET REVENUE, BY REGION, $M (2014-2030)
  • FIG 64 GLOBAL WEBGAME MARKET SHARE, BY REGION (2019 & 2030)
  • FIG 65 NORTH AMERICA'S CONTRIBUTION IN GLOBAL WEBGAME MARKET (2019)
  • FIG 66 NORTH AMERICA WEBGAME MARKET REVENUE, $M (2014-2030)
  • FIG 67 NORTH AMERICA WEBGAME MARKET SEGMENT SNAPSHOTS
  • FIG 68 NORTH AMERICA WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2030)
  • FIG 69 Y-O-Y REVENUE GROWTH OF VARIOUS PLAYER TYPES IN NORTH AMERICA WEBGAME MARKET (2015-2030)
  • FIG 70 NORTH AMERICA WEBGAME MARKET SHARE, BY PLAYER TYPE (2019)
  • FIG 71 NORTH AMERICA WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2030)
  • FIG 72 Y-O-Y REVENUE GROWTH OF VARIOUS GAMEPLAYS IN NORTH AMERICA WEBGAME MARKET (2015-2030)
  • FIG 73 NORTH AMERICA WEBGAME MARKET SHARE, BY GAMEPLAY (2019)
  • FIG 74 NORTH AMERICA WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2030)
  • FIG 75 Y-O-Y REVENUE GROWTH OF VARIOUS MODELS IN NORTH AMERICA WEBGAME MARKET (2015-2030)
  • FIG 76 NORTH AMERICA WEBGAME MARKET SHARE, BY MODEL (2019)
  • FIG 77 NORTH AMERICA WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2030)
  • FIG 78 Y-O-Y REVENUE GROWTH OF VARIOUS AGE GROUPS IN NORTH AMERICA WEBGAME MARKET (2015-2030)
  • FIG 79 NORTH AMERICA WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 80 Y-O-Y REVENUE GROWTH OF VARIOUS GENRES IN NORTH AMERICA WEBGAME MARKET (2015-2030)
  • FIG 81 NORTH AMERICA WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2030)
  • FIG 82 U.S. WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 83 U.S.' CONTRIBUTION IN NORTH AMERICA WEBGAME MARKET (2019 & 2030)
  • FIG 84 CANADA WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 85 CANADA's CONTRIBUTION IN NORTH AMERICA WEBGAME MARKET (2019 & 2030)
  • FIG 86 EUROPE's CONTRIBUTION IN GLOBAL WEBGAME MARKET (2019)
  • FIG 87 EUROPE WEBGAME MARKET REVENUE, $M (2014-2030)
  • FIG 88 EUROPE WEBGAME MARKET SEGMENT SNAPSHOTS
  • FIG 89 EUROPE WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2030)
  • FIG 90 Y-O-Y REVENUE GROWTH OF VARIOUS PLAYER TYPES IN EUROPE WEBGAME MARKET (2015-2030)
  • FIG 91 EUROPE WEBGAME MARKET SHARE, BY PLAYER TYPE (2019)
  • FIG 92 EUROPE WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2030)
  • FIG 93 Y-O-Y REVENUE GROWTH OF VARIOUS GAMEPLAYS IN EUROPE WEBGAME MARKET (2015-2030)
  • FIG 94 EUROPE WEBGAME MARKET SHARE, BY GAMEPLAY (2019)
  • FIG 95 EUROPE WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2030)
  • FIG 96 Y-O-Y REVENUE GROWTH OF VARIOUS MODELS IN EUROPE WEBGAME MARKET (2015-2030)
  • FIG 97 EUROPE WEBGAME MARKET SHARE, BY MODEL (2019)
  • FIG 98 EUROPE WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2030)
  • FIG 99 Y-O-Y REVENUE GROWTH OF VARIOUS AGE GROUPS IN EUROPE WEBGAME MARKET (2015-2030)
  • FIG 100 EUROPE WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 101 Y-O-Y REVENUE GROWTH OF VARIOUS GENRES IN EUROPE WEBGAME MARKET (2015-2030)
  • FIG 102 EUROPE WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2030)
  • FIG 103 GERMANY WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 104 GERMANY'S CONTRIBUTION IN EUROPE WEBGAME MARKET (2019 & 2030)
  • FIG 105 U.K. WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 106 U.K.'S CONTRIBUTION IN EUROPE WEBGAME MARKET (2019 & 2030)
  • FIG 107 FRANCE WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 108 FRANCE'S CONTRIBUTION IN EUROPE WEBGAME MARKET (2019 & 2030)
  • FIG 109 ITALY WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 110 ITALY'S CONTRIBUTION IN EUROPE WEBGAME MARKET (2019 & 2030)
  • FIG 111 SPAIN WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 112 SPAIN'S CONTRIBUTION IN EUROPE WEBGAME MARKET (2019 & 2030)
  • FIG 113 REST OF EUROPE WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 114 REST OF EUROPE'S CONTRIBUTION IN EUROPE WEBGAME MARKET (2019 & 2030)
  • FIG 115 APAC'S CONTRIBUTION IN GLOBAL WEBGAME MARKET (2019)
  • FIG 116 APAC WEBGAME MARKET REVENUE, $M (2014-2030)
  • FIG 117 APAC WEBGAME MARKET SEGMENT SNAPSHOTS
  • FIG 118 APAC WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2030)
  • FIG 119 Y-O-Y REVENUE GROWTH OF VARIOUS PLAYER TYPES IN APAC WEBGAME MARKET (2015-2030)
  • FIG 120 APAC WEBGAME MARKET SHARE, BY PLAYER TYPE (2019)
  • FIG 121 APAC WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2030)
  • FIG 122 Y-O-Y REVENUE GROWTH OF VARIOUS GAMEPLAYS IN APAC WEBGAME MARKET (2015-2030)
  • FIG 123 APAC WEBGAME MARKET SHARE, BY GAMEPLAY (2019)
  • FIG 124 APAC WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2030)
  • FIG 125 Y-O-Y REVENUE GROWTH OF VARIOUS MODELS IN APAC WEBGAME MARKET (2015-2030)
  • FIG 126 APAC WEBGAME MARKET SHARE, BY MODEL (2019)
  • FIG 127 APAC WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2030)
  • FIG 128 Y-O-Y REVENUE GROWTH OF VARIOUS AGE GROUPS IN APAC WEBGAME MARKET (2015-2030)
  • FIG 129 APAC WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 130 Y-O-Y REVENUE GROWTH OF VARIOUS GENRES IN APAC WEBGAME MARKET (2015-2030)
  • FIG 131 APAC WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2030)
  • FIG 132 CHINA WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 133 CHINA'S CONTRIBUTION IN APAC WEBGAME MARKET (2019 & 2030)
  • FIG 134 JAPAN WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 135 JAPAN's CONTRIBUTION IN APAC WEBGAME MARKET (2019 & 2030)
  • FIG 136 INDIA WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 137 INDIA'S CONTRIBUTION IN APAC WEBGAME MARKET (2019 & 2030)
  • FIG 138 SOUTH KOREA WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 139 SOUTH KOREA'S CONTRIBUTION IN APAC WEBGAME MARKET (2019 & 2030)
  • FIG 140 AUSTRALIA WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 141 AUSTRALIA's CONTRIBUTION IN APAC WEBGAME MARKET (2019 & 2030)
  • FIG 142 REST OF APAC WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 143 REST OF APAC'S CONTRIBUTION IN APAC WEBGAME MARKET (2019 & 2030)
  • FIG 144 LATAM'S CONTRIBUTION IN GLOBAL WEBGAME MARKET (2019)
  • FIG 145 LATAM WEBGAME MARKET REVENUE, $M (2014-2030)
  • FIG 146 LATAM WEBGAME MARKET SEGMENT SNAPSHOTS
  • FIG 147 LATAM WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2030)
  • FIG 148 Y-O-Y REVENUE GROWTH OF VARIOUS PLAYER TYPES IN LATAM WEBGAME MARKET (2015-2030)
  • FIG 149 LATAM WEBGAME MARKET SHARE, BY PLAYER TYPE (2019)
  • FIG 150 LATAM WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2030)
  • FIG 151 Y-O-Y REVENUE GROWTH OF VARIOUS GAMEPLAYS IN LATAM WEBGAME MARKET (2015-2030)
  • FIG 152 LATAM WEBGAME MARKET SHARE, BY GAMEPLAY (2019)
  • FIG 153 LATAM WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2030)
  • FIG 154 Y-O-Y REVENUE GROWTH OF VARIOUS MODELS IN LATAM WEBGAME MARKET (2015-2030)
  • FIG 155 LATAM WEBGAME MARKET SHARE, BY MODEL (2019)
  • FIG 156 LATAM WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2030)
  • FIG 157 Y-O-Y REVENUE GROWTH OF VARIOUS AGE GROUPS IN LATAM WEBGAME MARKET (2015-2030)
  • FIG 158 LATAM WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 159 Y-O-Y REVENUE GROWTH OF VARIOUS GENRES IN LATAM WEBGAME MARKET (2015-2030)
  • FIG 160 LATAM WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2030)
  • FIG 161 MEXICO WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 162 MEXICO'S CONTRIBUTION IN LATAM WEBGAME MARKET (2019 & 2030)
  • FIG 163 BRAZIL WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 164 BRAZIL'S CONTRIBUTION IN LATAM WEBGAME MARKET (2019 & 2030)
  • FIG 165 REST OF LATAM WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 166 REST OF LATAM'S CONTRIBUTION IN LATAM WEBGAME MARKET (2019 & 2030)
  • FIG 167 MEA'S CONTRIBUTION IN GLOBAL WEBGAME MARKET (2019)
  • FIG 168 MEA WEBGAME MARKET REVENUE, $M (2014-2030)
  • FIG 169 MEA WEBGAME MARKET SEGMENT SNAPSHOTS
  • FIG 170 MEA WEBGAME MARKET REVENUE, BY PLAYER TYPE, $M (2014-2030)
  • FIG 171 Y-O-Y REVENUE GROWTH OF VARIOUS PLAYER TYPES IN MEA WEBGAME MARKET (2015-2030)
  • FIG 172 MEA WEBGAME MARKET SHARE, BY PLAYER TYPE (2019)
  • FIG 173 MEA WEBGAME MARKET REVENUE, BY GAMEPLAY, $M (2014-2030)
  • FIG 174 Y-O-Y REVENUE GROWTH OF VARIOUS GAMEPLAYS IN MEA WEBGAME MARKET (2015-2030)
  • FIG 175 MEA WEBGAME MARKET SHARE, BY GAMEPLAY (2019)
  • FIG 176 MEA WEBGAME MARKET REVENUE, BY MODEL, $M (2014-2030)
  • FIG 177 Y-O-Y REVENUE GROWTH OF VARIOUS MODELS IN MEA WEBGAME MARKET (2015-2030)
  • FIG 178 MEA WEBGAME MARKET SHARE, BY MODEL (2019)
  • FIG 178 MEA WEBGAME MARKET REVENUE, BY AGE GROUP, $M (2014-2030)
  • FIG 180 Y-O-Y REVENUE GROWTH OF VARIOUS AGE GROUPS IN MEA WEBGAME MARKET (2015-2030)
  • FIG 181 MEA WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 182 Y-O-Y REVENUE GROWTH OF VARIOUS GENRES IN MEA WEBGAME MARKET (2015-2030)
  • FIG 183 MEA WEBGAME MARKET REVENUE, BY COUNTRY, $M (2014-2030)
  • FIG 184 TURKEY WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 185 TURKEY'S CONTRIBUTION IN MEA WEBGAME MARKET (2019 & 2030)
  • FIG 186 SAUDI ARABIA WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 187 SAUDI ARABIA'S CONTRIBUTION IN MEA WEBGAME MARKET (2019 & 2030)
  • FIG 188 IRAN WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 189 IRAN'S CONTRIBUTION IN MEA WEBGAME MARKET (2019 & 2030)
  • FIG 190 U.A.E. WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 191 U.A.E.'S CONTRIBUTION IN MEA WEBGAME MARKET (2019 & 2030)
  • FIG 192 REST OF MEA WEBGAME MARKET REVENUE ($M) AND GROWTH (2014-2030)
  • FIG 193 REST OF MEA'S CONTRIBUTION IN MEA WEBGAME MARKET (2019 & 2030)
  • FIG 194 GLOBAL WEBGAME MARKET REVENUE OF MAJOR COUNTRIES, $M (2019 & 2030)
  • FIG 195 GLOBAL WEBGAME MARKET REVENUE GROWTH FORECAST OF MAJOR COUNTRIES
  • FIG 196 U.S. WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 197 Y-O-Y GROWTH OF VARIOUS GENRES IN U.S. WEBGAME MARKET (2015-2030)
  • FIG 198 U.S. WEBGAME MARKET SHARE, BY GENRE (2019 & 2030)
  • FIG 199 GERMANY WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 200 Y-O-Y GROWTH OF VARIOUS GENRES IN GERMANY WEBGAME MARKET (2015-2030)
  • FIG 201 GERMANY WEBGAME MARKET SHARE, BY GENRE (2019 & 2030)
  • FIG 202 U.K. WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 203 Y-O-Y GROWTH OF VARIOUS GENRES IN U.K. WEBGAME MARKET (2015-2030)
  • FIG 204 U.K. WEBGAME MARKET SHARE, BY GENRE (2019 & 2030)
  • FIG 205 CHINA WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 206 Y-O-Y GROWTH OF VARIOUS GENRES IN CHINA WEBGAME MARKET (2015-2030)
  • FIG 207 CHINA WEBGAME MARKET SHARE, BY GENRE (2019 & 2030)
  • FIG 208 JAPAN WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 209 Y-O-Y GROWTH OF VARIOUS GENRES IN JAPAN WEBGAME MARKET (2015-2030)
  • FIG 210 JAPAN WEBGAME MARKET SHARE, BY GENRE (2019 & 2030)
  • FIG 211 MEXICO WEBGAME MARKET REVENUE, BY GENRE, $M (2014-2030)
  • FIG 212 Y-O-Y GROWTH OF VARIOUS GENRES IN MEXICO WEBGAME MARKET (2015-2030)
  • FIG 213 MEXICO WEBGAME MARKET SHARE, BY GENRE (2019 & 2030)
  • FIG 214 GLOBAL MARKET SHARE ANALYSIS OF KEY PLAYERS (2019)
  • FIG 215 JAGEX LTD. - PRODUCT/SERVICE OFFERINGS
  • FIG 216 UBISOFT INC. - PRODUCT/SERVICE OFFERINGS
  • FIG 217 UBISOFT ENTERTAINMENT - KEY FINANCIAL SUMMARY
  • FIG 218 INNOGAMES GMBH - PRODUCT/SERVICE OFFERINGS
  • FIG 219 ALTIGI GMBH - PRODUCT/SERVICE OFFERINGS
  • FIG 220 TRAVIAN GAMES GMBH - PRODUCT/SERVICE OFFERINGS
  • FIG 221 BIGPOINT GMBH - PRODUCT/SERVICE OFFERINGS
  • FIG 222 ELECTRONIC ARTS INC. - PRODUCT/SERVICE OFFERINGS
  • FIG 223 ELECTRONIC ARTS INC. - KEY FINANCIAL SUMMARY
  • FIG 224 MICROSOFT CORPORATION - PRODUCT/SERVICE OFFERINGS
  • FIG 225 MICROSOFT CORPORATION - KEY FINANCIAL SUMMARY
  • FIG 226 ZYNGA INC. - PRODUCT/SERVICE OFFERINGS
  • FIG 227 ZYNGA INC. - KEY FINANCIAL SUMMARY
  • FIG 228 UPJERS GMBH - PRODUCT/SERVICE OFFERINGS
目次
Product Code: IM12076

Title:
Webgame Market Research Report: By Player Type (Individual, Multiplayer), Gameplay (Real-Time, Turn Based, Scenario Based), Mode (Free to Play, Pay to Play), Age Group (13-17, 18-24, 25-34, 35-54, Above 55), Genre (Real-Time Strategy Games, MMORPG, Sports Games, First-Person Shooter, Arcade) - Global Industry Analysis and Growth Forecast to 2030.

The adoption of smartphones and tablets has been increasing across the globe. According to the GSMA Intelligence, the worldwide smartphone penetration is projected to rise from 60% in 2018 to 79% by 2025. The adoption of these devices is particularly increasing emerging economies, owing to the growing disposable income. The improvements and advancements in the mobile communication industry are further aiding people to play games without facing any graphics or speed-related issues.

Ascribed to this, the global webgame market is predicted to generate a revenue of $6.5 billion by 2030, rising from $3.5 billion in 2019, advancing at a 5.7% CAGR during the forecast period (2020-2030), according to a study conducted by P&S Intelligence. Other than growing use of smartphones, the rising utilization social media is also resulting in the growth of the market across the globe. At the present time, Facebook, Instagram, and Twitter are introducing various forms of social interaction.

It has been found that about 3.5 billion people use social media platforms on a daily basis. For example, about two-thirds of adults have a Facebook account. This is the highest among all social platforms. In order to capture the attention of people, various browser developers are providing games on these platforms, thereby resulting in the growth of the market. Webgames can be multiplayer and individual, among which, the penetration of individual player games has been higher in the past.

User can usually play such games against the computer that makes use of some AI element. These games offer more freedom to gamers in comparison to multi-player games, since they do not have to depend on other players for different activities. Ascribed to this, a large number of people prefer to play individual games rather than multiplayer games. Webgames can be scenario based, turn based, and real-time. Out of these, the popularity of real-time games has been increasing swiftly across the globe.

The popularity of these was the highest during 2014-2019 as well, as they offer real-time interaction among players. Owing to their thrill of on-the-spot strategy making and fast-paced nature, real-time games are increasingly surpassing the other variants. Kantai Collection, Ikariam, Habbo Hotel, and FusionFall are some of the very popular real-time games. Webgames also have different genres, namely arcade, first-person shooter, sports games, MMORPG, and real-time strategy games, among which, the popularity of first-person shooter games has been increasing swiftly.

These games are played from the protagonist's viewpoint, which makes them thrilling for gamers. Moreover, these games are shorter than other variants, and hence are gaining popularity. Geographically, the Asia-Pacific (APAC) region emerged as the largest webgame market in the past, and the situation is likely to be the same in the coming years as well. The growing penetration of tablets, laptops, personal computers, and the internet are driving the regional domain.

In conclusion, the surging penetration of smartphones and tablets and increasing utilization of social media platforms are driving the market.

Table of Contents

Chapter 1 Research Scope

  • 1.1 Research Objectives
  • 1.2 Market Definition
  • 1.3 Analysis Period
  • 1.4 Market Size Breakdown by Segment
    • 1.4.1 Market size breakdown by player type
    • 1.4.2 Market size breakdown by gameplay
    • 1.4.3 Market size breakdown by model
    • 1.4.4 Market size breakdown by age group
    • 1.4.5 Market size breakdown by gaming genre
    • 1.4.6 Market size breakdown by region
  • 1.5 Market Data Reporting Unit
    • 1.5.1 Value
  • 1.6 Key Stakeholders

Chapter 2 Research Methodology

  • 2.1 Secondary Research
    • 2.1.1 Paid
    • 2.1.2 Unpaid
    • 2.1.3 P&S Intelligence database
  • 2.2 Primary Research
  • 2.3 Market Size Estimation
  • 2.4 Data Triangulation
  • 2.5 Currency Conversion Rates
  • 2.6 Assumptions for the Study
  • 2.7 Notes and Caveats

Chapter 3 Executive Summary

  • 3.1 Global Market Summary
  • 3.2 North America Market Summary
  • 3.3 Europe Market Summary
  • 3.4 APAC Market Summary
  • 3.5 LATAM Market Summary
  • 3.6 MEA Market Summary

Chapter 4 Market Indicators

  • 4.1 Rising Internet Penetration

Chapter 5 Industry Outlook

  • 5.1 Voice of Industry Experts/KOLs
  • 5.2 Market Dynamics
    • 5.2.1 Trends
    • 5.2.2 Drivers
    • 5.2.3 Restraints/challenges
    • 5.2.4 Impact analysis of drivers/restraints
  • 5.3 Porter's Five Forces Analysis
    • 5.3.1 Bargaining power of buyers
    • 5.3.2 Bargaining power of suppliers
    • 5.3.3 Intensity of rivalry
    • 5.3.4 Threat of new entrants
    • 5.3.5 Threat of substitutes
  • 5.4 Impact of COVID-19
    • 5.4.1 COVID-19 scenario in webgame market

Chapter 6 Global Market

  • 6.1 Overview
  • 6.2 Market Revenue, by Player Type (2014-2030)
  • 6.3 Market Revenue, by Gameplay (2014-2030)
  • 6.4 Market Revenue, by Model (2014-2030)
  • 6.5 Market Revenue, by Age Group (2014-2030)
  • 6.6 Market Revenue, by Gaming Genre (2014-2030)
  • 6.7 Market Revenue, by Region (2014-2030)

Chapter 7 North America Market

  • 7.1 Overview
  • 7.2 Market Revenue, by Player Type (2014-2030)
  • 7.3 Market Revenue, by Gameplay (2014-2030)
  • 7.4 Market Revenue, by Model (2014-2030)
  • 7.5 Market Revenue, by Age Group (2014-2030)
  • 7.6 Market Revenue, by Gaming Genre (2014-2030)
  • 7.7 Market Revenue, by Country (2014-2030)
    • 7.7.1 U.S. market revenue (2014-2030)
    • 7.7.2 Canada market revenue (2014-2030)

Chapter 8 Europe Market

  • 8.1 Overview
  • 8.2 Market Revenue, by Player Type (2014-2030)
  • 8.3 Market Revenue, by Gameplay (2014-2030)
  • 8.4 Market Revenue, by Model (2014-2030)
  • 8.5 Market Revenue, by Age Group (2014-2030)
  • 8.6 Market Revenue, by Gaming Genre (2014-2030)
  • 8.7 Market Revenue, by Country (2014-2030)
    • 8.7.1 U.K. market revenue (2014-2030)
    • 8.7.2 Germany market revenue (2014-2030)
    • 8.7.3 France market revenue (2014-2030)
    • 8.7.4 Italy market revenue (2014-2030)
    • 8.7.5 Spain market revenue (2014-2030)
    • 8.7.6 Rest of Europe market revenue (2014-2030)

Chapter 9 APAC Market

  • 9.1 Overview
  • 9.2 Market Revenue, by Player Type (2014-2030)
  • 9.3 Market Revenue, by Gameplay (2014-2030)
  • 9.4 Market Revenue, by Model (2014-2030)
  • 9.5 Market Revenue, by Age Group (2014-2030)
  • 9.6 Market Revenue, by Gaming Genre (2014-2030)
  • 9.7 Market Revenue, by Country (2014-2030)
    • 9.7.1 China market revenue (2014-2030)
    • 9.7.2 Japan market revenue (2014-2030)
    • 9.7.3 India market revenue (2014-2030)
    • 9.7.4 Australia market revenue (2014-2030)
    • 9.7.5 South Korea market revenue (2014-2030)
    • 9.7.6 Rest of APAC market revenue (2014-2030)

Chapter 10 LATAM Market

  • 10.1 Overview
  • 10.2 Market Revenue, by Player Type (2014-2030)
  • 10.3 Market Revenue, by Gameplay (2014-2030)
  • 10.4 Market Revenue, by Model (2014-2030)
  • 10.5 Market Revenue, by Age Group (2014-2030)
  • 10.6 Market Revenue, by Gaming Genre (2014-2030)
  • 10.7 Market Revenue, by Country (2014-2030)
    • 10.7.1 Brazil market revenue (2014-2030)
    • 10.7.3 Mexico market revenue (2014-2030)
    • 10.7.4 Rest of LATAM market revenue (2014-2030)

Chapter 11 MEA MARKET

  • 11.1 Overview
  • 11.2 Market Revenue, by Player Type (2014-2030)
  • 11.3 Market Revenue, by Gameplay (2014-2030)
  • 11.4 Market Revenue, by Model (2014-2030)
  • 11.5 Market Revenue, by Age Group (2014-2030)
  • 11.6 Market Revenue, by Gaming Genre (2014-2030)
  • 11.7 Market Revenue, by Country (2014-2030)
    • 11.7.1 Saudi Arabia market revenue (2014-2030)
    • 11.7.3 Turkey market revenue (2014-2030)
    • 11.7.4 U.A.E. market revenue (2014-2030)
    • 11.7.4 Iran market revenue (2014-2030)
    • 11.7.5 Rest of MEA market revenue (2014-2030)

Chapter 12 Major Markets: Segment Analysis

  • 12.1 Overview
  • 12.2 U.S. Market Revenue, by Gaming Genre (2014-2030)
  • 12.3 Germany Market Revenue, by Gaming Genre (2014-2030)
  • 12.4 U.K. Market Revenue, by Gaming Genre (2014-2030)
  • 12.5 China Market Revenue, by Gaming Genre (2014-2030)
  • 12.6 Japan Market Revenue, by Gaming Genre (2014-2030)
  • 12.7 Mexico Market Revenue, by Gaming Genre (2014-2030)

Chapter 13 Competitive Landscape

  • 13.1 List of Market Players and Their Offerings
  • 13.2 Market Share Analysis of Key Players
  • 13.3 Product Benchmarking of Key Players
  • 13.4 Recent Strategic Developments of Key Players
    • 13.4.1 Merger and acquisitions
    • 13.4.2 Product launches

Chapter 14 Company Profiles

  • 14.1 Jagex Ltd.
    • 14.1.1 Business overview
    • 14.1.2 Product/service offerings
  • 14.2 Ubisoft Entertainment
    • 14.2.1 Business overview
    • 14.1.2 Product/service offerings
  • 14.3 InnoGames GmbH
    • 14.3.1 Business overview
    • 14.1.2 Product/service offerings
  • 14.4 Altigi GmbH (Goodgame Studios)
    • 14.4.1 Business overview
    • 14.4.2 Product/service offerings

 14.5 Travian Games GmbH

    • 14.5.1 Business overview
    • 14.5.2 Product/service offerings
    • 14.5.3 Key financial summary
  • 14.6 Bigpoint GmbH
    • 14.6.1 Business overview
    • 14.6.2 Product/service offerings
  • 14.7 Electronic Arts Inc.
    • 14.7.1 Business overview
    • 14.7.2 Product/service offerings
    • 14.7.3 Key financial summary
  • 14.8 Microsoft Corporation
    • 14.8.1 Business overview
    • 14.8.2 Product/service offerings
    • 14.8.3 Key financial summary
  • 14.9 ZYNGA INC
    • 14.9.1 Business overview
    • 14.9.2 Product/service offerings
    • 14.9.3 Key financial summary
  • 14.10 Upjers GmbH
    • 14.10.1 Business overview
    • 14.10.2 Product/service offerings

Chapter 15 Appendix

  • 15.1 Abbreviations
  • 15.2 Sources and References
  • 15.3 About the Analyst
  • 15.4 Related Reports
株式会社グローバルインフォメーション
© Copyright 1996-2021, Global Information, Inc. All rights reserved.