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中国のオンラインゲーム市場 & ユーザー (モバイル、PCオンラインクライアントゲーム、Web) 予測

China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast

発行 Renub Research 商品コード 378134
出版日 ページ情報 英文 69 Pages; 40 Figures; 2 Tables
納期: 即日から翌営業日
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本日の銀行送金レート: 1USD=112.11円で換算しております。
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中国のオンラインゲーム市場 & ユーザー (モバイル、PCオンラインクライアントゲーム、Web) 予測 China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast
出版日: 2016年10月21日 ページ情報: 英文 69 Pages; 40 Figures; 2 Tables
概要

中国のオンラインゲーム市場規模は、2020年末までに500億米ドルに達すると予測されています。中国のオンラインゲーム市場は、米国や日本を上回って世界最大となっており、中国におけるオンラインゲームユーザーは5億人以上になると予測されています。

当レポートでは、中国で急成長するオンラインゲーム産業について調査し、市場、ユーザー、ユーザーシェア、および企業シェアの予測、ゲームユーザーの行動分析、規制状況、主要企業、および促進因子と課題の分析などを提供しています。

第1章 エグゼクティブサマリー

第2章 中国のオンラインゲーム市場

第3章 中国のオンラインゲーム市場シェア分析

  • 中国のオンラインゲーム市場シェア
  • 中国のオンラインゲームユーザーシェア
  • 中国のオンラインゲーム企業売上シェア

第4章 中国のオンラインゲーム市場:分類別

  • モバイルオンラインゲーム市場
  • PCオンライン/クライアントゲーム市場
  • Webゲーム市場

第5章 中国のオンラインゲームユーザー分析

  • 中国のオンラインゲームユーザー・予測
  • 中国のモバイルオンラインゲームユーザー・予測
  • 中国のPCオンラインクライアントゲームユーザー・予測

第6章 ゲームプレイヤーの行動特徴・嗜好

  • モバイルゲームプレイヤーの行動特徴・嗜好
  • PCクライアントゲームプレイヤーの行動特徴・嗜好

第7章 中国のオンラインゲーム産業における規制状況

  • 二重承認形態は変わらず残る
  • オンライン出版サービスライセンス
  • 外国投資の禁止
  • 外国のオンラインゲームの事前承認

第8章 中国のオンラインゲーム産業を促進する政府イニシアチブ

  • ブロードバンドインフラ・ブロードバンド接続の発展
  • 外国のオンラインゲームの禁止
  • オンラインゲームの海外への拡大

第9章 中国のオンラインゲーム企業の売上分析

  • Tencentのオンラインゲーム売上
  • NetEase のオンラインゲーム売上
  • Kingsoftのオンラインゲーム売上
  • Changyouのオンラインゲーム売上
  • Shandaのオンラインゲーム売上

第10章 中国のオンラインゲーム産業の成長促進因子

  • オンラインゲームをプレイする消費者傾向の高まり
  • モバイルゲーム普及率の増加

第11章 中国のオンラインゲーム産業における課題

  • 高い違法コピー率

図表

目次

China Online Gaming Market is forecasted to reach around US$ 50 Billion by the end of year 2020. China Online Gaming Market is largest market globally and it's even bigger than United States of America and Japan. By the end of year 2020; China Online Gaming Users is forecasted to be more than 500 Million Users. Out of these three segments (Mobile Online Games, PC Online (Client Games), Web Games studied in this report market share of PC Online (Client Games) is declining and market share of Mobile Game is rising. Tencent holds the largest company share and it expected to do so in forecast period, Netease is its closest competitor.

China Online Gaming Market & Users (Mobile, PC Online Client Games, Web) Forecast published by Renub Research provides a complete analysis of the fast-growing online gaming industry in China. This 69 page report with 40 Figures and 2 Tables analyses the Online Gaming Market by Segment and by Company Revenue, along with the Driving Factors and Challenges. This report has been studied from 9 viewpoints.

  • 1. China Online Gaming Market & Forecast
  • 2. China Online Gaming Users & Forecast
  • 3. China Online Gaming Market & Forecast
  • 4. China Online Gaming Users Share & Forecast
  • 5. China Online Gaming Company Share & Forecast
  • 6. China Online Gamers Behavioural Analysis (Mobile Gaming & PC Gaming)
  • 7. China Online Gaming Regulatory Status
  • 8. China Online Players Analysis (Tencent, NetEase, Kingsoft, Changyou, Shanda)
  • 9. China Online Gaming Market Growth Drivers & Challenges Analysis

China Online Gaming Companies Revenue & Forecast:

  • 1. Tencent
  • 2. NetEase
  • 3. Kingsoft
  • 4. Changyou
  • 5. Shanda

Data Sources

This report is built using data and information sourced from proprietary databases, primary and secondary research and in-house analysis by Renub Research team of industry experts.

Primary sources include industry surveys and telephonic interviews with industry experts.

Secondary sources information and data has been collected from various printable and non-printable sources like search engines, News websites, Government Websites, Trade Journals, White papers, Government Agencies, Magazines, Newspapers, Trade associations, Books, Industry Portals, Industry Associations and access to more than 500 paid databases.

Table of Contents

1. Executive Summary

2. China Online Gaming Market (2011-2020)

3. China Online Gaming Market Share Analysis (2011-2020)

  • 3.1. China Online Gaming Market Share (2011-2020)
  • 3.2. China Online Gaming Users Share (2010-2020)
  • 3.3. China Online Gaming Company Sales Share (2011-2020)

4. China Online Game Market by Category (2011-2020)

  • 4.1. Mobile Online Games Market (2011-2020)
  • 4.2. PC Online / Client Games Market (2011-2020)
  • 4.3. Web Games Market (2011-2020)

5. China Online Gaming Users Analysis

  • 5.1. China Online Gaming Users & Forecast
  • 5.2. China Mobile Online Games Users & Forecast
  • 5.3. China PC Online Client's Games Users & Forecast

6. Game Players Behavioral Features and Preferences

  • 6.1. Mobile Game Players Behavioral Features and Preferences
    • 6.1.1. Game Playing Years of Mobile Game Users
    • 6.1.2. Game Playing Duration of Mobile Game Users
    • 6.1.3. Payment for Mobile Games
    • 6.1.4. Main Products of Mobile Games
    • 6.1.5. Mobile Game Information Access and Download Channels
  • 6.2. PC Client Game Players Behavioral Features and Preferences
    • 6.2.1. Game Playing Years of PC Online Game Users
    • 6.2.2. Game Playing Duration of PC Online Game Users
    • 6.2.3. Payment for PC Online Games
    • 6.2.4. Main Products of PC Online Games
    • 6.2.5. PC Online Game Information Access and Download Channels

7. Regulatory Status on China Online Gaming Industry

  • 7.1. Dual Approval Regime Remains Unchanged
  • 7.2. Online Publishing Service License
  • 7.3. No Foreign Investment
  • 7.4. Prior Approval for Foreign Online Games

8. Government Initiatives to Promote China Online Gaming Industry

  • 8.1. Development of Broadband Infrastructure and Broadband Connections
  • 8.2. Ban on Foreign Online Games
  • 8.3. Overseas Expansion of Online Games

9. China Online Games Company Sales Analysis (2011-2020)

  • 9.1. Tencent Online Games Sales (2011-2020)
  • 9.2. NetEase Online Games Sales (2011-2020)
  • 9.3. Kingsoft Online Games Sales (2011-2020)
  • 9.4. Changyou Online Games Sales (2011-2020)
  • 9.5. Shanda Online Games Sales (2011-2020)

10. Growth Drivers of China Online Gaming Industry

  • 10.1. Increasing Consumers Propensity to Play Online Games
  • 10.2. Increase in Mobile Games Penetration

11. Challenges in China Online Gaming Industry

  • 11.1. High Piracy Rate

List of Figures:

  • Figure 2-1: China - Online Gaming Market (Million US$), 2011-2015
  • Figure 2-2: China - Forecast for Online Gaming Market (Million US$), 2016-2020
  • Figure 3-1: China - Online Gaming Market Share (Percent), 2011-2015
  • Figure 3-2: China - Forecast for Online Gaming Market Share (Percent), 2016-2020
  • Figure 3-3: China - Online Gaming Users Share (Percent), 2010-2015
  • Figure 3-4: China - Forecast for Online Gaming Users Share (Percent), 2016-2020
  • Figure 3-5: China - Online Gaming Company Sales Share (Percent), 2011-2015
  • Figure 3-6: China - Forecast for Online Gaming Company Sales Share (Percent), 2016-2020
  • Figure 4-1: China - Mobile Online Games Market (Million US$), 2011-2015
  • Figure 4-2: China - Forecast for Mobile Online Games Market (Million US$), 2016-2020
  • Figure 4-3: China - PC Online (Client Games) Market (Million US$), 2011-2015
  • Figure 4-4: China - Forecast for PC Online (Client Games) Market (Million US$), 2016-2020
  • Figure 4-5: China - Web Games Market (Million US$), 2011-2015
  • Figure 4-6: China - Forecast for Web Games Market (Million US$), 2016-2020
  • Figure 5-1: China - Online Gaming Users (Million), 2010-2015
  • Figure 5-2: China - Forecast for Online Gaming Users (Million), 2016-2020
  • Figure 5-3: China - Mobile Online Games Users (Million), 2010-2015
  • Figure 5-4: China - Forecast for Mobile Online Games Users (Million), 2016-2020
  • Figure 5-5: China - PC Online Client's Games Users (Million), 2010-2015
  • Figure 5-6: China - Forecast for PC Online Client's Games Users (Million), 2016-2020
  • Figure 6-1: China - Game Playing Years of Mobile Game Users (Percent), 2014
  • Figure 6-2: China - Average Mobile Online Game Playing Duration Everyday (Percent), 2014
  • Figure 6-3: China - Payment for Mobile Games (Percent), 2014
  • Figure 6-4: China - Access channels for Mobile Games Information (Percent), 2014
  • Figure 6-5: China - Download Channels for Mobile Games (Percent), 2014
  • Figure 6-6: China - Game Playing Years of PC Online Game Users (Percent), 2014
  • Figure 6-7: China - Average PC Online Game Playing Duration Everyday (Percent), 2014
  • Figure 6-8: China - Payment for PC Online Games (Percent), 2014
  • Figure 6-9: China - Download Channels for PC Online Games (Percent), 2014
  • Figure 9-1: Tencent Online Games Sales (Million US$), 2011-2015
  • Figure 9-2: Forecast for Tencent Online Games Sales (Million US$), 2016-2020
  • Figure 9-3: NetEase Online Games Sales (Million US$), 2011-2015
  • Figure 9-4: Forecast for NetEase Online Games Sales (Million US$), 2016-2020
  • Figure 9-5: Kingsoft Online Games Sales (Million US$), 2011-2015
  • Figure 9-6: Forecast for Kingsoft Online Games Sales (Million US$), 2016-2020
  • Figure 9-7: Changyou Online Games Sales (Million US$), 2011-2015
  • Figure 9-8: Forecast for Changyou Online Games Sales (Million US$), 2016-2020
  • Figure 9-9: Shanda Online Games Sales (Million US$), 2011-2015
  • Figure 9-10: Forecast for Shanda Online Games Sales (Million US$), 2016-2020
  • Figure 10-1: Average Online Duration of Mobile Game Playing Every Day (Percent), 2014

List of Tables:

  • Table 6-1: China - Main Products of Mobile Games, 2009 - 2014
  • Table 6-2: China - Main Products of PC Online Games, 2001- 2013
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