表紙:ゲームの世界市場の規模、シェア、成長分析:ゲームタイプ別、デバイスタイプ別 - 産業予測(2023年~2030年)
市場調査レポート
商品コード
1286010

ゲームの世界市場の規模、シェア、成長分析:ゲームタイプ別、デバイスタイプ別 - 産業予測(2023年~2030年)

Global Gaming Market Size, Share, Growth Analysis, By Game Type(Shooter, Action), By Device Type(Personal Computer, MMO) - Industry Forecast 2023-2030

出版日: | 発行: SkyQuest | ページ情報: 英文 165 Pages | 納期: 3~5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=157.49円
ゲームの世界市場の規模、シェア、成長分析:ゲームタイプ別、デバイスタイプ別 - 産業予測(2023年~2030年)
出版日: 2023年04月02日
発行: SkyQuest
ページ情報: 英文 165 Pages
納期: 3~5営業日
  • 全表示
  • 概要
  • 目次
概要

世界のゲームの市場規模は、2022年の2,307億米ドルから2030年までに4,925億米ドルに達し、予測期間(2023年~2030年)にCAGRで13.4%の成長が予測されています。ゲーム業界の拡大の大きな要因は、新興国と先進国の両方におけるスマートフォンや高性能なパソコンの利用の増加です。

当レポートでは、世界のゲーム市場について調査分析し、市場力学と見通し、セグメント分析、企業プロファイルなどを提供しています。

目次

エグゼクティブサマリー

調査手法

親市場の分析

主な市場の考察

  • 技術分析
  • 価格分析
  • サプライチェーン分析
  • バリューチェーン分析
  • 市場のエコシステム
  • IP分析
  • 貿易分析
  • スタートアップ分析
  • 原材料の分析
  • イノベーションマトリックス
  • パイプライン製品の分析
  • マクロ経済指標
  • 主な投資の分析
  • 主な成功要因
  • 競合の程度

市場力学と見通し

  • 市場力学
  • 促進要因
  • 機会
  • 抑制要因
  • 課題
  • 規制情勢
  • ポーターのファイブフォース分析
  • 将来の混乱についての特別な考察

世界のゲーム市場:ゲームタイプ別

  • 市場の概要
  • シューター
  • アクション
  • スポーツ
  • ロールプレイング
  • その他

世界のゲーム市場:デバイスタイプ別

  • 市場の概要
  • パソコン
  • MMO
  • タブレット
  • 携帯電話
  • テレビゲーム機

世界のゲームの市場規模:地域別

  • 市場の概要
  • 北米
  • 米国
  • カナダ
  • 欧州
  • ドイツ
  • スペイン
  • フランス
  • 英国
  • その他の欧州
  • アジア太平洋
  • 中国
  • インド
  • 日本
  • 韓国
  • その他のアジア太平洋
  • ラテンアメリカ
  • ブラジル
  • その他のラテンアメリカ
  • 中東・アフリカ
  • GCC諸国
  • 南アフリカ
  • その他の中東・アフリカ

競合情勢

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2021年)
  • 主な市場企業が採用した戦略
  • 主な成功戦略
  • 市場における最近の活動
  • 主要企業の市場シェア(2021年)

主要企業プロファイル

  • Microsoft Corporation
  • Electronic Arts
  • Tencent Holdings Ltd.
  • Sony Interactive Entertainment LLC
  • Activision Blizzard, Inc.
  • NetEase, Inc.
  • Nintendo Co., Ltd.
  • Google LLC
  • Ubisoft Entertainment SA
  • Nexon Co., Ltd.
  • Take-Two Interactive Software, Inc.
  • Konami Holdings Corporation
  • Square Enix Holdings Co., Ltd.
  • Zynga Inc.
  • GungHo Online Entertainment, Inc.
  • Supercell Oy
  • Bandai Namco Entertainment Inc.
  • Kakao Games Corp.
  • NCSoft Corporation
  • King Digital Entertainment Ltd.
目次
Product Code: SQSG25J2002

Gaming Market size was valued at USD 203.4 billion in 2021 and is poised to grow from USD 230.79 billion in 2022 to USD 492.5 billion by 2030, growing at a CAGR of 13.4% in the forecast period (2023-2030).

A significant factor in the expansion of the gaming industry is the rising use of smartphones and powerful personal computers in both emerging and industrialised nations. The gaming sector is the one that is expanding the fastest because people all over the world are drawn to it for its ability to reduce stress and be a major source of entertainment. Games also offer a sense of accomplishment and teamwork, both of which lead to happiness and self-satisfaction. Growing expenses for home entertainment and games, as well as the ability of the adult population to use their leisure time for self-entertainment, as well as educational games that help children develop analytical and logical skills are the main drivers of the gaming market's growth during the forecast period.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gaming Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Segments covered in this report:

The Global Gaming Market is segmented on the basis of Game Type, Device type, and Region. Based on Game Type, the market is segmented into Shooter, action, Sports, Role-playing, and others. Based on Device Type, the market is segmented into personal computers, MMO, tablets, Mobile phones, and TV Console. Based on region, the global Gaming market is segmented into North America, Europe, Asia-Pacific, South America, and MEA.

Driver

Today, many individuals play different sorts of video games for fun, which is a key factor in the gaming industry's expansion. According to American research, male children born in the year 2000 are more likely to play mobile games (91%) than male children born in earlier years (83%). The demand for various stress-relieving products, including games, is also being driven by the economy's ongoing growth, which is driving urbanisation and disposable money.

The demand for games is being driven by the expanding availability of better internet connectivity across the globe and the increasing use of smartphones, which is accelerating the expansion of the gaming industry in recent years.

Restraint

Young children's social anxiety and addiction to competitive online shooter games are a serious barrier for the gaming business since it interferes with their ability to learn and their mental health, which is causing major problems in the family. This significant issue is stifling the growth of the gaming business during the study period.

Market Trends

The growth of the gaming market across all age groups is primarily due to an increase in championships and tournaments for popular video game franchises. The sponsors typically aim to influence the audience by using the professional players to target their interests. Over time, this builds customer interest and brings in money for the gaming corporations. This gaming atmosphere also generated excitement and interest in the audience, and this enthusiasm for gaming is promoting the expansion of the gaming industry.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Gaming Market by Game Type
  • Market Overview
  • Shooter
  • Action
  • Sports
  • Role-Playing
  • Others
  • Global Gaming Market by Device Type
  • Market Overview
  • Personal Computer
  • MMO
  • Tablet
  • Mobile Phone
  • TV Console
  • Global Gaming Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Microsoft Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Electronic Arts
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Tencent Holdings Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Sony Interactive Entertainment LLC
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Activision Blizzard, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • NetEase, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Nintendo Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Google LLC
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Ubisoft Entertainment SA
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Nexon Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Take-Two Interactive Software, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Konami Holdings Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Square Enix Holdings Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Zynga Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • GungHo Online Entertainment, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Supercell Oy
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Bandai Namco Entertainment Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Kakao Games Corp.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • NCSoft Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • King Digital Entertainment Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments