表紙:ブラウザゲームの世界市場(2022年)
市場調査レポート
商品コード
1065317

ブラウザゲームの世界市場(2022年)

Browser Games Global Market Report 2022

出版日: 受注後作成 | 発行: The Business Research Company | ページ情報: 英文 175 Pages | 納期: 2~10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=128.85円
ブラウザゲームの世界市場(2022年)
出版日: 受注後作成
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 目次
概要

当レポートでは、世界のブラウザゲーム市場について調査分析し、市場の特徴、市場の動向と戦略、市場分析、競合情勢など、体系的な情報を提供しています。

目次

第1章 エグゼクティブサマリー

第2章 ブラウザゲーム市場の特徴

第3章 ブラウザゲームの市場動向と戦略

第4章 ブラウザゲームに対するCOVID-19の影響

第5章 ブラウザゲームの市場規模と成長

  • 世界のブラウザゲーム市場実績、10億米ドル(2016年~2021年)
    • 市場促進要因
    • 市場抑制要因
  • 世界のブラウザゲーム市場予測、10億米ドル(2021年~2026年)(2031年)
    • 市場促進要因
    • 市場抑制要因

第6章 ブラウザゲーム市場のセグメンテーション

  • 世界のブラウザゲーム市場、実績および予測、10億米ドル(2016年~2021年)(2021年~2026年)(2031年):タイプ別
  • モバイルゲーム
  • 有料ゲーム
  • 無料ゲーム
  • 課金制ゲーム
  • 世界のブラウザゲーム市場、実績および予測、10億米ドル(2016年~2021年)(2021年~2026年)(2031年):エンドユーザー別
  • スマートフォンとタブレット
  • PC
  • テレビ
  • その他
  • 世界のブラウザゲーム市場、実績および予測、10億米ドル(2016年~2021年)(2021年~2026年)(2031年):オペレーティングシステム別
  • iOS
  • Android
  • Windows

第7章 ブラウザゲーム市場の地域および国の分析

  • 世界のブラウザゲーム市場、実績および予測、10億米ドル(2016年~2021年)(2021年~2026年)(2031年):地域別
  • 世界のブラウザゲーム市場、実績および予測、10億米ドル(2016年~2021年)(2021年~2026年)(2031年):国別

第8章 アジア太平洋地域のブラウザゲーム市場

第9章 中国のブラウザゲーム市場

第10章 インドのブラウザゲーム市場

第11章 日本のブラウザゲーム市場

第12章 オーストラリアのブラウザゲーム市場

第13章 インドネシアのブラウザゲーム市場

第14章 韓国のブラウザゲーム市場

第15章 西欧のブラウザゲーム市場

第16章 英国のブラウザゲーム市場

第17章 ドイツのブラウザゲーム市場

第18章 フランスのブラウザゲーム市場

第19章 東欧のブラウザゲーム市場

第20章 ロシアのブラウザゲーム市場

第21章 北米のブラウザゲーム市場

第22章 米国のブラウザゲーム市場

第23章 南米のブラウザゲーム市場

第24章 ブラジルのブラウザゲーム市場

第25章 中東のブラウザゲーム市場

第26章 アフリカのブラウザゲーム市場

第27章 ブラウザゲーム市場の競合情勢と企業プロファイル

  • ブラウザゲーム市場の競合情勢
  • ブラウザゲーム市場の企業プロファイル
    • King Digital Entertainment
    • NCSOFT
    • GungHo Online
    • Zynga
    • Tencent

第28章 ブラウザゲーム市場における主要な合併と買収

第29章 ブラウザゲーム市場の将来展望と潜在的分析

第30章 付録

目次
Product Code: r815

Browser Games Global Market Report 2022 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the global browser games market as it emerges from the COVID-19 shut down.

R Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 12+ geographies.
  • Understand how the market is experiencing rapid growth due to the coronavirus and how it is likely to stabilize as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order.

Where is the largest and fastest growing market for the browser games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Browser Games market global report from The Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography. It places the market within the context of the wider browser games market, and compares it with other markets.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the COVID-19 virus and forecasting its recovery.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The browser games market section of the report gives context. It compares the browser games market with other segments of the browser games market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, browser games indicators comparison.

Scope

Markets Covered: 1) By Type: Mobile Games; Pay-to-Play Games; Free-to-Play Games; Pay-in-Play Games

2) By End User: Smartphone and Tablet; PC; TV; Other

3) By Operating System: IOS; Android; Windows

Companies Mentioned: King Digital Entertainment; NCSOFT; GungHo Online; Zynga; Tencent; Microsoft; Activision Blizzard Inc.

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,

Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Table of Contents

1. Executive Summary

2. Browser Games Market Characteristics

3. Browser Games Market Trends And Strategies

4. Impact Of COVID-19 On Browser Games

5. Browser Games Market Size And Growth

  • 5.1. Global Browser Games Historic Market, 2016-2021, $ Billion
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints On The Market
  • 5.2. Global Browser Games Forecast Market, 2021-2026F, 2031F, $ Billion
    • 5.2.1. Drivers Of The Market
    • 5.2.2. Restraints On the Market

6. Browser Games Market Segmentation

  • 6.1. Global Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Mobile Games
  • Pay-to-Play Games
  • Free-to-Play Games
  • Pay-in-Play Games
  • 6.2. Global Browser Games Market, Segmentation By End User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Smartphone and Tablet
  • PC
  • TV
  • Other
  • 6.3. Global Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • IOS
  • Android
  • Windows

7. Browser Games Market Regional And Country Analysis

  • 7.1. Global Browser Games Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 7.2. Global Browser Games Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

8. Asia-Pacific Browser Games Market

  • 8.1. Asia-Pacific Browser Games Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

9. China Browser Games Market

  • 9.1. China Browser Games Market Overview
  • 9.2. China Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion

10. India Browser Games Market

  • 10.1. India Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

11. Japan Browser Games Market

  • 11.1. Japan Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

12. Australia Browser Games Market

  • 12.1. Australia Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

13. Indonesia Browser Games Market

  • 13.1. Indonesia Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

14. South Korea Browser Games Market

  • 14.1. South Korea Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

15. Western Europe Browser Games Market

  • 15.1. Western Europe Browser Games Market Overview
  • 15.2. Western Europe Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

16. UK Browser Games Market

  • 16.1. UK Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

17. Germany Browser Games Market

  • 17.1. Germany Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

18. France Browser Games Market

  • 18.3. France Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

19. Eastern Europe Browser Games Market

  • 19.1. Eastern Europe Browser Games Market Overview
  • 19.2. Eastern Europe Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

20. Russia Browser Games Market

  • 20.1. Russia Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

21. North America Browser Games Market

  • 21.1. North America Browser Games Market Overview
  • 21.2. North America Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

22. USA Browser Games Market

  • 22.1. USA Browser Games Market Overview
  • 22.2. USA Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

23. South America Browser Games Market

  • 23.1. South America Browser Games Market Overview
  • 23.2. South America Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

24. Brazil Browser Games Market

  • 24.1. Brazil Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

25. Middle East Browser Games Market

  • 25.1. Middle East Browser Games Market Overview
  • 25.2. Middle East Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

26. Africa Browser Games Market

  • 26.1. Africa Browser Games Market Overview
  • 26.2. Africa Browser Games Market, Segmentation By Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

27. Browser Games Market Competitive Landscape And Company Profiles

  • 27.1. Browser Games Market Competitive Landscape
  • 27.2. Browser Games Market Company Profiles
    • 27.2.1. King Digital Entertainment
      • 27.2.1.1. Overview
      • 27.2.1.2. Products and Services
      • 27.2.1.3. Strategy
      • 27.2.1.4. Financial Performance
    • 27.2.2. NCSOFT
      • 27.2.2.1. Overview
      • 27.2.2.2. Products and Services
      • 27.2.2.3. Strategy
      • 27.2.2.4. Financial Performance
    • 27.2.3. GungHo Online
      • 27.2.3.1. Overview
      • 27.2.3.2. Products and Services
      • 27.2.3.3. Strategy
      • 27.2.3.4. Financial Performance
    • 27.2.4. Zynga
      • 27.2.4.1. Overview
      • 27.2.4.2. Products and Services
      • 27.2.4.3. Strategy
      • 27.2.4.4. Financial Performance
    • 27.2.5. Tencent
      • 27.2.5.1. Overview
      • 27.2.5.2. Products and Services
      • 27.2.5.3. Strategy
      • 27.2.5.4. Financial Performance

29. Key Mergers And Acquisitions In The Browser Games Market

29. Browser Games Market Future Outlook and Potential Analysis

30. Appendix

  • 30.1. Abbreviations
  • 30.2. Currencies
  • 30.3. Research Inquiries
  • 30.4. The Business Research Company
  • 30.5. Copyright And Disclaimer