表紙
市場調査レポート

オンラインゲームの世界市場 (2015年)

Global Online Gaming Market 2015

発行 yStats.com GmbH & Co. KG 商品コード 239717
出版日 ページ情報 英文 149 Pages/Charts
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1USD=105.42円で換算しております。
Back to Top
オンラインゲームの世界市場 (2015年) Global Online Gaming Market 2015
出版日: 2015年04月16日 ページ情報: 英文 149 Pages/Charts
概要

世界のオンラインゲーム市場は、すでにゲーム市場全体のかなりの比率を占めていますが、今後さらに成長し続けていくものと思われます。特に、据置型ゲーム機市場の低迷・縮小分を、モバイル/オンラインゲームが補って余りあるほどの状況です。無料プレイ型ゲーム (アイテム課金型ゲーム) の普及や、ゲーム機をネットに接続して、プレイ映像やスポーツ番組を視聴する形態の流行などが、市場成長の主な要因となっています。地域別に見ると、アジア太平洋地域が世界最大の市場で、特に中国1国だけで数百万人のオンラインゲーマーを抱え、数年の間に米国を追い越すものと思われます。その他の国々も、先進国・新興国を問わず、オンラインゲームが急速に普及し、据置型ゲームを追い越しつつあります。多数の企業が新規参入し、競争は激化してますが、それでも大手企業が市場の大半を押さえている状態が続いています。

当レポートはオンラインゲームの世界市場について調査し、オンライン/モバイル/ソーシャルゲーム市場の最新動向や、市場規模、売上額、またプラットフォーム別分析等を提供し、更に世界諸地域・主要国については詳細な分析を加えてお届けいたします。

第1章 マネージメント・サマリー

第2章 世界市場

  • オンラインゲーム市場の最新動向
  • オンラインゲーム市場の収益額のセグメント別内訳と市場シェア、およびゲーマー数増加率
  • デジタルゲーム市場の収益額、およびゲーム市場全体に対する比率 (最新値・予測値)
  • PCオンラインゲーム・ユーザーの浸透率:インターネットユーザー全体に対する比率 (上位10ヶ国の場合)
  • PC/MMOゲーム上位10種のランキング
  • モバイルゲーム市場の概況
  • モバイルゲームの収益額の内訳 (スマートフォン/タブレット、今後5年間分)
  • モバイルゲームの収益額の予測 (今後4年間分)
  • モバイルゲーム購入の理由:有料モバイルゲーマーに対する比率 (スマートフォン/タブレット)
  • 収益額3位以内のモバイルゲーム
  • 総利益額上位のモバイルゲーム:Google Play (Android) およびiOS App Storeの場合
  • ソーシャルゲーム市場の概況
  • ソーシャルゲームの収益額 (最新値・予測値)

第3章 アジア太平洋地域

  • 地域全体
    • オンラインゲームの収益額 (実績値・予測値)
    • オンラインゲーム収益額の内訳:主要国別
  • アジア
    • 中国
      • オンラインゲーム市場の概要
      • オンラインゲームの収益額と年間成長率 (通算7年間分)
      • オンラインゲーム収益額の内訳:セグメント別
      • モバイルゲームの収益額 (実績値・予測値)
      • オンラインゲーマー数と、インターネット・ユーザーに対する比率 (過去5年間分)
      • モバイルゲーマー数と、モバイル・インターネット・ユーザーに対する比率 (過去5年間分)
    • 日本
    • 韓国
    • インド
    • タイ
    • インドネシア
  • オセアニア
    • オーストラリア
    • ニュージーランド

第4章 北米

  • 地域全体
  • 米国
    • オンラインゲーム市場の概要
    • ゲーム市場全体の収益額の内訳:セグメント別 (過去4年間分)
    • 最もプレイ頻度の高いオンラインゲームの内訳:種類別 (オンラインゲーマーに対する比率)
    • デジタルゲーム収益額の内訳:利用した決済手段のブランド別
    • モバイルゲームの収益額 (通算4年間分)
    • モバイルゲームの収益額の内訳 (アプリ内購入/ダウンロード)、年間増加率、モバイルダウンロード/アプリ内購入全体に占める比率 (今後4年間分)
    • 毎週のゲームプレイ時間の内訳:デバイス別 (過去3年間分)
    • プレイ頻度の高いモバイルゲームの内訳:種類別 (モバイルゲーマーに対する比率)
    • モバイルアプリ使用時間の内訳:カテゴリー別 (ゲームを含む)
  • カナダ

第5章 欧州

  • 地域全体
  • 西欧
    • ドイツ
    • 英国
    • フランス
    • スペイン
    • イタリア
  • 東欧
    • ロシア
    • トルコ
    • ポーランド
  • 北欧
    • 地域全体
    • スウェーデン

第6章 ラテンアメリカ

  • 地域全体
  • ブラジル
  • メキシコ
  • アルゼンチン
  • コロンビア
  • チリ

第7章 中東

  • 地域全体
  • サウジアラビア
  • アラブ首長国連邦 (UAE)
  • カタール
  • オマーン
  • クウェート
  • レバノン
  • バーレーン
  • ヨルダン

第8章 アフリカ

  • エジプト
  • 南アフリカ

分析対象企業 (全14社)

  • Activision
  • Amazon
  • Apple
  • Facebook
  • Goodgame Studios
  • Google
  • ガンホー・オンライン・エンターテイメント
  • King
  • Machine Zone
  • 任天堂
  • Qzone
  • Supercell
  • Youtube
  • Zynga

このページに掲載されている内容は最新版と異なる場合があります。詳細はお問い合わせください。

目次
Product Code: 1188

Countries Covered: Argentina, Australia, Bahrain, Brazil, Canada, Chile, China, Colombia, Egypt, France, Germany, India, Indonesia, Italy, Japan, Jordan, Kuwait, Lebanon, Mexico, New Zealand, Oman, Poland, Russia, Saudi Arabia, South Africa, Spain, Sweden, Turkey, UAE, UK, USA

Questions Covered in the report:

  • What are the major trends on the global online gaming market?
  • How high are the digital, mobile and social gaming revenues worldwide and what are their growth forecasts?
  • What are the key developments on the online gaming markets in the major advanced and emerging markets worldwide?

Key Findings:

Digital games are driving global games market up

Digital gaming revenues already account for a double-digit share of the gaming revenues worldwide and are forecasted to see their share rise further. Generally, as video game software sales growth slows or declines, mobile and online play are pushing digital game sales higher. Among the important trends worldwide are the proliferation of the free-to-play model, console games increasingly connect online and the phenomenon of video streaming of games and eSports grows in popularity.

Mobile games are the brightest performer: gaming revenues via smartphones are forecasted to double through 2017, while gaming revenues via tablets are expected to triple. Though competition has intensified with new entrants and a large number of small publishers, the market is still dominated by large publishers, with blockbuster games such as the Clash of Clans by Supercell and Candy Crush by King. Another growth segment is social gaming, which benefits from and contributes to the increasing popularity of free-to-enter games.

Asia-Pacific was the largest mobile gaming market and the largest games market overall in 2014. Online gaming revenues there are forecasted to continue growing at double-digit rates in the next several years. In China alone, there were several hundred million online gamers, involving over half of Internet users. By mobile gaming revenues, China is set to overtake even the USA in the near future. South East Asian markets are drawing the attention of Asian and international gaming companies, with close to a hundred million online gamers in total in the region, and an even larger number of mobile gamers.

Meanwhile, in North America a common trend in both Canada and the USA is declining revenue of pay-to-play multiplayer games, while the free-to-play model is on the rise. In the USA, digital gaming revenues topped physical game sales for the first time two years ago and have retained that leadership.

In recent developments in Europe, mobile phones topped stationery PCs as the device most used for gaming in Germany in 2014. In the UK, the pace of growth of online gaming revenues slowed, while in France offline games spending was still higher than online and mobile, but already a double digit-share of gamers played exclusively online. Apart from mobile, a significant growth driver of online gaming in Russia is social gaming, with social networks such as Odnoklassniki and Vkontakte deriving substantial revenues from games.

In Latin America, the largest market by far was Brazil, while throughout the region mobile and social were the growth segments in 2014. In the Middle East, countries like the UAE, Saudi Arabia and Oman saw double-digit shares of Internet users playing online, while in South Africa mobile gaming already by far surpasses PC gaming revenues.

For individual Market Report purchases:

  • 1. A "Single User License" means that only one (1) individually named user of an organization shall be entitled to access the report
  • 2. A "Site License" means that up to ten (10) users within a given geographical location (i.e. country) of an organization shall be entitled to access the report
  • 3. A "Global Site License" means that up to ten (10) worldwide users of an organization shall be entitled to access the report

In all cases, the term "organization" refers to the purchaser's specific company only and excludes any third parties, including affiliates. All purchases are bound by yStats.com GmbH & Co. KG official terms & Conditions.

Table of Contents

1. Management Summary

2. Global

  • Overview of Online Gaming Market, March 2015
  • Breakdown of Total Gaming Revenues, by Segment, in % and in USD billion, in % Year-on-Year Change and Number of Gamers, in millions, 2014e
  • Digital Gaming Revenues, in USD billion, and in % Share on Total Gaming Revenues, 2013 & 2018f
  • Top 10 Countries by PC Online Gamer Penetration on Internet Users, in %, H2 2014
  • Top 10 PC/MMO Games, by Rank, October 2014
  • Overview of Mobile Gaming Market, March 2015
  • Breakdown of Mobile Gaming Revenues, by Smartphone and Tablet, in USD billion, 2013 - 2015f & 2017f
  • Mobile Gaming Revenues, in USD billion, 2013 - 2016f
  • Reasons for Mobile Gaming Purchase, in % of Paying Mobile Gamers, by Smartphone and Tablet, 2014e
  • Top 3 Mobile Games, by Revenues, in USD billion, 2014
  • Top Grossing Mobile Games on Google Play (Android), March 2015, and iOS App Store, 2014
  • Overview of Social Gaming Market, March 2015
  • Social Gaming Revenues, in USD billion, 2012 & 2019f

3. Asia-Pacific

  • 3.1. Regional
    • Online Gaming Revenues in Asia-Pacific, in USD billion, 2012, 2013 & 2018f
    • Breakdown of Online Gaming Revenues in Asia-Pacific, by Selected Countries, in %, 2013
  • 3.2. Asia
    • 3.2.1. China
      • Overview of Online Gaming Market, March 2015
      • Online Gaming Revenues, in CNY billion, and in % Year-on-Year Change, 2011 - 2017f
      • Breakdown of Online Gaming Revenues, by Segment, Q1 2014
      • Mobile Gaming Revenues, in USD billion, 2013, 2014e & 2018f
      • Number of Online Gamers, in millions and in % of Total Internet Users, 2010 - 2014
      • Number of Mobile Gamers, in millions and in % of Total Mobile Internet Users, 2010 - 2014
    • 3.2.2. Japan
      • Overview of Online Gaming Market, March 2015
      • Breakdown of Online Gaming Revenues, by Device, in % and in JPY billion, 2013
      • Mobile Gaming Revenues, by Apps and Smartphone Browser Games, in JPY billion, 2012 - 2014e
      • Social Gaming Revenues, in JPY billion, 2014, 2015f & 2020f
    • 3.2.3. South Korea
      • Overview of Online Gaming Market, March 2015
      • Breakdown of Total Gaming Revenues, by Segment, in %, 2011 - 2013
      • Online Gaming Revenues, in KRW billion, 2011 - 2013
      • Mobile Gaming Revenues, in KRW billion, 2011 - 2013
    • 3.2.4. India
      • Gaming Revenues, by Platform, in INR billion, 2013 - 2018f
      • Impact of Mobile Gaming on GDP Value, in USD billion, 2013 & 2018f
      • Share of Internet Users who Play Games Online at Least Weekly, by Device, in %, Q1 2014
    • 3.2.5. Thailand
      • Mobile Gaming Revenues, in USD million, 2014 - 2017f
      • Share of Mobile Gaming Revenues on Total Gaming Revenues, in %, 2014 & 2017f
      • Share of Smartphone Users Playing Games on Smartphones, in %, July 2014
    • 3.2.6. Indonesia
      • Share of Smartphone Users Playing Games on Smartphones, in %, July 2014
  • 3.3. Oceania
    • 3.3.1. Australia
      • Gaming Revenues, by Segment, in AUD million, and in % Year-on-Year Change, 2014
    • 3.3.2. New Zealand
      • Gaming Revenues, by Segment, in NZD million, and in % Year-on-Year Change, 2014

4. North America

  • 4.1. Regional
    • Breakdown of Digital Gaming Revenues, by Segment, in USD million, and in % Year-on-Year Change, by Country, 2014e
  • 4.2. USA
    • Overview of Online Gaming Market, March 2015
    • Breakdown of Total Gaming Revenues, by Segment, in USD billion, 2010 - 2013
    • Breakdown of Online Games Played Most Often, by Type, in % of Online Gamers, 2013
    • Breakdown of Digital Gaming Revenues, by Payment Brands Used for Payment, 2014e
    • Mobile Gaming Revenues, in USD billion, 2013 - 2016f
    • Breakdown of Mobile Gaming Revenues, by In-App Purchases and Downloads, in USD billion, in % Year-on-Year Change and in % Share of Total Mobile Download and In-App Revenues, 2013 - 2016f
    • Breakdown of Weekly Time Spent on Gaming, by Device, in %, 2011 - 2013
    • Breakdown of Mobile Games Played Most Often, by Type, in % of Mobile Gamers, 2013
    • Breakdown of Mobile App Time Spent, by App Category, incl. "Games", in %, June 2014
  • 4.3. Canada
    • Share of Internet Users Who Play Games Online at Least Weekly, by Device, in %, Q1 2014
    • Per Capita Time Spent Playing Online Games Weekly, in Minutes, and Share of Time Spent Online Weekly, in %, by Individuals Aged 18-24 and Total Adults, 2014

5. Europe

  • 5.1. Regional
    • Share of Individuals in the EU who Play Networked Games with Other Persons Online, in %, by Countries, 2012 & 2014
  • 5.2. Western Europe
    • 5.2.1. Germany
      • Overview of Online Gaming Market, March 2015
      • Breakdown of the Digital Games and Hardware Revenues, by Segments, in EUR million, 2013&2014
      • Mobile Gaming Revenues, in EUR million, and in % Year-on-Year Change, 2010 - 2014e
      • Number of Online and Mobile Gamers, by Platform Type, in millions, H1 2013 & H1 2014
      • Interactive Activities Carried Out Online, incl. "Play with Other Persons", in % of Internet Users, by Age and Gender, Q1 2014
    • 5.2.2. UK
      • Overview of Online Gaming Market, March 2015
      • Online Gaming Revenues, in GBP million, and in % Year-on-Year Change, 2011 - 2014
      • Mobile Gaming Revenues, in GBP million, 2013 & 2014
      • Breakdown of Gaming Industry Revenues, by Segment, in % and in GBP million, 2014
      • Share of Online Gamers on Internet Users, by Age Group, in %, 2013
    • 5.2.3. France
      • Overview of Online Gaming Market, March 2015
      • Breakdown of Gaming Revenues by Segment, in % and in EUR million, 2014
      • Mobile Gaming Revenues, in EUR million, 2013 & 2014
      • Breakdown of Gamers, by "Playing Exclusively Online", "Exclusively Offline" and "Both Online and Offline", in %, September 2014
      • Share of Individuals Playing Games Online, in %, September 2014
    • 5.2.4. Spain
      • Total Gaming Revenues, in EUR million, 2013 - 2017f and Breakdown of Total Video Gaming Revenues, by Physical and Online, in %, 2013
      • Number of Gamers in millions and in % of Population, by Platform, Q2 2014
    • 5.2.5. Italy
      • Number of Internet Users Who Play or Download Games Online, in thousands and in % of Total Internet Users, by Age and Gender, Q1 2014
      • Number of Internet Users Who Play Networked Games with Other Persons Online, in thousands and in % of Total Internet Users, by Age and Gender, Q1 2014
  • 5.3. Eastern Europe
    • 5.3.1. Russia
      • Overview of Online Gaming Market, March 2015
      • Online Gaming Revenues, in RUB billion, 2012, 2013 & 2014e
      • Social Gaming Revenues, in USD million and in % Year-on-Year Change, 2010 - 2013
      • Mobile Gaming Revenues, in USD million and in % Year-on-Year Change, 2010 - 2013
      • Share of Internet Users who Played or Downloaded Games Online, by Total, Gender and Location, in %, 2013
    • 5.3.2. Turkey
      • Online Activities, incl. "Playing Networked Games with Other Persons", in % of Internet Users, Q1 2014
    • 5.3.3. Poland
      • Share of Gamers on Internet Users, in %, and Types of Games Played, incl. Online and Mobile, in % of Gamers with Internet Access, April 2014
  • 5.4. Scandinavia
    • 5.4.1. Regional
      • Breakdown of Gaming Revenues, by Segments, by Countries and Total, in EUR million, 2013
    • 5.4.2. Sweden
      • Share of Individuals Who Used the Internet to Play Networked Games with Other Persons, by Age Group and Gender, in %, Q1 2014

6. Latin America

  • 6.1. Regional
    • Activities Carried Out on Smartphones at Least Weekly, incl. "Play Games", in % of Smartphone Users, by Argentina, Brazil and Mexico, March 2014
    • Breakdown of Digital Gaming Revenues, by Segment, in % and in USD billion, 2014e
    • Breakdown of Digital Gaming Revenues, by Countries, in % and in USD billion, 2014e
    • Products and Services Paid for Online, incl. "Gaming/Digital Goods", in % of Online Payment Users, 2014
  • 6.2. Brazil
    • Overview of Online Gaming Market, March 2015
    • Online Gaming Revenues, in USD billion, 2014e & 2017f
    • Share of Mobile on Total Online Gaming Revenues, in % and in USD billion, 2014e
    • Breakdown of B2C E-Commerce Transactions, by Product Categories, incl. "Toys and Games", in %, 2013
    • Product and Services Purchased Online, in % of Online Shoppers, incl. "Computer Games or Video Games", 2013
    • Share of Internet Users Who Play Games Online, in %, Compared to Share of Internet Users Who Download Games, in %, 2009 - 2013
    • Share of Internet Users Who Play Games Online, in %, Compared to Share of Internet Users Who Download Games, in %, by Location, 2013
    • Share of Internet Users Who Play Games Online, in %, Compared to Share of Internet Users Who Download Games, in %, by Gender, Age and Income Group, 2013
  • 6.3. Mexico
    • Devices Used to Play Games, in % of Gamers, 2014e
    • Devices Owned and Used Regularly to Connect to the Internet, incl. Game Consoles, in % of Internet Users, 2013 & 2014
    • Sites and Applications Visited at Least Weekly, incl. "Online Games", in % of Internet Users, 2014
    • Breakdown of Target Audience of Online Games, by Age and Gender, in % of Unique Visitors and in thousands, July 2014
    • Most Popular Online Games Websites, by Unique Visitors, in thousands and Average Minutes per Visitor, July 2014
    • Share of Mobile Gamers Downloading Paid Game Applications, in %, and Downloaded Paid Mobile Game Apps, in % of Gamers, 2014e
    • Share of Mobile Gamers Downloading Free Game Applications, in %, and Downloaded Free Mobile Game Apps, in % of Gamers, 2014e
  • 6.4. Argentina
    • Activities Carried out Online, by Frequency, incl. "Play Video Games", in % of Individuals, 2013
    • Devices Used to Play Games, in % of Individuals, 2013
  • 6.5. Colombia
    • Activities Carried Out Online Daily, incl. "Online Games", in % of Internet Users, 2013
  • 6.6. Chile
    • Activities Carried Out Online, incl. "Online Games", in % of Internet Users, 2014

7. Middle East

  • 7.1. Regional
    • Breakdown of Frequency of Online Gaming in MENA, in % of Internet Users, April 2014
  • 7.2. Saudi Arabia
    • Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic Games, in %, 2013
  • 7.3. UAE
    • Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic Games, in %, 2013
  • 7.4. Qatar
    • Activities Carried Out Online, incl. "Playing or Downloading Games", in % of Internet Users, 2013
  • 7.5. Oman
    • Activities Carried Out Online, incl. "Playing or Downloading Video Games or Computer Games", in % of Internet Users, by Gender, 2013
  • 7.6. Kuwait
    • Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic Games, in %, 2013
  • 7.7. Lebanon
    • Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic Games, in %, 2013
  • 7.8. Bahrain
    • Activities Carried Out Online, incl. "Playing or Downloading Video Games and Computer Games", in % of Internet Users, 2011 & 2014
  • 7.9. Jordan
    • Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic Games, in %, 2013
  • 8. Africa
  • 8.1. Egypt
    • Share of Individuals Playing Electronic Games on Total Population, in %, and Share of Online Gamers on Individuals Playing Electronic Games, in %, 2013
  • 8.2. South Africa
    • Online Gaming Revenues, in ZAR million, 2013 & 2018f
    • Mobile Gaming Revenues, in ZAR million, 2013 & 2018f
    • Products Purchased Online, incl. "PC or Console Video Games", in % of Online Shoppers, April 2014

Companies Menthoioned

  • Activision
  • Amazon
  • Apple
  • Facebook
  • Goodgame Studios
  • Google
  • GungHo Online
  • King
  • Machine Zone
  • Nintendo
  • Qzone
  • Supercell
  • Youtube
  • Zynga
Back to Top