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垂直整合市場
Strategic Procurement Asian Forum 2009
- Japanese Korean English
Report
[英文調查報告書]

遊戲市場

Electronic Games and Gaming

商品編碼 : 40604
出版日期 : 2006/05

Price

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此出版品為英文撰寫

Abstract

INTRODUCTION

Electronic gaming is a rapidly growing popular pastime for many people worldwide. Game consoles have become powerful computer-like devices and are touted to be electronic media centers as well. Handheld consoles are also powerful devices that enable top electronic game performance at a distance. Electronic games are plentiful through computers, either installed on a system or downloaded from the Internet. Wireless handheld devices, such as cell phones, are also sources of electronic games, and arcade machines are the traditional way of presenting games.

The report examines the current position of electronic gaming in each of these platforms. We also examine game development and software for each platform and the accompanying accessories and services needed for each.

SCOPE OF STUDY

This report contains:

  • Information on high-tech game consoles that play electronic games from television, DVDs, and the Internet; handheld consoles that perform the same functions from a distance; personal computers that play a variety of games from their hard drives or downloaded from the Internet; the latest cell phones that can download games; and the age-old arcade machines that still play video games in public locations
  • The value of the global electronic gaming industry, including manufacturing capability and consumption by various regional markets and a five-year forecast to 2011
  • An Analysis of industry involvement, standards, and other pertinent factors related to the success of electronic gaming.
  • Reviews of market drivers and the impact of new technologies.

METHODOLOGY

BCC presents an analysis, for each gaming platform, of the number of unit shipped in 2005. Estimated value is what manufacturers have paid in undepreciated 2006 dollars. Then, based on BCC surveys, it analyzes the potential market for each industry and forecasts shipments for 2006 and then for 2011. The report also analyzes the shipments and value of games and software plus accessory equipment and services.

INFORMATION SOURCES

BCC surveyed approximately 100 companies to obtain data for this study. Included were console, computer, mobile device, cell phone and arcade manufacturers, developers of a variety of electronic games, distributors of games, makers of electronic accessories, and service organizations. BCC also spoke with companies that make the integrated circuits and displays for these platforms. Research also included various laboratories and companies that engage in electronic and visual research. In addition, BCC compiled data from current financial and trade information and government sources.

Table of Contents

  • INTRODUCTION
    • STUDY GOALS AND OBJECTIVES
    • REASONS FOR DOING THIS STUDY
    • CONTRIBUTIONS TO THE STUDY AND FOR WHOM
    • SCOPE AND FORMAT
    • METHODOLOGY
    • INFORMATION SOURCES
    • RELATED BCC WORK CREDENTIALS
    • BCC ONLINE SERVICES
    • DISCLAIMER
  • SUMMARY
    • Summary Table:
    • GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2011 ($ MILLIONS)
    • Summary Figure:
    • GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY, 2005-2011 ($ MILLIONS)
  • OVERVIEW
    • OVERVIEW
    • GAMING PLATFORMS
    • Table 1 BASIC TYPES OF GAMING PLATFORMS
      • GAME GENRES
    • Table 2 BASIC ELECTRONIC GAMING GENRES
  • INDUSTRY STRUCTURE
    • Table 3 KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
    • Table 3 (CONTINUED)
    • Table 3 (CONTINUED)
      • RECENT INDUSTRY DEVELOPMENTS
        • Recent Industry Developments (Continued)
    • GAMING MANUFACTURING AND DEVELOPMENT BY REGION
    • Table 4 GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE MANUFACTURING BY REGION, 2005-2011 (%)
    • Figure 1 MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY REGION, 2005-2011 (%)
      • ASIA/PACIFIC INFLUENCE
        • Nintendo
        • Sega
        • Namco
        • Sony Corporation
      • HIGH HOPES FOR CHINA
      • STEADY PROGRESS FOR OTHER REGIONS
    • GAMING CONSUMPTION BY REGION
    • Table 5 GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2005-2011 (%)
    • Figure 2 GLOBAL REVENUES FROM ELECTRONIC GAMING, 2005-2011 (%)
      • TRADITIONAL MARKETS REMAIN STRONG
    • MARKET SHARES
    • GAMING PRODUCTS
    • Table 6 GLOBAL MARKET SHARE BY GAMING PRODUCT MAKERS, 2005 (%)
      • ELECTRONIC GAMES AND SOFTWARE
    • Table 7 GLOBAL MARKET SHARE OF ELECTRONIC GAMES AND SOFTWARE COMPANIES, 2005 (%)
      • GAMING EQUIPMENT AND SERVICES
    • Table 8 GLOBAL MARKET SHARE OF GAMING EQUIPMENT AND SERVICES COMPANIES, 2005
    • COMPANY PROFILES
      • ACTIVISION INC., SANTA MONICA, CA
      • AMAZE ENTERTAINMENT INC., KIRKLAND, WASHINGTON
      • ATARI INC., NEW YORK CITY, NY
      • BOSS MEDIA AB, VAXJO, SWEDEN
      • CAPCOM CO. LTD., OSAKA, JAPAN
      • THE CODEMASTERS SOFTWARE CO. LTD., WARWICKSHIRE, UK
      • ELECTRONIC ARTS INC., REDWOOD CITY, CALIFORNIA
      • EMPIRE INTERACTIVE PLC, LONDON, UK
      • GAMELOFT S.A., PARIS, FRANCE
      • GLU MOBILE INC., SAN MATEO, CA
      • GRAVITY COMPANY LTD., SEOUL, KOREA
      • KONAMI CORPORATION, TOKYO, JAPAN
      • LUCASARTS ENTERTAINMENT COMPANY LLC, SAN FANCISCO, CA
      • MIDWAY GAMES, INC., CHICAGO, IL
      • NAMCO LTD., TOKYO, JAPAN
      • NETEASE.COM INC., BEIJING, CHINA
      • NINTENDO CO. LTD., KYOTO, JAPAN
      • RADICAL ENTERTAINMENT INC., VANCOUVER, CANADA
      • SEGA SAMMY HOLDINGS INC., TOKYO, JAPAN
      • TAKE TWO INTERACTIVE SOFTWARE, NEW YORK CITY
  • GAMING TECHNOLOGY
    • VIDEO GAME CONSOLES
    • Table 9 MARKET LEADING VIDEO GAME CONSOLES
    • SONY PLAYSTATION 2
    • Table 10 TECHNICAL FEATURES OF THE SONY PLAYSTATION 2
      • Online Capability
    • SONY PSP
    • Table 11 TECHNICAL FEATURES OF THE SONY PLAY STATION PORTABLE
      • NINTENDO GAMECUBE
    • Table 12 TECHNICAL FEATURES OF THE NINTENDO GAMECUBE
      • NINTENDO GAME BOY ADVANCE
    • Table 13 TECHNICAL SPECIFICATIONS FOR THE GAME BOY ADVANCE
      • NINTENDO GAME BOY DS
    • Table 14 TECHNICAL FEATURES OF THE NINTENDO DS
      • MICROSOFT XBOX 360
    • Table 15 TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
      • High Definition Capability
    • COMPUTER GAMES
    • Table 16 BASIC PC REQUIREMENTS FOR COMPUTER GAMES
      • IMPACT OF THE INTERNET
        • Technical Challenges
    • HANDHELD GAME PLAYERS
    • Table 17 TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
      • COMMUNICATIONS EXPANSION
    • ARCADE GAMES
    • DESIGN, DEVELOPMENT AND SOFTWARE
    • Table 18 MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
      • CHALLENGES FOR ELECTRONIC GAME PRACTICES
        • Licensing
      • THE JAPANESE MODEL
      • COMBINED TALENTS
    • TECHNOLOGICAL TRENDS
      • NEXT GENERATION CONSOLES
        • Cell Microprocessor Could Redefine Entertainment
    • Table 19 COMPARISON OF LEADING PROCESSORS
      • Cell Design
      • Cell in Next Generation Applications
    • Table 20 NEXT GENERATION APPLICATIONS FOR CELL
      • Nintendo's New Console
    • IMPROVED HANDHELD AND MOBILE TECHNOLOGY
    • Table 21 REQUIREMENTS FOR MOBILE DISPLAYS CAPABLE OF GAMING APPLICATIONS
      • Manufacturing Considerations
    • CALIBRATION TOOL HELPS GAMERS
    • PATENT ANALYSIS
      • PATENTS BY SUBJECT
    • Table 22 PATENTS BY ELECTRONIC GAMING SUBJECT, 2003- 2005
    • Table 22 (CONTINUED)
      • PATENTS BY REGION
    • Table 23 ELECTRONIC GAMING PATENTS BY REGION, 2003-2005
      • PATENTS BY ASSIGNEES
    • Table 24 ASSIGNEES WITH THREE OR MORE PATENTS, 2003-2005
    • Table 24 (CONTINUED)
      • SAMPLE ABSTRACTS
        • Method and System for Wireless Validation of Gaming Vouchers
        • Use of Hashing in a Secure Boot Loader
        • Method and System for Using Tamperproof Hardware to Provide Copy Protection and Online Security
        • Banning Verbal Communication to and From a Selected Game Plating System
        • Video Game Distribution Network
        • Video Game Controller with Integrated Microphone and Speaker
        • Integrated Remote Control Unit for Operating a Television and Video Game Unit
  • INDUSTRY COMPETITIVENESS
    • ELECTRONIC GAMING CULTURE
    • Table 25 PROFILE OF U.S. VIDEO AND COMPUTER GAME PLAYERS
      • VIDEO GAME ECONOMICS
      • COMPUTER GAMING LEADS TO INNOVATIONS
    • Table 26 COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
      • PC Spawns Internet Gaming
    • THE WIRELESS WORLD OF GAMING
    • Table 27 PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
      • GAMING-A GROWING MOBILE APPLICATION
        • Chinese Mobile Market Growing
    • ECONOMIC CONSIDERATIONS
    • UNITED STATES
    • Table 28 ECONOMIC LONG-TERM ASSUMPTIONS FOR THE U.S. ECONOMY
      • EUROPE
      • ASIA/PACIFIC
    • Table 29 ASIA/PACIFIC REGION ECONOMIC IMPACT ON ELECTRONIC GAMING
      • CHINA
    • TECHNOLOGY AND GAMING
      • GAMING AND THE PROMOTION OF ADVANCED TECHNOLOGY
      • TRADE ASSOCIATIONS
      • The Entertainment Software Association
      • The Interactive Entertainment Merchants Association
      • The Entertainment Software Rating Board
    • MARKET GROWTH FACTORS
      • IMPACT OF THESE GROWTH FACTORS
    • Table 30 PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTH OF ELECTRONIC GAMING
      • Impact of These Growth Factors (Continued)
  • ELECTRONIC GAMING MARKETS
    • MARKET ORGANIZATION
    • MEASUREMENT OBJECTIVES
  • THE GAME CONSOLE MARKET
    • THE GAME CONSOLE MARKET
    • GAME CONSOLE HISTORY
    • Table 31 A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
    • Table 31 (CONTINUED)
      • MANUFACTURING SHAKEOUT
        • Recent Marketing Strategies
    • Table 32 CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
      • WHO PLAYS VIDEO GAMES?
    • Table 33 PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2005
      • WHAT KIND OF GAMES ARE PLAYED?
    • Table 34 TOP 10 VIDEO GAMES, 2005
      • TECHNOLOGICAL IMPACT OF NEXT GENERATION CONSOLES
      • A WORLD OF HIGH DEFINITION
      • LARGER DVD CAPACITY
        • Blue-ray Discs and the Quest for More Storage
    • Table 35 OPTICAL STORAGE DENSITIES BY MEDIA TYPE
    • NETWORKED GAMING
      • The Possibility of a Media Server (Digital Convergence)
    • EXPANDED GAMING AUDIENCE
    • RECENT CONSOLE DEMAND
    • Table 36 GLOBAL GAME CONSOLE DEMAND THROUGH 2005 (UNITS MILLIONS)
      • GAME CONSOLE MARKET DRIVERS
    • Table 37 KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
    • Table 38 FORECAST ASSUMPTIONS-GROWTH OF THE GAME CONSOLE MARKET
      • FORECAST-GLOBAL SHIPMENTS OF GAME CONSOLES
    • Table 39 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 (MILLION UNITS)
      • FORECAST-VALUE OF GLOBAL GAME CONSOLE SHIPMENTS
    • Table 40 AVERAGE CONSOLE UNIT COSTS, 2005-2011 ($)
    • Table 41 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 ($ MILLIONS)
    • Figure 3 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2005-2011 ($ MILLIONS)
      • FORECAST-GLOBAL VALUE OF CONSOLE GAMES AND SOFTWARE
    • Table 42 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR GAME CONSOLES, 2005
    • Table 43 GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMS GROWTH, THROUGH 2011 (MILLION UNIT, $ BILLIONS)
    • Figure 4 GLOBAL GROWTH OF CONSOLE GAMES, 2005-2011 ($ BILLIONS)
      • FORECAST-CONSOLE GAME SHIPMENTS BY GENRE
    • Table 44 GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS)
      • FORECAST-VALUE OF GAMING EQUIPMENT AND SERVICES
        • Definition
        • Estimated Market Size
    • Table 45 GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
  • THE HANDHELD GAME CONSOLE MARKET
    • THE HANDHELD GAME CONSOLE MARKET
      • HANDHELD GAME CONSOLE HISTORY
    • Table 46 A BRIEF HISTORY OF THE HANDHELD GAME MARKET
      • HANDHELD GAME CONSOLE HISTORY (CONTINUED)
      • HANDHELD MANUFACTURING SHAKEOUT
        • Handheld Console Marketing Strategies
    • Table 47 HANDHELD CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
    • Table 47 (CONTINUED)
      • HANDHELD CONSOLES VIDEO GAME AUDIENCE
    • Table 48 PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2005
      • GAMES PLAYED ON HANDHELD PLATFORMS
    • Table 49 TOP TEN HANDHELD VIDEO GAMES, 2005
      • TECHNOLOGICAL IMPACT OF NEWER HANDHELDS
      • THE SMALLEST CONSOLE
    • Table 50 KEY SPECIFICATIONS OF THE GAME BOY MICRO
      • Presenting an Image
    • PORTABLE TELEVISION
    • THE NEW ULTRA-MOBILE PC FROM MICROSOFT
    • MULTIFUNCTION DEVICE
    • Table 51 SPECIFICATIONS OF THE N-GAGE GAME PLAYER
      • RECENT HANDHELD CONSOLE DEMAND
    • Table 52 HANDHELD GAME CONSOLE DEMAND THROUGH 2005 (MILLION UNITS)
      • HANDHELD GAME CONSOLE MARKET DRIVERS
    • Table 53 KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
    • Table 54 FORECAST ASSUMPTIONS-GROWTH OF THE HANDHELD GAME CONSOLE MARKET
      • FORECAST-GLOBAL SHIPMENTS OF HANDHELD GAME CONSOLES
    • Table 55 GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH 2011 (MILLION UNITS)
      • FORECAST-VALUE OF GLOBAL GAME HANDHELD SHIPMENTS
    • Table 56 AVERAGE HANDHELD UNIT COSTS, 2005-2011 ($)
    • Table 57 GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2011 ($ MILLIONS)
      • FORECAST-GLOBAL VALUE OF HANDHELD GAMES AND SOFTWARE
    • Table 58 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME CONSOLES, 2005
    • Table 59 GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
    • Figure 6 GLOBAL GROWTH OF HANDHELD GAMES IN UNITS AND VALUE, 2005-2011 ($ BILLIONS)
      • FORECAST-HANDHELD GAME SHIPMENTS BY GENRE
    • Table 60 GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
      • FORECAST-VALUE OF HANDHELD EQUIPMENT AND SERVICES
        • Definition
        • Estimated Market Size
    • Table 61 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICES VALUE IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
  • THE COMPUTER GAMING MARKET
    • MOST HARDWARE IN PLACE
    • PERSONAL COMPUTER GAME HISTORY
    • Table 62 BRIEF HISTORY OF PC GAMING
      • GAME DEVELOPMENT
        • Game Engines
        • Sources of Games
    • PC GAME DISTRIBUTION
      • STORAGE MEDIA
      • SHAREWARE
      • INTERNET PLAY OR DOWNLOAD
    • PC GAME AUDIENCE
    • Table 63 PROFILE OF THE COMPUTER GAME AUDIENCE, 2005
      • GAMES PLAYED ON COMPUTER PLATFORMS
    • Table 64 TOP TEN COMPUTER GAMES, 2005
      • TECHNOLOGICAL IMPACT ON COMPUTER GAMES
        • ONLINE BROADBAND CONNECTIONS
    • Table 65 BROADBAND PENETRATION BY REGION 2004-2005 (000 UNITS)
      • CONTINUED PERSONAL COMPUTER SHIPMENT GROWTH
    • Table 66 ESTIMATED GROWTH OF PC SHIPMENTS, THROUGH 2005 (MILLION UNITS)
      • PC HARDWARE IMPROVEMENTS EXPAND GAMING AVAILABILITY
      • DEDICATED GAMING PCS
    • Table 67 SPECIFICATIONS FOR THE AURORA GAMING MACHINE
      • RECENT COMPUTER GAME DEMAND
    • Table 68 COMPUTER GAME DEMAND, 2002-2005 (UNITS MILLIONS)
      • Recent Drivers
    • COMPUTER GAME MARKET DRIVERS
    • Table 69 KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
      • SOME LIMITATIONS
    • Table 70 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET
      • FORECAST-SHIPMENT OF PC GAMING MACHINES
    • Table 71 GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2011 (UNITS MILLIONS)
      • FORECAST-VALUE OF PC GAMING MACHINES
    • Table 72 GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE THROUGH 2011 ($ BILLIONS)
    • Figure 7 GLOBAL VALUE OF GAMING PC SHIPMENTS, 2005-2011 (BILLIONS)
      • FORECAST-GLOBAL VALUE OF COMPUTER GAMES AND SOFTWARE
    • Table 73 GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2005
    • Table 74 GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
    • Figure 8 GLOBAL GROWTH OF COMPUTER GAMES IN UNITS AND VALUE, 2005-2011 ($ BILLIONS)
      • FORECAST-COMPUTER GAME SHIPMENTS BY GENRE
    • Table 75 GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
      • FORECAST-GLOBAL VALUE OF COMPUTER EQUIPMENT AND SERVICES
        • Definition
        • Estimated Market Size
    • Table 76 PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
    • Table 77 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE COMPUTER MARKET, THROUGH 2011 ($ MILLIONS)
  • THE MOBILE WIRELESS GAMING MARKET
    • WIRELESS DEVICES IN PLACE
    • HISTORY OF MOBILE GAMING
    • Table 78 BRIEF HISTORY OF MOBILE GAMING
      • RECENT COMPANY STRATEGIES
    • MOBILE WIRELESS GAME AUDIENCE
    • Table 79 PROFILE OF THE MOBILE GAME AUDIENCE, 2005
      • GAMES PLAYED ON MOBILE PLATFORMS
    • Table 80 TOP TEN MOBILE GAMES, 2005
      • TECHNOLOGICAL IMPACT ON MOBILE GAMES
        • ADVANCES IN CELL PHONE TECHNOLOGY
          • Digital Phones
          • Third Generation (3G) Phones
    • Table 81 ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
      • BETTER GRAPHICS PROCESSORS
      • FOURTH GENERATION TECHNOLOGY-THE NEXT STEP
    • RECENT MOBILE DEMAND
    • Table 82 GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
      • 3G Phones as Market Drivers
    • Table 83 GLOBAL DEMAND FOR 3G MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
      • The China Factor
    • MOBILE GAME MARKET DRIVERS
    • Table 84 KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
    • Table 85 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET
      • FORECAST-GLOBAL VALUE OF MOBILE GAMES AND SOFTWARE
    • Table 86 UNITS AND VALUE OF GLOBAL MOBILE GAMES, 2005
    • Table 87 GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ MILLIONS)
    • Figure 9 GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS FOR MOBILE DEVICES, 2005-2011 ($ MILLIONS)
      • FORECAST-MOBILE GAME SHIPMENTS BY GENRE
    • Table 88 GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
      • FORECAST-VALUE OF MOBILE EQUIPMENT AND SERVICES
        • Definition
        • Estimated Market Size
    • Table 89 PROFILE OF THE MOBILE GAME ACCESSORY MARKET
    • Table 90 GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE MOBILE MARKET, THROUGH 2011 ($ MILLIONS)
      • Estimated Market Size (Continued)
  • THE ARCADE GAMING SECTOR
    • THE ARCADE GAMING SECTOR
    • ARCADE GAME HISTORY
    • Table 90 BRIEF HISTORY OF ARCADE GAMES
      • ARCADE GAME LOCATIONS
      • ARCADE DESIGN
    • Table 91 KEY PARTS OF AN ARCADE CABINET
      • Arcade System Board
    • GAME DESIGN
    • Table 92 QUALITIES OF ARCADE GAMES
      • ARCADE GAME AUDIENCE
    • Table 93 PROFILE OF THE ARCADE GAME AUDIENCE, 2005
      • GAMES PLAYED ON ARCADE PLATFORMS
    • Table 94 TOP ARCADE GAMES, 2005
      • IMPACT OF TECHNOLOGY ON ARCADE MACHINES
      • DISTRACTION OF OTHER GAMING PLATFORMS
      • RECENT ARCADE DEMAND
    • Table 95 GLOBAL ARCADE MACHINE DEMAND THROUGH 2005 (THOUSAND UNITS)
      • ARCADE GAME MARKET DRIVERS
    • Table 96 KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
    • Table 97 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET
      • FORECAST-GROWTH OF ARCADE GAMING MACHINES
    • Table 98 GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES THROUGH 2011 (UNITS 000)
      • FORECAST-VALUE OF ARCADE MACHINE SHIPMENTS
    • Table 99 GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2010 ($ MILLIONS)
    • Figure 10 VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES 2005-2011 ($ MILLIONS)
      • FORECAST-GLOBAL Value of ARCADE GAMES AND SOFTWARE
    • Table 100 UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2005
    • Table 101 FORECAST - GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE PLATFORMS, THROUGH 2011 (UNITS MILLIONS, VALUE MILLIONS)
    • Figure 11 GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2005-2011 ($ MILLIONS)
      • FORECAST-ARCADE GAME SHIPMENTS BY GENRE
    • Table 102 GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
      • FORECAST-VALUE OF ARCADE ACCESSORY EQUIPMENT AND SERVICES
    • Table 103 FORECAST-GLOBAL VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE ARCADE MARKET, THROUGH 2011 ($ MILLIONS)
  • LIST OF TABLES
    • Summary Table:
    • GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2011 ($ MILLIONS)
    • Table 1 BASIC TYPES OF GAMING PLATFORMS
    • Table 2 BASIC ELECTRONIC GAMING GENRES
    • Table 3 KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
    • Table 4 GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE MANUFACTURING BY REGION, 2005-2011 (%)
    • Table 5 GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2005-2011 (%)
    • Table 6 GLOBAL MARKET SHARE BY GAMING PRODUCT MAKERS, 2005 (%)
    • Table 7 GLOBAL MARKET SHARE OF ELECTRONIC GAMES AND SOFTWARE COMPANIES, 2005 (%)
    • Table 8 GLOBAL MARKET SHARE OF GAMING EQUIPMENT AND SERVICES COMPANIES, 2005
    • Table 9 MARKET LEADING VIDEO GAME CONSOLES
    • Table 10 TECHNICAL FEATURES OF THE SONY PLAYSTATION 2
    • Table 11 TECHNICAL FEATURES OF THE SONY PLAY STATION PORTABLE
    • Table 12 TECHNICAL FEATURES OF THE NINTENDO GAMECUBE
    • Table 13 TECHNICAL SPECIFICATIONS FOR THE GAME BOY ADVANCE
    • Table 14 TECHNICAL FEATURES OF THE NINTENDO DS
    • Table 15 TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
    • Table 16 BASIC PC REQUIREMENTS FOR COMPUTER GAMES
    • Table 17 TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
    • Table 18 MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
    • Table 19 COMPARISON OF LEADING PROCESSORS
    • Table 20 NEXT GENERATION APPLICATIONS FOR CELL
    • Table 21 REQUIREMENTS FOR MOBILE DISPLAYS CAPABLE OF GAMING APPLICATIONS
    • Table 22 PATENTS BY ELECTRONIC GAMING SUBJECT, 2003- 2005
    • Table 23 ELECTRONIC GAMING PATENTS BY REGION, 2003-2005
    • Table 24 ASSIGNEES WITH THREE OR MORE PATENTS, 2003-2005
    • Table 25 PROFILE OF U.S. VIDEO AND COMPUTER GAME PLAYERS
    • Table 26 COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
    • Table 27 PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
    • Table 28 ECONOMIC LONG-TERM ASSUMPTIONS FOR THE U.S. ECONOMY
    • Table 29 ASIA/PACIFIC REGION ECONOMIC IMPACT ON ELECTRONIC GAMING
    • Table 30 PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE GROWTH OF ELECTRONIC GAMING
    • Table 31 A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
    • Table 32 CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
    • Table 33 PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2005
    • Table 34 TOP 10 VIDEO GAMES, 2005
    • Table 35 OPTICAL STORAGE DENSITIES BY MEDIA TYPE
    • Table 36 GLOBAL GAME CONSOLE DEMAND THROUGH 2005 (UNITS MILLIONS)
    • Table 37 KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
    • Table 38 FORECAST ASSUMPTIONS-GROWTH OF THE GAME CONSOLE MARKET
    • Table 39 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 (MILLION UNITS)
    • Table 40 AVERAGE CONSOLE UNIT COSTS, 2005-2011 ($)
    • Table 41 GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2011 ($ MILLIONS)
    • Table 42 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR GAME CONSOLES, 2005
    • Table 43 GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMS GROWTH, THROUGH 2011 (MILLION UNIT, $ BILLIONS)
    • Table 44 GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS)
    • Table 45 GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
    • Table 46 A BRIEF HISTORY OF THE HANDHELD GAME MARKET
    • Table 47 HANDHELD CONSOLE MANUFACTURERS KEY MATKETING STRATEGIES
    • Table 48 PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2005
    • Table 49 TOP TEN HANDHELD VIDEO GAMES, 2005
    • Table 50 KEY SPECIFICATIONS OF THE GAME BOY MICRO
    • Table 51 SPECIFICATIONS OF THE N-GAGE GAME PLAYER
    • Table 52 HANDHELD GAME CONSOLE DEMAND THROUGH 2005 (MILLION UNITS)
    • Table 53 KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
    • Table 54 FORECAST ASSUMPTIONS-GROWTH OF THE HANDHELD GAME CONSOLE MARKET
    • Table 55 GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH 2011 (MILLION UNITS)
    • Table 56 AVERAGE HANDHELD UNIT COSTS, 2005-2011 ($)
    • Table 57 GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH 2011 ($ MILLIONS)
    • Table 58 UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME CONSOLES, 2005
    • Table 59 GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
    • Table 60 GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
    • Table 61 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICES VALUE IN THE CONSOLE MARKET, THROUGH 2011 ($ MILLIONS)
    • Table 62 BRIEF HISTORY OF PC GAMING
    • Table 63 PROFILE OF THE COMPUTER GAME AUDIENCE, 2005
    • Table 64 TOP TEN COMPUTER GAMES, 2005
    • Table 65 BROADBAND PENETRATION BY REGION 2004-2005 (000 UNITS)
    • Table 66 ESTIMATED GROWTH OF PC SHIPMENTS, THROUGH 2005 (MILLION UNITS)
    • Table 67 SPECIFICATIONS FOR THE AURORA GAMING MACHINE
    • Table 68 COMPUTER GAME DEMAND, 2002-2005 (UNITS MILLIONS)
    • Table 69 KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
    • Table 70 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE COMPUTER MARKET
    • Table 71 GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2011 (UNITS MILLIONS)
    • Table 72 GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE THROUGH 2011 ($ BILLIONS)
    • Table 73 GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2005
    • Table 74 GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS, THROUGH 2011 (MILLION UNITS, $ BILLIONS)
    • Table 75 GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
    • Table 76 PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
    • Table 77 GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE COMPUTER MARKET, THROUGH 2011 ($ MILLIONS)
    • Table 78 BRIEF HISTORY OF MOBILE GAMING
    • Table 79 PROFILE OF THE MOBILE GAME AUDIENCE, 2005
    • Table 80 TOP TEN MOBILE GAMES, 2005
    • Table 81 ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
    • Table 82 GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
    • Table 83 GLOBAL DEMAND FOR 3G MOBILE PHONES, THROUGH 2005 (MILLION UNITS)
    • Table 84 KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
    • Table 85 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE MOBILE WIRELESS MARKET
    • Table 86 UNITS AND VALUE OF GLOBAL MOBILE GAMES, 2005
    • Table 87 GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE PLATFORMS, THROUGH 2011 (MILLION UNITS, $ MILLIONS)
    • Table 88 GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2011 (MILLION UNITS)
    • Table 89 PROFILE OF THE MOBILE GAME ACCESSORY MARKET
    • Table 90 GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE MOBILE MARKET, THROUGH 2011 ($ MILLIONS)
    • Table 90 BRIEF HISTORY OF ARCADE GAMES
    • Table 91 KEY PARTS OF AN ARCADE CABINET
    • Table 92 QUALITIES OF ARCADE GAMES
    • Table 93 PROFILE OF THE ARCADE GAME AUDIENCE, 2005
    • Table 94 TOP ARCADE GAMES, 2005
    • Table 95 GLOBAL ARCADE MACHINE DEMAND THROUGH 2005 (THOUSAND UNITS)
    • Table 96 KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
    • Table 97 FORECAST ASSUMPTIONS-GROWTH OF ELECTRONIC GAMES AND SOFTWARE FOR THE ARCADE MARKET
    • Table 98 GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES THROUGH 2011 (UNITS 000)
    • Table 99 GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH 2010 ($ MILLIONS)
    • Table 100 UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2005
    • Table 101 FORECAST - GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE PLATFORMS, THROUGH 2011 (UNITS MILLIONS, VALUE MILLIONS)
    • Table 102 GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2011 (UNITS MILLIONS)
    • Table 103 FORECAST-GLOBAL VALUE OF EQUIPMENT, ACCESSORIES AND SERVICES IN THE ARCADE MARKET, THROUGH 2011 ($ MILLIONS)
  • LIST OF FIGURES
    • Summary Figure:
    • GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY, 2005-2011 ($ MILLIONS)
    • Figure 1 MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY REGION, 2005-2011 (%)
    • Figure 2 GLOBAL REVENUES FROM ELECTRONIC GAMING, 2005-2011 (%)
    • Figure 3 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2005-2011 ($ MILLIONS)
    • Figure 4 GLOBAL GROWTH OF CONSOLE GAMES, 2005-2011 ($ BILLIONS)
    • Figure 5 GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2005-2011 ($ MILLIONS)
    • Figure 6 GLOBAL GROWTH OF HANDHELD GAMES IN UNITS AND VALUE, 2005-2011 ($ BILLIONS)
    • Figure 7 GLOBAL VALUE OF GAMING PC SHIPMENTS, 2005-2011 (BILLIONS)
    • Figure 8 GLOBAL GROWTH OF COMPUTER GAMES IN UNITS AND VALUE, 2005-2011 ($ BILLIONS)
    • Figure 9 GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS
    • FOR MOBILE DEVICES, 2005-2011 ($ MILLIONS)
    • Figure 10 VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES 2005-2011 ($ MILLIONS)
    • Figure 11 GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2005-2011 ($ MILLIONS)
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此出版品為英文撰寫

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[英文調查報告書]
遊戲市場
Electronic Games and Gaming

出版商 : BCC Research BCC Research
代理商 : Global Information, Inc. Global Information, Inc.

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