全球電玩遊戲市場 是由出版商BCC Research在2011年09月所出版的。
這份英文市場調查報告書包含194 Pages 價格從美金4850起跳。
全球電玩遊戲市場於2010年已經達到660億美金之規模,預計其市場於2011-2016年間之CAGR(複合年成長率)將增加至9.8%,2016年市場規模將達1,117億美金。遊戲及軟體領域於2010年具有405億美金之市場規模,預計2011年將達432億美金,並以CAGR10.5%之成長速度於2016年創下712億美金之規模。此外,遊樂器軟體領域於2010年為230億美金,預計2011年將成長至240億美金,2016年更將以CAGR8.0%之成長達到353億美金市場。
本報告為,提供全球電玩遊戲市場之概要、產業結構、主要遊戲技術,並匯整遊樂器市場、手持遊戲機市場、電腦遊戲市場、手機遊戲市場、街機遊戲市場概要、歷史、用戶、市場驅力及各市場預測等,以下列摘要形式闡述。
第1章 簡介
第2章 實施概要
第3章 概要
第4章 產業結構
- 最新產業動態
- 地區別遊戲生產及發展
- 地區別遊戲消費
- 市場佔有率
- 企業簡介
第5章 遊戲技術
- 電視遊戲
- 電腦遊戲
- 手持遊戲機
- 街機遊戲
- 設計、開發及軟體
- 技術趨勢
- 電玩遊戲之專利分析
第6章 產業競爭力
- 電玩遊戲文化
- 無線技術促進電玩市場成長
- 經濟類檢討項目
- 技術及遊戲
- 市場成長要因
第7章 電玩遊戲市場
第8章 遊樂器市場
- 遊樂器歷史
- 遊樂器玩家
- 新型遊樂器功能及優勢
- 近來遊樂器需求
- 遊樂器市場之成長驅力
第9章 手持遊戲機市場
- 手持遊戲機歷史
- 手持遊戲機玩家
- 手持遊戲機功能及優勢
- 近來手持遊戲機需求
- 手持遊戲機市場之成長驅力
第10章 電腦遊戲市場
- 最普及之軟體
- PC遊戲歷史
- PC遊戲之通路
- PC遊戲之玩家
- 遊戲用PC技術性影響
- 遊戲用PC之需求
- 電腦遊戲市場之成長驅力
第11章 手機遊戲市場
- 最普及之軟體
- 手機遊戲歷史
- 手機遊戲之玩家
- 手機遊戲技術性影響
- 手機遊戲市場之成長驅力
第12章 街機遊戲領域
- 街機遊戲之歷史
- 街機遊戲之現況
- 街機遊戲之玩家
- 街機遊戲技術性影響
- 近來街機遊戲之需求
- 街機遊戲市場之成長驅力
圖表
Abstract
REPORT HIGHLIGHTS
THIS REPORT CONTAINS
- Information about high-technology game consoles that play electronic games
from televisions, 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 and smart phones that can download games; and the age-old arcade
machines that still play video games in public locations
- Analyses of global market trends, with data from 2010, estimates for 2011,
and projections of compound annual growth rates (CAGRs) through 2016
- Discussion of the value of the global electronic gaming industry,
including manufacturing capability and consumption by various regional markets
- Examination of industry involvement, standards, and other pertinent
factors related to the success of electronic gaming
- Comprehensive company profiles.
SUMMARY FIGURE
GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016
($ MILLIONS)
Source: BCC Research
STUDY GOALS AND OBJECTIVES
In this study, the goal of BCC Research is to determine the current status of
the electronic gaming business and assess its growth potential from 2010 to
2011 and then over a 5-year period to 2016. Various types of gaming platforms,
electronic games, and software plus related services and accessory equipment
present a large market with growth potential.
Our objective is to present a comprehensive analysis of electronic games,
which can be defined as interactive games played on regular consoles, handheld
consoles, computers, and mobile devices such as phones and arcade machines,
and project the industry' s future direction.
REASONS FOR DOING THIS STUDY
Electronic gaming is a global popular pastime for many people. Game consoles
are similar to computer-like devices and also serve as media centers. Handheld
consoles have grown more powerful and are popular with an increasing number of
gamers. Computer gaming continues to grow as downloading is more accessible
and the mobile market, particularly smartphones, has become a burgeoning place
for games. Arcade games, once very popular, are losing their appeal to more
personalized gaming, but there is still some life left in this platform.
This report examines the current position of electronic gaming in each of
these platforms. We also examine the prospects for game development and
software, plus accessories and services for each platform. Our key objective
is to determine the future potential for this large industry.
SCOPE OF REPORT
The scope of this study encompasses game consoles that play electronic games
from television, DVD, the Internet, and outside sources; handheld consoles
that perform essentially the same function but are portable; personal
computers and tablets that play a variety of games from their hard drives or
download them; cell phone and mobile devices that can play games; and the
arcade machines that still play some video games.
BCC Research analyzes the global electronic gaming industry including
manufacturing capability and consumption in regional markets. This study also
examines industry involvement, standards, and other pertinent factors related
to the success of electronic gaming.
METHODOLOGY
Both primary and secondary research methodologies were used in preparing this
study. BCC presents an analysis of units shipped for 2010 and their value. Our
estimated value is what manufacturers have paid in underappreciated U.S.
dollars. Based on our surveys, we analyze the potential growth for each major
product and then forecast shipments for 2011 and 2016. We also analyze pricing
trends and establish shipment values for 2010 and project those for 2011 and
2016.
ANALYST CREDENTIALS
Bob Moran has worked as a technology market analyst and technology writer for
more than 20 years, and is the author of numerous BCC Research reports. He has
authored reports covering thin-film deposition, photovoltaic solar technology.
magnetic and optical storage, surface modification of polymers, and other
technology topics.
Table of Contents
Electronic Games and Gaming: Global Markets
Chapter- 1: INTRODUCTION - Complimentary
- STUDY GOALS AND OBJECTIVES
- REASONS FOR DOING THIS STUDY
- INTENDED AUDIENCE
- SCOPE OF REPORT
- METHODOLOGY
- INFORMATION SOURCES
- ANALYST CREDENTIALS
- RELATED BCC WORK CREDENTIALS
- BCC ONLINE SERVICES
- DISCLAIMER
Chapter- 2: SUMMARY
- Table 0: GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH
2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016
- Figure 0: GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016
Chapter- 3: OVERVIEW
- GAMING PLATFORMS
- GAME GENRES
- GAMING ADAPTS TO NEW TECHNOLOGY
- Table 3: FUTURE EXPANSION OF GAMES
Chapter- 4: INDUSTRY STRUCTURE
- RECENT INDUSTRY DEVELOPMENTS
- GAMING MANUFACTURING AND DEVELOPMENT BY REGION
- GAMING CONSUMPTION BY REGION
- MARKET SHARES
- COMPANY PROFILES
Chapter- 5: GAMING TECHNOLOGY
- VIDEO GAME CONSOLES
- COMPUTER GAMES
- HANDHELD GAME PLAYERS
- ARCADE GAMES
- DESIGN, DEVELOPMENT, AND SOFTWARE
- TECHNOLOGICAL TRENDS
- ELECTRONIC GAMING PATENT ANALYSIS
Chapter- 6: INDUSTRY COMPETITIVENESS
- ELECTRONIC GAMING CULTURE
- WIRELESS HELPS ELECTRONIC GAMING GROW RAPIDLY
- ECONOMIC CONSIDERATIONS
- TECHNOLOGY AND GAMING
- MARKET GROWTH FACTORS
Chapter- 7: ELECTRONIC GAMING MARKETS
- THE PLATFORM APPROACH
- MARKET ANALYSIS
Chapter- 8: THE GAME CONSOLE MARKET
- GAME CONSOLE HISTORY
- WHO PLAYS VIDEO GAMES?
- FEATURES AND ADVANTAGES OF NEW CONSOLES
- RECENT CONSOLE DEMAND
- GAME CONSOLE MARKET DRIVERS
- Table 43: KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
- Table 44: FORECAST ASSUMPTIONS - GROWTH OF THE GAME CONSOLE MARKET
Chapter- 9: THE HANDHELD GAME CONSOLE MARKET
- HANDHELD GAME CONSOLE HISTORY
- HANDHELD CONSOLES VIDEO GAME AUDIENCE
- FEATURES AND ADVANTAGES OF HANDHELDS
- RECENT HANDHELD CONSOLE DEMAND
- HANDHELD GAME CONSOLE MARKET DRIVERS
- Table 59: KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
- Table 60: FORECAST ASSUMPTIONS - GROWTH OF THE HANDHELD GAME CONSOLE
MARKET
Chapter- 10: THE COMPUTER GAMING MARKET
- MOST HARDWARE IN PLACE
- PERSONAL COMPUTER GAME HISTORY
- PC GAME DISTRIBUTION
- PC GAME AUDIENCE
- TECHNOLOGICAL IMPACT OF GAMING PCS
- GAME PC DEMAND
- COMPUTER GAME MARKET DRIVERS
- Table 74: KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
- Table 75: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE COMPUTER MARKET
Chapter- 11: THE MOBILE GAMING MARKET
- MOBILE DEVICES IN PLACE
- HISTORY OF MOBILE GAMING
- MOBILE GAMING AUDIENCE
- TECHNOLOGICAL IMPACT ON MOBILE GAMES
- MOBILE GAME MARKET DRIVERS
- Table 91: KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
- Table 92: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE MOBILE WIRELESS MARKET
Chapter- 12: THE ARCADE GAMING SECTOR
- ARCADE GAME HISTORY
- CURRENT STATUS OF ARCADE GAMES
- ARCADE GAME AUDIENCE
- IMPACT OF TECHNOLOGY ON ARCADE MACHINES
- RECENT ARCADE DEMAND
- ARCADE GAME MARKET DRIVERS
- Table 104: KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
- Table 105: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND
SOFTWARE FOR THE ARCADE MARKET
List of Tables
- Summary Table: GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH
2016GLOBAL FORECAST FOR THE ELECTRONIC GAMING INDUSTRY, THROUGH 2016
- Table 1: BASIC TYPES OF GAMING PLATFORMS
- Table 2: BASIC ELECTRONIC GAMING GENRES
- Table 3: FUTURE EXPANSION OF GAMES
- Table 4: KEY COMPANIES IN THE ELECTRONIC GAMING BUSINESS
- Table 5: GLOBAL SHARE OF ELECTRONIC GAMING HARDWARE AND SOFTWARE
MANUFACTURING BY REGION, 2010 - 2016
- Table 6: GLOBAL SHARE OF ELECTRONIC GAMING REVENUES BY REGION, 2010 -
2016
- Table 7: TOP 21 COMPANIES IN THE GAMING MARKET BY REVENUE, 2010
- Table 8: GLOBAL MARKET SHARE OF GAMING PRODUCT MANUFACTURERS, 2010
- Table 9: GLOBAL MARKET SHARE OF MAJOR ELECTRONIC GAMES AND SOFTWARE
COMPANIES, 2010
- Table 10: GLOBAL MARKET SHARE OF EQUIPMENT AND SERVICES COMPANIES, 2010
- Table 11: MARKET LEADING VIDEO GAME CONSOLES
- Table 12: TECHNICAL FEATURES OF THE SONY PLAYSTATION 3
- Table 13: TECHNICAL FEATURES OF THE SONY PLAYSTATION PORTABLE
- Table 14: TECHNICAL FEATURES OF THE NINTENDO WII
- Table 15: TECHNICAL FEATURES OF THE NINTENDO DS
- Table 16: TECHNICAL FEATURES OF THE MICROSOFT XBOX 360
- Table 17: ELECTRONIC GAMING CONSOLE ATTACHMENTS
- Table 18: BASIC PC REQUIREMENTS FOR COMPUTER GAMES
- Table 19: POSITIVE FEATURES FOR GAMING ON AN IPAD
- Table 20: TECHNICAL FEATURES OF A HANDHELD GAME PLAYER
- Table 21: BASIC REQUIREMENTS FOR GAMING ON A SMARTPHONE
- Table 22: MAKEUP OF A TYPICAL ELECTRONIC GAME DEVELOPMENT TEAM
- Table 23: COMPARISON OF LEADING PROCESSORS
- Table 24: NEXT-GENERATION APPLICATIONS FOR CELL
- Table 25: MAJOR FUNCTIONS NEEDING IMPROVEMENT FOR GAMING IN HANDHELD
DEVICES
- Table 26: ELECTRONIC GAMING PATENTS BY TECHNICAL CATEGORY, 2009-2011
- Table 27: ELECTRONIC GAMING PATENTS BY COMPANY, 2009-2011
- Table 28: VIDEO AND COMPUTER GAME CULTURE
- Table 29: COMPUTER DEVICES DEVELOPED FOR ELECTRONIC GAMING
- Table 30: PROFILE OF THE WORLDWIDE MOBILE PHONE MARKET
- Table 31: GROWTH OF GLOBAL ELECTRONIC GAMING REVENUE, THROUGH 2010
- Table 32: GROWTH OF ELECTRONIC GAMING DURING THE ECONOMIC CRISIS BY
REGION
- Table 33: PERCENTAGE IMPACT OF MAJOR COMPETITIVENESS FACTORS IN THE
GROWTH OF ELECTRONIC GAMING
- Table 34: GLOBAL GAMING HARDWARE REVENUES AND MARKET SHARE BY PLATFORM,
2010-2016
- Table 35: GLOBAL GAMING SOFTWARE REVENUES AND MARKET SHARE BY PLATFORM,
2010-2016
- Table 36: GLOBAL GAMING SERVICES REVENUE MARKET SHARE BY PLATFORM,
2010-2016
- Table 37: A BRIEF HISTORY OF THE VIDEO GAME CONSOLE
- Table 38: CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
- Table 39: PROFILE OF THE U.S. VIDEO GAME AUDIENCE, 2010
- Table 40: TOP 10 VIDEO GAMES, 2010
- Table 41: MAJOR FEATURES OF BLU-RAY DISCS
- Table 42: GLOBAL GAME CONSOLE DEMAND, THROUGH 2010
- Table 43: KEY MARKET DRIVERS FOR GAME CONSOLE DEMAND
- Table 44: FORECAST ASSUMPTIONS - GROWTH OF THE GAME CONSOLE MARKET
- Table 45: GLOBAL FORECAST OF GAME CONSOLE SHIPMENTS, THROUGH 2016
- Table 46: AVERAGE CONSOLE UNIT COSTS, 2010 - 2016
- Table 47: GLOBAL FORECAST OF THE VALUE OF GAME CONSOLE SHIPMENTS,
THROUGH 2016
- Table 48: ASSUMPTIONS FOR ESTABLISHING UNITS AND VALUE OF GLOBAL VIDEO
GAMES FOR GAME CONSOLES, 2010
- Table 49: GLOBAL FORECAST OF ELECTRONIC GAMES FOR CONSOLE PLATFORMS
GROWTH, THROUGH 2016
- Table 50: GLOBAL FORECAST FOR CONSOLE GAMES BY GENRE, THROUGH 2016
- Table 51: GLOBAL FORECAST FOR VALUE OF EQUIPMENT, ACCESSORIES, AND
SERVICES IN THE CONSOLE MARKET, THROUGH 2016
- Table 52: A BRIEF HISTORY OF THE HANDHELD GAME MARKET
- Table 53: HANDHELD CONSOLE MANUFACTURERS KEY MARKETING STRATEGIES
- Table 54: PROFILE OF THE U.S. HANDHELD VIDEO GAME AUDIENCE, 2010
- Table 55: TOP 10 HANDHELD VIDEO GAMES, 2010
- Table 56: KEY SPECIFICATIONS OF THE PLAYSTATION VITA
- Table 57: MULTIFUNCTION FEATURES OF A PORTABLE GAMING SYSTEM
- Table 58: HANDHELD GAME CONSOLE DEMAND, THROUGH 2010
- Table 59: KEY MARKET DRIVERS FOR HANDHELD GAME CONSOLE DEMAND
- Table 60: FORECAST ASSUMPTIONS - GROWTH OF THE HANDHELD GAME CONSOLE
MARKET
- Table 61: GLOBAL FORECAST OF HANDHELD GAME CONSOLES SHIPMENTS, THROUGH
2016
- Table 62: AVERAGE HANDHELD UNIT COSTS, 2010 - 2016
- Table 63: GLOBAL FORECAST FOR THE VALUE OF HANDHELD SHIPMENTS, THROUGH
2016
- Table 64: UNITS AND VALUE OF GLOBAL VIDEO GAMES FOR HANDHELD GAME
CONSOLES, 2010
- Table 65: GLOBAL FORECAST OF ELECTRONIC GAMES FOR HANDHELD CONSOLE
PLATFORMS, THROUGH 2016
- Table 66: GLOBAL FORECAST FOR HANDHELD CONSOLE GAMES BY GENRE, THROUGH
2016
- Table 67: GLOBAL FORECAST OF EQUIPMENT, ACCESSORIES, AND SERVICES VALUE
IN THE HANDHELD CONSOLE MARKET, THROUGH 2016
- Table 68: BRIEF HISTORY OF PC GAMING
- Table 69: PROFILE OF THE COMPUTER GAME AUDIENCE, 2010
- Table 70: TOP 10 COMPUTER GAMES, 2010
- Table 71: SPECIFICATIONS OF AN ALIEN GAME PC
- Table 72: ESTIMATED GROWTH OF PC AND TABLET SHIPMENTS, THROUGH 2010
- Table 73: GAME PC DEMAND, THROUGH 2010
- Table 74: KEY MARKET DRIVERS FOR COMPUTER GAME DEMAND
- Table 75: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE COMPUTER MARKET
- Table 76: GLOBAL FORECAST OF GAMING PC SHIPMENTS, THROUGH 2016
- Table 77: GLOBAL FORECAST OF PC GAMING SHIPMENTS VALUE, THROUGH 2016
- Table 78: GLOBAL UNITS AND VALUE OF COMPUTER GAMES, 2010
- Table 79: GLOBAL FORECAST OF ELECTRONIC GAMES FOR COMPUTER PLATFORMS,
THROUGH 2016
- Table 80: GLOBAL FORECAST OF COMPUTER GAMES BY GENRE, THROUGH 2016
- Table 81: PROFILE OF THE COMPUTER GAME ACCESSORY MARKET
- Table 82: FORECAST OF EQUIPMENT ACCESSORIES AND SERVICES IN THE
COMPUTING MARKET, THROUGH 2016
- Table 83: BRIEF HISTORY OF MOBILE GAMING
- Table 84: PROFILE OF THE MOBILE GAME AUDIENCE, 2010
- Table 85: TOP 10 MOBILE GAMES, 2010
- Table 86: ADVANTAGES OF 3G TECHNOLOGY FOR MOBILE GAMING
- Table 87: HOW 4G IMPROVES PERFORMANCE
- Table 88: MAJOR FEATURES OF A SMARTPHONE
- Table 89: GLOBAL SHIPMENTS OF MOBILE PHONES, THROUGH 2010
- Table 90: GLOBAL DEMAND FOR SMARTPHONES, THROUGH 2010
- Table 91: KEY MARKET DRIVERS FOR MOBILE GAME DEMAND
- Table 92: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND SOFTWARE
FOR THE MOBILE WIRELESS MARKET
- Table 93: UNITS AND VALUES OF GLOBAL MOBILE GAMES, 2010
- Table 94: GLOBAL FORECAST OF ELECTRONIC GAMES GROWTH FOR MOBILE
PLATFORMS, THROUGH 2016
- Table 95: GLOBAL FORECAST FOR MOBILE GAMES BY GENRE, THROUGH 2016
- Table 96: PROFILE OF THE MOBILE GAME ACCESSORY MARKET
- Table 97: GLOBAL FORECAST FOR THE VALUE OF EQUIPMENT, ACCESSORIES, AND
SERVICES IN THE MOBILE MARKET, THROUGH 2016
- Table 98: BRIEF HISTORY OF ARCADE GAMES
- Table 99: KEY PARTS OF AN ARCADE CABINET
- Table 100: QUALITIES OF ARCADE GAMES
- Table 101: PROFILE OF THE ARCADE GAME AUDIENCE, 2010
- Table 102: TOP ARCADE GAMES, 2010
- Table 103: GLOBAL ARCADE MACHINE DEMAND, THROUGH 2010
- Table 104: KEY MARKET DRIVERS FOR ARCADE GAME DEMAND
- Table 105: FORECAST ASSUMPTIONS - GROWTH OF ELECTRONIC GAMES AND
SOFTWARE FOR THE ARCADE MARKET
- Table 106: GLOBAL FORECAST FOR SHIPMENTS OF ARCADE MACHINES, THROUGH 2016
- Table 107: GLOBAL FORECAST OF ARCADE MACHINES SHIPMENT VALUE, THROUGH
2016
- Table 108: UNITS AND VALUE OF GLOBAL ARCADE GAMES, 2010
- Table 109: FORECAST - GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE
PLATFORMS, THROUGH 2016
- Table 110: GLOBAL FORECAST FOR ARCADE GAMES BY GENRE, THROUGH 2016
- Table 111: FORECAST - GLOBAL VALUE OF EQUIPMENT, ACCESSORIES, AND
SERVICES IN THE ARCADE MARKET, THROUGH 2016
List of Figures
- Summary Figure: GLOBAL VALUE OF THE ELECTRONIC GAMING INDUSTRY 2010-2016
- Figure 1: MANUFACTURING OF ELECTRONIC GAMING HARDWARE AND SOFTWARE BY
REGION, 2010 - 2016
- Figure 2: GLOBAL REVENUES FROM ELECTRONIC GAMING, 2010 - 2016
- Figure 3: GLOBAL REVENUE OF GAMING HARDWARE, SOFTWARE AND SERVICES,
2010-2016
- Figure 4: GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010 - 2016
- Figure 5: GLOBAL GROWTH OF CONSOLE GAMES, 2010 - 2016
- Figure 6: GLOBAL VALUE OF GAME CONSOLE SHIPMENTS, 2010 - 2016
- Figure 7: GLOBAL GROWTH OF HANDHELD GAMES, 2010 - 2016
- Figure 8: GLOBAL VALUE OF GAMING PC SHIPMENTS, 2010 - 2016
- Figure 9: GLOBAL GROWTH OF COMPUTER GAMES, 2010 - 2016
- Figure 10: GLOBAL VALUE OF ELECTRONIC GAME SHIPMENTS FOR MOBILE DEVICES,
2010 - 2016
- Figure 11: VALUE OF WORLDWIDE SHIPMENTS OF ARCADE GAMING MACHINES, 2010
- 2016
- Figure 12: GLOBAL GROWTH OF ELECTRONIC GAMES FOR ARCADE MACHINES 2010 -
2016
全球的電子遊戲市場於2016年將達1,117億美元規模
2011年11月01日
Global Information Inc.開始銷售由 BCC Research所發行的調查報告「Electronic Games and Gaming: Global Markets (全球電玩遊戲市場)」。
全球的電子遊戲市場預期將在2011年達到699億美元,之後的市場被預測在2011-2016年,將以CAGR(年複合成長率)9.8%更進一步擴大,並於2016年擴大至將近1,118億美元。
全球的電子遊戲市場可分為遊戲與軟體、遊戲機硬體、以及配件與服務等3個領域。
遊戲以及軟體的領域,預期2011年的市場規模為432億美元,之後將以CAGR 10.5%成長,並於2016年達到712億美元。
遊戲機硬體的領域,預期2011年將接近241億美元的規模,之後將以CAGR 8.0%成長,並於2016年達到約354億美元的市場規模。
配件以及服務部門,預期2011年的規模達26億美元,之後將以CAGR 14.5%成長,並於2016年達到接近52億美元。
電子遊戲被認為是暫時性的流行,但是,現在卻吸引住全球所有年齡層的所有人。
過去,遊戲在室內、商場以及慶典等特別情況時為不可或缺的,不過多數為機械式,需要電力的東西也屬少數程度。
任何人都沒想到遊戲做為娛樂可以擁有現在的人氣。
而現在,遊戲電子化,也裝載於PC和TV組、網路以及行動電話上。並且,有新媒體被開發出來的話,電子遊戲也必定會被考量做為主要的應用。
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