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市場調查報告書

行動及穿戴式遊戲技術:全球市場

Mobile and Wearable Gaming Technologies: Global Markets

出版商 BCC Research 商品編碼 556880
出版日期 內容資訊 英文 143 Pages
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行動及穿戴式遊戲技術:全球市場 Mobile and Wearable Gaming Technologies: Global Markets
出版日期: 2017年09月20日 內容資訊: 英文 143 Pages
簡介

全球行動及穿戴式遊戲市場,預計從2016年的390億美元,到2021年擴大到654億美元,2016年∼2021年以10.9%的年複合成長率成長。

本報告提供全球行動及穿戴式遊戲市場相關調查分析,市場概要,市場趨勢與預測,市場影響要素,各平台、地區、作業系統、年齡族群、種類的各市場區隔的市場分析,及主要企業簡介等系統性資訊。

第1章 簡介

第2章 摘要和亮點

第3章 市場、技術背景

  • 行動、穿戴式遊戲產業上技術進步、創新
    • 虛擬現實
    • 擴增實境
    • 雲端運算
    • 穿戴式技術
  • 遊戲的虛擬現實技術的引進
  • 智慧型手機、行動設備的全球普及擴大
  • 寬頻網際網路服務的全球普及擴大
  • 吸引遊戲玩家的免費增值服務的全球性流通
  • 健康相關的疑慮
    • 在虛擬空間和現實之間混亂
    • 肥胖
    • 遊戲手指 (肌腱損傷)
    • 攻擊性的態度
    • 腰痛
    • 偏頭痛
    • 視力的併發症
    • 不規則的飲食
    • 腕隧道症候群
    • 睡眠障礙
    • 死亡
  • 遊戲開發的成本高
  • 侵犯版權
    • 轉換到免費增值模式
    • 遙控伺服器連接
    • 社會重大性
  • 全球性動畫的電影的推銷
  • 遊戲市場的新興領域
    • 健康遊戲
    • 學習遊戲
  • 邪教遊戲的復活

第4章 市場分析:各手機遊戲技術

  • 手機遊戲市場:各操作系統
    • Android
    • iOS
    • Windows
    • 其他
  • 手機遊戲市場:各設備類型
    • 智慧型手機
    • 平板電腦
  • 手機遊戲市場:各年齡族群
    • 12歲以下
    • 12-25歲
    • 25-40歲
    • 40歲以上
  • 手機遊戲市場:各種類
    • 動作
    • 角色扮演
    • 解謎
    • 戰略
    • 賽車
    • 運動
    • 教育
    • 其他

第5章 市場分析:各穿戴式遊戲

  • 穿戴式遊戲市場:各零件
    • 硬體設備
    • 軟體
  • 穿戴式遊戲市場:各硬體設備
    • 頭盔/頭戴式顯示器
    • 眼鏡產品、智慧眼鏡
    • 手軟體
    • 身體軟體
    • 其他
  • 穿戴式遊戲市場:各操作系統
    • Android
    • Windows
    • iOS/Mac
    • Linux/Unix-like
    • Hyper-V/Windows
    • Wii U
  • 穿戴式遊戲市場:各遊戲設備
    • 行動
    • 主機
    • 其他

第6章 市場分析:各地區

  • 北美
  • 歐洲
  • 亞太地區
  • 其他

第7章 機會分析

  • 市場上主要機會
  • 市場佔有率分析

第8章 企業簡介

目錄
Product Code: IFT122A

Report Highlights

The global market for Mobile and Wearable Gaming will grow from $39.0 billion in 2016 to $65.4 billion by 2021 with a compound annual growth rate (CAGR) of 10.9% for the period of 2016-2021.

Report Includes:

  • An overview of the global mobile and wearable gaming market
  • Analyses of global market trends, with data from 2015 and 2016, and projections of compound annual growth rates (CAGRs) through 2021
  • A look at market driving factors, such as the emergence of low-cost smartphones with high-end features, more gaming startups focused on wearable technology, and rapid growth of the smartphone and tablets markets
  • Breakdowns of the market by platform, region, operating system, age group, and genre
  • Coverage of the recent developments in mobile and wearable gaming, and market trends, including growth drivers, restraints, and opportunities
  • Profiles of major players in the industry

Report Scope

The global mobile and wearable gaming market is a lucrative market that is being driven by the availability of a wide range of games, a rising number of smartphone users, and technological advancement and innovation. The future of the gaming market looks promising due to the introduction of VR technology and smartwatch gaming applications across the globe. Involvement of key players such as Apple, Samsung, Facebook, Google, HTC, and other key players has created significant scope for the market. Rising smartphone industries and rising demand for a variety of games across the globe have boosted the market considerably. Gaming market players collaborate, make alliances, merge with other gaming companies, invest in R&D, and regularly launch new gaming products for various genres to stay competitive. The rising entry of new players and rising number of start-ups in the gaming industry will create considerable opportunity for mobile and wearable gaming due to introduction of innovative games and mobile applications. The rising popularity of series games, VR-based games and increasing number of mobile games players across the globe create significant scope for the market. Smartphone users and broadband/internet adoption will boost mobile and wearable gaming across the globe. Promotion and advertisement of movies through games is a key business strategy to reach a wide market.

To provide a better understanding of the market, in this report the market is segmented by platform, operating system, genre, age group, and region. The new technologies and gaming applications which are widely adopted across the globe are also covered at length.

The major geographic regions covered in the report are North America (the U.S., Canada, and Mexico), Europe (U.K., Italy, France, Germany, and Spain), Asia-Pacific (China, Japan, Taiwan, South Korea, Indonesia, India) and the rest of world (RoW) (Russia, Brazil, Middle East, Africa). Estimated values used are based on manufacturers' total revenues. Projected and forecasted revenue values are in constant U.S. dollars, unadjusted for inflation. The study covers the global market for mobile and wearable gaming. The selection of the countries which are included in this report was mainly based on the total revenue generated. Major countries included in the report are the U.S., Canada, Germany, the U.K., Spain, Italy, France, China, Japan, and India.

The competitive landscape of the global market for mobile and wearable gaming is discussed at length. Major companies involved in mobile and wearable gaming are profiled in the report, with a description of their product portfolios and recent developments. All categories are discussed in detail, describing each segment, identifying current popular games in the market, measuring market size, identifying market drivers, forecasting for 2016 to 2021, and assessing the competitors and competitor market shares.

Analyst Credentials

Anand Bhandari is a market research analyst and graduate in marketing management with more than five years of experience in the market research Industry. Anand has strong knowledge and expertise in the healthcare, ICT and pharmaceutical markets. He has conducted extensive research for varied domains, and is proficient in market estimation and data validation. He also has experience in leading teams and training subordinates in his previous organization.

Table of Contents

Chapter 1: Introduction

  • Study Goals and Objectives
  • Reasons for Doing This Study
  • Scope of Report
  • Information Sources
  • Methodology
  • Geographic Breakdown
  • Analyst's Credentials
  • Related BCC Research Reports

Chapter 2: Summary and Highlights

Chapter 3: Market and Technology Background

  • Technological Advancement and Innovation in the Mobile and Wearable Gaming Industry
    • Virtual Reality
    • Augmented Reality
    • Cloud Computing
    • Wearable Technology
  • Adoption of Virtual Reality Technology in Gaming
  • Rising Global Adoption of Smart Phones and Mobile Devices
  • Increased Global Adoption of Broadband Internet Services
  • Global Distribution of Freemium Services to Attract Gamers
  • Health-Related Concerns
    • Confusion Between Virtual and Actual Reality
    • Obesity
    • Gaming Thumb
    • Aggressive Behavior
    • Backaches
    • Migraines
    • Vision Complications
    • Eating Irregularities
    • Carpal Tunnel Syndrome
    • Sleep Disturbances
    • Death
  • High Cost of Gaming Development
  • Piracy
    • The Switch to Freemium Model
    • Remote Server Connections
    • Social Consequences
  • Global Promotion of Movies Through Animation
  • Increasing Use of Cloud Services for Gaming
  • Emerging Areas in Gaming Market
    • Health Games
    • Learning Games
  • Return of Cult Games
    • Super Mario
    • Futurama World of Tomorrow
    • Live Casino Gaming
    • New Players and Sequels

Chapter 4: Market Breakdown by Mobile Gaming Technologies

  • Mobile Gaming Market by Operating System
    • Android
    • iOS
    • Windows
    • Others
  • Mobile Gaming Market by Device Type
    • Smartphones
    • Tablets
  • Mobile Gaming Market by Age Group
    • Below 12 Years
    • 12-25 Years
    • 25-40 Years
    • Above 40 Years
  • Mobile Gaming Market by Genre
    • Action
    • Role Play
    • Puzzle
    • Strategy
    • Racing
    • Sports
    • Education
    • Others

Chapter 5: Market Breakdown by Wearable Gaming

  • Wearable Gaming Market by Component
    • Hardware
    • Software
  • Wearable Gaming Market by Hardware
    • Headgear/head-Mounted Displays
    • Eyewear and Smart Glasses
    • Handwear
    • Bodywear
    • Others
  • Wearable Gaming Market by Operating System
    • Android
    • Windows
    • iOS/Mac
    • Linux/Unix-like
    • Hyper-V/Windows
    • Wii U
  • Wearable Gaming Market by Gaming Device
    • Mobile
    • Console
    • Other

Chapter 6: Market Breakdown by Region

  • North America
    • United States
    • Canada
    • Rest of North America
  • Europe
    • United Kingdom
    • France
    • Germany
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • India
    • China
    • Japan
    • Taiwan
    • South Korea
    • Rest of Asia-Pacific (Indonesia)
  • Rest of the World
    • Mobile and Wearable Gaming Market in Russia and Africa

Chapter 7: Opportunity Analysis

  • Key Opportunities Available in the Market
    • Limited Entry Barriers
    • Partnerships
    • Startups and Funding
    • Product Launches
    • Emerging Markets
  • Market Share Analysis

Chapter 8: Company Profiles

About BCC Research

  • About BCC Research
  • BCC Membership
  • BCC Custom Research

List of Tables

  • Summary Table: Global Market for Mobile and Wearable Gaming, by Region, Through 2021 ($ Millions)
    • Table 1: Popular Virtual Reality Games to Experience on Mobile Devices
    • Table 2: Top Grossing Freemium Games, 2015-2017
    • Table 3: Projected Development Costs of Mobile Games, 2017
    • Table 4: Key Facts Related to Popular and Successful Mobile Game Sequels
    • Table 5: Global Market for Mobile Gaming, by Operating System, Through 2021 ($ Millions)
    • Table 6: Global Market Share for Mobile Gaming by Operating System, 2015 (%)
    • Table 7: Mobile Brand and Popular User Interfaces
    • Table 8: Global Market for Android Mobile Gaming, by Region, Through 2021 ($ Millions)
    • Table 9: Smartphones and Tablets Shipped with iOS Operating Systems, 2010-2016 (Million Units)
    • Table 10: Number of Applications Available in Apple App Store, 2010-2016 (Millions)
    • Table 11: Number of iOS Applications Downloaded Worldwide, 2010-2016 (Billions)
    • Table 12: Global Market for IOS Mobile Gaming, by Region, Through 2021 ($ Millions)
    • Table 13: Global Market for iOS Mobile Gaming, by Region, 2015 (%)
    • Table 14: Global Market for Windows Mobile Gaming, by Region, Through 2021 ($ Millions)
    • Table 15: Global Market for Other OS in Mobile Gaming, by Region, Through 2021 ($ Millions)
    • Table 16: Global Market for Mobile Gaming, by Device Type, Through 2021 ($ Millions)
    • Table 17: Global Market for Smartphone Mobile Gaming, by Region, Through 2021 ($ Millions)
    • Table 18: Global Market for Tablet Mobile Gaming, by Region, Through 2021 ($ Millions)
    • Table 19: Global Market for Mobile Gaming, by Age Group, Through 2021 ($ Millions)
    • Table 20: Global Market for Mobile Gaming (Below 12 years), by Region, Through 2021 ($ Millions)
    • Table 21: Global Market for Mobile Gaming (12 to 25 years), by Region, Through 2021 ($ Millions)
    • Table 22: Global Market for Mobile Gaming (25-40 years), by Region, Through 2021 ($ Millions)
    • Table 23: Global Market for Mobile Gaming (above 40 years), by Region, Through 2021 ($ Millions)
    • Table 24: Global Market for Mobile Action Games, by Region, Through 2021 ($ Millions)
    • Table 25: Global Market for Mobile RPG Games, by Region, Through 2021 ($ Millions)
    • Table 26: Global Market for Mobile Puzzle Games, by Region, Through 2021 ($ Millions)
    • Table 27: Global Market for Mobile Racing Games, by Region, Through 2021 ($ Millions)
    • Table 28: Global Market for Mobile Sports Games by Region, Through 2021 ($ Millions)
    • Table 29: Global Market for Mobile Education Games by Region, Through 2021 ($ Millions)
    • Table 30: Global Market for Mobile Gaming (Other), by Region, Through 2021 ($ Millions)
    • Table 31: Global Market for Wearable Gaming, by Component, Through2021 ($ Millions)
    • Table 32: Global Wearable Games Market, by Operating System, Through 2021 ($ Millions)
    • Table 33: Global Market for Wearable Games (Operating Systems), by Region, Through 2021 ($ Millions)
    • Table 34: Global Market for Wearable Gaming, by Hardware, Through 2021 ($ Millions)
    • Table 35: Global Market for Wearable Gaming Headgear/Head-Mounted Displays, by Region, Through 2021 ($ Millions)
    • Table 36: Global Market for Wearable Smart Glasses, by Region, Through 2021 ($ Millions)
    • Table 37: Global Market for Wearable Gaming Handwear, by Region, Through 2021 ($ Millions)
    • Table 38: Global Market for Bodywear Wearable Gaming, by Region, Through 2021 ($ Millions)
    • Table 39: Global Market for Other Wearable Gaming Hardware, by Region, Through 2021 ($ Millions)
    • Table 40: Global Android-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
    • Table 41: Global Windows-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
    • Table 42: Global iOS/Mac-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
    • Table 43: Global Linux/Unix-like Operating System-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
    • Table 44: Global Hyper-V/Windows Operating System-based Wearable Gaming Software Market, by Region, Through 2021 ($ Millions)
    • Table 45: Global Wii U-based Wearable Gaming Software, by Region, Through 2021 ($ Millions)
    • Table 46: Global Other Operating System-based Wearable Gaming Market, 2015-2021 ($ Millions)
    • Table 47: Global Mobile Wearable Gaming Market, by Region, Through 2021 ($ Millions)
    • Table 48: Global Console Wearable Gaming Market, Through 2021 ($ Millions)
    • Table 49: Global Other Device Wearable Gaming Market, by Region, Through 2021 ($ Millions)
    • Table 50: Global Market for Mobile and Wearable Gaming, by Region, Through 2021 ($ Millions)
    • Table 51: Global Market for Mobile Gaming, by Region, Through 2021 ($ Millions)
    • Table 52: Global Market for Wearable Gaming, by Region, Through 2021 ($ Millions)
    • Table 53: North American Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions)
    • Table 54: Top Grossing iPhone Games in the U.S., 2016-2017
    • Table 55: European Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions)
    • Table 56: Asia-Pacific Market for Mobile and Wearable Gaming, by Country, Through 2021 ($ Millions)
    • Table 57: Mobile Games Made in India
    • Table 58: Top Mobile Games Made in China
    • Table 59: Popular Mobile Games Made in South Korea
    • Table 60: Key Funding for Startups in 2016-2017
    • Table 61: Global Mobile and Wearable Gaming Market Share, by Companies, 2016 ($ Billions/%)
    • Table 62: Activision Blizzard Products
    • Table 63: Activision Blizzard Recent Developments
    • Table 64: Capcom Products
    • Table 65: CD PROJEKT SA Products
    • Table 66: Colopl Products
    • Table 67: Colopl Recent Developments
    • Table 68: Com2us Products
    • Table 69: CyberAgent Products
    • Table 70: Cyberagent Recent Developments
    • Table 71: Dena Co. Ltd. Products
    • Table 72: Dena Co. Ltd. Recent Developments
    • Table 73: Electronic Arts Products
    • Table 74: Electronic Arts Recent Developments
    • Table 75: Elex Technology Co. Ltd. Products
    • Table 76: EveryWear Games Products
    • Table 77: Gameloft SE Products
    • Table 78: Gameloft SE Recent Developments
    • Table 79: Gameloft SE Recent Developments
    • Table 80: Glu Mobile Inc. Products
    • Table 81: GREE Products
    • Table 82: GungHo Online Entertainment Products
    • Table 83: Kabam Products
    • Table 84: Kabam Recent Developments
    • Table 85: KetchApp Products
    • Table 86: Konami Products
    • Table 87: Machine Zone Products
    • Table 88: Meta Company Product Portfolio
    • Table 89: Microsoft Products
    • Table 90: NetEase Products
    • Table 91: Nexon Product Portfolio
    • Table 92: Nintendo Products
    • Table 93: Oculus VR Product Portfolio
    • Table 94: Pocket Gems Product Portfolio
    • Table 95: Rovio Product Portfolio
    • Table 96: Rovio Recent Activities
    • Table 97: Samsung Product
    • Table 98: Samsung Recent Developments
    • Table 99: Scopely Product
    • Table 100: Scopely Recent Developments
    • Table 101: Sega Products
    • Table 102: Sony Products
    • Table 103: Sony Recent Developments
    • Table 104: Square Enix Products
    • Table 105: Square Enix Recent Developments
    • Table 106: Supercell Products
    • Table 107: Tactical Haptics Products
    • Table 108: Tencent Products
    • Table 109: Tencent Recent Developments
    • Table 110: Walt Disney Products
    • Table 111: Warner Bros. Products
    • Table 112: Ubisoft Products
    • Table 113: Ubisoft Recent Developments
    • Table 114: Virtuix Products
    • Table 115: Vuzix Products
    • Table 116: Vuzix Recent Developments
    • Table 117: Carl Zeiss Products
    • Table 118: Carl Zeiss Recent Developments
    • Table 119: Zynga Products
    • Table 120: Zynga Recent Developments

List of Figures

  • Summary Figure: Global Market for Mobile and Wearable Gaming, by Region, 2015-2021 ($ Millions)
    • Figure 1: Smartphone Users Worldwide, 2014-2020 (Billions)
    • Figure 2: Global Market for Mobile Gaming by Operating System, 2015 (%)
    • Figure 3: Smartphones and Tablets Shipped with Android Operating Systems, 2010-2016 (Million Units)
    • Figure 4: Global Market for Android Mobile Gaming, by Region, 2015 (%)
    • Figure 5: Smartphones and Tablets Shipped with iOS Operating Systems, 2010-2016 (Million Units)
    • Figure 6: Number of Applications Available in Apple App Store, 2010-2016 (Millions)
    • Figure 7: Number of iOS Applications Downloaded Worldwide, 2010-2016 (Billions)
    • Figure 8: Global Market for iOS Mobile Gaming, by Region, 2015 (%)
    • Figure 9: Number of Smartphone Users Across the Globe, 2014-2020 (Billions)
    • Figure 10: Number of Tablet Users Across the Globe, 2014-2020(Billions)
    • Figure 11: Global Mobile and Wearable Gaming Market Share, by Company, 2016 (%)
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