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市場調查報告書

電玩遊戲產業

The Business of Video Games

出版商 DFC Intelligence 商品編碼 358856
出版日期 內容資訊 英文 300 Pages
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電玩遊戲產業 The Business of Video Games
出版日期: 2016年04月05日 內容資訊: 英文 300 Pages
簡介

本報告提供全球遊戲產業的總括性調查,遊戲市場發展的過程,遊戲產業的結構、價值鏈與各種經營模式,遊戲軟體收益、PC遊戲收益、遊戲主機銷售台數等變化和預測,主要的進入經營者趨勢等彙整資料。

第1章 概要

  • 電玩遊戲市場規模
  • 軟體出版的價值鏈:概要

第2章 發展的過程

  • 概要
  • 大型遊戲機的時代
  • 任天堂的崛起
  • 主機的競爭
  • 多媒體&PC遊戲的第1階段:興亡
  • SONY的崛起
  • PC線上遊戲的穩定成長
  • 亞洲的成長
  • MMOG的時代
  • WII的消費者、MICROSOFT的崛起
  • 社群&瀏覽器遊戲的成長
  • 手機遊戲的成長
  • 新的主機系統、任天堂的衰退
  • 數位傳輸、獨立製作開發者、虛擬實境、E運動

第3章 遊戲產業的結構與經營模式

  • 高階遊戲產業的結構
    • 高階經營模式
    • 開發者
    • 發行者
    • 開發者/發行者
    • Straight開發者發行者
    • 加盟出版商開發商
    • 發行者/配銷商
    • 零售業者
    • 線上配送
    • 主機制造商
    • 內容提供商
    • PC標題:收益明細
    • 主機標題:收益明細
  • GAS (GAMES AS A SERVICE)/免費增值/F2P經營模式
    • 概要
    • GAS/免費增值收益側面分析
      • 各種收益模式
    • 簡便免費增值收益經營模式
    • 免費增值成本側面分析
      • 概要
      • 開發成本
      • 行銷&用戶獲得成本
      • 客戶遞送成本
      • 付款手法、財務基礎設施成本
      • 繼續成本
      • 免費增值成本模式
  • 加入模式/串流遊戲服務

第4章 遊戲產業的領導企業

  • 遊戲硬體設備、發送
    • Alphabet Inc/Google
    • Amazon
    • Apple
    • Electronic Arts/Activision Blizzard
    • Facebook
    • GameFly
    • GameStop
    • Gree/DeNA
    • Microsoft
    • 任天堂
    • NVIDIA
    • Razer
    • SONY
    • Samsung
    • Tencent
    • Valve
  • 遊戲出版、開發
    • 多元化遊戲企業
      • Activision Blizzard
      • Electronic Arts
      • Tencent
    • 高級遊戲發行者
      • 日本企業:CAPCOM CO., LTD./史克威爾愛尼克斯/Konami Corporation /SEGA SAMMY
      • Take-Two Interactive
      • Time Warner
      • Ubisoft
      • Valve
      • ZeniMax Media
    • 手機遊戲企業
      • EA Mobile/Jamdat
      • Gameloft
      • Glu Mobile
      • GungHo
      • Kabam
      • King Digital Entertainment
      • Machine Zone
      • Softbank Corporation/超級電池單元
      • Walt Disney Company
      • Big Fish Games/Churchill Downs
      • Bigpoint
      • Gameforge
      • Goodgame Studios
      • National Geographic Animal Jam
      • NCSoft
      • Netease
      • Netmarble/CJ Games
      • Nexon
      • Riot Games
      • Valve
      • Wargaming.net
      • WildTangent
      • Zynga

第5章 遊戲消費者、遊戲種類

  • 概要

圖表

目錄

This report looks at the entire value chain of the game industry from developers to distributors and also analyzes the growing service provider and hardware manufacturing opportunities. Also provided is supporting data and historical context for executive decisions and industry trends that shaped the current state of the games business. The report is intended to identify and classify key topics and help executives to hone in on key questions.

Table of Contents

CONDITIONS OF PURCHASE

ABOUT THIS REPORT

TABLE OF CONTENTS

INDEX OF TABLES

I. OVERVIEW

  • A. VIDEO GAME MARKET SIZE
  • B. SOFTWARE PUBLISHING VALUE CHAIN OVERVIEW

II. HISTORY

  • A. OVERVIEW
  • B. ARCADE ERA
  • C. RISE OF NINTENDO
  • D. CONSOLE COMPETITION
  • E. MULTIMEDIA AND PC GAMES PHASE ONE: RISE AND COLLAPSE
  • F. RISE OF SONY
  • G. STEADY RISE OF PC ONLINE GAMES
  • H. GROWTH IN ASIA
  • I. THE MMOG ERA
  • J. THE WII CONSUMER AND RISE OF MICROSOFT
  • K. GROWTH OF SOCIAL AND BROWSER GAMES
  • L. GROWTH OF MOBILE GAMES
  • M. NEW CONSOLE SYSTEMS AND DECLINE OF NINTENDO
  • N. DIGITAL DISTRIBUTION, INDIE DEVELOPERS, VIRTUAL REALITY & ESPORTS

III. GAME INDUSTRY FOOD CHAIN AND BUSINESS MODELS

  • A. HIGH-END GAME FOOD CHAIN
    • 1. High-End Business Model
    • 2. Developers
    • 3. Publisher
    • 4. Developer/Publisher
    • 5. Straight Developer Publishers
    • 6. Affiliate Label Developers
    • 7. Publisher/Distributors
    • 8. Retailer
    • 9. Online Distribution
    • 10. Console Manufacturers
    • 11. Content Providers
    • 12. PC Titles: Revenue Breakdown
    • 13. Console Titles: Revenue Breakdown
  • B. GAMES AS A SERVICE/FREEMIUM/F2P BUSINESS MODEL
    • 1. Overview
    • 2. GAS/Freemium Revenue Side Analysis
      • Revenue Model 1: Modest Success Freemium Game /Optional Subscription
      • Revenue Model 2: Solid Hit Freemium Game /Optional Subscription
      • Revenue Model 3: Slow Build Big Hit Freemium Game /Optional Subscription
      • Revenue Model 4: Major Hit Freemium Game/Optional Subscription
      • Revenue Model 5: Solid Hit Pure Virtual Goods Model
      • Revenue Model 6: Major Hit Pure Virtual Goods Model
    • 3. Simplified Freemium Revenue Business Models
    • 4. Freemium Cost Side Analysis
      • Overview
      • Development Cost
      • Marketing and User Acquisition Cost
      • Client Delivery Costs
      • Payment Methods and Financial Infrastructure Costs
      • Ongoing Costs
      • Freemium Cost Model
  • C. SUBSCRIPTION MODELS/STREAMING GAME SERVICES

IV. GAME INDUSTRY MARKET LEADERS

  • A. MARKET LEADERS IN GAME HARDWARE AND DISTRIBUTION
    • Alphabet Inc/Google
    • Amazon
    • Apple
    • Electronic Arts/Activision Blizzard
    • Facebook
    • GameFly
    • GameStop
    • Gree/DeNA
    • Microsoft
    • Nintendo
    • NVIDIA
    • Razer
    • Sony
    • Samsung
    • Tencent
    • Valve
  • B. MARKET LEADERS IN GAME PUBLISHING AND DEVELOPMENT
    • 1. Leading Diversified Game Companies
      • Activision Blizzard
      • Electronic Arts
      • Tencent
    • 2. Leading Premium Game Publishers
      • Japanese Publishers: Capcom/Square Enix/Konami/Sega Sammy
      • Take-Two Interactive
      • Time Warner
      • Ubisoft
      • Valve
      • ZeniMax Media
    • 3. Leading Mobile Game Companies
      • EA Mobile/Jamdat
      • Gameloft
      • Glu Mobile
      • GungHo
      • Kabam
      • King Digital Entertainment
      • Machine Zone
      • SoftBank/Supercell
      • Walt Disney Company
      • 4. Leading PC Game Companies
      • Big Fish Games/Churchill Downs
      • Bigpoint
      • Gameforge
      • Goodgame Studios
      • National Geographic Animal Jam
      • NCSoft
      • Netease
      • Netmarble/CJ Games
      • Nexon
      • Riot Games
      • Valve
      • Wargaming.net
      • WildTangent
      • Zynga

V. GAME CONSUMER AND GAME GENRES

  • A. OVERVIEW

Index of Tables

  • Table 1: Global Video Game Software Revenue: Physical versus Digital 2010-2020
  • Table 2: Global Game Software Revenue by Major Platform Type: 2010-2020
  • Table 3: Video Game Console Hardware Unit Sales by Generation: 2009-2020
  • Table 4: Global Console Video Game Software Physical vs. Digital: 2009-2020
  • Table 5: Worldwide PC Game Revenue by Source: 2014-2018
  • Table 6: Worldwide PC Game Revenue by Region: 2014-2018
  • Table 7: Worldwide Console Physical Game Revenue by Region: 2010-2019
  • Table 8: Worldwide Smartphone and Tablet Revenue by Region: 2010-2019
  • Table 9: Worldwide Mobile and PC Gamers by Region
  • Table 10: PC Game Digital Distributors
  • Table 11: Console Game Digital Distributors
  • Table 12: Mobile Game Digital Distributors
  • Table 13: Key Game Industry Sub-Segments
  • Table 14: Traditional Publishing Revenue Split
  • Table 15: Traditional Console Publishing Revenue Splits
  • Table 16: Modest Success Scenario for a Freemium Game with Optional Subscription
  • Table 17: Five Year Cumulative Revenue for Modest Success Scenario for a Freemium Game with Optional Subscription
  • Table 18: Solid Hit Scenario for a Freemium Game with an Optional Subscription
  • Table 19: Five Year Cumulative Revenue for Solid Hit Scenario for a Freemium Game with Optional Subscription
  • Table 20: Slow Build Big-Hit Scenario for a Freemium Game with an Optional Subscription
  • Table 21: Five Year Cumulative Revenue for Slow Build Big Hit Scenario Freemium Game with Optional Subscription
  • Table 22: Major Hit Scenario for a Freemium Game with an Optional Subscription
  • Table 23: Five Year Cumulative Revenue for Major Hit Scenario Freemium Game with Optional Subscription
  • Table 24: Solid Hit Scenario for a Freemium Game with a Pure Virtual Goods Model
  • Table 25: Five Year Cumulative Revenue for Solid Hit Scenario Freemium Game with Pure Virtual Goods Model
  • Table 26: Major Hit Scenario for a Freemium Game with a Pure Virtual Goods Model
  • Table 27: Five Year Cumulative Revenue for Major Hit Scenario Freemium with Pure Virtual Goods Model
  • Table 28: Basic Revenue Model at 2% Conversion Rate
  • Table 29: Basic Revenue Model at 5% Conversion Rate
  • Table 30: Basic Revenue Model at 10% Conversion Rate
  • Table 31: Basic Revenue Model at 15% Conversion Rate
  • Table 32: Freemium Game Marketing Funnel
  • Table 33: Standard Transaction Fee Comparison between U.S. and Korea
  • Table 34: Client-Based Freemium Customer Acquisition Cost Model
  • Table 35: Client-Based Freemium First-Year Profit/Loss Analysis
  • Table 36: Examples of Online Game Subscription Services Circa 2005
  • Table 37: Examples of Game Streaming and Subscription Services 2016
  • Table 38: DFC Intelligence Top 10 Market Leaders in the Video Game Industry: 2016
  • Table 39: DFC Intelligence Video Game Market Leader Ranking Metrics
  • Table 40: Global Game Industry Software Market Leaders by Segment
  • Table 41: Worldwide Video Game Consumers by Region
  • Table 42: Global Video Game Consumers by Region
  • Table 43: DFC Intelligence Game Type Classification Categories
  • Table 44: Example of Leading Cross Category Games
  • Table 45: Top Games by Category
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