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市場調查報告書

日本的遊戲廠商與遊戲市場:智慧型手機遊戲造成的破壞

Japan's Game Makers and Markets: Disruption by Smartphone Games

出版商 Eurotechnology Japan KK 商品編碼 79729
出版日期 內容資訊 英文 406 Pages, 141 Figures, 95 Photos, 98 Tables
商品交期: 最快1-2個工作天內
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日本的遊戲廠商與遊戲市場:智慧型手機遊戲造成的破壞 Japan's Game Makers and Markets: Disruption by Smartphone Games
出版日期: 2016年07月13日 內容資訊: 英文 406 Pages, 141 Figures, 95 Photos, 98 Tables
簡介

日本的遊戲廠商,製作很多全球性遊戲的種類、平台、角色,其規模為500億美元的產業部門。

本報告提供日本的遊戲市場與遊戲廠商相關分析、產業概要、市場規模、各市場區隔分析、日本的遊戲市場上現有企業的詳細概要,及新興企業概要等彙整資料,為您概述為以下內容。

目錄

  • 摘要整理:日本的遊戲廠商、市場
  • 日本的遊戲市場與全球其他國家的比較
  • 日本的遊戲產業結構和概要
    • 遊戲平台區分
    • 遊戲產業形勢:地區概要
    • 遊戲市場區隔:大型遊戲機、電玩遊戲硬體設備、電玩遊戲軟體、線上遊戲、行動電話遊戲、圖形:1996年之後的定量資料
    • 遊戲市場區隔:電玩遊戲軟體,線上遊戲,行動電話遊戲,圖形:1996年之後的定量資料
  • 硬體設備:大型遊戲機
    • 日本的遊戲市場硬體設備區分
    • 大型遊戲機
    • 大型遊戲機市場
    • 東京的世嘉遊藝場
    • Konami Corporation 的BEMANI系列
  • 吊車遊戲,UFO抓娃娃遊戲
  • game machine的定位,日本的大型遊戲機中心市場市場規模估計
  • 硬體設備:遊戲主機
    • 電玩遊戲硬體設備區分:市場規模
    • 遊戲主機的世代:第1代、第2代、電玩遊戲(Video games)崩潰、第3代、第4代、第5代、第6代、第7代、第8代
    • 電玩遊戲平台的世代
    • 第7代概要
    • 「Full HD」遊戲 vs. Wii EDTV
    • 第8代遊戲主機
    • Wii、PS3、XBox360全球銷售額、其他
  • 日本的遊戲軟體市場概要
  • 日本的現有遊戲軟體、電玩遊戲廠商
    • 影片軟體概要、整合、主要企業的清單、電玩遊戲軟體區分的財務分析
    • 日本的電玩遊戲軟體市場流通:線上遊戲,智慧型手機遊戲及新來者:財務分析及論證瓦解
    • 電玩遊戲企業分析
      • SEGA SAMMY
      • BANDAINAMCO
      • Konami、Hudson
      • TAKARA TOMY
      • Square Enix (含Taito)
      • CAPCOM CO., LTD.
      • Koei TECMO集團
  • 日本的新興遊戲企業,線上遊戲企業及智慧型手機遊戲企業
    • 東京證券交易所上市的25家公司
    • 線上、智慧型手機遊戲企業分析
      • Gung Ho線上娛樂
      • Koropura
      • DeNA
      • GREE
      • LINE
      • 智慧型手機遊戲企業的上市25家公司的討論
      • 比較:Electronic Arts (EA) 和 Electronic Arts Japan
  • 電玩遊戲營運及歷史概要
  • 柏青哥(Pachinko)、柏青嫂(Pachislot):產業概要、市場規模估計、歷史
  • 日本的賭搏遊戲法:日本的賭搏遊戲的發展情形
  • 摘要

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

目錄

Japanese companies have created many of the global game genres, platforms and characters, and represent a US$ 50 billion industry sector - far higher still if Pachinko and Pachislot are included.

With consumer focus shifting from dedicated game platforms such as Nintendo's Wii or DS, Sony's Playstation or Microsoft's Xbox to applications or online games on smartphones, Japan's traditional game companies are facing unprecedented disruption, as shown in the figure above: three representative new game companies combined exceed all traditional game companies in operating income.

Most established game companies, including Nintendo and SONY, see an erosion of business, while at the same time new a large number of new game industry startups are rapidly growing and filling the space vacated by traditional game companies.

This report presents a detailed overview of Japan's traditional game sector, as well as an overview of some of the new emerging players in Japan's game sector.

Table of Contents

  • Executive Summary: Japan's game makers and markets
  • Japan's game markets compared to the rest of the world
  • Japan's game industry structure and overview
    • Game platform segmentation
    • Game industry landscape - graphical overview
    • Game market segmentation: arcade games, video game hardware, video game software, online games, mobile phone games, graphics: quantitative data since 1996
    • Game market segmentation: video game software, online games, mobile phone games, graphics: quantitative data since 1996
    • Game market segmentation: arcade games, video game hardware, video game software, online games, mobile phone games, graphics: quantitative market size data since 1996
  • Hardware: arcade games
    • hardware segments of Japan's game markets
    • arcade games
    • arcade game markets
    • sega game arcades in Tokyo
    • Konami's Benami series
      • Beatmania
      • Dance Dance Revolution (DDR)
      • Drummania (DM)
      • Guitarfreaks (GF)
    • Crane games, UFO catcher games
    • Game machine locations, estimation of market size of Japan's arcade game center market
  • Hardware: game consoles
    • video game hardware sectors: market size since 1996
    • console generations
    • video game platform generations: 1st, 2nd, video game crash, 3rd, 4th, 5th, 6th, 7th, 8th
    • 7th generation overview
    • “full high definition” gaming vs Wii EDTV
    • 8th generation consoles
    • global sales of Wii, PS3, XBOX360
    • Mii's and avatars
    • Wii (code name: Revolution)
    • creator Shigero Miyamoto's philosophy and strategy
    • controller paradigm shift
    • Wii control system: Wii-remote and Nunchuk
    • top selling games
    • PS3, PS4
    • XBOX, XBOX 360 in Japan
    • XBOX 360 Japan launch on Dec 10, 2005, and promotion
    • paradigm shift: Wii vs Xbox vs SONY PSP
    • handheld game platforms, 7th generation
    • DS vs DSI vs PSP, comparison, global sales
    • Japan's two remaining console platform companies, financial comparison
      • Nintendo
      • Sony Computer Entertainment (SCE)
  • Japan's Game software markets overview
  • Japan's established game software and video game makers
    • video software overview, consolidation, list of major companies, financial analysis of the video game software sector
    • disruption of Japan's video game software market by online games, smartphone games, and newcomers: financial analysis and demonstration of the disruption
    • Analysis of video game companies:
      • Sega Sammy Holdings
      • Bandai Namco Holdings
      • Konami (including Konami Gaming Japan KK in preparation of the expected Japanese Casino Gaming laws enabling Casinos in Japan), Hudson
      • Takara Tomy
      • Square Enix, including Taito
      • Capcom
      • KOEI Tecmo Holdings, Koei, Tecmo
  • Japan's new game companies, online game companies, and smartphone game companies
    • 25 public companies, listed on the Tokyo Stock Exchange
    • Analysis of online, smartphone game companies:
      • Gungho Online Entertainment
      • Colopl
      • DeNA
      • GREE
      • LINE
      • discussions of 24 publicly listed Japanese smart phone game companies
      • For comparison: Electronic Arts (EA) and Electronic Arts Japan
  • Video game generations and historic overview
  • Pachinko and Pachislot, industry overview and estimations or market size, and history
  • Rating organizations: including Computer Entertainment Rating Organization, Ethics Organization of Computer Software
  • Casino Law of Japan, situation of the development of Casino gaming in Japan
  • Summary
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