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市場調查報告書

亞太地區(日本以外)的線上遊戲市場:預測及分析

Asia/Pacific (Excluding Japan) Online Gaming 2014-2018 Forecast and Analysis

出版商 IDC 商品編碼 238379
出版日期 內容資訊 英文 115 Pages
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亞太地區(日本以外)的線上遊戲市場:預測及分析 Asia/Pacific (Excluding Japan) Online Gaming 2014-2018 Forecast and Analysis
出版日期: 2014年12月04日 內容資訊: 英文 115 Pages
簡介

亞太地區(日本以外)的線上遊戲市場,2013年持續成長,市值達到129億6,000萬美元。

本報告提供亞太地區(日本以外)的線上遊戲用戶市場相關調查、各國的用戶數、會費收益的實際成果與預測、機會分析等,為您概述為以下內容。

IDC的見解

調查概要

  • 調查手法
  • 摘要整理

概況

  • 印度
    • 市場成長的促進要素
    • 市場成長的阻礙要素
  • 印尼
  • 韓國
  • 馬來西亞
  • 中國
  • 菲律賓
  • 新加坡
  • 台灣
  • 泰國
  • 越南

未來展望

  • 預測、前提條件
    • 亞太地區(日本以外)的線上遊戲市場
    • 印度
      • 市場趨勢
    • 印尼
    • 韓國
    • 馬來西亞
    • 中國
    • 菲律賓
    • 新加坡
    • 台灣
    • 泰國
    • 越南
  • 市場背景

主要的建議

  • 主要的機會、討論事項

參考資料

  • 相關調查
  • 定義
    • 網路用戶
    • 線上遊戲
    • 遊戲的分類:各必要資源
    • 遊戲的分類:各內容
    • 會費

圖表

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
Product Code: AP250939

This IDC study sizes the online gaming subscription market in Asia/Pacific (excluding Japan), or APEJ. It includes 2012 and 2013 historical data and 2014-2018 forecasts by number of subscribers and subscription revenue. Historical and forecast revenue data are shown for the markets of India, Indonesia, Korea, Malaysia, the Philippines, China, Singapore, Taiwan, Thailand, and Vietnam.

The APEJ online gaming market continues to witness a healthy growth despite lower growth in Southeast Asia markets in 2013 as service providers (SPs) prepared to include mobile games in their business strategies and game portfolios. Online game revenue in APEJ was US$11.34 billion in 2012, with an increase of 14.27% to US$12.96 billion in 2013. Increased popularity of mobile games and emergence and success of a new genre, the multiplayer online battle arena (MOBA) games, continue to drive the online game market.

"In 2013, mobile online games are struggling to take off among traditional online PC service providers (SPs) in Southeast Asia. Traditional online PC SPs only recently started to channel resources and find ways to incorporate mobile into their game portfolios. This resulted in lowering the growth of overall online games as fewer game updates and new online games were launched in 2013. Another challenge was that most Southeast Asian gamers prefer mobile games from global providers rather than Asia-based/local SPs," says Audrey Heng, senior market analyst, Emerging Technology Advisory Services, IDC Asia/Pacific.

Table of Contents

IDC Opinion

In This Study

  • Methodology

executive summary

Situation Overview

  • India
    • Market Drivers
    • Market Inhibitors
  • Indonesia
    • Market Drivers
    • Market Inhibitors
  • Korea
    • Market Drivers
    • Market Inhibitors
  • Malaysia
    • Market Drivers
    • Market Inhibitors
  • China
    • Market Drivers
    • Market Inhibitors
  • Philippines
    • Market Drivers
    • Market Inhibitors
  • Singapore
    • Market Drivers
    • Market Inhibitors
  • Taiwan
    • Market Drivers
    • Market Inhibitors
  • Thailand
    • Market Drivers
    • Market Inhibitors
  • Vietnam
    • Market Drivers
    • Market Inhibitors

Future Outlook

  • Asia/Pacific (Excluding Japan)
    • India
      • Market Trends
    • Indonesia
      • Market Trends
    • Korea
      • Market Trends
    • Malaysia
      • Market Trends
    • China
      • Market Trends
    • Philippines
      • Market Trends
    • Singapore
      • Market Trends
    • Taiwan
      • Market Trends
    • Thailand
      • Market Trends
    • Vietnam
      • Market Trends
  • Forecast and Assumptions
  • Market Context

Essential Guidance

  • Main Opportunities and Considerations in APEJ

Learn More

  • Related Research
  • Definitions
    • Internet Users
    • Online Games
    • Classification of Games by the Resources Needed
    • Classification of Games by Content
    • Subscriptions
  • Synopsis

List of Tables

  • Table: Asia/Pacific (Excluding Japan) Online Gaming Revenue, 2012-2014 (US$M)
  • Table: India Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: India Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Indonesia Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: Indonesia Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Korea Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: Korea Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Malaysia Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: Malaysia Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: China Online Gaming Registered Accounts by Service Provider,2012-2014 (Millions)
  • Table: China Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Philippines Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: Philippines Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Singapore Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: Singapore Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Taiwan Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: Taiwan Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Thailand Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: Thailand Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Vietnam Online Gaming Registered Accounts by Service Provider, 2012-2014 (Millions)
  • Table: Vietnam Online Gaming Revenue by Service Provider, 2012-2014 (US$M)
  • Table: Asia/Pacific (Excluding Japan) Online Gaming Revenue Forecast, 2014-2018
  • Table: Asia/Pacific (Excluding Japan) Online Gaming Users and Revenue by Business Model Forecasts, 2014-2018
  • Table: India Online Gaming Revenue Forecast, 2014-2018
  • Table: India Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: Indonesia Online Gaming Revenue Forecast, 2014-2018
  • Table: Indonesia Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: Korea Online Gaming Revenue Forecast, 2014-2018
  • Table: Korea Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: Malaysia Online Gaming Revenue Forecast, 2014-2018
  • Table: Malaysia Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: China Online Gaming Revenue Forecast, 2014-2018
  • Table: China Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: Philippines Online Gaming Revenue Forecast, 2014-2018
  • Table: Philippines Online Gaming Users and Revenue Forecast by Business Model,2014-2018
  • Table: Singapore Online Gaming Revenue Forecast, 2014-2018
  • Table: Singapore Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: Taiwan Online Gaming Revenue Forecast, 2014-2018
  • Table: Taiwan Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: Thailand Online Gaming Revenue Forecast, 2014-2018
  • Table: Thailand Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: Vietnam Online Gaming Revenue Forecast, 2014-2018
  • Table: Vietnam Online Gaming Users and Revenue Forecast by Business Model, 2014-2018
  • Table: Top 3 Assumptions for the Asia/Pacific (Excluding Japan) Online Gaming Market, 2014-2018
  • Table: Key Forecast Assumptions for the Asia/Pacific (Excluding Japan) Online Gaming Market, 2014-2018
  • Table: Asia/Pacific (Excluding Japan) Online Gaming Subscription Revenue, 2010-2018: Comparison of 2012 and 2014 Forecasts (US$M)

List of Figures

  • Figure: Asia/Pacific (Excluding Japan) Online Gaming Subscription Revenue, 2010-2018: Comparison of 2012 and 2014 Forecasts (US$M)
  • Figure: Classification of Online Game Categories and Players
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