Cover Image
市場調查報告書

全球電玩遊戲市場

Global Video Game Market 2014-2018

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 256773
出版日期 內容資訊 英文 110 Pages
訂單完成後即時交付
價格
Back to Top
全球電玩遊戲市場 Global Video Game Market 2014-2018
出版日期: 2014年09月17日 內容資訊: 英文 110 Pages
簡介

全球電玩遊戲市場,預計從2013年到2018年的期間,以8.30%的年複合成長率擴大。

本報告提供全球電玩遊戲市場的狀況與未來預測、成長要素和課題、主要供應商等資訊。

第1章 摘要整理

第2章 簡稱清單

第3章 調查範圍

  • 市場概要
  • 主要的產品

第4章 市場調查手法

  • 市場調查流程
  • 調查手法

第5章 簡介

第6章 市場形勢

  • 市場概要
  • 市場規模與預測
  • 波特的五力分析

第7章 各類型的市場區隔

  • 全球各類型電玩遊戲市場
  • 遊戲機市場
  • 線上遊戲市場
  • 手機遊戲市場
  • PC遊戲市場

第8章 地理區隔

  • 全球各地區電玩遊戲市場
  • 亞太地區
  • 歐洲、中東、非洲地區
  • 北美
  • 南美

第9章 主要國家

  • 美國
  • 日本
  • 中國

第10章 購買標準

第11章 市場成長因素

第12章 成長因素與其影響

第13章 市場課題

第14章 成長因素與課題的影響

第15章 市場趨勢

第16章 趨勢與其影響

第17章 業者情勢

  • 競爭模式
  • 其他卓越供應商

第18章 主要供應商分析

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Gameloft S.A.
  • Giant Interactive Group Inc.
  • Konami Corporation
  • Microsoft Corp.
  • NCSOFT Corp.
  • nekuson
  • 任天堂
  • Rovio Entertainment Ltd.
  • SONY、電腦娛樂
  • Take-Two Interactive Software Inc.
  • Ubisoft Entertainment SA

第19章 相關報告

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: IRTNTR4165

About Video Game

Video game is an electronic game that has a video device, such as a mobile display, PC monitor, or TV, for human interaction with the user interface of the game. The electronic systems used to play video games are known as platforms. The different types of platforms are TV, console, mobile devices, PCs, and others. There are various types of games available for different gaming platforms.

TechNavio's analysts forecast the Global Video Game market to grow at a CAGR of 8.30 percent over the period 2013-2018.

Covered in this Report

This report covers the present scenario and the growth prospects of the Global Video Game market for the period 2014-2018. To calculate the market size, the report considers consumer spending on new console games (home and handheld games), personal computer games, online games, and mobile games. The report does not include the spending on the hardware used for playing video games.

TechNavio's report, the Global Video Game Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC and EMEA regions, Latin America, and North America; it also covers the Global Video Game market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Regions

  • APAC
  • EMEA
  • Latin America
  • North America

Key Vendors

  • Activision Blizzard
  • Electronic Arts
  • Gameloft
  • Giant Interactive Group
  • Konami
  • Microsoft
  • NCSOFT
  • Nexon
  • Nintendo
  • Rovio Entertainment
  • Sony Computer Entertainment
  • Take-Two Interactive Software
  • Ubisoft Entertainment

Other Prominent Vendors

  • 4A Games
  • 5th Cell Media
  • Access Games
  • ACE Team
  • Active Gaming Media
  • Aeria Games and Entertainment
  • Anino Games
  • Ankama Games
  • Asobo Studio
  • Behavior Interactive
  • Bungie
  • CCP
  • Cellufun
  • Changyou.com
  • CipSoft
  • Cryptic Studios
  • Disney Interactive
  • Digital Chocolate
  • eGames
  • Gamelion
  • GameHouse
  • Glu Games
  • gPotato
  • GungHo Entertainment
  • HandyGames
  • India Games
  • Infinity Ward
  • Jagex Games Studio
  • Joymax
  • Kabam
  • Kiloo ApS
  • Level-5
  • MercurySteam Entertainment
  • Microsoft Studio
  • Minh Chau
  • Mitchell
  • Namco Bandai Games
  • NetEase
  • Oberon Media
  • OGPlanet
  • Perfect World
  • Punch Entertainment
  • Redboss
  • Rockstar North
  • Rocksteady Studios
  • Sega
  • Shanda Interactive Entertainment
  • Softnyx
  • Sony Computer Entertainment
  • Sony Online Entertainment
  • Square Enix Holdings
  • SYBO Games
  • Syn Sophia
  • Tencent Holdings
  • The Lego Group
  • Turbine
  • Visual Concepts
  • Warner Bros. Interactive Entertainment
  • Zynga

Market Driver

  • Increased Usage of Smartphones and Tablets for Playing Games

For a full, detailed list, view our report

Market Challenge

  • High Cost of Gaming Console Hardware

For a full, detailed list, view our report

Market Trend

  • Increased Development of Hardware Platforms

For a full, detailed list, view our report

Key Questions Answered in this Report

  • What will the market size be in 2018 and what will the growth rate be
  • What are the key market trends
  • What is driving this market
  • What are the challenges to market growth
  • Who are the key vendors in this market space
  • What are the market opportunities and threats faced by the key vendors
  • What are the strengths and weaknesses of the key vendors

Table of Contents

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

  • 03.1. Market Overview
  • 03.2. Product Offerings

04. Market Research Methodology

  • 04.1. Market Research Process
  • 04.2. Research Methodology

05. Introduction

06. Market Landscape

  • 06.1. Market Overview
  • 06.2. Market Size and Forecast
  • 06.3. Five Forces Analysis

07. Market Segmentation by Type

  • 07.1. Global Video Game Market by Type 2013-2018
  • 07.2. Global Console Game Market 2013-2018
    • 07.2.1. Market Size and Forecast
  • 07.3. Global Online Game Market 2013-2018
    • 07.3.1. Market Size and Forecast
  • 07.4. Global Mobile Game Market 2013-2018
    • 07.4.1. Market Size and Forecast
  • 07.5. Global PC Game Market 2013-2018
    • 07.5.1. Market Size and Forecast

08. Geographical Segmentation

  • 08.1. Global Video Game Market by Geographical Segmentation 2013-2018
  • 08.2. Video Game Market in the APAC Region 2013-2018
    • 08.2.1. Market Size and Forecast
  • 08.3. Video Game Market in the EMEA Region 2013-2018
    • 08.3.1. Market Size and Forecast
  • 08.4. Video Game Market in the North Americas 2013-2018
    • 08.4.1. Market Size and Forecast
  • 08.5. Video Game Market in the Latin Americas 2013-2018
    • 08.5.1. Market Size and Forecast

09. Key Leading Countries

  • 09.1. US
  • 09.2. Japan
  • 09.3. China

10. Buying Criteria

11. Market Growth Drivers

12. Drivers and their Impact

13. Market Challenges

14. Impact of Drivers and Challenges

15. Market Trends

16. Trends and their Impact

17. Vendor Landscape

  • 17.1. Competitive Scenario
  • 17.2. Other Prominent Vendors

18. Key Vendor Analysis

  • 18.1. Activision Blizzard Inc.
    • 18.1.1. Business Overview
    • 18.1.2. Business Segmentation
    • 18.1.3. Key Information
    • 18.1.4. SWOT Analysis
  • 18.2. Electronic Arts Inc.
    • 18.2.1. Business Overview
    • 18.2.2. Business Segmentation
    • 18.2.3. Key Information
    • 18.2.4. SWOT Analysis
  • 18.3. Gameloft S.A.
    • 18.3.1. Business Overview
    • 18.3.2. Business Segmentation
    • 18.3.3. Key Information
    • 18.3.4. SWOT Analysis
  • 18.4. Giant Interactive Group Inc.
    • 18.4.1. Business Overview
    • 18.4.2. Business Segmentation
    • 18.4.3. Key Information
    • 18.4.4. SWOT Analysis
  • 18.5. Konami Corp.
    • 18.5.1. Business Overview
    • 18.5.2. Business Segmentation
    • 18.5.3. Key Information
    • 18.5.4. SWOT Analysis
  • 18.6. Microsoft Corp.
    • 18.6.1. Business Overview
    • 18.6.2. Business Segmentation
    • 18.6.3. Key Information
    • 18.6.4. SWOT Analysis
  • 18.7. NCSOFT Corp.
    • 18.7.1. Business Overview
    • 18.7.2. Key Information
    • 18.7.3. SWOT Analysis
  • 18.8. Nexon Co. Ltd.
    • 18.8.1. Business Overview
    • 18.8.2. Business Segmentation
    • 18.8.3. Key Information
    • 18.8.4. SWOT Analysis
  • 18.9. Nintendo Co. Ltd.
    • 18.9.1. Business Overview
    • 18.9.2. Key Information
    • 18.9.3. SWOT Analysis
  • 18.10. Rovio Entertainment Ltd.
    • 18.10.1. Business Overview
    • 18.10.2. Key Information
    • 18.10.3. SWOT Analysis
  • 18.11. Sony Computer Entertainment Inc.
    • 18.11.1. Business Overview
    • 18.11.2. Key Information
    • 18.11.3. SWOT Analysis
  • 18.12. Take-Two Interactive Software Inc.
    • 18.12.1. Business Overview
    • 18.12.2. Business Segmentation
    • 18.12.3. Key Information
    • 18.12.4. SWOT Analysis
  • 18.13. Ubisoft Entertainment SA
    • 18.13.1. Business Overview
    • 18.13.2. Business Segmentation
    • 18.13.3. Key Information
    • 18.13.4. SWOT Analysis

19. Other Reports in this Series

List of Exhibits:

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Global Video Game Market by Segmentation
  • Exhibit 3: Global Video Game Market 2013-2018 (US$ billion)
  • Exhibit 4: Global Video Game Market by Type 2013
  • Exhibit 5: Global Video Game Market by Type 2013-2018 (US$ billion)
  • Exhibit 6: Global Video Game Market by Type 2013-2018
  • Exhibit 7: Global Console Game Market 2013-2018 (US$ billion)
  • Exhibit 8: Global Online Game Market 2013-2018 (US$ billion)
  • Exhibit 9: Global Mobile Game Market 2013-2018 (US$ billion)
  • Exhibit 10: Global PC Game Market 2013-2018 (US$ billion)
  • Exhibit 11: Global Video Game Market by Geographical Segmentation 2013
  • Exhibit 12: Global Video Game Market by Geographical Segmentation 2013-2018 (US$ billion)
  • Exhibit 13: Global Video Game Market by Geographical Segmentation 2013-2018
  • Exhibit 14: Video Game Market in the APAC Region 2013-2018 (US$ billion)
  • Exhibit 15: Video Game Market in the EMEA Region 2013-2018 (US$ billion)
  • Exhibit 16: Video Game Market in North America 2013-2018 (US$ billion)
  • Exhibit 17: Video Game Market in Latin America 2013-2018 (US$ billion)
  • Exhibit 18: Business Segmentation of Activision Blizzard Inc. Based on Operating Segments 2013
  • Exhibit 19: Business Segmentation of Electronic Arts Inc. Based on Brand Label 2013
  • Exhibit 20: Business Segmentation of Gameloft S.A. (2013)
  • Exhibit 21: Revenue Split by Business Segments (2013)
  • Exhibit 22: Revenue Split by Geography (2013)
  • Exhibit 23: Business Segmentation of Giant Interactive Group Inc. based on Revenue 2013
  • Exhibit 24: Business Segmentation of Konami Corp. 2012
  • Exhibit 25: Business Segmentation of Microsoft Corp.
  • Exhibit 26: Business Segmentation of Nexon Co. Ltd. 2013
  • Exhibit 27: Geographic Segmentation 2013
  • Exhibit 28: Business Segmentation of Take-Two Interactive Software Inc. Based on Publishing Labels 2013
  • Exhibit 29: Ubisoft Entertainment SA Business Segmentation
Back to Top