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市場調查報告書

全球數位遊戲市場

Global Digital Game Market 2014-2018

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 308311
出版日期 內容資訊 英文 101 Pages
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全球數位遊戲市場 Global Digital Game Market 2014-2018
出版日期: 2014年07月14日 內容資訊: 英文 101 Pages
簡介

全球數位遊戲市場,預計從2013年到2018年,以21.96%的年複合成長率擴大。

本報告提供全球數位遊戲市場現狀及今後的成長預測、各類型、各地區的市場趨勢、市場成長因素與課題、主要企業簡介等資訊。

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

  • 全球各類型數位遊戲市場
  • PC遊戲
  • 手機遊戲
  • 主機遊戲

第8章 地理區分

  • 全球各地區數位遊戲市場

第9章 主要國家

  • 美國
  • 日本

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
  • Electronic Arts
  • Gameloft
  • Giant Interactive
  • Konami Corporation
  • Microsoft
  • NCSOFT
  • nekuson
  • 任天堂
  • Rovio Entertainment
  • SONY
  • Take-Two Interactive
  • Ubisoft Entertainment

第19章 相關報告

目錄
Product Code: IRTNTR3789

About Digital Game Market

Video games are electronic games that include a video device for human interaction with the user interface of the game. The video device might be a mobile display, PC monitor, or TV. The electronic systems used to play video games are known as platforms. The different types of platforms are TVs, consoles, mobile devices, PCs, and others. There are various types of games available for different gaming platforms. The video games are available in two major formats; Physical and Digital. The physical format comes in a physical disc, which is used while playing the game. The digital format is the one in which the game is downloaded and requires no physical disc to play.

TechNavio's analysts forecast the Global Digital Game market to grow at a CAGR of 21.96 percent over the period 2013-2018.

Covered in this Report

The Global Digital Game market covers the present scenario and the growth prospects of the Global Digital Game market for the period 2014-2018. To calculate market size, the report considers consumer spending on new console games (home and handheld games), personal computer games, and mobile games in digital format. The category excludes spending on the hardware used for playing the games.

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

Key Regions

  • Americas
  • EMEA
  • APAC

Key Vendors

  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Gameloft SA
  • Giant Interactive Group Inc.
  • Konami Corp.
  • Microsoft Corp.
  • NCSOFT Corp.
  • Nexon Co. Ltd.
  • Nintendo Co. Ltd.
  • Rovio Entertainment Ltd.
  • Sony Computers Entertainment Inc.
  • Take-Two Interactive Software Inc.
  • Ubisoft Entertainment SA

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 hf
  • Cellufun
  • Changyou.com
  • CipSoft
  • Cryptic Studios
  • Digital Chocolate
  • Disney Interactive
  • eGames
  • GameHouse
  • Gamelion
  • 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

  • Growing Use of Smartphones and Tablets for Playing Games.

For a full, detailed list, view our report.

Market Challenge

  • Lack of Broadband Infrastructure.

For a full, detailed list, view our report.

Market Trend

  • 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?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

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

08. Geographical Segmentation

  • 08.1. Global Digital Game Market by Geographical Segmentation 2013

09. Key Leading Countries

  • 09.1. The US
  • 09.2. Japan

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
    • 18.1.1. Business Overview
    • 18.1.2. Business Segmentation
    • 18.1.3. Key Information
    • 18.1.4. SWOT Analysis
  • 18.2. Electronic Arts
    • 18.2.1. Business Overview
    • 18.2.2. Business Segmentation
    • 18.2.3. Key Information
    • 18.2.4. SWOT Analysis
  • 18.3. Gameloft
    • 18.3.1. Business Overview
    • 18.3.2. Business Segmentation
    • 18.3.3. Key Information
    • 18.3.4. SWOT Analysis
  • 18.4. Giant Interactive
    • 18.4.1. Business Overview
    • 18.4.2. Business Segmentation
    • 18.4.3. Key Information
    • 18.4.4. SWOT Analysis
  • 18.5. Konami
    • 18.5.1. Business Overview
    • 18.5.2. Business Segmentation
    • 18.5.3. Key Information
    • 18.5.4. SWOT Analysis
  • 18.6. Microsoft
    • 18.6.1. Business Overview
    • 18.6.2. Business Segmentation
    • 18.6.3. Key Information
    • 18.6.4. SWOT Analysis
  • 18.7. NCSOFT
    • 18.7.1. Business Overview
    • 18.7.2. Key Information
    • 18.7.3. SWOT Analysis
  • 18.8. Nexon
    • 18.8.1. Business Overview
    • 18.8.2. Business Segmentation
    • 18.8.3. Key Information
    • 18.8.4. SWOT Analysis
  • 18.9. Nintendo
    • 18.9.1. Business Overview
    • 18.9.2. Key Information
    • 18.9.3. SWOT Analysis
  • 18.10. Rovio Entertainment
    • 18.10.1. Business Overview
    • 18.10.2. Key Information
    • 18.10.3. SWOT Analysis
  • 18.11. Sony
    • 18.11.1. Business Overview
    • 18.11.2. Key Information
    • 18.11.3. SWOT Analysis
  • 18.12. Take-Two Interactive
    • 18.12.1. Business Overview
    • 18.12.2. Business Segmentation
    • 18.12.3. Key Information
    • 18.12.4. SWOT Analysis
  • 18.13. Ubisoft Entertainment
    • 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 Digital Game Market by Segmentation
  • Exhibit 3: Global Digital Game Market 2013-2018 (US$ billion)
  • Exhibit 4: Global Digital Game Market by Type 2013
  • Exhibit 5: Global Digital Game Market by Type 2013-2018 (US$ billion)
  • Exhibit 6: Global Digital Game Market by Type 2013-2018
  • Exhibit 7: Global Digital PC Game Market 2013-2018 (US$ billion)
  • Exhibit 8: Global Digital Mobile Game Market 2013-2018 (US$ billion)
  • Exhibit 9: Global Digital Console Game Market 2013-2018 (US$ billion)
  • Exhibit 10: Global Digital Game Market by Geographical Segmentation 2013
  • Exhibit 11: Business Segmentation of Activision Blizzard Based on Operating Segments 2013
  • Exhibit 12: Business Segmentation of Electronic Arts Based on Brand Label 2013
  • Exhibit 13: Business Segmentation of Gameloft 2013
  • Exhibit 14: Revenue Split by Business Segments (2013)
  • Exhibit 15: Revenue Split by Geography (2013)
  • Exhibit 16: Business Segmentation of Giant Interactive based on Revenue 2013
  • Exhibit 17: Business Segmentation of Konami 2012
  • Exhibit 18: Business Segmentation of Microsoft
  • Exhibit 19: Business Segmentation of Nexon 2013
  • Exhibit 20: Geographic Segmentation 2013
  • Exhibit 21: Business Segmentation of Take-Two Interactive Based on Publishing Labels 2013
  • Exhibit 22: Ubisoft Entertainment Business Segmentation
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