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市場調查報告書

美國的電玩遊戲市場未來趨勢

Video Game Market in the US 2014-2018

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 315298
出版日期 內容資訊 英文 83 Pages
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美國的電玩遊戲市場未來趨勢 Video Game Market in the US 2014-2018
出版日期: 2014年10月01日 內容資訊: 英文 83 Pages
簡介

電玩遊戲中,包含從純粹在電子設備的內部完成,到透過用戶界面與其他玩家對戰、交流。電玩遊戲用的持久性電子設備稱為「平台」,而平台中包含TV和遊戲主機、行動通訊設備、PC等。現在,各種遊戲可在不同的平台上玩。美國的電玩遊戲市場2013∼2018年的年複合成長率(CAGR)預計達到8.17%。

本報告提供全球的智慧電網、管理服務市場相關分析、市場概要和結構、市場規模趨勢(今後5年的預測值)、各種類的詳細趨勢、推動、阻礙市場要素與其影響力、主要企業簡介、今後的市場機會等調查、考察。

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
  • 相關產品

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 該國簡介:美國

  • 美國經濟
  • 美國的住宅市場
  • 金融業的發展和通貨膨脹
  • 失業率
  • 人口成長率及年齡結構

第7章 市場相關考察

第8章 市場形勢

  • 市場概要
  • 市場規模與預測
  • 波特的五力分析

第9章 各類型的市場區隔

  • 美國的電玩遊戲市場:各類型(今後6年份)
  • 固定式遊戲主機市場
  • 線上遊戲市場
  • 手機遊戲市場
  • PC遊戲市場

第10章 購買標準

第11章 市場成長因素

第12章 促進要素與其影響

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
    • 主要資料
    • 產業概要
    • 事業領域
    • 各地區的銷售額
    • 產業策略
    • 最近的發展趨勢
    • SWOT分析
  • Electronic Arts
  • Microsoft
  • SONY
  • Take-Two Interactive Software

第19章 相關報告

圖表一覽

目錄
Product Code: IRTNTR4269

About Video Game Market

Video games are electronic games, which includes a video device for human interaction with the user interface. The video device might be a mobile display, a PC monitor or a TV. The electronic systems used to play video games are known as platforms. The different types of platforms are TV, consoles, mobile devices, PCs, and others. Various types of games are available for different gaming platforms.

TechNavio's analysts forecast the Video Game market in the US to grow at a CAGR of 8.17 percent over the period 2013-2018.

Covered in this Report

The Video Game market in the US covers the present scenario and the growth prospects of the Video Game market in the US 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 category excludes spending on the hardware used for playing the games.

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

Key Vendors

  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • Sony Computer Entertainment
  • Take-Two Interactive Software

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
  • Disney Interactive
  • Digital Chocolate
  • eGames
  • Gamelion
  • Gameloft
  • GameHouse
  • Giant Interactive
  • Glu Games
  • gPotato
  • GungHo Entertainment
  • HandyGames
  • India Games
  • Infinity Ward
  • Jagex Games Studio
  • Joymax
  • Kabam
  • Kiloo ApS
  • Konami
  • Level-5
  • MercurySteam Entertainment
  • Microsoft Studio
  • Minh Chau
  • Mitchell
  • Namco Bandai Games
  • NCSOFT
  • NetEase
  • Nexon
  • Nintendo
  • Oberon Media
  • OGPlanet
  • Perfect World
  • Punch Entertainment
  • Redboss
  • Rockstar North
  • Rocksteady Studios
  • Rovio
  • Sega
  • Shanda Interactive Entertainment
  • Softnyx
  • Sony Computer Entertainment
  • Sony Online Entertainment
  • Square Enix
  • SYBO Games
  • Syn Sophia
  • Tencent Holdings
  • The Lego Group
  • Turbine
  • Ubisoft
  • 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

  • High Cost of Gaming Console Hardware

For a full, detailed list, view our report

Market Trend

  • Increasing Development of Hardware Platforms

For a full, detailed list, view our reports

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. Country Profile: US

  • 06.1. The US Economy
  • 06.2. Housing Market in the US
  • 06.3. Monetary Development and Inflation in the US
  • 06.4. Unemployment in the US
  • 06.5. Population Growth and Age Structure in the US

07. Market Insights

08. Market Landscape

  • 08.1. Market Overview
  • 08.2. Market Size and Forecast
  • 08.3. Five Forces Analysis

09. Market Segmentation by Type

  • 09.1. Video Game market in the US by Type 2013-2018
  • 09.2. Console Game Market in the US 2013-2018
    • 09.2.1. Market Size and Forecast
  • 09.3. Online Game Market in the US 2013-2018
    • 09.3.1. Market Size and Forecast
  • 09.4. Mobile Game Market in the US 2013-2018
    • 09.4.1. Market Size and Forecast
  • 09.5. PC Game Market in the US 2013-2018
    • 09.5.1. Market Size and Forecast

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. Key Facts
    • 18.1.2. Business Overview
    • 18.1.3. Business Segmentation
    • 18.1.4. Geographical Segmentation by Revenue 2013
    • 18.1.5. Business Strategy
    • 18.1.6. Recent Developments
    • 18.1.7. SWOT Analysis
  • 18.2. Electronic Arts
    • 18.2.1. Key Facts
    • 18.2.2. Business Overview
    • 18.2.3. Business Segmentation
    • 18.2.4. Geographical Segmentation by Revenue 2013
    • 18.2.5. Business Strategy
    • 18.2.6. Recent Developments
    • 18.2.7. SWOT Analysis
  • 18.3. Microsoft
    • 18.3.1. Key Facts
    • 18.3.2. Business Overview
    • 18.3.3. Business Segmentation by Revenue 2013
    • 18.3.4. Business Segmentation by Revenue 2012 and 2013
    • 18.3.5. Geographical Segmentation by Revenue 2013
    • 18.3.6. Business Strategy
    • 18.3.7. Recent Developments
    • 18.3.8. SWOT Analysis
  • 18.4. Sony
    • 18.4.1. Key Facts
    • 18.4.2. Business Overview
    • 18.4.3. Business Segmentation by Revenue 2014
    • 18.4.4. Business Segmentation by Revenue 2013 and 2014
    • 18.4.5. Geographical Segmentation by Revenue 2014
    • 18.4.6. Business Strategy
    • 18.4.7. Recent Developments
    • 18.4.8. SWOT Analysis
  • 18.5. Take-Two Interactive Software
    • 18.5.1. Key Facts
    • 18.5.2. Business Overview
    • 18.5.3. Business Segmentation
    • 18.5.4. Geographical Segmentation by Revenue 2013
    • 18.5.5. Business Strategy
    • 18.5.6. Recent Developments
    • 18.5.7. SWOT Analysis

19. Other Reports in this Series

List of Exhibits:

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: US GDP in (US$ billions) and US GDP Growth Rate 2008-2013
  • Exhibit 3: Contribution of Various Sectors to US GDP 2013
  • Exhibit 4: Federal Fund Rate in the US 2008-2013
  • Exhibit 5: Inflation in the US 2008-2013
  • Exhibit 6: Unemployment Rate in the US 2008-2013
  • Exhibit 7: Population in the US 2008-2013
  • Exhibit 8: Population in the US 2008-2013
  • Exhibit 9: Male-Female Gamers Ratio in the US (2011-2013)
  • Exhibit 10: Percentage of Gamers in the US by Age Group (2011-2013)
  • Exhibit 11: US Video Games Revenue Split by Genres (2011-2013)
  • Exhibit 12: US Online Games Revenue Split by Genres (2011-2013)
  • Exhibit 13: US Mobile Games Revenue Split by Genres (2011-2013)
  • Exhibit 14: Video Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 15: Video Game market in the US by Type 2013
  • Exhibit 16: Video Game market in the US by Type 2013-2018 (US$ billion)
  • Exhibit 17: Video Game market in the US by Type 2013-2018
  • Exhibit 18: Console Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 19: Online Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 20: Mobile Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 21: PC Game Market in the US 2013-2018 (US$ billion)
  • Exhibit 22: Business Segmentation of Activision Blizzard Inc. Based on Operating Segments 2013
  • Exhibit 23: Activision Blizzard: Geographical Segmentation by Revenue 2013
  • Exhibit 24: Business Segmentation of Electronic Arts Inc. Based on Brand Label 2013
  • Exhibit 25: Electronic Arts: Geographical Segmentation by Revenue 2013
  • Exhibit 26: Microsoft: Business Segmentation by Revenue 2013
  • Exhibit 27: Microsoft: Business Segmentation by Revenue 2012 and 2013(US$ billion)
  • Exhibit 28: Microsoft: Geographical Segmentation by Revenue 2013
  • Exhibit 29: Video Game Market in the US: Business Segmentation by Revenue 2014
  • Exhibit 30: Video Game Market in the US: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
  • Exhibit 31: Video Game Market in the US: Geographical Segmentation by Revenue 2014
  • Exhibit 32: Business Segmentation of Take-Two Interactive Software Inc. Based on Publishing Labels 2013
  • Exhibit 33: Take-Two Interactive Software: Geographical Segmentation by Revenue 2013
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