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市場調查報告書

線上遊戲的全球市場預測:2016年∼2020年

Global Online Gaming Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 325831
出版日期 內容資訊 英文 71 Pages
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線上遊戲的全球市場預測:2016年∼2020年 Global Online Gaming Market 2016-2020
出版日期: 2016年05月12日 內容資訊: 英文 71 Pages
簡介

線上遊戲市場以全球規模發展著。在購買和利用中粗略分為物理和數位2種。然而,透過零售店等物理性購買方法正慢慢喪失意義。這是因為網際網路普及,其廣泛的有效利用方法與連接性博得歡迎,開發廠商和銷售公司慢慢在網際網路上以數位拷貝形式開始銷售,也推動了開發。用數位方式銷售雖然仍為初期階段但是急速成長,傳統的零售形態銷售方法邁向衰退。線上遊戲的全球市場,預計從2016年到2020年以11.72%的年複合成長率擴大。

本報告提供線上遊戲的全球市場的目前方案和今後的成長預測等。

第1章 摘要整理

第2章 調查範圍

  • 市場概要
  • 基準年
  • 供應商區分
  • 主要的產品

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

  • 主要市場的亮點

第5章 產業的展望

  • 全球線上遊戲市場生命週期
  • 價值鏈

第6章 市場展望

  • 市場規模與預測
  • 按種類市場
  • 波特的五力分析

第7章 各類型市場分類

  • 各類型的線上遊戲的全球市場
  • 休閒遊戲的全球市場
  • MMO遊戲的全球市場
  • 數位主機遊戲的全球市場

第8章 購買標準

第9章 地區分類

  • 地區分類的線上遊戲的全球市場
  • 亞太地區市場
  • 歐洲市場
  • 北美市場
  • 其他地區的市場

第10章 各年齡層分類

  • 各年齡層的線上遊戲的全球市場

第11章 市場魅力

  • 各類型的市場魅力
  • 各地區的市場魅力

第12章 主要國家

  • 中國
  • 美國
  • 日本
  • 韓國

第13章 線上遊戲和娛樂產業的關係

第14章 市場成長促進要素

第15章 促進要素的影響

第16章 市場課題

第17章 促進要素與課題的影響

第18章 市場趨勢

第19章 供應商的展望

  • 競爭方案
  • 主要的供應商
  • 其他重要供應商

第20章 附錄

  • 簡稱一覽

第21章 關於Technavio

圖表一覽

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目錄
Product Code: IRTNTR9426

About the Test Preparation Market

The benchmarking in the education system is highly useful in measuring the performance of students, teachers, and schools. The test preparation industry has emerged alongside with the extensive standardization of the education sector in the US. This standardization essentially refers to the provision of exam preparation services to students to help them score well in entrance tests.

Test preparation providers make supplementary educational materials, mock tests, and guides available in classroom-based or online learning modes. These services help students prepare for various university and high school level exams, such as SAT and ACT, as well as certification exams, such as Law School Admission Test (LSAT) and CPA. The quality assistance in preparation for various tests help students attain academic goals.

Technavio's analysts forecast the Test Preparation Market in the US to grow at a CAGR of 10.16% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the Test Preparation Market in the US for 2016-2020. To calculate the market size, the report considers the revenue generated by test preparation service providers. The report does not consider individual private tutors.

Technavio's report, Test Preparation Market in the US 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • C2 Education
  • Club Z
  • Kaplan
  • Pearson ELT

Other Prominent Vendors

  • ArborBridge
  • BenchPrep
  • Huntington Learning Centre
  • Knewton
  • Manhattan Review
  • Revolution Prep
  • Sylvan Learning

Market driver

  • Increase in enrollment of graduates
  • For a full, detailed list, view our report

Market challenge

  • Threat from open sources
  • For a full, detailed list, view our report

Market trend

  • Increase in online distribution channels
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 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

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Base year
  • Vendor segmentation
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Industry Overview

  • Life cycle of global online gaming market
  • Online games value chain

PART 06: Market landscape

  • Market size and forecast
  • Global online gaming market by genre
  • Five forces analysis

PART 07: Market segmentation by type

  • Comparison of global online gaming market by type
  • Global casual gaming market
  • Global MMO gaming market
  • Global digital console gaming market

PART 08: Buying criteria

PART 09: Geographical Segmentation

  • Comparison of global online gaming market by geography
  • Online gaming market in APAC
  • Online gaming market in Europe
  • Online gaming market in North America
  • Online gaming market in ROW

PART 10: Global online gaming market by age group

  • Global online gaming market by age group

PART 11: Market attractiveness

  • Market attractiveness by type
  • Market attractiveness by geography

PART 12: Key leading countries

  • China
  • US
  • Japan
  • South Korea

PART 13: Relationship between online gaming and entertainment industry

PART 14: Market drivers

  • Increase in popularity of F2P online games
  • Availability of better gaming infrastructure
  • Increase in number of mobile devices

PART 15: Impact of drivers

PART 16: Market challenges

  • Increase in cybercrime via online gaming
  • Impact of online gaming on physical activity
  • Rise in game development costs

PART 17: Impact of drivers and challenges

PART 18: Market trends

  • Increase in popularity of online gaming among women
  • Market consolidation
  • Rise in pirated versions of online games
  • Increase in demand for E-sports

PART 19: Vendor landscape

  • Competitive scenario
  • Key vendors
  • Other prominent vendors

PART 20: Appendix

  • List of abbreviations

PART 21: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Life cycle of global online gaming market
  • Exhibit 03: Online games value chain
  • Exhibit 04: Global online gaming market size and forecast 2015-2020 ($ billions)
  • Exhibit 05: Global online gaming market by genre 2015
  • Exhibit 06: Five forces analysis
  • Exhibit 07: Global online gaming market share by type 2015-2020
  • Exhibit 08: Global online gaming market by type 2015-2020 ($ billions)
  • Exhibit 09: Global casual gaming market size and forecast 2015-2020 ($ billions)
  • Exhibit 10: Top nine global casual games by popularity 2015 (millions of players)
  • Exhibit 11: Global casual gaming market size and forecast 2015-2020 ($ billions)
  • Exhibit 12: Global segmentation of MMOs by mode of payment 2015
  • Exhibit 13: Leading MMO games globally by revenue 2015 ($ millions)
  • Exhibit 14: Global casual gaming market size and forecast 2015-2020 ($ billions)
  • Exhibit 15: Leading digital console game globally by revenue 2015 ($ millions)
  • Exhibit 16: Buying criteria for online gaming market
  • Exhibit 17: Global online gaming market share by region 2015
  • Exhibit 18: Global online gaming market by geography 2015-2020 ($ billions)
  • Exhibit 19: Online gaming market size and forecast in APAC 2015-2020 ($ billions)
  • Exhibit 20: Online gaming market size and forecast in Europe 2015-2020 ($ billions)
  • Exhibit 21: Online gaming market size and forecast in North America 2015-2020 ($ billions)
  • Exhibit 22: Online gaming market size and forecast in ROW 2015-2020 ($ billions)
  • Exhibit 23: Global online gaming market by age group 2012-2016
  • Exhibit 24: Market attractiveness by end-users
  • Exhibit 25: Market attractiveness by geography
  • Exhibit 26: Key leading countries
  • Exhibit 27: Examples of movies inspired by online games
  • Exhibit 28: Examples of games inspired by movies
  • Exhibit 29: Market share of online gaming by payment mode 2011-2015
  • Exhibit 30: Change in internet prices and subscriptions globally 2011-2015
  • Exhibit 31: Global broadband use by region 2015 (millions)
  • Exhibit 32: Global smartphone and tablet shipments 2011-2015 (millions of units)
  • Exhibit 33: Impact of drivers
  • Exhibit 34: Impact of drivers and challenges
  • Exhibit 35: Global online gaming market segmentation by gender 2012-2016
  • Exhibit 36: Top-five-played E-sports games 2015
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