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市場調查報告書

遊戲軟體的美國市場:2015年∼2019年

Gaming Software Market in the US 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 336480
出版日期 內容資訊 英文 72 Pages
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遊戲軟體的美國市場:2015年∼2019年 Gaming Software Market in the US 2015-2019
出版日期: 2015年07月29日 內容資訊: 英文 72 Pages
簡介

美國的遊戲軟體市場預測從2014年到2019年這段期間將以年複合成長率(CAGR)9.62%的速度擴大。影音設備的創新,是該成長的要素之一。

本報告依各產品,各銷路提供美國的遊戲軟體的目前市場規模今後的預測,同時提供您市場發展要素與課題,主要趨勢,再加上主要供應商分析等資訊。

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
  • 終端用戶
  • 基準年
  • 供應商分類
  • 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 各產品的市場分類

  • 美國的遊戲軟體市場:各產品

第8章 各銷路的市場分類

  • 美國的遊戲軟體市場:各銷路

第9章 購買標準

第10章 市場成長因素

第11章 成長因素與其影響

第12章 市場課題

第13章 成長因素與課題的影響

第14章 市場趨勢

第15章 趨勢與其影響

第16章 業者情勢

  • 競爭模式
  • 其他卓越供應商

第17章 主要供應商分析

  • Activision Blizzard
  • Disney Interactive
  • Electronic Arts
  • Petroglyph Games
  • Tencent
  • Time Warner
  • Twenty-First Century Fox
  • Ubisoft Entertainment

第18章 相關報告

目錄
Product Code: IRTNTR6413

About Gaming Software

Gaming software refers to digital games intended to run on different gaming platforms such as console hardware devices, PCs, Mac systems, and mobile devices. This software is developed to allow players to play console games, PC games, Mac games, and mobile games. It can be reprogrammed with different content and graphics, and it can also be made into the 3D gaming format. The market vendors are continuously introducing new gaming software and new content.

Technavio's analysts forecast the gaming software market in the US to grow at a CAGR of 9.62% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the gaming software market in the US for the period 2014-2019. To calculate the market size, the report considers revenue generated from the sales of three types of gaming software: console games, PC and Mac games, and mobile games.

Technavio's report, Gaming Software Market in the US 2015-2019, 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 in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Vendors

  • Activision Blizzard
  • Disney Interactive Studios
  • Electronic Arts
  • Fox Digital Entertainment
  • Petroglyph Games
  • Tencent Holding
  • Ubisoft Entertainment
  • Warner Bros. Interactive Entertainment

Other Prominent Vendors

  • Apple
  • Bandai Namco
  • Big Fish Games
  • Daybreak Game
  • King Digital Entertainment
  • Konami
  • Google
  • Microsoft
  • NCSoft
  • Nexon
  • Nintendo
  • Sega
  • Sony Computer Entertainment
  • Square Enix
  • Take-Two Interactive Software
  • Zynga

Key Market Driver

  • Growing Innovation in Audio-visual Devices
  • For a full, detailed list, view our report

Key Market Challenge

  • Shift to Alternative Gaming Platforms
  • For a full, detailed list, view our report

Key Market Trend

  • Development of Hardware Gaming Platforms
  • For a full, detailed list, view our report

Key Questions Answered in this Report

  • What will the market size be in 2019 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. End-users
    • 03.2.1. Individual Players
  • 03.3. Base Year
  • 03.4. Vendor Segmentation
  • 03.5. 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 Product

  • 07.1. Gaming Software Market in US by Product 2014

08. Market Segmentation by Distribution

  • 08.1. Gaming Software Market in US by Distribution 2014

09. Buying Criteria

10. Market Growth Drivers

11. Drivers and their Impact

12. Market Challenges

13. Impact of Drivers and Challenges

14. Market Trends

15. Trends and their Impact

16. Vendor Landscape

  • 16.1. Competitive Scenario
  • 16.2. Other Prominent Vendors

17. Key Vendor Analysis

  • 17.1. Activision Blizzard
    • 17.1.1. Key Facts
    • 17.1.2. Business Overview
    • 17.1.3. Business Segmentation by Revenue 2013
    • 17.1.4. Product Segmentation
    • 17.1.5. Business Strategy
    • 17.1.6. Recent Developments
    • 17.1.7. SWOT Analysis
  • 17.2. Disney Interactive
    • 17.2.1. Key Facts
    • 17.2.2. Business Overview
    • 17.2.3. Recent Developments
    • 17.2.4. SWOT Analysis
  • 17.3. Electronic Arts
    • 17.3.1. Key Facts
    • 17.3.2. Business Overview
    • 17.3.3. Business Segmentation by Revenue 2014
    • 17.3.4. Business Segmentation by Revenue 2013 and 2014
    • 17.3.5. Geographical Segmentation by Revenue 2014
    • 17.3.6. Business Strategy
    • 17.3.7. Recent Developments
    • 17.3.8. SWOT Analysis
  • 17.4. Petroglyph Games
    • 17.4.1. Key Facts
    • 17.4.2. Business Overview
    • 17.4.3. Key Information
    • 17.4.4. SWOT Analysis
  • 17.5. Tencent
    • 17.5.1. Key Facts
    • 17.5.2. Business Overview
    • 17.5.3. Business Segmentation by Revenue 2014
    • 17.5.4. Business Segmentation by Revenue 2013 and 2014
    • 17.5.5. Geographical Segmentation by Revenue 2014
    • 17.5.6. Business Strategy
    • 17.5.7. Recent Developments
    • 17.5.8. SWOT Analysis
  • 17.6. Time Warner
    • 17.6.1. Key Facts
    • 17.6.2. Business Overview
    • 17.6.3. Business Segmentation by Revenue
    • 17.6.4. Geographical Segmentation by Revenue
    • 17.6.5. Business Strategy
    • 17.6.6. Key Information
    • 17.6.7. SWOT Analysis
  • 17.7. Twenty-First Century Fox
    • 17.7.1. Key Facts
    • 17.7.2. Business Overview
    • 17.7.3. Business Segmentation by Revenue
    • 17.7.4. Geographical Segmentation by Revenue
    • 17.7.5. Business Strategy
    • 17.7.6. Recent Developments
    • 17.7.7. SWOT Analysis
  • 17.8. Ubisoft Entertainment
    • 17.8.1. Key Facts
    • 17.8.2. Business Overview
    • 17.8.3. Business Segmentation by Revenue 2013
    • 17.8.4. Business Segmentation by Revenue 2013
    • 17.8.5. Geographical Segmentation by Revenue 2013
    • 17.8.6. Business Strategy
    • 17.8.7. Recent Developments
    • 17.8.8. SWOT Analysis

18. Other Reports in this Series

List of Exhibits

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Segmentation of Gaming Software Market in US 2014
  • Exhibit 3: Gaming Software Market in US 2014-2019 ($ billions)
  • Exhibit 4: Gaming Software Market in US by Product 2014
  • Exhibit 5: Gaming Software Market in US by Distribution 2014
  • Exhibit 6: Per Capita Disposable Personal Income in US 2013-2015 ($)
  • Exhibit 7: Ranking of Leading Vendors in Gaming Software Market in US 2014
  • Exhibit 8: Activision Blizzard: Business Segmentation by Revenue 2013
  • Exhibit 9: Activision Blizzard: Product Segmentation
  • Exhibit 10: Electronic Arts: Business Segmentation by Revenue 2014
  • Exhibit 11: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 ($ billions)
  • Exhibit 12: Electronic Arts: Geographical Segmentation by Revenue 2014
  • Exhibit 13: Tencent: Business Segmentation by Revenue 2014
  • Exhibit 14: Tencent: Business Segmentation by Revenue 2013 and 2014 ($ millions)
  • Exhibit 15: Tencent: Geographical Segmentation by Revenue 2014
  • Exhibit 16: Business Segmentation of Time Warner by Revenue 2013
  • Exhibit 17: Business Segmentation of Time Warner by Revenue 2012 and 2013 ($ billions)
  • Exhibit 18: Geographical Segmentation of Time Warner by Revenue 2013
  • Exhibit 19: Twenty-First Century Fox: Revenue by Business Segmentation 2013 and 2014 ($ billions)
  • Exhibit 20: Twenty-First Century Fox: Revenue Segmentation by Component 2014
  • Exhibit 21: Twenty-First Century Fox: Revenue by Geographical Segmentation 2014
  • Exhibit 22: Ubisoft Entertainment: Business Segmentation by Revenue 2013
  • Exhibit 23: Ubisoft Entertainment: Business Segmentation by Revenue 2013 ($ millions)
  • Exhibit 24: Ubisoft Entertainment: Geographical Segmentation by Revenue 2013
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