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市場調查報告書

遊戲的全球市場:2017年∼2021年

Global Gaming Market 2017-2021

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 372110
出版日期 內容資訊 英文 81 Pages
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遊戲的全球市場:2017年∼2021年 Global Gaming Market 2017-2021
出版日期: 2017年09月15日 內容資訊: 英文 81 Pages
簡介

全球遊戲市場,預計2017∼2021年以7.63%的年複合成長率成長。

本報告提供全球各種遊戲的市場相關分析,市場概要和結構,市場規模趨勢 (今後5年的預測值),遊戲軟體/遊戲玩家的各類型、各地區的詳細趨勢,推動、市場的阻礙要素與其影響力,主要企業簡介,今後的市場機會等調查評估。

第1章 摘要整理

第2章 分析範圍

第3章 市場分析技術

第4章 簡介

  • 市場趨勢的概要

第5章 市場環境

  • 市場概要
  • 價值鏈
  • 市場規模與其預測
  • 波特的五力分析

第6章 遊戲的全球市場:遊戲的各平台的市場區隔

  • 全球遊戲市場:遊戲的各平台
  • TV用遊戲主機
  • 行動(行動電話用)遊戲
  • PC用遊戲
  • 掌上型遊戲機用遊戲

第7章 遊戲的全球市場:遊戲的各模式的市場區隔

  • 全球遊戲市場:遊戲的各模式
  • 離線遊戲
  • 線上遊戲

第8章 遊戲的全球市場:遊戲的各種類的市場區隔

  • 全球遊戲市場:遊戲的各類型
  • 休閒遊戲市場
  • 專業遊戲市場

第9章 遊戲的全球市場:地區區分

  • 全球遊戲市場:各地區
  • 亞太地區市場
  • 南北美洲市場
  • 歐洲、中東、非洲各國 (EMEA) 市場

第10章 遊戲的主要國家市場

  • 中國
  • 美國
  • 日本
  • 德國

第11章 決策結構

第12章 市場的推動要素與課題

第13章 市場趨勢

第14章 供應商環境

  • 競爭方案
  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • 任天堂
  • SONY、互動娛樂
  • Tencent
  • Ubisoft Entertainment
  • 其他卓越供應商

第15章 附錄

  • 簡稱集

圖表

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目錄
Product Code: IRTNTR14704

About Gaming

The gaming industry has achieved immense success worldwide, evolving from board and video games to games that incorporate the most advanced technologies such as 3D simulations, virtual reality (VR), and augmented reality (AR). The use of gaming hardware and software and the popularity of consumer electronics such as PCs, mobile devices, and gaming consoles have led to the development and commercialization of the gaming industry. The availability of a number of gaming peripherals such as gaming keyboards, consoles, and controllers also enhances the interactive experience for gaming enthusiasts.

Technavio's analysts forecast the global gaming market to fall at a CAGR of around (7.63%) during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global gaming market for 2017-2021. To calculate the market size, the report considers the revenue generated from different gaming platforms.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Gaming Market 2017-2021, 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

  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • Nintendo
  • Sony Interactive Entertainment
  • Tencent
  • Ubisoft Entertainment

Other Prominent Vendors

  • BANDAI NAMCO Entertainment
  • ChangYou
  • DeNA
  • Disney
  • Facebook
  • Google
  • GungHo Online Entertainment
  • King Digital Entertainment (King)
  • KONAMI
  • NCSOFT
  • NetEase
  • Nexon
  • mixi
  • SEGA
  • SQUARE ENIX
  • Take-Two Interactive Software
  • Warner Bros. Entertainment
  • Zynga

Market driver

  • Rise in smartphone and tablet use
  • For a full, detailed list, view our report

Market challenge

  • Multi-platform functionality
  • For a full, detailed list, view our report

Market trend

  • Emergence of cloud gaming
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 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?

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

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

  • Market outline

PART 05: Market landscape

  • Market overview
  • Value chain
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by gaming platform

  • Global gaming market by platform
  • Global gaming market by TV consoles
  • Global gaming market by mobile gaming
  • Global gaming market by computer gaming
  • Global gaming market by handheld consoles

PART 07: Market segmentation by mode of gaming

  • Global gaming market by mode of gaming
  • Global offline gaming market
  • Global online gaming market

PART 08: Market segmentation by type of gaming

  • Global gaming market by type of gaming
  • Global casual gaming market
  • Global professional gaming market

PART 09: Geographical segmentation

  • Global gaming market by geography
  • Gaming market in APAC
  • Gaming market in the Americas
  • Gaming market in EMEA

PART 10: Key leading countries

  • China
  • US
  • Japan
  • Germany

PART 11: Decision framework

PART 12: Drivers and challenges

  • Market drivers
  • Market challenges

PART 13: Market trends

  • Emergence of cloud gaming
  • Availability of new consoles
  • Popularity of VR headsets
  • Popularity of indie studios

PART 14: Vendor landscape

  • Competitive scenario
  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • Nintendo
  • Sony Interactive Entertainment
  • Tencent
  • Ubisoft Entertainment
  • Other prominent vendors

PART 15: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Global gaming market landscape
  • Exhibit 02: Global gaming market value chain
  • Exhibit 03: Global gaming market 2016-2021 ($ billions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Global gaming market by platform 2016 and 2021 (% of revenue)
  • Exhibit 06: Global gaming market by platform 2016-2021 ($ billions)
  • Exhibit 07: Global gaming market by TV consoles 2016-2021 ($ billions)
  • Exhibit 08: Global gaming market by mobile gaming 2016-2021 ($ billions)
  • Exhibit 09: Global gaming market by computer gaming 2016-2021 ($ billions)
  • Exhibit 10: Global gaming market by handheld consoles 2016-2021 ($ billions)
  • Exhibit 11: Global gaming market by mode of gaming 2016 and 2021 (% of revenue)
  • Exhibit 12: Global offline gaming market 2016-2021 ($ billions)
  • Exhibit 13: Global online gaming market 2016-2021 ($ billions)
  • Exhibit 14: Global gaming market by type of gaming 2016 and 2021 (% of revenue)
  • Exhibit 15: Global casual gaming market 2016-2021 ($ billions)
  • Exhibit 16: Global professional gaming market 2016-2021 ($ billions)
  • Exhibit 17: Global gaming market by geography 2016 and 2021 (% of revenue)
  • Exhibit 18: Gaming market in APAC 2016-2021 ($ billions)
  • Exhibit 19: Share of top two countries in gaming market in APAC 2016 (% of revenue)
  • Exhibit 20: Gaming market in the Americas 2016-2021 ($ billions)
  • Exhibit 21: Top five states by number of game companies in the US 2016
  • Exhibit 22: Gaming market in EMEA 2016-2021 ($ billions)
  • Exhibit 23: Key leading countries by market share 2016 (% of revenue)
  • Exhibit 24: Gaming market in China 2016-2021 ($ billions)
  • Exhibit 25: Gaming market in the US 2016-2021 ($ billions)
  • Exhibit 26: Gaming market in Japan 2016-2021 ($ billions)
  • Exhibit 27: Gaming market in Germany 2016-2021 ($ billions)
  • Exhibit 28: Share of revenue generated from top 10 countries in global gaming market 2016
  • Exhibit 29: Other prominent vendors
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