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市場調查報告書

遊戲的全球市場:2016∼2020年

Global Gaming Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 372110
出版日期 內容資訊 英文 64 Pages
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遊戲的全球市場:2016∼2020年 Global Gaming Market 2016-2020
出版日期: 2016年09月23日 內容資訊: 英文 64 Pages
簡介

PC和遊戲主機 (固定式、可攜式),隨著網際網路等普及,開發、銷售多樣的遊戲。所使用的設備和畫面也很多樣,也使用電視和PC螢幕,行動設備的顯示器。全球遊戲市場,預計2016∼2020年以6.42%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、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評估。

第1章 摘要整理

  • 分析結果的概要

第2章 分析範圍

  • 分析概要
  • 基準年
  • 供應商分類
  • 總計誤差
  • 大供應商的主要產品

第3章 市場分析技術

  • 分析方法
  • 經濟指標

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:遊戲的各種類的市場區隔

  • 全球遊戲市場:遊戲的各類型
  • 固定式遊戲主機用遊戲
  • MMO
  • 智慧型手機用遊戲
  • 平板電腦用遊戲
  • PC用遊戲
  • 線上遊戲
  • 掌上型遊戲機用遊戲

第7章 遊戲的全球市場:遊戲玩家的各種類的市場區隔

  • 全球遊戲市場:遊戲玩家的各類型
  • 亞太地區的情況
  • 南北美洲的情況
  • 歐洲、中東、非洲各國 (EMEA)的場合

第8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9章 遊戲的主要國家市場

  • 全球遊戲市場:前10名國家的情況
  • 中國
  • 美國
  • 日本

第10章 購買標準

第11章 遊戲的全球市場:推動因素

第12章 推動因素的影響力

第13章 遊戲的全球市場:課題

第14章 推動因素、課題的影響力

第15章 遊戲的全球市場:趨勢

第16章 供應商環境

  • 競爭方案
  • 其他卓越供應商

第17章 附錄

  • 簡稱集

第18章 關於Technavio

目錄
Product Code: IRTNTR10512

About Gaming

Earlier, gaming was limited to board games and handheld video games. The growing popularity of PCs and electronic devices aided by the increased internet penetration has led to the development and commercialization of games. Consumers are now heavily dependent on interactive entertainment such as video games. Video games are electronic games that require a video interface for human interaction. Video devices may vary depending on the game. These devices/screens include TVs, PC monitors, and mobile displays. Depending on the type of screen, the market is segmented by type of device.

Technavio's analysts forecast the global gaming market to grow at a CAGR of 6.42% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from consumers spending on playing games.

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

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Gaming Market 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

  • Activision Blizzard
  • Electronic Arts
  • Microsoft Studios
  • Sony
  • Tencent

Other Prominent Vendors

  • Apple
  • Changyou
  • DeNA
  • Disney
  • Facebook
  • Google
  • GREE
  • GungHo Entertainment
  • King Digital Entertainment
  • Konami
  • Namco Bandai
  • NCSOFT
  • NetEase
  • Nexon
  • Nintendo
  • Sega
  • Square Enix
  • Take-Two Interactive
  • Telltale Games
  • Ubisoft Entertainment
  • Zynga

Market driver

  • Growth in global e-sports market
  • For a full, detailed list, view our report

Market challenge

  • Concerns associated with piracy
  • For a full, detailed list, view our report

Market trend

  • Increased penetration of VR headsets
  • 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
  • Summation errors
  • Top vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

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

PART 06: Market segmentation by gaming type

  • Global gaming market by gaming type
  • Global gaming market by TV consoles
  • Global gaming market by MMO
  • Global gaming market by smartphones
  • Global gaming market by tablets
  • Global gaming market by boxed PCs
  • Global gaming market by online games
  • Global gaming market by handheld gaming consoles

PART 07: Market segmentation by type of gamers

  • Global gaming market by type of gamers
  • Gaming market by type of gamers in APAC
  • Gaming market by type of gamers in Americas
  • Gaming market by type of gamers in EMEA

PART 08: Geographical segmentation

  • Global gaming market by geography
  • APAC gaming market
  • Americas gaming market
  • EMEA gaming market

PART 09: Key leading countries

  • Top 10 countries in global gaming market
  • China
  • US
  • Japan

PART 10: Buying criterion

PART 11: Market drivers

PART 12: Impact of drivers

PART 13: Market challenges

PART 14: Impact of drivers and challenges

PART 15: Market trends

PART 16: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 17: Appendix

  • List of abbreviations

PART 18: Explore Technavio

List of Exhibits

  • Exhibit 01: Top vendor offerings in global gaming market 2015
  • Exhibit 02: Key market highlights in global gaming market
  • Exhibit 03: Overview of global gaming market
  • Exhibit 04: Value chain of global gaming market
  • Exhibit 05: Global gaming market 2015-2020 ($ billions)
  • Exhibit 06: Five forces analysis
  • Exhibit 07: Global gaming market by gaming type 2015 and 2020
  • Exhibit 08: Global gaming market by TV consoles 2015-2020 ($ billions)
  • Exhibit 09: Global gaming market by MMO 2015-2020 ($ billions)
  • Exhibit 10: Global gaming market by smartphones 2015-2020 ($ billions)
  • Exhibit 11: Percentage of smartphone gamers making in-app purchases 2015
  • Exhibit 12: Global gaming market by tablets 2015-2020 ($ billions)
  • Exhibit 13: Percentage of tablet gamers making in-app purchases 2015
  • Exhibit 14: Global gaming market by boxed PCs 2015-2020 ($ billions)
  • Exhibit 15: Global gaming market by online games 2015-2020 ($ billions)
  • Exhibit 16: Global gaming market by handheld gaming consoles 2015-2020 ($ billions)
  • Exhibit 17: Global gaming market by type of gamers in various regions (% share)
  • Exhibit 18: Gaming market by type of gamers in APAC 2015 (millions of gamers)
  • Exhibit 19: Gaming market by type of gamers in Americas 2015 (millions of gamers)
  • Exhibit 20: Gaming market by type of gamers in EMEA 2015 (millions of gamers)
  • Exhibit 21: Global gaming market by geography 2015 and 2020 (% share)
  • Exhibit 22: APAC gaming market 2015-2020 ($ billions)
  • Exhibit 23: Americas gaming market 2015-2020 ($ billions)
  • Exhibit 24: EMEA gaming market 2015-2020 ($ billions)
  • Exhibit 25: Top 10 countries in global gaming market 2015 (% share)
  • Exhibit 26: Market share and revenue of top 10 countries in global gaming market 2015
  • Exhibit 27: Buying criteria for games
  • Exhibit 28: Global shipment of desktops, smartphones, and tablets 2011-2015 (millions of units)
  • Exhibit 29: Impact of drivers
  • Exhibit 30: Impact of drivers and challenges
  • Exhibit 31: Other prominent vendors in global gaming market
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