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市場調查報告書

雲端的電玩遊戲:排除中介階段的電玩遊戲產業

Video Games in the Cloud: A Disintermediated Video Game Industry

出版商 IDATE DigiWorld 商品編碼 333046
出版日期 內容資訊 英文 55 Pages
商品交期: 最快1-2個工作天內
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雲端的電玩遊戲:排除中介階段的電玩遊戲產業 Video Games in the Cloud: A Disintermediated Video Game Industry
出版日期: 2015年06月15日 內容資訊: 英文 55 Pages
簡介

本報告以排除了中介階段而受影響的電玩遊戲產業之全市場區隔,尤其是家用·終端遊戲主機,桌上型電腦 (含筆記型電腦) 、行動裝置 (智慧型手機,平板手機 & 平板電腦) 及電視機為焦點,提供您各市場區隔中去物質化對流通的影響估測,再估計各分類的價值鏈定性·定量資料的變動預測等資訊。

第1章 摘要整理

第2章 調查手法和定義

第3章 電玩遊戲產業的數位化

  • 全球市場
  • 市場:各種類

第4章 策略·組織

  • 數位化的先鋒、桌上型電腦的流通與遊戲服務
    • 數位傳輸網站多樣化
    • 多人參與型遊戲 (MMG) :新的現象
    • 社群遊戲
    • 價值鏈和商業模式
  • 雲端時代的遊戲主機
    • 數位傳輸已可用於AAA遊戲
    • 遊戲主機上的雲端遊戲已經登場,預計將建立其長期性地位
    • 遊戲主機和線上的相遇,遊戲與未來
    • 數位家庭的家用遊戲主機所扮演的角色
    • 家用遊戲主機服務超過電玩遊戲
  • 手機遊戲區分的登場
    • 價值鏈和商務 模式的轉換
    • 對部門產業組織的影響
    • 成為產業根底的幾個趨勢
  • 遊戲的未來,隨選或雲端遊戲
    • 價值鏈和商務模式的轉換
    • 部門的產業組織的影響
    • 成為產業根底的幾個趨勢

第5章 依據價值鏈的收益變動·預測

  • 市場預測
    • 全球電玩遊戲軟體市場收益的發展過程
    • 遊戲主機的遊戲收益
    • PC遊戲收益
    • 手機遊戲收益
    • TV電玩遊戲
  • 沿著連鎖的市值分配
    • 遊戲主機市場區隔 (家用遊戲主機·終端遊戲主機)
    • PC遊戲市場區隔
    • 手機遊戲市場區隔 (智慧型手機·平板電腦)
    • 智慧型電視遊戲市場區隔

圖表

目錄
Product Code: M15275IN2

A disintermediated video game industry

Our new study focuses on all market segments of the video game industry impacted by the dematerialisation of distribution, specifically: home and handheld consoles, PCs (including laptops), mobile devices (smartphones, phablets & tablets) and TV sets. This report aims to measure the degree of dematerialisation affecting distribution in each of the market segments above, independently of the technology used.

We take into account services carried out by key players on

  • Consoles: Microsoft, Nintendo & Sony for instance
  • PCs: Steam, GOG and similar competitors
  • Connected TVs through STBs, Pay-TV interfaces or as a 'stand-alone-service'

Finally, IDATE estimates the changes within the value chain for each market segment examined, with qualitative and quantitative data up to 2019.

Table of Contents

1. Executive Summary

2. Methodology & definitions

  • 2.1. General methodology of IDATE's reports
  • 2.2. Market assessment and forecasts

3. Digitisation of the video game industry

  • 3.1. The global market
  • 3.2. The market by segment

4. Strategy and organisation

  • 4.1. Distribution and game services on desktop computers, pioneers of digitisation
    • 4.1.1. Digital distribution websites are diversifying
    • 4.1.2. Massively multiplayer games: a new phenomenon
    • 4.1.3. Social games
    • 4.1.4. Value chain and business models
  • 4.2. Consoles in the cloud era
    • 4.2.1. Digital distribution already used for AAA games
    • 4.2.2. Cloud gaming on consoles is emerging and will establish itself in the long term
    • 4.2.3. Consoles embracing online, in-game and beyond
    • 4.2.4. The role of home consoles in the digital home
    • 4.2.5. Home console services beyond video games
  • 4.3. The emergence of the mobile games segment
    • 4.3.1. Transformation of the value chain and business models
    • 4.3.2. Impact on the sector's industrial organisation
    • 4.3.3. Some underlying industry trends
  • 4.4. On-demand or cloud gaming, the future of gaming
    • 4.4.1. Transformation of the value chain and business models
    • 4.4.2. Impact on the sector's industry organisation
    • 4.4.3. Some underlying industry trends

5. Revenue changes and forecasts along the value chain

  • 5.1. Market forecasts
    • 5.1.1. How global video game software market revenues are evolving
    • 5.1.2. Console gaming revenues
    • 5.1.3. PC gaming revenues
    • 5.1.4. Mobile gaming revenues
    • 5.1.5. TV video games
  • 5.2. Market value distribution along the chain
    • 5.2.1. Value distribution in the console gaming market segment (home and handheld consoles)
    • 5.2.2. Value distribution in the PC gaming market segment
    • 5.2.3. Value distribution in the mobile gaming market segment (smartphones and tablets)
    • 5.2.4. Value distribution in the smart TV gaming market segment

Report's tables and figures

Tables

  • Table 1: Top 25 video game distribution websites, based on number of visitors
  • Table 3: Top 10 game publishers on Facebook
  • Table 2: Top 25 Facebook games based on MAU (Monthly Average Users), April 2015
  • Table 4: Comparison of the Xbox One's and PS4's DVR features
  • Table 5: Installed base of digital home equipment
  • Table 6: TV, video and game services on entertainment devices
  • Table 7: Applications other than video games available on home consoles, May 2015
  • Table 8: Top 10 mobile game publishers on iOS, April 2014
  • Table 9: Top 10 mobile game publishers on Android, April 2014
  • Table 10: The major mobile gaming social platforms
  • Table 11: Partnerships between the main GoDPs and ISPs 43
  • Table 12: Partnerships between the main GoDPs and connected devices
  • Table 13: Overview of the different video game services offered by ISPs
  • Table 14: Revenues along the console gaming market value chain, 2015-2019
  • Table 15: Revenues along the PC gaming market value chain
  • Table 16: Revenues along the mobile gaming market value chain
  • Table 17: Revenues along the Smart TV gaming market value chain

Figures

  • Figure 1: Video game software market, 2008-2014
  • Figure 2: Video game software market by segment, 2008 and 2014
  • Figure 3: Breakdown of the video game software market by type of revenue, 2008 and 2014
  • Figure 4: Breakdown of game software market by type of revenue and geographic region, 2014
  • Figure 5: Console gaming software market, 2008-2014
  • Figure 6: Breakdown of the console gaming market by type of revenue, 2008 and 2014
  • Figure 7: PC gaming market, 2008-2014
  • Figure 8: Breakdown of the PC gaming market by type of revenue, 2008 and 2014
  • Figure 9: Mobile gaming market, 2008-2014
  • Figure 10: TV video game software market, 2008-2014
  • Figure 11: Breakdown of online video game revenues, 2015
  • Figure 12: SmileGate's revenue growth
  • Figure 13: Top 10 massively multiplayer online games (MMOs) based on revenues generated, 2014
  • Figure 14: Global distribution of social networks, December 2014
  • Figure 15: Value chains for PC gaming
  • Figure 17: Share of digital entertainment devices in terms of installed base, 2015 and 2018
  • Figure 19: Home console value chain
  • Figure 20: Mobile game value chain before the first iPhone launched in 2007
  • Figure 21: Current mobile game value chain
  • Figure 22: Apple's revenue growth, 2001-2014
  • Figure 23: Breakdown of Apple's revenue growth, 2003-2014
  • Figure 24: Global mobile game revenue growth, 2000-2014
  • Figure 25: Share of Apple Store revenues generated by Free-to-Play apps, January 2012 - January 2014
  • Figure 26: Mobile gaming revenue distribution, 2008-2015
  • Figure 27: Mobile gaming revenue distribution, 2008 and 2015
  • Figure 28: Market share of the top five smartphone manufacturers in volume, 2013-2014
  • Figure 29: Market share of the top five tablet manufacturers in volume, 2013-2014
  • Figure 30: Share of mobile game users playing on tablets and smartphones
  • Figure 31: Market share in volume of tablet and smartphone operating systems, 2013
  • Figure 32: Number of apps available from major app stores, July 2014
  • Figure 33: Share of video games in total downloads and revenues generated on Apple's App Store and Google Play
  • Figure 34: Comparison of the number of app downloads and revenue generated on Apple's App Store and Google Play, Q3 2014
  • Figure 35: The TV gaming value chain - subscription to a satellite TV service
  • Figure 36: The IPTV video game value chain
  • Figure 37: The OTT video game value chain
  • Figure 38: Smart TV gaming revenue distribution, in value, 2008-2015
  • Figure 39: Smart TV gaming revenue distribution, 2011 and 2015
  • Figure 40: Global connectable TV sales, 2010-2015
  • Figure 41: LCD TV manufacturers' market share in terms of volume, 2013
  • Figure 42: Breakdown of connectable TV installed base, 2014
  • Figure 43: Video game software market, 2015-2019
  • Figure 44: Video game software market by segment, 2015 and 2019
  • Figure 45: Breakdown of the video game software market by type of revenue, 2015 and 2019
  • Figure 46: Console gaming software market, 2015-2019
  • Figure 47: Breakdown of the console gaming market by type of revenue, 2015 and 2019
  • Figure 48: PC gaming market, 2015-2019
  • Figure 49: Breakdown of the PC gaming market by type of revenue, 2015 and 2019
  • Figure 50: Mobile gaming market, 2015-2019
  • Figure 51: TV gaming market, 2015-2019
  • Figure 52: Revenues earned by the various links in the video game market value chain, 2008-2019
  • Figure 53: Revenue distribution of the various links in the video game market value chain, 2008-2019
  • Figure 54: Revenues along the console gaming market value chain, 2011-2018
  • Figure 55: Revenues along the PC gaming market value chain
  • Figure 56: Revenues along the mobile gaming market value chain
  • Figure 57: Revenues along the Smart TV gaming market value chain

List of examined and mentioned players

Video Game Developers/Publishers

  • Activision Blizzard
  • Bandai Namco Games
  • Big Fish Games
  • COLOPL
  • Electronic Arts
  • Gameloft
  • Geewa
  • GungHo Online Entertainment
  • Kabam
  • Kiloo Games
  • King
  • Machine Zone
  • mixi
  • NCSoft
  • Nintendo
  • Nordeus
  • Peak Games
  • Playdom
  • PopCap Games
  • Pretty Simple
  • Rovio
  • Sega
  • SGN
  • SmileGate
  • Social Point
  • Sony
  • Square Enix
  • SundayToz
  • Supercell
  • TeamLava
  • Ubisoft
  • Valve Software
  • Wooga
  • Zynga

Device manufacturers

  • Apple
  • Asus
  • Lenovo
  • LG
  • Microsoft
  • Samsung

Media/Telcos/OTT

  • CJ Hellovision
  • Crackle
  • PBS
  • HBO
  • Time Warner Cable
  • Amazon
  • Belgacom
  • Bouygues Telecom
  • BT
  • Dish
  • ESPN
  • Facebook
  • Free
  • Google
  • Hulu
  • KDDI
  • KT
  • LINE Corporation
  • Netflix
  • NTT
  • Orange
  • Playcast Media Systems
  • Portugal Telecom
  • Roku
  • SFR
  • Shenzhen Tencent
  • Skype
  • YouTube

Middlemen/Resellers

  • Battle.net
  • Bundle Stars
  • Ciinow
  • CJ E&M
  • Desura
  • Direct2Drive
  • Etermax
  • Gaikai
  • Game House
  • GamersGate
  • GamesPlanet
  • GamesRepublic
  • Gamesrocket
  • GameStop
  • G-Cluster
  • GOG
  • GREE
  • Green Man Gaming
  • Humble Bundle
  • Itch.io
  • Kongregate
  • Machinima
  • Miniclip
  • mobage
  • Muzu
  • My Real Games
  • Naver
  • Nuuvem
  • OnLive
  • Pogo
  • Steam
  • TED
  • Ubitus
  • Vudu
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