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市場調查報告書
全球電視遊戲市場:2009年至2013年
World Video Game Market 2009-2013
| 出版商 |
IDATE |
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| 出版日期 |
2009/06 |
內容資訊 |
30 pages |
| 商品編碼 |
92156 |
| 價格 |
US $ 3,770 ~  |
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本頁所標示之售價為不含購買者所在地消費稅之未稅價格,相關消費稅金將另行加至交易金額中
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PDF by E-Mail 2個工作天後到貨
Hard Copy/CD-ROM 約5個工作天左右
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此出版品為英文撰寫 |
Abstract
Key questions
- How are video games handling the shift to digital distribution?
- What effect is the new model that Apple has imposed on the handheld gaming
market having?
- Why will online gaming have become the most dynamic market by 2013?
- What average revenue, unit sales, prices and ARPU do we find in the
different market segments?
Forecasts up to 2013 by geographical zone and by country:
- Handheld consoles
- Home consoles
- Handheld console games
- Home console games
- Computer games
- Games for mobile phones
- Online games
Table of Contents
1. Analyses & Forecasts
- 1.1. Executive Summary
- 1.2 The home console segment
- 1.2.1. Market trends
- 1.2.2. Equipment
- 1.2.3. Software
- 1.3. The handheld console segment
- 1.3.1. Market trends
- 1.3.2. Equipment
- 1.3.3. Software
- 1.4. The mobile phone segment
- 1.4.1. Market trends
- 1.4.2. Gamers and market
- 1.5. The computer game segment
- 1.5.1. Market trends
- 1.5.2. Gamers and market
- 1.6. Methodology
2. Database
- Indicators for each region and country examined
- Data and forecasts for 2009 - 2013
- 2.1. Handheld consoles
- unit sales for consoles
- installed base (of which previous generation consoles)
- average price of the consoles
- 2.2. Home consoles
- unit sales for consoles
- installed base (of which previous generation consoles)
- average price of the consoles
- 2.3. Handheld console games
- game units sold
- average price of a game
- 2.4. Home console games
- game units sold
- average price of a game
- 2.5. Computer games
- game units sold
- average price of a game
- 2.6. Mobile games
This segment includes revenue from the sale of games on mobile phones and other mobile Internet devices
- game units sold
- average price of a game
This segment includes revenue generated by subscriptions and the sale of virtual goods
- broadband subscribers
- percentage of broadband subscribers who play games online
- ARPU (Average Revenue Per User)
Regions & Countries examined
Zones:
- Worldwide
- North America
- South America
- Asia-Pacific
- EMEA (Western Easter and Central Europe-Middle East-Africa)
Countries:
- France
- Germany
- Italy
- Japan
- Spain
- the United Kingdom
- USA
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