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市場調查報告書

遊戲的全球市場:各國 (美國·加拿大·印度·中國·日本·英國) 市場,企業簡介,佔有率,趨勢,分析,規模,機會,分類和2015年∼2021年的預測

Global Gaming Market Insights, Opportunity Analysis, Market Shares and Forecast 2016 - 2022

出版商 Occams Business Research & Consulting Pvt. Ltd. 商品編碼 345612
出版日期 內容資訊 英文 153 Pages
商品交期: 請詢問到貨日
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遊戲的全球市場:各國 (美國·加拿大·印度·中國·日本·英國) 市場,企業簡介,佔有率,趨勢,分析,規模,機會,分類和2015年∼2021年的預測 Global Gaming Market Insights, Opportunity Analysis, Market Shares and Forecast 2016 - 2022
出版日期: 2016年01月22日 內容資訊: 英文 153 Pages
簡介

在行動電話及網路的普及這個背景下,全球遊戲市場持續擴大。迄今美國、歐洲是最大市場,但預測今後亞太地區將佔市場佔有率之首,同時2014年到2021年這段期間將維持6.7%的年複合成長率(CAGR),今後將領道全球遊戲市場。

本報告涵括全球遊戲市場,依各種角度概括性驗証推動市場成長要素,阻礙因素,課題,市場機會,市場競爭情形等,提供現行市場分析與到2021年前的市場預測。再依各平台,消費階層,以及各地區市場加以分類,闡明詳細的市場分析與未來預測。

第1章 摘要整理

第2章 市場概要

  • 主要購買標準
    • 價格
    • 移植性
    • 目的
    • 種類
    • 建議

第3章 遊戲的全球市場的策略性分析 (重要的調查結果)

  • Android的遊戲牽引全球市場
  • 成人女性玩家領導市場
  • 智慧型手機遊戲
  • 手機遊戲市場上Windows是達到最快成長的平台
  • 遊戲開發人員企業以新興各國為目標
  • 虛擬實境革命爆發的徵兆
  • 企業收購合併推動產業的成長

第4章 市場決策因素

  • 主要市場擴大要素
    • 免費增值遊戲配合廣泛的用戶需求
    • 網際網路的普及擴大促進線上遊戲市場成長
    • 由於客戶群擴大,產業朝各種開發發展
    • 智慧型手機用戶數增加帶來新市場機會
    • 電影試圖透過遊戲和動畫行銷
    • 由於技術發展強化客戶體驗的銷路擴大
    • 遊戲市場新興領域
  • 遊戲市場市場擴大阻礙因素
    • 暴力的遊戲
    • 健康上的疑慮
    • 社會影響
    • 盜版的威脅
  • 課題
    • 容易進入促使產業的市場競爭激烈
    • 核心遊戲玩家批判免費增值模式

第5章 市場競爭情形

  • 市場佔有率分析
  • 主要市場策略
  • 瞄準更廣泛的客戶層
  • 著重現有大作及其續編
  • 軟體標題公司內部開發
  • 新技術,新平台,及數位化內容傳送的活用
  • 產品公佈計劃

第6章 各平台遊戲全球市場分類

  • 主機
  • PC遊戲
  • 手機遊戲(IOS,Windows,Android,Java,其他)
  • 平板電腦遊戲
  • Web遊戲

第7章 消費階層別遊戲市場分類

  • 各年齡層遊戲全球市場
    • 18歲以下
    • 18∼35歲
    • 35歲多
  • 性別
    • 男性遊戲玩家
    • 女性玩家

第8章 地區市場分析

  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 法國
    • 英國
  • 亞洲
    • 中國
    • 印度
  • 其他

第9章 主要企業簡介

  • Aardman Animations Ltd
    • 概要
    • 產品系列
    • 策略性動向
    • SCOT分析
  • Activision Blizzard
  • CAPCOM CO., LTD.
  • DQ Entertainment
  • Electronic Arts
  • GungHo Entertainment
  • King.com
  • The Lego Group
  • Microsoft Corporation
  • 任天堂
  • Rockstar Games
  • SEGA SAMMY HOLDINGS INC.
  • SONY
  • Tencent Holdings Limited
  • Ubisoft Entertainment
  • Zynga Inc

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目錄
Product Code: ICO-611014

The online gaming industry is moving ahead rapidly with constant innovations. Multi-players, role-playing games, and different genres of games are in great demand. According to estimates, almost 60% of the population in the U.S. has access to games and nearly 50% households own at least one gaming console. While U.S. and Europe are currently the largest markets, Asia Pacific is the largest market led by China, Japan, and India accounts for 38.70% of market share in 2013 and will continue to dominate the global gaming market throughout the forecasted period growing at a CAGR of 6.7%(2014-2021) Primary motivators for the rapid growth of this market include greater penetration of mobile phones and internet. The gaming industry is largely dependent on internet and with intense internet penetration across the globe, this industry is set to record tremendous revenue growth

Companies profiled include

  • 1. Aardman Animations Ltd
  • 2. Activision Blizzard
  • 3. Capcom Co Ltd
  • 4. DQ Entertainment
  • 5. Electronic Arts
  • 6. GungHo Entertainment
  • 7. Kingcom
  • 8. The Lego Group
  • 9. Microsoft Corporation
  • 10. Microsoft Corporation
  • 11. Rockstar Games
  • 12. Sega Sammy Holdings
  • 13. Sony Corporation
  • 14. Tencent Holdings Limited
  • 15. Ubisoft Entertainment
  • 16. Zynga Inc

This Occams Research Report covers

  • 1. Historical data
  • 2. Revenue forecasts, growth rates and CAGR upto 2021
  • 3. Industry Analysis
  • 4. Competitive Analysis
  • 5. Key geographic growth data
  • 6. Deep profiles top competitive companies

Table of Contents

This Occams Research Report covers

  • 1. Historical data
  • 2. Revenue forecasts, growth rates and CAGR upto 2022
  • 3. Industry Analysis
  • 4. Competitive Analysis
  • 5. Key geographic growth data
  • 6. Deep profiles top competitive companies

Table of Contents

Chap 1. Executive Summary

Chap 2. Market Overview

  • 2.1. Key Buying Criteria
    • 2.1.1. Price
    • 2.1.2. Portability
    • 2.1.3. Purpose
    • 2.1.4. Genre
    • 2.1.5. Recommendation

Chap 3. Strategic Analysis Of Gaming Market Worldwide (Key Findings)

  • 3.1. Android Gaming Leading The Worldwide Market
  • 3.2. Adult Female Gamers Are Leading The Market
  • 3.3. Smartphone Games
  • 3.4. Windows Is Fastest Growing Platform In Mobile Gaming Market
  • 3.5. Game Developers Are Targeting Developing Regions
  • 3.6. Virtual Reality Revolution To Break Out
  • 3.7. Mergers & Acquisitions (M&As) Fuelling Growth In The Industry

Chap 4. Market Determinants

  • 4.1. Key Motivators
    • 4.1.1. Freemium Games To Cater Wider Range Of Audiences
    • 4.1.2. Rising Internet Penetration Drives The Online Gaming Market
    • 4.1.3. Expanding Customer Base Tapping Various Developments In The Industry
    • 4.1.4. Growing Number Of Smartphone Users Unleashing New Market Opportunities
    • 4.1.5. Movies Marketed Through Gaming And Animation
    • 4.1.6. Technological Developments To Enhance Customer Experience & Distribution
      • 4.1.6.1. Cloud Computing - Gaming As A Service
      • 4.1.6.2. Virtual Reality In Gaming
    • 4.1.7. New Emerging Areas In Gaming Market
      • 4.1.7.1. Health Games
      • 4.1.7.2. Learning Games
  • 4.2. Restraints In Gaming Market
    • 4.2.1. Violent Gaming Features
    • 4.2.2. Health Concerns
    • 4.2.3. Social Consequences
    • 4.2.4. Threat Of Piracy
  • 4.3. Challenges
    • 4.3.1. Easy Entry Fuelling Competition In The Industry
    • 4.3.2. Core Gamers Criticizing Freemium Model

Chap 5. Competitive Intelligence

  • 5.1. Market Share Analysis
  • 5.2. Key Market Strategies
  • 5.3. Targeting Wider Customer Segments
  • 5.4. Focusing On Existing Titles And Their Sequels
  • 5.5. In-House Development Of Software Titles
  • 5.6. Leverage Emerging Technologies, Platforms, And Digitally Delivered Content
  • 5.7. Product Release Schedule

Chap 6. Global Gaming Market Segmentation By Platform

  • 6.1. Console
    • 6.1.1. Global Console Games Market By Type
    • 6.1.2. Global Console Games Market By Geography
    • 6.1.3. Console Players Targeting Developing Regions
  • 6.2. Pc Gaming
    • 6.2.1. Global Pc Games Market By Geography
    • 6.2.2. Global Pc Games Market By Operating System
  • 6.3. Mobile Games (Ios, Windows, Android, Java, & Others)
    • 6.3.1. Global Mobile Games Market By Geography
    • 6.3.2. Global Mobile Games Market By Os Platform
  • 6.4. Tablet Games
    • 6.4.1. Global Tablet Gaming Market By Geography
    • 6.4.2. Global Tablet Games Market By Os Platform
  • 6.5. Web Games
    • 6.5.1. Web Games Market By Geography
    • 6.5.2. Social Media To Boost The Growth Of Web Games

Chap 7. Gaming Market Segmentation By Demography

  • 7.1. Global Gaming Market By Age Group
    • 7.1.1. Under 18
    • 7.1.2. 18 To 35 Years
    • 7.1.3. 35 Years And Above
  • 7.2. By Gender
    • 7.2.1. Male Gamers
    • 7.2.2. Female Gamers

Chap 8. Regional Analysis

  • 8.1. North America
    • 8.1.1. The U.S.
    • 8.1.2. Canada
  • 8.2. Europe
    • 8.2.1. Germany
    • 8.2.2. France
    • 8.2.3. U.K.
  • 8.3. Asia
    • 8.3.1. China
    • 8.3.2. India
  • 8.4. Row

Chap 9. Company Profiling

  • 9.1. Aardman Animations Ltd
    • 9.1.1. Overview
    • 9.1.2. Product Portfolio
    • 9.1.3. Strategic Moves
    • 9.1.4. Scot Analysis
  • 9.2. Activision Blizzard
    • 9.2.1. Overview
    • 9.2.2. Product Portfolio
    • 9.2.3. Revenue Analysis
    • 9.2.4. Scot Analysis
    • 9.2.5. Strategic Analysis
  • 9.3. Capcom Co. Ltd
    • 9.3.1. Overview
    • 9.3.2. Product Portfolio
    • 9.3.3. Revenue Analysis
    • 9.3.4. Strategic Moves
    • 9.3.5. Scot Analysis
    • 9.3.6. Strategic Analysis
  • 9.4. Dq Entertainment
    • 9.4.1. Overview
    • 9.4.2. Product Portfolio
    • 9.4.3. Strategic Moves
    • 9.4.4. Scot Analysis
  • 9.5. Electronic Arts
    • 9.5.1. Overview
    • 9.5.2. Product Portfolio
    • 9.5.3. Revenue Analysis
    • 9.5.4. Scot Analysis
    • 9.5.5. Strategic Analysis
  • 9.6. Gungho Entertainment
    • 9.6.1. Overview
    • 9.6.2. Product Portfolio
    • 9.6.3. Revenue Analysis
    • 9.6.4. Strategic Moves
    • 9.6.5. Scot Analysis
    • 9.6.6. Strategic Analysis
  • 9.7. King.Com
    • 9.7.1. Overview
    • 9.7.2. Product Portfolio
    • 9.7.3. Revenue Analysis
    • 9.7.4. Strategic Moves
    • 9.7.5. Scot Analysis
    • 9.7.6. Strategic Analysis
  • 9.8. The Lego Group
    • 9.8.1. Overview
    • 9.8.2. Product Portfolio
    • 9.8.3. Revenue Analysis
    • 9.8.4. Strategic Moves
    • 9.8.5. Scot Analysis
    • 9.8.6. Strategic Analysis
  • 9.9. Microsoft Corporation
    • 9.9.1. Overview
    • 9.9.2. Product Portfolio
    • 9.9.3. Revenue Analysis
    • 9.9.4. Strategic Moves
    • 9.9.5. Scot Analysis
    • 9.9.6. Strategic Analysis
  • 9.10. Nintendo Entertainment Systems
    • 9.10.1. Overview
    • 9.10.2. Product Portfolio
    • 9.10.3. Revenue Analysis
    • 9.10.4. Scot Analysis 134
    • 9.10.5. Strategic Analysis
  • 9.11. Rockstar Games
    • 9.11.1. Overview
    • 9.11.2. Product Portfolio
    • 9.11.3. Revenue Analysis
    • 9.11.4. Scot Analysis
    • 9.11.5. Strategic Analysis
  • 9.12. Sega Sammy Holdings
    • 9.12.1. Overview
    • 9.12.2. Product Portfolio
    • 9.12.3. Revenue Analysis
    • 9.12.4. Strategic Moves
    • 9.12.5. Scot Analysis
    • 9.12.6. Strategic Analysis
  • 9.13. Sony Corporation
    • 9.13.1. Overview
    • 9.13.2. Product Portfolio
    • 9.13.3. Scot Analysis
    • 9.13.4. Strategic Analysis
  • 9.14. Tencent Holdings Limited
    • 9.14.1. Overview
    • 9.14.2. Product Portfolio
    • 9.14.3. Revenue Analysis
    • 9.14.4. Strategic Moves
    • 9.14.5. Scot Analysis
    • 9.14.6. Strategic Analysis
  • 9.15. Ubisoft Entertainment
    • 9.15.1. Overview
    • 9.15.2. Product Portfolio
    • 9.15.3. Revenue Analysis
    • 9.15.4. Strategic Moves
    • 9.15.5. Scot Analysis
    • 9.15.6. Strategic Analysis
  • 9.16. Zynga Inc
    • 9.16.1. Overview
    • 9.16.2. Product Portfolio
    • 9.16.3. Revenue Analysis
    • 9.16.4. Strategic Moves
    • 9.16.5. Scot Analysis
    • 9.16.6. Strategic Analysis
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