全球的電玩產業展望 是由出版商Business Insights在2011年05月所出版的。
這份英文市場調查報告書包含Pages: 169 價格從美金2875起跳。
2009年至2019年全球的電玩市場(包括軟體・硬體)預期將以CAGR 5.1%變化。軟體收益佔了大半的比例,而硬體收益的CAGR將會以0.2%成長。
本報告,調查分析全球電玩產業的現狀與展望,彙整電玩市場的發展背景與價值鏈、各種收益模式、市場成長的推進因子・阻礙因子、軟體&硬體的收益、軟體&遊戲控制器的出貨數、廣告收益的實績以及預測(∼2014年)、主要遊戲出版商・開發商的檔案資料等,由下列摘要形式闡述。
報告摘要
簡介
電玩產業的展望
- 摘要
- 簡介
- 全球的電玩產業:市場規模
- 產業的地區區分
- 電玩軟體產業的次部門
- 全球的電玩出版商:競爭環境
- 電玩產業的成長推進因子
- 成長阻礙因子
- 電玩產業的主要特徵・動向
電玩的價值鏈・價格模式
電視遊戲市場分析
- 摘要
- 簡介
- 遊戲控制器的進化
- 遊樂器平台硬體市場
- 遊樂器平台軟體市場
- 電視遊戲的地區區分
- 主要遊樂器平台硬體製造業者
- 主要遊樂器平台軟體出版商
- 線上遊樂器平台市場
線上遊戲市場分析
- 摘要
- 簡介
- 全球線上遊戲的市場規模
- 線上遊戲的地區區分
- MMO遊戲
- 社群遊戲
- 休閒遊戲
行動遊戲市場分析
- 摘要
- 簡介
- 全球的行動遊戲市場:市場規模
- 市場的地區區分
PC遊戲市場分析
- 摘要
- 簡介
- 全球PC遊戲的市場規模
- 市場的地區區分
- PC遊戲的衰退理由
主要電玩利害關係人
- 摘要
- 簡介
- 主要電視遊戲出版商的檔案資料
- 主要社群遊戲・休閒遊戲開發商
- 主要行動遊戲出版商
將來的電玩
附錄
圖表
Abstract
Introduction
This report examines developments across the rapidly evolving video gaming
industry. It discusses the emergence of new gaming platforms, provides market
sizing and forecasting by segments and geography, underlines the demographic
shift and emergence of new video gaming sectors and technologies, and provides
actionable insight with regards how to best approach this fast-changing market.
Features and benefits
- Gain a comprehensive understanding of how market trends are impacting on
the potential of the video gaming industry.
- Predict the key growth areas in the video gaming industry, arising from
changing demographics and gamers' preferences.
- Analyze the video gaming market opportunity, gaining an insight into the
business potential of the console, online, mobile, and PC gaming sectors.
- Learn from the strategies of leading video gaming industry stakeholders in
order to target future growth sectors effectively.
- Benchmark your performance against major video gaming developers and
publishing companies.
Highlights
Business Insights forecasts that the global video gaming market (including
both hardware and software segments) will grow at a CAGR of 5.1% during the
period 2009 - 14. Software revenues will contribute the majority share, while
hardware revenues will post a CAGR of 0.2% during the forecast period.
The online gaming segment is rapidly gaining traction, and is gradually taking
over the PC and console gaming segments. Business Insights forecasts that the
online gaming market will post a CAGR of 13.9% over the period 2009 - 14.
Social gaming is the fastest growing segment of online gaming, posting a CAGR
of 27.2% in 2009 - 14, followed by casual gaming and MMO (Massively
multi-player online) gaming. However, MMO gaming is the largest revenue
contributor to online gaming in 2009.
Your key questions answered
- Which factors are driving and inhibiting growth of the video gaming
market, and what trends will shape the future of the market?
- Which are the fastest growing segments and regions for the video gaming
industry?
- Who are the key stakeholders in each segment of the video gaming industry,
how have they been performing, and what are their growth strategies?
- How is the changing demographic profile of gamers producing fresh demand
for quick, cheap and easy games with built-in social elements?
- What are the emerging sectors and technologies in the video gaming
industry, and which are likely to be disruptive and eventually become
mainstream?
Table of Contents
(Untitled chapter)
EXECUTIVE SUMMARY
- The video gaming industry outlook
- Video gaming market chain and pricing models
- Console gaming market analysis
- Online gaming market analysis
- Mobile gaming market analysis
- PC gaming market analysis
- Major video gaming stakeholders
- The future of video gaming
Introduction
- What is this report about?
- Who is this report for?
- Methodology
The video gaming industry outlook
- Summary
- Introduction
- Global video gaming industry market size by value
- Geographic segmentation of the industry
- Sub-segments of the video gaming software industry
- Global video game publishers - competitive landscape
- Drivers of the video gaming industry
- Connectivity
- Mobile apps hold the key for mobile gaming growth
- Portable devices are facilitating increased game consumption
- Resistors
- Increasing development costs are inhibiting growth
- Piracy is a major concern
- Concerns over trust and security are increasing
- Free games adversely impact premium titles
- Platform incompatibility
- Key features and trends of the video gaming industry
- Entry of more sections of the population driving industry growth
- Successful titles contribute to a major proportion of revenues
- Multiple gaming platforms generating additional revenues
- Outsourcing software development to cut costs
- Increasing number of user modified games
Video gaming value chain and pricing models
- Summary
- Introduction
- The video gaming industry value chain
- Traditional value chain
- Role of various players
- Emerging value chain - disruption of the traditional system
- Video gaming pricing models
- The pricing model is shifting from packaged goods to digital services
- Major monetization models
- Digital distribution
- Microtransactions and virtual goods
- In-game advertising
- Advergaming
- Subscription model
- Episodic games
Console gaming market analysis
- Summary
- Introduction
- Evolution of gaming consoles
- The console hardware market
- Console hardware market size by value
- Console hardware market size by volume
- The console software market
- Console software market size by value
- Console software market size by volume
- Geographic segmentation of console gaming
- Major console hardware manufacturers
- Major console software publishers
- The online console market
- Segments of the online console market
- Online console security - the Sony PSN data breach
Online gaming market analysis
- Summary
- Introduction
- Global online gaming market size
- Segments of online gaming
- Geographic segmentation of online gaming
- MMO (Massively multi-player online) gaming
- Segments of MMO gaming
- Major MMO games and publishers
- Major monetization methods in MMO games
- Social gaming
- Segments of social gaming
- Social gaming demographic breakdown
- Major social networking platforms
- Major social game developers
- M&A deals in the social gaming segment
- Major monetization methods in social games
- Casual gaming
- Segments of casual gaming
- Major casual games developers
- Major monetization methods in casual games
Mobile gaming market analysis
- Summary
- Introduction
- Global mobile gaming market size by value
- Mobile gaming market size by segments
- Geographic segmentation of the market
- Top mobile apps and publishers on Apple' s App Store
- Android Platform - emerging as a strong contender to iOS
PC gaming market analysis
- Summary
- Introduction
- Global PC gaming market size by value
- Geographic segmentation of the market
- Top PC games and publishers
- Reasons for the decline in PC gaming
- Console cannibalization
- Growing popularity of online and mobile gaming
- What is keeping PC gaming alive?
Major video gaming stakeholders
- Summary
- Introduction
- Profiles of major console game publishers
- Nintendo
- Sony Computer Entertainment
- Microsoft Game Studios
- Activision Blizzard
- Electronic Arts
- Major social and casual games developers
- Zynga
- Playdom (acquired by Disney)
- Big Fish Games
- Playfish (acquired by Electronic Arts)
- PopCap
- CrowdStar
- Major mobile game publishers
- DeNa
- Electronic Arts (EA) Mobile
- Gameloft
- Glu mobile
- G-mode
The future of video gaming
- Summary
- Introduction
- Emerging sectors in video gaming
- On-demand gaming
- Serious gaming
- User-generated content
- Thought controlled games
- Emerging technologies
- Motion sensors
- 3D technology
- Connected TVs
- HTML5 technology
- Impact of technological advancements
Appendix
- Scope
- Methodology
- Glossary/Abbreviations
TABLES
- Table: Global video gaming revenues ($bn), 2009 - 14
- Table: Global video gaming revenues by region ($bn), 2009 - 14
- Table: Video gaming software market size by platform ($bn), 2009 - 14
- Table: Performance of major video game publishers ($bn), 2010
- Table: Global fixed broadband subscribers and penetration, 2009 - 14
- Table: Global fixed broadband subscribers by region (m), 2009-2014
- Table: Global mobile broadband subscriptions and revenues, 2008 - 14
- Table: Global mobile applications downloads (m), 2009-14
- Table: Major mobile platforms and the game apps available, November 2010
- Table: Global portable gaming device shipments (m), 2009 - 14
- Table: Global virtual goods market value ($bn), 2009 - 14
- Table: Global video games advertising revenues ($bn), 2009 - 14
- Table: Evolution of gaming consoles
- Table: Global console hardware revenues ($bn), 2009 - 2014
- Table: Global console shipments (m), 2009 - 14
- Table: Global console software revenues ($bn), 2009 - 14
- Table: Global software unit sales (m), 2009 - 14
- Table: Global console gaming revenue share by region ($bn), 2009 - 14
- Table: Global console shipments by major manufacturers (m), 2006 - 10
- Table: Major console software publishers by global shipments (m), 2008 - 10
- Table: Top 20 console games by global shipments (m), 2010
- Table: Global online console revenues by segment ($bn), 2009 - 14
- Table: Global online gaming revenues by segment ($bn), 2009 - 14
- Table: Global online gaming revenues by region ($bn), 2009 - 14
- Table: Global MMO gaming revenues by segment ($bn), 2009 - 14
- Table: Top MMO games by paid subscribers, December 2010
- Table: Global social gaming revenues by segment ($bn), 2009 - 14
- Table: Global number of online social gamers by age group, 2010
- Table: Global number of online social gamers by gender, 2010
- Table: Major social networking platforms by users (m), 2010
- Table: Major social game developers by monthly active users (m), Feb 2011
- Table: Top 10 social games by monthly active users (m), Feb 2011
- Table: Recent M&A deals in social gaming segment
- Table: Global casual gaming revenues by segment ($bn), 2009 - 14
- Table: Top 10 casual games by downloads from Pogo in 2010
- Table: Global mobile gaming revenues by segment ($bn), 2009 - 14
- Table: Mobile games revenues by region ($bn), 2009 - 14
- Table: Top 20 paid apps on apple' s iTune store as on Feb 10, 2011
- Table: Global Android OS smartphone shipments (m), 2009 - 14
- Table: Global PC gaming revenues ($bn), 2009 - 14
- Table: Global PC gaming revenues by region (%), 2009 - 14
- Table: Top PC game titles in the US by unit sales (m), 2010
- Table: Major console games publishers by revenues ($m), 2010
- Table: Nintendo snapshot
- Table: Sony Computer Entertainment snapshot
- Table: Microsoft Game Studios snapshot
- Table: Activision Blizzard snapshot
- Table: Electronic Arts snapshot
- Table: Major social and casual games developers by revenues ($m), 2010
- Table: Zynga snapshot
- Table: Playdom snapshot
- Table: Big Fish snapshot
- Table: Playfish snapshot
- Table: PopCap snapshot
- Table: CrowdStar snapshot
- Table: Major mobile games publishers by revenues ($m), 2010
- Table: DeNa snapshot
- Table: EA Mobile snapshot
- Table: Gameloft snapshot
- Table: Glu mobile snapshot
- Table: G-mode snapshot
FIGURES
- Figure: Global video gaming revenues ($bn), 2009 - 14
- Figure: Global video gaming revenue share by region (%), 2009 - 14
- Figure: Video gaming software market size by platform ($bn), 2009 - 14
- Figure: Video gaming software revenue share by platform (%), 2014
- Figure: Performance of major video game publishers ($bn), 2010
- Figure: Comparative analysis of major video game publishers
- Figure: Global broadband subscribers and penetration, 2009 - 14
- Figure: Global broadband subscribers by region (m), 2009-2014
- Figure: Global mobile broadband subscriptions and revenues, 2008 - 14
- Figure: Global mobile applications downloads (m), 2009-2014
- Figure: Global portable gaming device shipments (m), 2009 - 14
- Figure: Global shipment share of portable gaming devices (% of total
shipments), 2014
- Figure: Average development costs by console generation ($m)
- Figure: Revenue breakdown of the video game ecosystem (%)
- Figure: Global software piracy as a percentage of total software sales by
regions, 2008 - 09
- Figure: Average age of US gamers, 2006 and 2010
- Figure: UK breakdown of gamers and non-gamers by age (%), 2010
- Figure: Male and female gamers in the US (%), 2006 and 2010
- Figure: US break-down of gaming software genres (%), 2005 and 2010
- Figure: European parents playing video games with children (%), 2010
- Figure: Contribution of top 20 titles to total revenues (%), 2000 - 2010
- Figure: New revenue streams for value chain stakeholders
- Figure: Global virtual goods market platform share (%), 2009 - 14
- Figure: Global video games advertising revenues ($bn), 2009 - 14
- Figure: Outsourcing of various game development activities (%), 2009
- Figure: The traditional video gaming value chain
- Figure: The emerging video gaming value chain
- Figure: Digital and retail distribution ecosystem
- Figure: Example of virtual goods used in social games
- Figure: Different forms of in-game advertising
- Figure: Examples of advergaming
- Figure: Example of episodic game - Ritual' s sin
- Figure: Global console hardware revenues ($bn), 2009 - 2014
- Figure: Global console shipments (m), 2009 - 14
- Figure: Global console software revenues ($bn), 2009 - 14
- Figure: Global console software unit sales (m), 2009 - 14
- Figure: Global console gaming revenue share by region (%), 2009 - 14
- Figure: Global console shipments by major manufacturers (m), 2006 - 10
- Figure: Positioning of major current generation consoles
- Figure: Comparative ranking between major video game consoles, 2011
- Figure: Global console software publisher market share by shipments, 2010
- Figure: Global online console revenues by segment ($bn), 2009 - 14
- Figure: Global online gaming revenues by segment ($bn), 2009 - 14
- Figure: Global online gaming revenue share by region (%), 2009 - 14
- Figure: Global MMO gaming revenues by segment ($bn), 2009 - 14
- Figure: Global social gaming revenues by segment ($bn), 2009 - 14
- Figure: Global number of online social gamers by age group (% population),
2010
- Figure: Global number of online social gamers by gender, 2010
- Figure: Major social networking platforms by users (m), 2010
- Figure: Major social game developers by monthly active users (m), Feb 2011
- Figure: Global casual gaming revenues by segment ($bn), 2009 - 14
- Figure: Global mobile gaming revenues by segment ($bn), 2009 - 14
- Figure: Mobile games revenue share by region (%), 2009 - 14
- Figure: Global Android OS smartphone shipments (m), 2009 - 14
- Figure: Global PC gaming revenues ($bn), 2009 - 14
- Figure: Global PC gaming revenue share by region (%), 2009 - 14
- Figure: Typical flow of gaming on-demand service
- Figure: OnLive on-demand gaming technology flow
- Figure: Gaikai on-demand gaming technology flow
- Figure: G cluster technology for on-demand gaming
- Figure: Serious gaming: EVE online virtual organization screenshot
- Figure: Example of headset used for though controlled games
- Figure: Example of thought controlled gameplay
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