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市場調查報告書
電視遊戲市場:新的商業模式・主要企業・新的課題・未來預測
The Video Gaming Market Outlook: Evolving business models, key players, new challenges and the future outlook
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電視遊戲市場:新的商業模式・主要企業・新的課題・未來預測 是由出版商Business Insights在2009年08月所出版的。
這份英文市場調查報告書包含138 pages 價格從美金2875起跳。
Abstract
Introduction
The global video gaming market is expected to grow at a CAGR of 8.9% over the
period 2008-2013 to reach $76.1bn in 2013. In the future the market will be
driven primarily by online and mobile gaming formats, which in turn are being
driven by increasing internet, broadband and mobile penetrations. Video games
publishers are changing their business models and adopting alternative
distribution channels to enhance their profits and curb the malpractice of
piracy. The industry value chain is evolving in the wake of new business and
distribution models.
This report provides an overview of the global video gaming market, covering
aspects such as market size and growth, factors driving this growth and trends
in the market. It covers the key developed and emerging markets in terms of
penetration of internet, broadband and mobile technologies and the uptake of
different video gaming platforms. It analyses the changing demographic profile
of gamers, evolving business models and evolutions in the value chain of the
video gaming industry, with a focus on the emerging trends. It also discusses
the key challenges that the market is currently faced with and provides an
insight into the key players involved in the market.Through analysis and
forecasts, this report provides insight into the direction of the video gaming
market, which is undergoing major structural transformation.
Key findings
- The global video gaming market is expected to grow at a CAGR of 8.9% over
the period 2008-2013.
- Online gaming and mobile gaming are likely to be the key drivers of the
growth in the global video gaming market. While console gaming will continue
to be the largest segment, its market share is expected to decline.
- Key video gaming markets include the US, Canada, Western Europe, China,
Japan and South Korea, while India, Brazil, Russia and South East Asia
comprise the key emerging markets for video games.
- Piracy and IP protection are the key challenges for the video gaming
industry at present and in the future.
- The demographic profile of video gamers is changing and there is a strong
growth in the number of casual gamers, which primarily consist of women and
older men.
Use this report to.
- Analyze market trends to predict key growth areas in the video gaming
market.
- Examine the challenges and threats facing the global video gaming market
and their impact on the industry.
- Quantify the global and regional video gaming markets, including product
shipment data and forecasts of mobile and broadband uptake that will drive
future growth.
- Gain insight into the key different types of video gaming models, and
identify trends and keys to growth in each.
- Compare how different players in the space are positioning and developing
their offerings in order to differentiate themselves from the competition.
Discover
- What are the current trends in the global video games industry?
- Which industry segments offer the greatest growth opportunities in the
market?
- Which regions are more developed markets and which are the emerging areas
presenting potential growth opportunities?
- Who are the key players in the industry?
- What is the industry structure and how is it changing?
- How is the demographic profile of gamers changing and what is its impact
on the industry?
- What are the key challenges facing the industry and how are they being
dealt with?
- How is the industry expected to evolve and what is the future outlook?
Table of Contents
Executive summary
- Market development
- Console gaming - slowing growth
- Online gaming - driving the growth of video gaming
- Mobile gaming - rising rapidly
- PC gaming - declining market
- Changing demographic profile - the rise of casual gaming
- Evolving business models - rise of in-game advertising,
- microtransactions and digital distribution
- Changing value chain - impact of industry consolidation and changing
- distribution models
- Key and emerging video gaming markets
Chapter 1 Introduction
- What is this report about?
- Methodology and definitions
Chapter 2 Market development
- Summary
- Overview
- Introduction
- Market size and growth
- Key global video games publishers
- Emerging sectors in video gaming
- Multimedia consoles
- Thought controlled games
- User-generated content
- Social gaming
- Advergaming
- Serious gaming
- Challenges for the video games industry
- Piracy
- Piracy - some statistics compiled by Interactive Software Federation
- of Europe (ISFE)
- Intellectual Property Rights
Chapter 3 Console gaming - slowing growth
- Summary
- Console software market
- Market size and growth
- Console software publishers
- Console hardware market
- Market size and growth
- Console hardware manufacturers
- Online console market
- OnLive - a potential threat to console gaming
Chapter 4 Online gaming - driving the growth of video gaming
- Summary
- Market size and growth
- Drivers of online gaming
- MMOGs (Massively multiplayer online games) - Dominating the online
- games market
- Drivers of MMOGs
- Gaming as a social medium
- Increasing broadband users
- MMOG competitive landscape
Chapter 5 Mobile gaming - rising rapidly
- Market Size and growth
- Drivers of mobile gaming
- Increasing mobile and 3G penetration
- Increasing smartphone sales
- Apple iPhone - revolutionizing the mobile gaming market
- Key mobile gaming publishers
Chapter 6 PC Gaming - declining market
- Summary
- Market size and growth
- Reasons for the decline of PC gaming
- Lack of new game titles and sophisticated games
- Cannibalization by console games
- Advent of online and wireless gaming
Chapter 7 Changing demographic profile - the rise of casual gaming
- Summary
- Overview
- Increasing casual gaming market
- Profile of casual gamers
- Increasing average game player age
- Increasing participation from women
- Video games in the family and as social medium
Chapter 8 Evolving business models - the rise of in-game advertising, microtransactions and digital distribution
- Summary
- Overview
- In-game advertising
- Online/ digital distribution
- Microtransactions
Chapter 9 Changing value chain - impact of industry consolidation and changing distribution models
- Summary
- Overview
- The traditional video gaming value chain
- Key components of traditional value chain
- Developer
- Publisher
- Distributor
- Retailer
- The new video gaming value chain
- Consolidation of developers and publishers
- Digital distribution
- Rise of mobile and online gaming
Chapter 10 Key and emerging video gaming markets
- Summary
- The key video gaming markets
- The US
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Canada
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- China
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- South Korea
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Japan
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Western Europe
- Market size and growth
- Key video games publishers
- Key video gaming markets in Western Europe
- Emerging video gaming markets
- India
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Brazil
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- Russia
- Market size and growth
- Internet and broadband penetration
- Mobile penetration
- Key video games publishers
- South East Asia
- Market size and growth
- Internet, broadband and mobile penetration
- Index
List of Figures
- Figure 2.1: Global video gaming market size ($bn), 2003 - 2013
- Figure 2.2: Global video gaming market by format (%), 2008 - 2013
- Figure 2.3: Global video gaming market size by geographic region (%), 2008
- 2013
- Figure 2.4: Examples of advergaming
- Figure 2.5: EVE Online screenshot
- Figure 3.6: Global console gaming market size ($bn), 2003-2013
- Figure 3.7: Global console shipments (m), 2006-2013
- Figure 3.8: Global console shipments (m), H1 2008 - H1 2009
- Figure 3.9: Positioning of key consoles
- Figure 3.10: Comparison between key video game consoles
- Figure 3.11: Global online console market size ($bn), 2008-2013
- Figure 3.12: Global online console market size break-up ($bn), 2008-2013
- Figure 4.13: Global online gaming market size ($bn), 2008 - 2013
- Figure 4.14: Worldwide internet users and penetration, 2004-2008
- Figure 4.15: Worldwide MMOG subscribers (m), 2004-2008
- Figure 4.16: Global MMOG market size ($bn), 2008-2013
- Figure 4.17: Worldwide broadband users and penetration, 2004-2013
- Figure 4.18: MMOG key players' market share (%), June 2008
- Figure 5.19: Global mobile gaming market size ($bn), 2003-2013
- Figure 5.20: Worldwide mobile subscribers and penetration, 2004-2008
- Figure 5.21: 3G share of mobile phone subscriptions and revenues (%),
2004-2013
- Figure 6.22: Global PC gaming market size ($bn), 2003-2013
- Figure 7.23: Global casual gamers' profile, (2007)
- Figure 7.24: US comparison of gamers' age, (2006, 2008)
- Figure 7.25: UK breakdown of gamers and non-gamers by age (%), (2008)
- Figure 7.26: US comparison of gamers' gender, (2006, 2008)
- Figure 7.27: US break-down of gaming software genres shipments (%), (2005,
2009)
- Figure 7.28: European parents playing video games with children (%), (2008)
- Figure 8.29: Global in-game advertising market size ($bn), 2008-2013
- Figure 8.30: Examples of in-game advertisements
- Figure 9.31: Traditional video gaming value chain
- Figure 9.32: Evolution in video gaming value chain
- Figure 10.33: The US video gaming market size ($bn), 2003-2013
- Figure 10.34: US internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.35: The US mobile penetration (phones per hundred population),
2003-2013
- Figure 10.36: Canada video gaming market size ($bn), 2003-2013
- Figure 10.37: Canada internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.38: Canada mobile penetration (phones per hundred population),
2003-2013
- Figure 10.39: China online gaming market size ($bn), 2003-2009
- Figure 10.40: China internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.41: China mobile penetration (phones per hundred population),
2003-2013
- Figure 10.42: South Korea video gaming market size ($bn), 2003-2009
- Figure 10.43: South Korea internet and broadband penetration (connections
per hundred population), 2003-2013
- Figure 10.44: South Korea mobile penetration (phones per hundred
population), 2003-2013
- Figure 10.45: Japan video gaming market size ($bn), 2003-2011
- Figure 10.46: Japan internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.47: Japan mobile penetration (phones per hundred population),
2003-2013
- Figure 10.48: Western Europe video gaming market size ($bn), 2003-2013*
- Figure 10.49: The UK internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.50: The UK mobile penetration (phones per hundred population),
2003-2013
- Figure 10.51: France internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.52: France mobile penetration (phones per hundred population),
2003-2013
- Figure 10.53: Germany internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.54: Germany mobile penetration (phones per hundred population),
2003-2013
- Figure 10.55: India video gaming market size ($m), 2008-2012
- Figure 10.56: India internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.57: India mobile penetration (phones per hundred population),
2003-2013
- Figure 10.58: Brazil video gaming market size ($bn), 2005-2008
- Figure 10.59: Brazil internet and broadband penetration (connections per
hundred population), 2007-2013
- Figure 10.60: Brazil mobile penetration (phones per hundred population),
2007-2013
- Figure 10.61: Russia internet and broadband penetration (connections per
hundred population), 2003-2013
- Figure 10.62: Russia mobile penetration (phones per hundred population),
2003-2013
List of Tables
- Table 2.1: Global video gaming market size ($bn), 2003 - 2013
- Table 2.2: Global video gaming market break-up by geographic region ($bn),
2008 - 2013
- Table 2.3: Top 15 video games publishers, (2008)
- Table 3.4: Top 10 console software publishers by global shipments, (H1
2009)
- Table 3.5: Top 20 console games by global shipments (m), (H1 2009)
- Table 3.6: Global console shipments (m), 2006-2013
- Table 3.7: Console hardware shipments by console (m), (2006-2008)
- Table 3.8: Global online console market size break-up ($bn), 2008-2013
- Table 4.9: Worldwide internet users and penetration, 2004-2008
- Table 4.10: Worldwide broadband users and penetration, 2004-2013
- Table 5.11: Worldwide mobile subscribers and penetration, 2004-2008
- Table 5.12: 3G share of mobile phone subscriptions and revenues (%),
2004-2013
- Table 7.13: Casual gaming market size ($bn), 2005-2007
- Table 7.14: UK breakdown of gamers and non-gamers by age (%), (2008)
- Table 10.15: The US - Key video game publishing companies, (2008)
- Table 10.16: China online gaming market size ($bn), 2003-2009
- Table 10.17: China online gaming break-up ($bn), 2008-2009
- Table 10.18: China - key video games publishers, (2008)
- Table 10.19: South Korea video gaming market size ($bn), 2003-2009
- Table 10.20: South Korea - key video games publishers, (2008)
- Table 10.21: Japan video gaming market size ($bn), 2003-2011
- Table 10.22: Japan - key video games publishers, (2008)
- Table 10.23: Europe - Key video game publishing companies, (2008)
- Table 10.24: Brazil video gaming market size ($bn), 2005-2008
- Table 10.25: South East Asia key statistics (connections per hundred
population), (2008-2013)
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