表紙
市場調查報告書

電子遊戲的全球市場

Video Games: Global Markets

出版商 BCC Research 商品編碼 962169
出版日期 內容資訊 英文 92 Pages
訂單完成後即時交付
價格
電子遊戲的全球市場 Video Games: Global Markets
出版日期: 2020年09月23日內容資訊: 英文 92 Pages
簡介

全球電子遊戲市場預計將從2020年的1692億美元增長到2025年的2724億美元,在此期間的複合年增長率為10.0%。

亞太市場預計將從2020年的786億美元增長到2025年的1156億美元,在此期間的複合年增長率為8.0%。

此報告調查了全球電子遊戲市場,並提供了諸如市場概述,類型,平台,區域分析和公司概況之類的信息。

目錄

第1章簡介

第2章摘要和重點

第3章市場概述

  • 市場概況
  • 電子遊戲的歷史
  • 發佈遊戲機
  • 電子遊戲崩潰
  • 加劇競爭
  • 3D遊戲
  • 電子遊戲的未來
  • 技術發展
  • 現有價值鏈
  • 商業模式
  • 付費遊戲
  • 免費遊戲(F2P)和免費miam
  • 廣告
  • COVID-19的影響
  • 在線和離線
  • 單人和多人
  • 市場份額分析
  • 市場驅動力
  • 玩家人數增加
  • 創意遊戲設計
  • 教育領域的電子遊戲
  • 增強現實(AR)和虛擬現實(VR)
  • 市場限制
  • 盜版
  • 黑客和作弊代碼

第4章按類型劃分的市場

  • 簡介
  • 動作
  • 體育
  • 冒險

第5章按平台劃分的市場

  • 簡介
  • 控制台
  • 遊戲機組件
  • 家用控制台
  • 手持式控制台
  • 各種遊戲機的視頻遊戲市場
  • 個人計算機(PC)
  • 電子競技引領PC遊戲行業
  • 手機

第6章區域市場

  • 簡介
  • 北美
  • 美國
  • 加拿大
  • 墨西哥
  • 歐洲
  • 英國
  • 德國
  • 法國
  • 西班牙
  • 意大利
  • 其他
  • 亞太地區
  • 中國
  • 日本
  • 韓國
  • 其他
  • 其他地區

第7章公司簡介

  • ACTIVISION BLIZZARD INC.
  • APPLE INC.
  • BANDAI NAMCO GAMES INC.
  • CAPCOM CO. LTD.
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • KONAMI HOLDINGS CORP.
  • Microsoft Corp.
  • NINTENDO CO. LTD.
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT HOLDINGS LTD.
  • UBISOFT ENTERTAINMENT SA
目錄
Product Code: IFT208A

Highlights:

The global market for video gaming should grow from $169.2 billion in 2020 to $272.4 billion by 2025 at compound annual growth rates (CAGR) of 10.0% for the period of 2020-2025.

Asia-Pacific market for video gaming should grow from $78.6 billion in 2020 to $115.6 billion by 2025 at a CAGR of 8.0% for the period of 2020-2025.

RoW market for video gaming should grow from $13.6 billion in 2020 to $24.6 billion by 2025 at a CAGR of 12.6% for the period of 2020-2025.

Report Scope:

In this report, the market has been segmented based on genre, mode, platform and geography. The report provides an overview of the global video gaming market and analyzes market trends. Using 2019 as the base year, the report provides estimated market data for the forecast period, 2020-2025. Revenue forecasts for this period are segmented based on genre, mode, platform and geography. Market values have been estimated based on the total revenue of video game developers. Video gaming publishers can earn revenue from games through various processes. The methods of monetizing games vary, especially between different genres or platforms. Revenues benefit developers, copyright owners and other stakeholders. Some important revenue streams for video game publishers include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading and advertising.

The report covers the market for video games with regard to the user base, across different regions. It also highlights major trends and challenges that affect the market and the vendor landscape. The report estimates the global market for video games in 2019 and provides projections for the expected market size through 2025.

Report Includes:

  • 37 data tables and 26 additional tables
  • An overview of the global video gaming market and discussion on its key market developments
  • Estimation of the market size and analyses of global market trends, with data from 2019, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025
  • Analysis of market trends and identification of new opportunities, challenges, and technological changes within the industry
  • A look into the development of augmented reality (AR) and virtual reality (VR) in the video gaming industry and discussion on educational applications of video games
  • Highlights of current and future market potential, market size, and market share analysis based on genre, mode, type, platform and region
  • Comprehensive company profiles of major players of the industry, including Apple Inc., Epic Games Inc, Microsoft Corp., Sony Corp., and Tencent Holdings Ltd.

Table of Contents

Chapter 1: Introduction

  • Study Goals and Objectives
  • Scope of Report
  • Reasons for Doing the Study
  • Intended Audiences
  • Information Sources
  • Methodology
  • Geographic Breakdown
  • Analyst's Credentials
  • BCC Custom Research
  • Related BCC Research Reports

Chapter 2: Summary and Highlights

Chapter 3: Video Gaming: Market Overview

  • Video Gaming Market Overview
  • History of Video Gaming
  • Launch of Gaming Consoles
  • Video Gaming Crash
  • Increasing Competition
  • 3D Gaming
  • Future of Video Gaming
  • Technology Development
  • Traditional Value Chain: Video Gaming Industry
  • Business Models
  • Pay to Play
  • Free-to-play (F2P) and freemium
  • Advertising
  • Impact of COVID-19
  • Online vs. Offline
  • Single vs. Multiplayer
  • Market Share Analysis
  • Market Drivers
  • Increased Number of Gamers
  • Increasingly Creative Game Design
  • Video Games in Education
  • Augmented Reality (AR) and Virtual Reality (VR)
  • Market Restraints
  • Piracy
  • Hacking and Cheat Codes

Chapter 4: Market Breakdown by Genre

  • Introduction
  • Action
  • Sports
  • Adventure

Chapter 5: Market Breakdown by Platform

  • Introduction
  • Consoles
  • Components of a Gaming Console
  • Home Consoles
  • Handheld Consoles
  • Video Gaming Market for Consoles
  • Personal Computers (PCs)
  • E-sports Driving the PC Gaming Industry
  • Mobile

Chapter 6: Market Breakdown by Region

  • Introduction
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • RoW

Chapter 7: Company Profiles

  • ACTIVISION BLIZZARD INC.
  • APPLE INC.
  • BANDAI NAMCO GAMES INC.
  • CAPCOM CO. LTD.
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • KONAMI HOLDINGS CORP.
  • Microsoft Corp.
  • NINTENDO CO. LTD.
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT HOLDINGS LTD.
  • UBISOFT ENTERTAINMENT SA

List of Tables

  • Summary Table: Global Market for Video Gaming, by Region, Through 2025
    • Table 1: Global Market for Video Gaming, by Genre, Through 2025
    • Table 2: Global Market for Action Genre Video Gaming, by Region, Through 2025
    • Table 3: Global Market for Sports Genre Video Gaming, by Region, Through 2025
    • Table 4: Global Market for Adventure Genre Video Gaming, by Region, Through 2025
    • Table 5: Global Market for Role-Playing Genre Video Gaming, by Region, Through 2025
    • Table 6: Global Market for Other Genres Video Gaming, by Region, Through 2025
    • Table 7: Global Market for Video Gaming, by Platform, Through 2025
    • Table 8: Global Market for Consoles Video Gaming, by Region, Through 2025
    • Table 9: Global Market for PC Platform Video Gaming, by Region, Through 2025
    • Table 10: Global Market for Mobile Platform Video Gaming, by Region, Through 2025
    • Table 11: Global Market for Video Gaming, by Region, Through 2025
    • Table 12: North American Market for Video Gaming, by Genre, Through 2025
    • Table 13: North American Market for Video Gaming, by Platform, Through 2025
    • Table 14: North American Market for Video Gaming, by Country, Through 2025
    • Table 15: Top 20 Best Selling Video Games in U.S., 2019
    • Table 16: Best-Selling Video Games in Europe, 2019
    • Table 17: European Market for Video Gaming, by Genre, Through 2025
    • Table 18: European Market for Video Gaming, by Platform, Through 2025
    • Table 19: European Market for Video Gaming, by Country, Through 2025
    • Table 20: Asia-Pacific Market for Video Gaming, by Genre, Through 2025
    • Table 21: Asia-Pacific Market for Video Gaming, by Platform, Through 2025
    • Table 22: Asia-Pacific Market for Video Gaming, by Country, Through 2025
    • Table 23: RoW Market for Video Gaming, by Genre, Through 2025
    • Table 24: RoW Market for Video Gaming, by Platform, Through 2025
    • Table 25: Activision Blizzard Inc.: Net Revenue, 2017-2019
    • Table 26: Activision Blizzard Inc.: Products and Services
    • Table 27: Activision Blizzard Inc.: Developments, 2019 and 2020
    • Table 28: Apple Inc.: Net Revenue, 2017-2019
    • Table 29: Apple Inc.: Products and Services
    • Table 30: Apple Inc.: Developments, 2019 and 2020
    • Table 31: Bandai Namco Group: Net Revenue, 2017-2019
    • Table 32: Bandai Namco Group: Products and Services
    • Table 33: Bandai Namco Group: Developments, 2019 and 2020
    • Table 34: Capcom Co. Ltd.: Net Revenue, 2017-2019
    • Table 35: Capcom Co. Ltd.: Products and Services
    • Table 36: Capcom Co. Ltd.: Developments, 2019 and 2020
    • Table 37: Electronic Arts Inc.: Net Revenue, 2017-2019
    • Table 38: Electronic Arts Inc.: Products and Services
    • Table 39: Electronic Arts Inc.: Developments, 2019 and 2020
    • Table 40: Epic Games Inc.: Products and Services
    • Table 41: Konami Holdings Corp.: Net Revenue, 2018 and 2019
    • Table 42: Konami Holdings Corp.: Products and Services
    • Table 43: Microsoft Corp.: Net Revenue, 2017-2019
    • Table 44: Microsoft Corp.: Products and Services
    • Table 45: Microsoft Corp.: Developments, 2019 and 2020
    • Table 46: Nintendo Co. Ltd.: Net Revenue, 2018-2020
    • Table 47: Nintendo Co. Ltd.: Products and Services
    • Table 48: Sony Corp.: Net Revenue, 2018-2020
    • Table 49: Sony Corp.: Products and Services
    • Table 50: Sony Corp.: Developments, 2019 and 2020
    • Table 51: Square Enix Holdings Co. Ltd.: Net Revenue, 2017-2019
    • Table 52: Square Enix Holdings Co. Ltd.: Products and Services
    • Table 53: Square Enix Holdings Co. Ltd.: Developments, 2020
    • Table 54: Take-Two Interactive Software Inc.: Net Revenue, 2017-2019
    • Table 55: Take-Two Interactive Software Inc.: Products and Services
    • Table 56: Take-Two Interactive Software Inc.: Developments, 2019 and 2020
    • Table 57: Tencent Holdings Ltd.: Net Revenue, 2017-2019
    • Table 58: Tencent Holdings Ltd.: Products and Services
    • Table 59: Tencent Holdings Ltd.: Developments, 2019 and 2020
    • Table 60: Ubisoft Entertainment SA: Net Revenue, 2017-2019
    • Table 61: Ubisoft Entertainment SA: Products and Services
    • Table 62: Ubisoft Entertainment SA: Developments, 2019

List of Figures

  • Summary Figure: Global Market for Video Gaming, by Region, 2019-2025
    • Figure 1: Value Chain: Video Gaming Industry
    • Figure 2: Company Market Share Analysis, 2019
    • Figure 3: Global Market for Video Gaming, by Genre, 2019-2025
    • Figure 4: Global Market for Action Genre Video Gaming, by Region, 2019-2025
    • Figure 5: Global Market for Sports Genre Video Gaming, by Region, 2019-2025
    • Figure 6: Global Market for Adventure Genre Video Gaming, by Region, 2019-2025
    • Figure 7: Global Market for Role-Playing Genre Video Gaming, by Region, 2019-2025
    • Figure 8: Global Market for Other Genres Video Gaming, by Region, 2019-2025
    • Figure 9: Global Market for Video Gaming, by Platform, 2019-2025
    • Figure 10: Global Market Share for Consoles Video Gaming, by Product, 2019
    • Figure 11: Global Market for Consoles Video Gaming, by Region, 2019-2025
    • Figure 12: Global Market for PC Platform Video Gaming, by Region, 2019-2025
    • Figure 13: Global Market for Mobile Platform Video Gaming, by Region, 2019-2025
    • Figure 14: Global Market for Video Gaming, by Region
    • Figure 15: Global Market Share for Video Gaming, by Region, 2019
    • Figure 16: U.S. Market for Video Gaming, 2019-2025
    • Figure 17: Canadian Market for Video Gaming, 2019-2025
    • Figure 18: Mexican Market for Video Gaming, 2019-2025
    • Figure 19: UK Market for Video Gaming, 2019-2025
    • Figure 20: German Market for Video Gaming, 2019-2025
    • Figure 21: French Market for Video Gaming, 2019-2025
    • Figure 22: Spanish Market for Video Gaming, 2019-2025
    • Figure 23: Italian Market for Video Gaming, 2019-2025
    • Figure 24: Rest of European Market for Video Gaming, 2019-2025
    • Figure 25: Chinese Market for Video Gaming, 2019-2025
    • Figure 26: Japanese Market for Video Gaming, 2019-2025
    • Figure 27: South Korean Market for Video Gaming, 2019-2025
    • Figure 28: Rest of Asia-Pacific Market for Video Gaming, 2019-2025
    • Figure 29: Activision Blizzard Inc.: Sales, by Business Segment, 2019
    • Figure 30: Activision Blizzard Inc.: Sales, by Distribution Channel, 2019
    • Figure 31: Activision Blizzard Inc.: Sales, by Region, 2019
    • Figure 32: Apple Inc.: Sales, by Product Segment, 2019
    • Figure 33: Apple Inc.: Sales, by Region, 2019
    • Figure 34: Bandai Namco Group: Sales, by Business Segment, 2019
    • Figure 35: Bandai Namco Group: Sales, by Region/Country, 2019
    • Figure 36: Capcom Co. Ltd.: Sales, by Business Segment, 2019
    • Figure 37: Electronic Arts Inc.: Revenue, by Business Composition, 2019
    • Figure 38: Electronic Arts Inc.: Revenue, by Platform, 2019
    • Figure 39: Electronic Arts Inc.: Revenue, by Region, 2019
    • Figure 40: Konami Holdings Corp.: Revenue, by Business Segment, 2019
    • Figure 41: Konami Holdings Corp.: Revenue, by Region, 2019
    • Figure 42: Microsoft Corp.: Sales, by Business Segment, 2019
    • Figure 43: Nintendo Co. Ltd.: Revenue, by Product Type, 2020
    • Figure 44: Sony Corp.: Revenue, by Business Segment, 2020
    • Figure 45: Sony Corp.: Revenue, by Region, 2020
    • Figure 46: Square Enix Holdings Co. Ltd.: Revenue, by Business Segment, 2019
    • Figure 47: Square Enix Holdings Co. Ltd.: Revenue, by Region, 2019
    • Figure 48: Take-Two Interactive Software Inc.: Revenue, by Gaming Platform, 2019
    • Figure 49: Take-Two Interactive Software Inc.: Revenue, by Distribution Channel, 2019
    • Figure 50: Take-Two Interactive Software Inc.: Revenue, by Region, 2019
    • Figure 51: Tencent Holdings Ltd. Revenue, by Business Segment, 2019
    • Figure 52: Tencent Holdings Ltd.: Revenue, by Region, 2019
    • Figure 53: Ubisoft Entertainment SA: Revenue, by Platform, 2019
    • Figure 54: Ubisoft Entertainment SA: Revenue, by Region, 2019