市場調查報告書

全球社群遊戲市場:各主機類型、購買類型、地區 - 趨勢分析,競爭市場佔有率,及預測(2015年∼2025年)

Global Social Gaming Market by Console Type, by Purchase Type, By Region ; Trend Analysis, Competitive Market Share & Forecast, 2015-2025

出版商 Blueweave Consulting & Research Private Limited 商品編碼 924233
出版日期 內容資訊 英文 125 Pages
商品交期: 最快1-2個工作天內
價格
全球社群遊戲市場:各主機類型、購買類型、地區 - 趨勢分析,競爭市場佔有率,及預測(2015年∼2025年) Global Social Gaming Market by Console Type, by Purchase Type, By Region ; Trend Analysis, Competitive Market Share & Forecast, 2015-2025
出版日期: 2019年12月20日內容資訊: 英文 125 Pages
簡介

全球社群遊戲市場在2019年∼2025年的預測期間內預計將以9.7%的年複合成長率成長。手機遊戲市場2022年產生約954億美元的高收益,預計佔全球遊戲市場整體幾乎一半。

本報告提供全球社群遊戲市場的相關調查,市場機會和課題,成長及阻礙因素,各主機類型、購買類型、地區的市場分析,競爭情形,主要企業的簡介等資訊。

目錄

第1章 調查架構

  • 調查目的
  • 產品概要
  • 市場區隔

第2章 調查方法

  • 質性調查
    • 一手及二手資料
  • 數量的調查
    • 一手及二手資料
  • 主要的調查受訪者的明細
    • 二次調查
    • 一次調查
  • 一次調查受訪者的明細:各產業參與企業
  • 市場規模的估計
  • 調查的前提條件
  • 市場分析與資料三角測量

第3章 摘要整理

第4章 產業考察

  • DROC分析
    • 成長要素
    • 阻礙因素
    • 市場機會
    • 課題
  • 技術性預測
  • 法律規範
  • 企業的市場佔有率分析
  • 波特的五力分析
  • 策略性預測

第5章 市場概要

  • 市場規模與預測
    • 各銷售額
    • 各主機類型
    • 各購買類型
    • 各地區

第6章 北美市場

第7章 歐洲市場

第8章 亞太地區市場

第9章 南美市場

第10章 中東、非洲市場

第11章 企業簡介(企業概要,財務矩陣,主要產品的展望,主要員工,主要的競爭,聯絡原住所,策略性預測)

  • Valve Corporation
  • PlayJam, Playdom
  • Bluestack Systems
  • Gameloft
  • Microsoft
  • 任天堂株式會社
  • Rovio Entertainment
  • NVIDIA
  • Sony Corporation
  • Aeria Games GmbH
  • Activision Blizzard, Inc.
  • Blizzard Entertainment, Inc.
  • King Digital Entertainment plc
  • Behaviour Interactive, Inc.
  • DeNA Co., Ltd.
  • Electronic Arts, Inc.
  • PopCap Games, Inc.
  • GREE, Inc.
  • Miniclip SA
  • Peak Games
  • Playtech plc
  • Pretty Simple
  • Social Point
  • Supercell
  • SYBO Games
  • Wooga GmbH
  • Zynga, Inc.
  • 其他的主要企業
目錄
Product Code: BWC19349

According to BlueWeave Consulting, the Global Social Gaming Market is expected to grow at a significant rate during the forecast period. The mobile gaming market will generate high revenues of approximately $95.4 billion in the year 2022 and is expected to account for almost half of the entire global games market. The global social gaming market is anticipated to grow at a CAGR of 9.7% during the forecast period 2019- 2025. The market is growing due to various factors. The report, the games business' standard for comprehension and measuring the worldwide games market, brags a complete breakdown of the market as far as income and gamer conjectures per fragment.

The report investigates the market patterns molding and driving the scene of the game, further focusing in on the most recent improvements per fragment and area. In this article, we will plunge into a portion of the report's key discoveries, concentrating on the new numbers. The diversion world today has tagged along far away from the prepackaged games and 8-piece computer games as a method of recreation and play.

With the approach of data innovation and progressed graphical and explanatory motors, the worldwide gaming segment has been changed. Different gaming mediums, for example, Computer/Mac gaming, devoted TV reassures, handheld gaming consoles, portable and tablet-based gaming among others have been created and are in a consistent period of refreshing. The worldwide gaming market has been demonstrating a developing pattern since its origin and is relied upon to blast in the forecast years as well.

The global social gaming market is developing at a fast pace because of the expanding appropriation of cutting edge gaming advances, rising salary levels, ease of gaming activities, increment in online substance, and computerized conveyance, which enable clients to download the substance on their frameworks. Famous social gaming sorts, for example, social club is probably going to drive the market development during the conjecture time frame because of the expanding social gaming traffic. Besides, the entrance of cloud-based applications and accessibility of gadgets that give enlarged reality gaming encounters additionally open new roads for the market.

The mobile gaming segment from the console section is projected to hold a major share in the global social gaming market during the forecast period

The mobile gaming (smartphone and tablet), meanwhile, remains the largest segment in 2019, growing +10.2% year on year to $68.5 billion-45% of the Global Social Gaming Market. Of this, $54.9 billion will come from smartphone games. PC gaming will be both the smallest and slowest-growing segment, increasing +4.0% year on year to $35.7 billion. Despite the segment being smaller in size, PC's status as the bedrock of innovation in the Global Social Gaming Market remains evident to this day. Nearly all of the most popular game genres, including battle royale and MOBA, can trace their roots back to PC gaming's modding community.

The North American region holds a lion's share in the global social gaming market during the forecast period

North America is relied upon to overwhelm the global social gaming market because of the high appropriation pace of games, solid web framework, and availability. The nearness of worldwide key players in this locale and their constant endeavors to give the best gaming stages will support the global social gaming market. The region sees a growing usage of gaming equipment and devices in various gaming markets. Also, the growing propensity of utilizing the best gaming devices amongst the youth is expected to boost the growth of the global social gaming market.

Global Social Gaming Market: Competitive Insight

The major industry players operating in the global social gaming market include prominent companies like Valve Corporation, PlayJam, Playdom, Bluestack Systems, Gameloft, Microsoft, Nintendo, Rovio Entertainment, NVIDIA, and Sony, among others. These prominent companies are largely focusing on various strategic alliances and other product differentiations for strengthening their position thus resulting in the overall growth and development of the global social gaming market.

Table of Contents

1. Research Framework

  • 1.1. Research Objective
  • 1.2. Product Overview
  • 1.3. Market Segmentation

2. Research Methodology

  • 2.1. Qualitative Research
    • 2.1.1. Primary & Secondary Sources
  • 2.2. Quantitative Research
    • 2.2.1. Primary & Secondary Sources
  • 2.3. Breakdown of Primary Research Respondents
    • 2.3.1. Secondary Research
    • 2.3.2. Primary Research
  • 2.4. Breakdown of Primary Research Respondents, By Industry Participants
  • 2.5. Market Size Estimation
  • 2.6. Assumption for the Study
  • 2.7. Market Breakdown & Data Triangulation

3. Executive Summary

4. Global Social Gaming Market - Industry Insights

  • 4.1. DROC Analysis
    • 4.1.1. Growth Drivers
    • 4.1.2. Restraints
    • 4.1.3. Opportunities
    • 4.1.4. Challenges
  • 4.2. Technological Advancement
  • 4.3. Regulatory Framework
  • 4.4. Company Market Share Analysis, 2019
  • 4.5. Porter's Five Forces Analysis
  • 4.6. Strategic Outlook

5. Global Social Gaming Market Overview

  • 5.1. Market Size & Forecast, 2016-2026
    • 5.1.1. By Value (USD Million)
    • 5.1.2. By Console Type
      • 5.1.2.1. TV / Gaming Console
      • 5.1.2.2. Computer Gaming
      • 5.1.2.3. Mobile Gaming
      • 5.1.2.4. Social / Casual Gaming
      • 5.1.2.5. Online MMO Gaming
      • 5.1.2.6. Others Solutions
    • 5.1.3. By Purchase Type
      • 5.1.3.1. Box/ CD/ DVD Game Purchase
      • 5.1.3.2. Shareware
      • 5.1.3.3. Freeware
      • 5.1.3.4. In-App Purchase Based
      • 5.1.3.5. Others Outdoor Locations
    • 5.1.4. By Region
      • 5.1.4.1. North America
      • 5.1.4.2. Europe
      • 5.1.4.3. Asia-Pacific
      • 5.1.4.4. Latin America
      • 5.1.4.5. Middle East & Africa

6. North America Social Gaming Market Overview

    • 6.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 6.1.2. By Console Type
    • 6.1.3. By Purchase Type
    • 6.1.4. By Country
      • 6.1.4.1. United States
      • 6.1.4.2. Canada

7. Europe Social Gaming Market Overview

    • 7.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 7.1.2. By Console Type
    • 7.1.3. By Purchase Type
    • 7.1.4. By Country
      • 7.1.4.1. United Kingdom
      • 7.1.4.2. Germany
      • 7.1.4.3. France

8. Asia -Pacific Social Gaming Market Overview

    • 8.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 8.1.2. By Console Type
    • 8.1.3. By Purchase Type
    • 8.1.4. By Country
      • 8.1.4.1. China
      • 8.1.4.2. Japan
      • 8.1.4.3. India
      • 8.1.4.4. South Korea

9. Latin America Social Gaming Market Overview

    • 9.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 9.1.2. By Console Type
    • 9.1.3. By Purchase Type
    • 9.1.4. By Country
      • 9.1.4.1. Brazil
      • 9.1.4.2. Mexico
      • 9.1.4.3. Rest of Latin America

10.Middle East & Africa Social Gaming Market Overview

    • 10.1.1. Market Size & Forecast (USD Million) 2016-2026
    • 10.1.2. By Console Type
    • 10.1.3. By Purchase Type
    • 10.1.4. By Country
      • 10.1.4.1. Saudi Arabia
      • 10.1.4.2. UAE
      • 10.1.4.3. South Africa

11.Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *

  • 11.1. Valve Corporation
  • 11.2. PlayJam, Playdom
  • 11.3. Bluestack Systems
  • 11.4. Gameloft
  • 11.5. Microsoft
  • 11.6. Nintendo
  • 11.7. Rovio Entertainment
  • 11.8. NVIDIA
  • 11.9. Sony
  • 11.10. Aeria Games GmbH
  • 11.11. Activision Blizzard, Inc.
  • 11.12. Blizzard Entertainment, Inc.
  • 11.13. King Digital Entertainment plc
  • 11.14. Behaviour Interactive, Inc.
  • 11.15. DeNA Co., Ltd.
  • 11.16. Electronic Arts, Inc.
  • 11.17. PopCap Games, Inc.
  • 11.18. GREE, Inc.
  • 11.19. Miniclip SA
  • 11.20. Peak Games
  • 11.21. Playtech plc
  • 11.22. Pretty Simple
  • 11.23. Social Point
  • 11.24. Supercell
  • 11.25. SYBO Games
  • 11.26. Wooga GmbH
  • 11.27. Zynga, Inc.
  • 11.28. Other Prominent Players