NEWS: 公告在東京證券交易所JASDAQ標準市場新上市

表紙
市場調查報告書

線上遊戲的全球市場:各類型(益智,動作,冒險,遊樂場,運動等),各平台(PC,主機,行動電話),各遊戲玩家類型,各地區,市場規模與預測(2020年∼2027年)

Global Online Gaming Market Size study, by Type (Puzzle, Action, Adventure, Arcade, Sports and others), Platform (PCs, Consoles, Mobile Phone), By Gamer Type (Social Gamer, Serious Gamer, Core Gamers) and Regional Forecasts 2020-2027

出版商 Bizwit Research & Consulting LLP 商品編碼 1000521
出版日期 內容資訊 英文
商品交期: 2-3個工作天內
價格
線上遊戲的全球市場:各類型(益智,動作,冒險,遊樂場,運動等),各平台(PC,主機,行動電話),各遊戲玩家類型,各地區,市場規模與預測(2020年∼2027年) Global Online Gaming Market Size study, by Type (Puzzle, Action, Adventure, Arcade, Sports and others), Platform (PCs, Consoles, Mobile Phone), By Gamer Type (Social Gamer, Serious Gamer, Core Gamers) and Regional Forecasts 2020-2027
出版日期: 2021年03月25日內容資訊: 英文
簡介

全球線上遊戲的市場規模預計2020年∼2027年的預測期間內將以以健全成長率成長。

隨著簡化線上遊戲的硬體和軟體方面的新創新,多人遊戲玩家,影片遊戲和室內線上遊戲中的智慧設備,以及與他人互動的獨特技術進步的發展,不斷變化的消費者喜好推動了市場上的線上遊戲的發展。但是,新硬體技術以及政府界面以及較高的遊戲訂閱費用阻礙了2020-2027年預測期內市場的成長。此外,提高網際網路服務在全球的普及率以及透過網際網路服務簡化線上遊戲的可用性和訪問性很可能會在預測期內增加市場成長。

本報告提供線上遊戲的世界市場調查,市場概要,市場成長要素及阻礙因素分析,市場機會,各類型、平台、遊戲玩家類型、地區的市場規模的變化與預測,競爭情形,主要企業的簡介等系統性資訊。

目錄

第1章 摘要整理

第2章 市場定義和範圍

第3章 市場動態

  • 市場影響分析(2018年∼2027年)

第4章 產業分析

  • 波特的五力分析
  • PEST分析
  • 投資採用模式
  • 分析師的推薦事項與結論

第5章 各類型

  • 市場概述
  • 效能:潛力分析
  • 市場規模預測:2017年∼2027年(10億美元單位)
  • 子區隔分析
    • 益智
    • 動作
    • 冒險
    • 遊樂場
    • 運動
    • 其他

第6章 各平台

  • 市場概述
  • 效能:潛力分析
  • 市場規模預測:2017年∼2027年(10億美元單位)
  • 子區隔分析
    • PC
    • 主機
    • 行動電話

第7章 各遊戲玩家類型

  • 市場概述
  • 效能:潛力分析
  • 市場規模預測:2017年∼2027年(10億美元單位)
  • 子區隔分析
    • 社群遊戲玩家
    • 認真遊戲玩家
    • 核心遊戲玩家

第8章 各地區

  • 地區市場概述
  • 北美
    • 美國
    • 加拿大
  • 歐洲的概述
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 義大利
    • 其他歐洲
  • 亞太地區的概述
    • 中國
    • 印度
    • 日本
    • 澳洲
    • 韓國
    • 其他亞太地區
  • 南美的概述
    • 巴西
    • 墨西哥
  • 其他地區

第9章 競爭資訊

  • 最高市場策略
  • 企業簡介
    • Peak Games
    • Gree
    • Microsoft
    • Sony Corp.
    • Tencent
    • Activision
    • Blizzard
    • Konami
    • NCSOFT
    • GungHo Online
    • King Digital Entertainment

第10章 調查流程

目錄

Global Online Gaming Market is valued approximately USD XXX billion in 2019 and is anticipated to grow with a healthy growth rate of more than XX % over the forecast period 2020-2027. Online Gaming is a type of video gaming which is partially or primary played through internet. Online gaming offers video interactions with the features of multiplayers options. It is played over the computer and mobile network. The shift in new innovation in both hardware and software in streamline of online gaming and the development in unique technological advancement in the field of multiplayer gamer, video gaming, shift in smart devices and consumer preferences in indoor online gaming which involves interaction with other people drive the growth of online gaming in the market . According to Statista, in 2019, the segment of online gaming across India were distributed equally under which PC and console based games accounted for 36%, and mobile first gamers are not far behind, for amounting to 33% of the market and also in 2020, India had recorded around 365 million online gamers. However, the innovation in new hardware technologies as well as government interface and the higher gaming subscription charges impedes the growth of the market over the forecast period of 2020-2027. Also, raising penetration of internet services across the globe and ease of availability and access of online gaming through internet services is likely to increase the market growth during the forecast period.

The regional analysis of global Online Gaming market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. Asia Pacific is the leading/significant region across the world in terms of market share owing to the growing smart phone penetration increase in number of gamers and increase in demand for entertainment Whereas, South Korea is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as focus on E-sports and multiplayers online games would create lucrative growth prospects for the Online Gaming market across Asia-Pacific region.

Major market player included in this report are:

Peak Games

GREE, Inc.

Microsoft

Sony Corp.

Tencent

Activision Blizzard

Konami

NCSOFT

GungHo Online

King Digital Entertainment

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Type:

Puzzle

Action

Adventure

Arcade

Sports and others

By Platform:

PCs

Consoles

Mobile Phone

By Gamer Type:

Social Gamer

Serious Gamer

Core Gamers

By Region:

North America

U.S.

Canada

Europe

UK

Germany

France

Spain

Italy

ROE

Asia Pacific

China

India

Japan

Australia

South Korea

RoAPAC

Latin America

Brazil

Mexico

Rest of the World

Furthermore, years considered for the study are as follows:

Historical year - 2017, 2018

Base year - 2019

Forecast period - 2020 to 2027

Target Audience of the Global Online Gaming Market in Market Study:

Key Consulting Companies & Advisors

Large, medium-sized, and small enterprises

Venture capitalists

Value-Added Resellers (VARs)

Third-party knowledge providers

Investment bankers

Investors

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
    • 1.2.1. Online Gaming Market, by Region, 2018-2027 (USD Billion)
    • 1.2.2. Online Gaming Market, by Type, 2018-2027 (USD Billion)
    • 1.2.3. Online Gaming Market, by Platform, 2018-2027 (USD Billion)
    • 1.2.4. Online Gaming Market, by Gamer Type, 2018-2027 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Online Gaming Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Scope of the Study
    • 2.2.2. Industry Evolution
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Online Gaming Market Dynamics

  • 3.1. Online Gaming Market Impact Analysis (2018-2027)
    • 3.1.1. Market Drivers
    • 3.1.2. Market Challenges
    • 3.1.3. Market Opportunities

Chapter 4. Global Online Gaming Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model (2017-2027)
  • 4.2. PEST Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
  • 4.3. Investment Adoption Model
  • 4.4. Analyst Recommendation & Conclusion

Chapter 5. Global Online Gaming Market, by Type

  • 5.1. Market Snapshot
  • 5.2. Global Online Gaming Market by Type, PerGamer Typeance - Potential Analysis
  • 5.3. Global Online Gaming Market Estimates & Forecasts by Type 2017-2027 (USD Billion)
  • 5.4. Online Gaming Market, Sub Segment Analysis
    • 5.4.1. Puzzle
    • 5.4.2. Action
    • 5.4.3. Adventure
    • 5.4.4. Arcade
    • 5.4.5. Sports
    • 5.4.6. Others

Chapter 6. Global Online Gaming Market, by Platform

  • 6.1. Market Snapshot
  • 6.2. Global Online Gaming Market by Platform, PerGamer Typeance - Potential Analysis
  • 6.3. Global Online Gaming Market Estimates & Forecasts by Platform 2017-2027 (USD Billion)
  • 6.4. Online Gaming Market, Sub Segment Analysis
    • 6.4.1. PCs
    • 6.4.2. Consoles
    • 6.4.3. Mobile Phone

Chapter 7. Global Online Gaming Market, by Gamer Type

  • 7.1. Market Snapshot
  • 7.2. Global Online Gaming Market by Gamer Type, PerGamer Typeance - Potential Analysis
  • 7.3. Global Online Gaming Market Estimates & Forecasts by Gamer Type 2017-2027 (USD Billion)
  • 7.4. Online Gaming Market, Sub Segment Analysis
    • 7.4.1. Social Gamer
    • 7.4.2. Serious Gamer
    • 7.4.3. Core Gamers

Chapter 8. Global Online Gaming Market, Regional Analysis

  • 8.1. Online Gaming Market, Regional Market Snapshot
  • 8.2. North America Online Gaming Market
    • 8.2.1. U.S. Online Gaming Market
      • 8.2.1.1. Type breakdown estimates & forecasts, 2017-2027
      • 8.2.1.2. Platform breakdown estimates & forecasts, 2017-2027
      • 8.2.1.3. Gamer Type breakdown estimates & forecasts, 2017-2027
    • 8.2.2. Canada Online Gaming Market
  • 8.3. Europe Online Gaming Market Snapshot
    • 8.3.1. U.K. Online Gaming Market
    • 8.3.2. Germany Online Gaming Market
    • 8.3.3. France Online Gaming Market
    • 8.3.4. Spain Online Gaming Market
    • 8.3.5. Italy Online Gaming Market
    • 8.3.6. Rest of Europe Online Gaming Market
  • 8.4. Asia-Pacific Online Gaming Market Snapshot
    • 8.4.1. China Online Gaming Market
    • 8.4.2. India Online Gaming Market
    • 8.4.3. Japan Online Gaming Market
    • 8.4.4. Australia Online Gaming Market
    • 8.4.5. South Korea Online Gaming Market
    • 8.4.6. Rest of Asia Pacific Online Gaming Market
  • 8.5. Latin America Online Gaming Market Snapshot
    • 8.5.1. Brazil Online Gaming Market
    • 8.5.2. Mexico Online Gaming Market
  • 8.6. Rest of The World Online Gaming Market

Chapter 9. Competitive Intelligence

  • 9.1. Top Market Strategies
  • 9.2. Company Profiles
    • 9.2.1. Peak Games
      • 9.2.1.1. Key InGamer Typeation
      • 9.2.1.2. Overview
      • 9.2.1.3. Financial (Subject to Data Availability)
      • 9.2.1.4. Product Summary
      • 9.2.1.5. Recent Developments
    • 9.2.2. Gree
    • 9.2.3. Microsoft
    • 9.2.4. Sony Corp.
    • 9.2.5. Tencent
    • 9.2.6. Activision
    • 9.2.7. Blizzard
    • 9.2.8. Konami
    • 9.2.9. NCSOFT
    • 9.2.10. GungHo Online
    • 9.2.11. King Digital Entertainment

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes
  • 10.3. Research Assumption

LIST OF TABLES

  • TABLE 1. Global Online Gaming market, report scope
  • TABLE 2. Global Online Gaming market estimates & forecasts by Region 2017-2027 (USD Billion)
  • TABLE 3. Global Online Gaming market estimates & forecasts by Type 2017-2027 (USD Billion)
  • TABLE 4. Global Online Gaming market estimates & forecasts by Platform 2017-2027 (USD Billion)
  • TABLE 5. Global Online Gaming market estimates & forecasts by Gamer Type 2017-2027 (USD Billion)
  • TABLE 6. Global Online Gaming market estimates & forecasts by Farm Type 2017-2027 (USD Billion)
  • TABLE 7. Global Online Gaming market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 8. Global Online Gaming market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 9. Global Online Gaming market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 10. Global Online Gaming market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 11. Global Online Gaming market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 12. Global Online Gaming market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 13. Global Online Gaming market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 14. Global Online Gaming market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 15. Global Online Gaming market by segment, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 16. Global Online Gaming market by region, estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 17. U.S. Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 18. U.S. Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 19. U.S. Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 20. Canada Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 21. Canada Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 22. Canada Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 23. UK Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 24. UK Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 25. UK Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 26. Germany Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 27. Germany Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 28. Germany Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 29. RoE Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 30. RoE Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 31. RoE Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 32. China Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 33. China Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 34. China Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 35. India Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 36. India Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 37. India Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 38. Japan Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 39. Japan Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 40. Japan Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 41. RoAPAC Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 42. RoAPAC Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 43. RoAPAC Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 44. Brazil Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 45. Brazil Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 46. Brazil Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 47. Mexico Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 48. Mexico Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 49. Mexico Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 50. RoLA Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 51. RoLA Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 52. RoLA Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 53. Row Online Gaming market estimates & forecasts, 2017-2027 (USD Billion)
  • TABLE 54. Row Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 55. Row Online Gaming market estimates & forecasts by segment 2017-2027 (USD Billion)
  • TABLE 56. List of secondary sources, used in the study of global Online Gaming market
  • TABLE 57. List of primary sources, used in the study of global Online Gaming market
  • TABLE 58. Years considered for the study
  • TABLE 59. Exchange rates considered

LIST OF FIGURES

List of figures

  • FIG 1. Global Online Gaming market, research methodology
  • FIG 2. Global Online Gaming market, market estimation techniques
  • FIG 3. Global market size estimates & forecast methods
  • FIG 4. Global Online Gaming market, key trends 2019
  • FIG 5. Global Online Gaming market, growth prospects 2020-2027
  • FIG 6. Global Online Gaming market, porters 5 force model
  • FIG 7. Global Online Gaming market, pest analysis
  • FIG 8. Global Online Gaming market, value chain analysis
  • FIG 9. Global Online Gaming market by segment, 2017 & 2027 (USD Billion)
  • FIG 10. Global Online Gaming market by segment, 2017 & 2027 (USD Billion)
  • FIG 11. Global Online Gaming market by segment, 2017 & 2027 (USD Billion)
  • FIG 12. Global Online Gaming market by segment, 2017 & 2027 (USD Billion)
  • FIG 13. Global Online Gaming market by segment, 2017 & 2027 (USD Billion)
  • FIG 14. Global Online Gaming market, regional snapshot 2017 & 2027
  • FIG 15. North America Online Gaming market 2017 & 2027 (USD Billion)
  • FIG 16. Europe Online Gaming market 2017 & 2027 (USD Billion)
  • FIG 17. Asia pacific Online Gaming market 2017 & 2027 (USD Billion)
  • FIG 18. Latin America Online Gaming market 2017 & 2027 (USD Billion)
  • FIG 19. Global Online Gaming market, company market share analysis (2019)