表紙
市場調查報告書
商品編碼
1042994

視頻遊戲業務

The Business of Video Games

出版日期: | 出版商: DFC Intelligence | 英文 144 Slides, 180 Page PDF | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

本報告分析了全球視頻遊戲業務的趨勢,鳥瞰了遊戲行業的整個價值鏈,並展示了主要公司(硬件製造商、分銷商、內容開發商等)和購買時的收入分配和流向,遊戲行業的新趨勢(電子競技,Nintendo Switch,手機遊戲,流媒體遊戲,虛擬現實,數字發行,微交易,大逃殺遊戲,2020年後的新遊戲系統等),等將被收集和交付。

目錄

目錄

第一章概述

  • 電子遊戲市場規模
  • 軟件發佈價值鏈:概述

第二章歷史

  • 概覽
  • 街機時代
  • 第一款家用電玩的時代與崩塌
  • 任天堂的崛起
  • 遊戲機比賽
  • 多媒體/PC遊戲(第一階段):興衰
  • 索尼的崛起
  • PC網游穩步上升
  • 在亞洲的增長
  • MMO時代
    • 龍與地下城、文字遊戲、MUD
    • 高端訂閱產品的出現
    • 魔獸世界和 MMOG 世界的崛起
  • WII 消費者和微軟的崛起
  • 社交和網頁遊戲的增長
    • 與德國的聯繫
    • Zynga:利用 Facebook 實現快速增長
  • 手機遊戲的增長
  • 新主機系統與任天堂的衰落
  • 數字發行、獨立開發者、虛擬現實、電子競技
  • 2017-2018:大逃殺、NINTENDO SWITCH、手游持續高速增長

第三章遊戲產業的食物鏈與商業模式

  • 高端遊戲的食物鏈
    • 高端商業模式
    • 開發者
    • 出版商
    • 開發者/發佈者
    • 集成開發者/發佈者
    • 附屬標籤開發者
    • 出版商/分銷商
    • 零售商
    • 在線交付
    • 控制台製造商
    • 內容提供者
    • PC 標題:收入明細
    • 控制台標題:收入明細
  • GAS(遊戲即服務)/免費增值/F2P商業模式
    • 概覽
    • GAS/免費增值收益分析
      • 收入模式(一):中等成功的免費增值遊戲/期權訂閱
      • 收入模式(2):小遊戲免費增值遊戲/期權訂閱
      • 收益模式(三):逐漸流行的免費增值遊戲/期權訂閱
      • 收入模式(4):Solid Hit Freemium Game/Optional Subscription
      • 收益模型(五):某次命中的完整虛擬商品模型
      • 收益模型(六):一鳴驚人的完整虛擬商品模型
    • 簡化的免費增值業務模式
    • 免費增值成本分析
      • 概覽
      • 開發成本
      • 營銷用戶獲取成本
      • 客戶運費
      • 支付方式和金融基礎設施成本
      • 持續成本
      • 免費增值模式
  • 訂閱模式/流媒體遊戲服務

第四章遊戲產業市場領導者

  • 概覽
  • 遊戲硬件和分銷領域的市場領導者
    • Alphabet Inc/Google
    • Amazon
    • Apple
    • Electronic Arts/Activision Blizzard
    • Facebook
    • GameFly
    • GameStop
    • Gree/DeNA
    • Microsoft
    • Nintendo
    • NVIDIA
    • Razer
    • Sony
    • Samsung
    • Tencent
    • Valve
  • 遊戲發行和開發的市場領導者
    • 大型綜合性遊戲公司
      • Activision Blizzard
      • Electronic Arts
      • Tencent
    • 主要的高級遊戲發行商
      • 日本發行商:Capcom/Square Enix/Konami/Sega Sammy
      • Take-Two Interactive
      • Time Warner
      • Ubisoft
      • Valve
      • ZeniMax Media
    • 大型手機遊戲公司
      • Aristocrat
      • EA Mobile/Jamdat
      • Gameloft
      • Glu Mobile
      • GungHo
      • Kabam
      • King Digital Entertainment
      • MZ (Machine Zone)
      • Supercell
      • Walt Disney Company
    • 大型PC遊戲企業
      • Big Fish Games
      • Bigpoint
      • Gameforge
      • Goodgame Studios
      • National Geographic Animal Jam
      • NCSoft
      • Netease
      • Netmarble/CJ Games
      • Nexon
      • Riot Games
      • Valve
      • Wargaming.net
      • WildTangent
      • Zynga

第 5 章遊戲消費者和遊戲類型

  • 概覽
  • 世界遊戲消費者:按地區劃分
  • 遊戲類型
目錄

The Business of Video Games looks at all the major segments of the video game industry. This includes all major platforms and geographies.

The current version includes a 180 page pdf report and a 144-slide PowerPoint presentation. There is a total of 120 charts and tables.

This report is a designed to provide a high level overview of how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus on who makes the money when a consumer buys a video game. This report is supplemented by the accompanying PowerPoint presentation The Business of Video Games.

The latest version looks at key industry trends including eSports, the Nintendo Switch, mobile games, streaming games, virtual reality, digital distribution, micro-transactions, Battle Royale games, new game systems for 2020 and beyond and much more.

Companies Covered Include:

  • Activision Blizzard
  • Alphabet Inc/Google
  • Amazon
  • Apple
  • Big Fish Games/Churchill Downs
  • Bigpoint
  • Capcom
  • CD Projket
  • EA Mobile
  • Electronic Arts
  • Facebook
  • GameFly
  • Gameforge
  • Gameloft
  • GameStop
  • Glu Mobile
  • Goodgame Studios
  • Gree/DeNA
  • GungHo
  • Kabam
  • King Digital Entertainment
  • Konami
  • Machine Zone
  • Microsoft
  • National Geographic Animal Jam
  • NCSoft
  • Netease
  • Netmarble/CJ Games
  • Nexon
  • Nintendo
  • NVIDIA
  • Paradox Interactive
  • Razer
  • Riot Games
  • Samsung
  • Sega Sammy
  • SoftBank/Supercell
  • Sony
  • Square Enix
  • Take-Two Interactive
  • Tencent
  • Tencent
  • Time Warner
  • Ubisoft
  • Valve
  • Valve
  • Valve
  • Walt Disney Company
  • Wargaming.net
  • WildTangent
  • ZeniMax Media
  • Zynga

Table of Contents

TABLE OF CONTENTS

INDEX OF TABLES

I. OVERVIEW

  • A. VIDEO GAME MARKET SIZE
  • B. SOFTWARE PUBLISHING VALUE CHAIN OVERVIEW

II. HISTORY

  • A. OVERVIEW
  • B. ARCADE ERA
  • C. FIRST HOME ERA AND COLLAPSE
  • D. RISE OF NINTENDO
  • E. CONSOLE COMPETITION
  • F. MULTIMEDIA AND PC GAMES PHASE ONE: RISE AND COLLAPSE
  • G. RISE OF SONY
  • H. STEADY RISE OF PC ONLINE GAMES
  • I. GROWTH IN ASIA
  • J. THE MMOG ERA
    • 1. Dungeons and Dragons, Text-Based Games and MUDs
    • 2. The Emergence of High-End Subscription Products
    • 3. World of Warcraft and the Global Rise of MMOGs
  • K. THE WII CONSUMER AND RISE OF MICROSOFT
  • L. GROWTH OF SOCIAL AND BROWSER GAMES
    • 1. The German Connection
    • 2. Zynga Uses Facebook to Race Ahead
  • M. GROWTH OF MOBILE GAMES
  • N. NEW CONSOLE SYSTEMS AND DECLINE OF NINTENDO
  • O. DIGITAL DISTRIBUTION, INDIE DEVELOPERS, VIRTUAL REALITY & ESPORTS
  • P. 2017 TO 2018: BATTLE ROYALE, NINTENDO SWITCH AND CONTINUED MOBILE EXPLOSION

III. GAME INDUSTRY FOOD CHAIN AND BUSINESS MODELS

  • A. HIGH-END GAME FOOD CHAIN
    • 1. High-End Business Model
    • 2. Developers
    • 3. Publisher
    • 4. Developer/Publisher
    • 5. Straight Developer Publishers
    • 6. Affiliate Label Developers
    • 7. Publisher/Distributors
    • 8. Retailer
    • 9. Online Distribution
    • 10. Console Manufacturers
    • 11. Content Providers
    • 12. PC Titles: Revenue Breakdown
    • 13. Console Titles: Revenue Breakdown
  • B. GAMES AS A SERVICE/FREEMIUM/F2P BUSINESS MODEL
    • 1. Overview
    • 2. GAS/Freemium Revenue Side Analysis
      • Revenue Model 1: Modest Success Freemium Game /Optional Subscription
      • Revenue Model 2: Minor Hit Freemium Game /Optional Subscription
      • Revenue Model 3: Slow Build Hit Freemium Game /Optional Subscription
      • Revenue Model 4: Solid Hit Freemium Game/Optional Subscription
      • Revenue Model 5: Solid Hit Pure Virtual Goods Model
      • Revenue Model 6: Massive Hit Pure Virtual Goods Model
    • 3. Simplified Freemium Revenue Business Models
    • 4. Freemium Cost Side Analysis
      • Overview
      • Development Cost
      • Marketing and User Acquisition Cost
      • Client Delivery Costs
      • Payment Methods and Financial Infrastructure Costs
      • Ongoing Costs
      • Freemium Cost Model
  • C. SUBSCRIPTION MODELS/STREAMING GAME SERVICES

IV. GAME INDUSTRY MARKET LEADERS

  • A. OVERVIEW
  • B. MARKET LEADERS IN GAME HARDWARE AND DISTRIBUTION
    • Alphabet Inc/Google
    • Amazon
    • Apple
    • Electronic Arts/Activision Blizzard
    • Facebook
    • GameFly
    • GameStop
    • Gree/DeNA
    • Microsoft
    • Nintendo
    • NVIDIA
    • Razer
    • Sony
    • Samsung
    • Tencent
    • Valve
  • C. MARKET LEADERS IN GAME PUBLISHING AND DEVELOPMENT
    • 1. Leading Diversified Game Companies
      • Activision Blizzard
      • Electronic Arts
      • Tencent
    • 2. Leading Premium Game Publishers
      • Japanese Publishers: Capcom/Square Enix/Konami/Sega Sammy
      • Take-Two Interactive
      • Time Warner
      • Ubisoft
      • Valve
      • ZeniMax Media
    • 3. Leading Mobile Game Companies
      • Aristocrat
      • EA Mobile/Jamdat
      • Gameloft
      • Glu Mobile
      • GungHo
      • Kabam
      • King Digital Entertainment
      • MZ (Machine Zone)
      • Supercell
      • Walt Disney Company
    • 4. Leading PC Game Companies
      • Big Fish Games
      • Bigpoint
      • Gameforge
      • Goodgame Studios
      • National Geographic Animal Jam
      • NCSoft
      • Netease
      • Netmarble/CJ Games
      • Nexon
      • Riot Games
      • Valve
      • Wargaming.net
      • WildTangent
      • Zynga

V. GAME CONSUMER AND GAME GENRES

  • A. OVERVIEW
  • B. GLOBAL GAME CONSUMERS BY REGION
  • C. GAME GENRES

Index of Tables

  • Table 1: Global Video Game Software Revenue: Physical versus Digital 2010-2022
  • Table 2: Global Game Software Revenue by Major Platform Type: 2010-2022
  • Table 3: Video Game Console Hardware Unit Sales by Generation: 2009-2022
  • Table 4: Global Console Video Game Software Physical vs. Digital: 2009-2022
  • Table 5: Worldwide PC Game Revenue by Source: 2014-2022
  • Table 6: Worldwide PC Game Revenue by Region: 2014-2022
  • Table 7: Worldwide Console Physical Game Revenue by Region: 2012-2022
  • Table 8: Worldwide Gamers by Region
  • Table 9: PC Game Digital Distributors
  • Table 10: Console Game Digital Distributors
  • Table 11: Mobile Game Digital Distributors
  • Table 12: Key Game Industry Sub-Segments
  • Table 13: Traditional Publishing Revenue Split
  • Table 14: Traditional Console Publishing Revenue Splits
  • Table 15: Modest Success Scenario for a Freemium Game with Optional Subscription
  • Table 16: Five Year Cumulative Revenue for Modest Success Scenario for a Freemium Game with Optional Subscription
  • Table 17: Minor Hit Scenario for a Freemium Game with an Optional Subscription
  • Table 18: Five Year Cumulative Revenue for Minor Hit Scenario for a Freemium Game with Optional Subscription
  • Table 19: Slow Build Hit Scenario for a Freemium Game with an Optional Subscription
  • Table 20: Five Year Cumulative Revenue for Slow Build Hit Scenario Freemium Game with Optional Subscription
  • Table 21: Solid Hit Scenario for a Freemium Game with an Optional Subscription
  • Table 22: Five Year Cumulative Revenue for Solid Hit Scenario Freemium Game with Optional Subscription
  • Table 23: Solid Hit Scenario for a Freemium Game with a Pure Virtual Goods Model
  • Table 24: Five Year Cumulative Revenue for Solid Hit Scenario Freemium with Pure Virtual Goods Model
  • Table 25: Massive Hit Scenario for a Freemium Game with a Pure Virtual Goods Model
  • Table 26: Five Year Cumulative Revenue for Massive Hit Scenario Freemium with Pure Virtual Goods Model
  • Table 27: Basic Revenue Model at 2% Conversion Rate
  • Table 28: Basic Revenue Model at 5% Conversion Rate
  • Table 29: Basic Revenue Model at 10% Conversion Rate
  • Table 30: Basic Revenue Model at 15% Conversion Rate
  • Table 31: Freemium Game Marketing Funnel
  • Table 32: Standard Transaction Fee Comparison between U.S. and Korea
  • Table 33: Client-Based Freemium Customer Acquisition Cost Model
  • Table 34: Client-Based Freemium First-Year Profit/Loss Analysis
  • Table 35: Examples of Online Game Subscription Services Circa 2005
  • Table 36: Examples of Game Streaming and Subscription Services 2018
  • Table 37: DFC Intelligence Top 10 Market Leaders in the Video Game Industry: 2018
  • Table 38: DFC Intelligence Video Game Market Leader Ranking Metrics
  • Table 39: Global Game Industry Software Market Leaders by Segment
  • Table 40: Worldwide Video Game Consumers by Region
  • Table 41: Global Video Game Consumers by Region: 2016-2018
  • Table 42: DFC Intelligence Game Type Classification Categories
  • Table 43: Example of Leading Cross Category Games
  • Table 44: Top Games by Category

Charts and Tables in PowerPoint

  • 1. Global Video Game Software Revenue by Platform: 2010-2022
  • 2. Video Game Software Market Share by Region: 2017
  • 3. Global Video Game Consumers by Region and Platform: 2018
  • 4. Video Game Hardware Spending
  • 5. Video Game Services Market
  • 6. Game Industry Segmentation
  • 7. Value Chain Analysis: Developer
  • 8. Value Chain Analysis: Publisher
  • 9. Value Chain Analysis: Distributor/Hardware Manufacturer
  • 10. Market Segment Size: 2018 and 2022
  • 11. Market Sub-Segment Growth Potential
  • 12. Console/PC Premium Pay-to-Play: 2017-2022
  • 13. PC Pay-to-Play Online Distribution: 2017-2022
  • 14. Console Pay-to-Play Online Distribution: 2017-2022
  • 15. Mobile Pay-to-Play: 2017-2022
  • 16. Pay to Play versus Games as a Service Revenue: 2015-2022
  • 17. PC Premium Games as a Service: 2017-2022
  • 18. PC Low-End F2P and Pay-to-Play Games: 2017-2022
  • 19. Mobile Freemium/Games as a Service: 2017-2022
  • 20. Console Games as a Service: 2017-2022
  • 21. Electronic Arts Revenue: 1995-2018
  • 22. Electronic Arts Revenue by Type 2018
  • 23. Activision Revenue: 1992-2007
  • 24. Activision Blizzard Revenue and Income: 2009-2017
  • 25. Activision Blizzard Revenue by Source: 2009-2017
  • 26. Take-Two Interactive Revenue: 1997-2018
  • 27. Ubisoft Revenue: 2000-2018
  • 28. Disney Interactive Revenue: 2008-2015
  • 29. Disney Interactive Notable Acquisitions
  • 30. Time Warner Game Revenue: 2012-2017
  • 31. Time Warner Major Acquisitions
  • 32. CD Projekt Revenue and Income: 2009-2017
  • 33. CD Projekt Revenue by Source: 2009-2017
  • 34. Paradox Interactive: Revenue and Income: 2011-2017
  • 35. Video Game Hardware Spending: 2012-2022
  • 36. Major Hardware Platforms: Active Users by Platform: 2018
  • 37. Asian Games as a Service Companies PC vs Mobile Revenue 2014
  • 38. Asian Games as a Service Companies PC vs Mobile Revenue 2017
  • 39. Tencent Mobile Vs PC Game Revenue: 2014-2017
  • 40. Growth in PC and Mobile for Major Asian Game Companies: 2014-2017
  • 41. Worldwide Video Game Console Hardware Unit Sales by Generation: 2000-2017
  • 42. Nintendo Revenue and Income: 1997-2018
  • 43. Microsoft Game Industry Acquisitions
  • 44. Microsoft Entertainment and Devices Division: 2005-2013
  • 45. Microsoft Quarterly Game Revenue: 2017 to 2018
  • 46. Microsoft Active Xbox Live Users: 2017 to 2018
  • 47. Sony Game Industry Acquisitions
  • 48. Sony Game Revenue: 1997-2015
  • 49. Sony Game Division Revenue: 2014-2018
  • 50. Sony Game Revenue by Source: 2014-2018
  • 51. Indie Development Budget
  • 52. Outsourced Production Revenue: 2012-2022
  • 53. Game Engines and Middleware Revenue: 2012-2022
  • 54. Cloud Processing Revenue: 2012-2022
  • 55. Cloud Distribution Revenue: 2012-2022
  • 56. Monetization/Analytics Revenue: 2012-2022
  • 57. Monetization/Analytics Players
  • 58. Outsourced Publishing Services Revenue: 2012-2022
  • 59. eSports Revenue: 2012-2022
  • 60. Events Revenue: 2012-2022
  • 61. Game Information and Media Revenue: 2012-2022
  • 62. Curation and Discovery Revenue: 2012-2022
  • 63. Consumer Segmentation - Categories
  • 64. Consumer Segmentation - "Core" Genre Categories
  • 65. Consumer Segmentation - Genre Blur
  • 66. Action/Driving Hybrid
  • 67. Open World Survival
  • 68. Shared World Shooter
  • 69. MOBAs
  • 70. Battle Royale
  • 71. North America and Europe Games Industry 2001 to 2018
  • 72. North America and Europe Games Industry 2001
  • 73. North America and Europe Games Industry 2018