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市場調查報告書

遊戲的全球市場:2021年∼2025年

Global Gaming Market 2021-2025

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 1023674
出版日期 內容資訊 英文 120 Pages
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價格
遊戲的全球市場:2021年∼2025年 Global Gaming Market 2021-2025
出版日期: 2021年06月14日內容資訊: 英文 120 Pages
簡介

全球遊戲的市場規模在2021年∼2025年間,預測將成長到增長1256億5000萬美元,在預測期間中預計將以12.40%的年複合成長率增長。

市場成長的主要因素有區塊鏈科技的整合,e運動的愈來愈受歡迎,AR·VR遊戲的引進擴大等。

本報告涵括遊戲的全球市場的整體分析,提供市場規模與預測,趨勢,成長要素,課題,及約25供應商的分析。

目錄

摘要整理

市場形勢

  • 市場生態系統
  • 價值鏈分析

市場規模

  • 市場定義
  • 市場區隔分析
  • 2020年的市場規模
  • 市場預測:從2020年∼2025年的預測

波特的五力分析

  • 買方議價能力
  • 供給企業談判力
  • 新加入廠商業者的威脅
  • 替代品的威脅
  • 競爭的威脅
  • 市場情況

市場區隔:各類型

  • 市場區隔
  • 各類型比較
  • 休閒遊戲:市場規模與預測(2020年∼2025年)
  • 專業遊戲:市場規模與預測(2020年∼2025年)
  • 各類型的市場機會

市場區隔:各設備

  • 市場區隔
  • 各設備比較
  • 手機遊戲:市場規模與預測(2020年∼2025年)
  • 主機遊戲:市場規模與預測(2020年∼2025年)
  • PC遊戲:市場規模與預測(2020年∼2025年)
  • 各設備的市場機會

市場區隔:各平台

  • 市場區隔
  • 各平台比較
  • 線上:市場規模與預測(2020年∼2025年)
  • 離線:市場規模與預測(2020年∼2025年)
  • 各平台的市場機會

客戶形勢

各地區形勢

  • 各地區市場區隔
  • 各地區比較
  • 亞太地區:市場規模與預測(2020年∼2025年)
  • 北美:市場規模與預測(2020年∼2025年)
  • 歐洲:市場規模與預測(2020年∼2025年)
  • 中東·非洲:市場規模與預測(2020年∼2025年)
  • 南美:市場規模與預測(2020年∼2025年)
  • 主要國家
  • 各地區的市場機會
  • 市場推動因素
  • 市場課題
  • 市場趨勢

業者情勢

  • 概要
  • 創造性破壞狀況

供應商分析

  • 交易廠商
  • 供應商的市場定位
  • Activision Blizzard Inc.
  • Bandai Namco Holdings Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Sony Corp.
  • The Walt Disney Co.

附錄

目錄
Product Code: IRTNTR45494

Technavio has been monitoring the gaming market and it is poised to grow by USD 125.65 bn during 2021-2025, progressing at a CAGR of 12.40% during the forecast period. Our report on the gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the integration of blockchain technology, the rising popularity of e-sports, and the growing adoption of AR and VR games. In addition, the integration of blockchain technology is anticipated to boost the growth of the market as well.

The gaming market analysis includes type, device, and platform segments and geographic landscape.

Technavio's gaming market is segmented as below:

By Type

  • Casual gaming
  • Professional gaming

By Geographical Landscape

  • APAC
  • North America
  • Europe
  • MEA
  • South America

By Device

  • mobile gaming
  • console gaming
  • PC gaming

By Platform

  • online
  • offline

This study identifies the increasing emergence of cloud gaming as one of the prime reasons driving the gaming market growth during the next few years. Also, growth in free-to-play models and rise in strategic partnerships and acquisitions will lead to sizable demand in the market.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on gaming market covers the following areas:

  • Gaming market sizing
  • Gaming market forecast
  • Gaming market industry analysis

Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading gaming market vendors that include Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co. Also, the gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.

Table of Contents

  • Executive Summary
    • Market overview
  • Market Landscape
    • Market ecosystem
    • Value chain analysis
  • Market Sizing
    • Market definition
    • Market segment analysis
    • Market size 2020
    • Market outlook: Forecast for 2020 - 2025
  • Five Forces Analysis
    • Bargaining power of buyers
    • Bargaining power of suppliers
    • Threat of new entrants
    • Threat of substitutes
    • Threat of rivalry
    • Market condition
  • Market Segmentation by Type
    • Market segments
    • Comparison by Type
    • Casual gaming - Market size and forecast 2020-2025
    • Professional gaming - Market size and forecast 2020-2025
    • Market opportunity by Type
  • Market Segmentation by Device
    • Market segments
    • Comparison by Device
    • Mobile gaming - Market size and forecast 2020-2025
    • Console gaming - Market size and forecast 2020-2025
    • PC gaming - Market size and forecast 2020-2025
    • Market opportunity by Device
  • Market Segmentation by Platform
    • Market segments
    • Comparison by Platform
    • Online - Market size and forecast 2020-2025
    • Offline - Market size and forecast 2020-2025
    • Market opportunity by Platform
  • Customer landscape
  • Geographic Landscape
    • Geographic segmentation
    • Geographic comparison
    • APAC - Market size and forecast 2020-2025
    • North America - Market size and forecast 2020-2025
    • Europe - Market size and forecast 2020-2025
    • MEA - Market size and forecast 2020-2025
    • South America - Market size and forecast 2020-2025
    • Key leading countries
    • Market opportunity By Geographical Landscape
    • Market drivers
    • Market challenges
    • Market trends
  • Vendor Landscape
    • Overview
    • Landscape disruption
  • Vendor Analysis
    • Vendors covered
    • Market positioning of vendors
    • Activision Blizzard Inc.
    • Bandai Namco Holdings Inc.
    • CyberAgent Inc.
    • Electronic Arts Inc.
    • GungHo Online Entertainment Inc.
    • Microsoft Corp.
    • NetEase Inc.
    • Sony Corp.
    • The Walt Disney Co.
  • Appendix
    • Scope of the report
    • Currency conversion rates for US$
    • Research methodology
    • List of abbreviations
  • 1: Key Finding 1
  • 2: Key Finding 2
  • 3: Key Finding 3
  • 4: Key Finding 5
  • 5: Key Finding 6
  • 6: Key Finding 7
  • 7: Key Finding 8
  • 8: Key Finding 9
  • 9: Key Finding 10
  • 10: Parent market
  • 11: Market characteristics
  • 12: Offerings of vendors included in the market definition
  • 13: Market segments
  • 14: Global - Market size and forecast 2020 - 2025 ($ billion)
  • 15: Global market: Year-over-year growth 2020 - 2025 (%)
  • 16: Five forces analysis 2020 & 2025
  • 17: Bargaining power of buyers
  • 18: Bargaining power of suppliers
  • 19: Threat of new entrants
  • 20: Threat of substitutes
  • 21: Threat of rivalry
  • 22: Market condition - Five forces 2020
  • 23: Type - Market share 2020-2025 (%)
  • 24: Comparison by Type
  • 25: Casual gaming - Market size and forecast 2020-2025 ($ billion)
  • 26: Casual gaming - Year-over-year growth 2020-2025 (%)
  • 27: Professional gaming - Market size and forecast 2020-2025 ($ billion)
  • 28: Professional gaming - Year-over-year growth 2020-2025 (%)
  • 29: Market opportunity by Type
  • 30: Device - Market share 2020-2025 (%)
  • 31: Comparison by Device
  • 32: Mobile gaming - Market size and forecast 2020-2025 ($ billion)
  • 33: Mobile gaming - Year-over-year growth 2020-2025 (%)
  • 34: Console gaming - Market size and forecast 2020-2025 ($ billion)
  • 35: Console gaming - Year-over-year growth 2020-2025 (%)
  • 36: PC gaming - Market size and forecast 2020-2025 ($ billion)
  • 37: PC gaming - Year-over-year growth 2020-2025 (%)
  • 38: Market opportunity by Device
  • 39: Platform - Market share 2020-2025 (%)
  • 40: Comparison by Platform
  • 41: Online - Market size and forecast 2020-2025 ($ billion)
  • 42: Online - Year-over-year growth 2020-2025 (%)
  • 43: Offline - Market size and forecast 2020-2025 ($ billion)
  • 44: Offline - Year-over-year growth 2020-2025 (%)
  • 45: Market opportunity by Platform
  • 46: Customer landscape
  • 47: Market share By Geographical Landscape 2020-2025 (%)
  • 48: Geographic comparison
  • 49: APAC - Market size and forecast 2020-2025 ($ billion)
  • 50: APAC - Year-over-year growth 2020-2025 (%)
  • 51: North America - Market size and forecast 2020-2025 ($ billion)
  • 52: North America - Year-over-year growth 2020-2025 (%)
  • 53: Europe - Market size and forecast 2020-2025 ($ billion)
  • 54: Europe - Year-over-year growth 2020-2025 (%)
  • 55: MEA - Market size and forecast 2020-2025 ($ billion)
  • 56: MEA - Year-over-year growth 2020-2025 (%)
  • 57: South America - Market size and forecast 2020-2025 ($ billion)
  • 58: South America - Year-over-year growth 2020-2025 (%)
  • 59: Key leading countries
  • 60: Market opportunity By Geographical Landscape ($ billion)
  • 61: Impact of drivers and challenges
  • 62: Vendor landscape
  • 63: Landscape disruption
  • 64: Industry risks
  • 65: Vendors covered
  • 66: Market positioning of vendors
  • 67: Activision Blizzard Inc. - Overview
  • 68: Activision Blizzard Inc. - Business segments
  • 69: Activision Blizzard Inc. - Key offerings
  • 70: Activision Blizzard Inc. - Key customers
  • 71: Activision Blizzard Inc. - Segment focus
  • 72: Bandai Namco Holdings Inc. - Overview
  • 73: Bandai Namco Holdings Inc. - Business segments
  • 74: Bandai Namco Holdings Inc. - Key offerings
  • 75: Bandai Namco Holdings Inc. - Key customers
  • 76: Bandai Namco Holdings Inc. - Segment focus
  • 77: CyberAgent Inc. - Overview
  • 78: CyberAgent Inc. - Business segments
  • 79: CyberAgent Inc. - Key offerings
  • 80: CyberAgent Inc. - Key customers
  • 81: CyberAgent Inc. - Segment focus
  • 82: Electronic Arts Inc. - Overview
  • 83: Electronic Arts Inc. - Business segments
  • 84: Electronic Arts Inc. - Key offerings
  • 85: Electronic Arts Inc. - Key customers
  • 86: Electronic Arts Inc. - Segment focus
  • 87: GungHo Online Entertainment Inc. - Overview
  • 88: GungHo Online Entertainment Inc. - Product and service
  • 89: GungHo Online Entertainment Inc. - Key offerings
  • 90: GungHo Online Entertainment Inc. - Key customers
  • 91: GungHo Online Entertainment Inc. - Segment focus
  • 92: Microsoft Corp. - Overview
  • 93: Microsoft Corp. - Business segments
  • 94: Microsoft Corp. - Key offerings
  • 95: Microsoft Corp. - Key customers
  • 96: Microsoft Corp. - Segment focus
  • 97: NetEase Inc. - Overview
  • 98: NetEase Inc. - Business segments
  • 99: NetEase Inc. - Key offerings
  • 100: NetEase Inc. - Key customers
  • 101: NetEase Inc. - Segment focus
  • 102: Sony Corp. - Overview
  • 103: Sony Corp. - Business segments
  • 104: Sony Corp. - Key offerings
  • 105: Sony Corp. - Key customers
  • 106: Sony Corp. - Segment focus
  • 107: Tencent Holdings Ltd. - Overview
  • 108: Tencent Holdings Ltd. - Business segments
  • 109: Tencent Holdings Ltd. - Key offerings
  • 110: Tencent Holdings Ltd. - Key customers
  • 111: Tencent Holdings Ltd. - Segment focus
  • 112: The Walt Disney Co. - Overview
  • 113: The Walt Disney Co. - Business segments
  • 114: The Walt Disney Co. - Key offerings
  • 115: The Walt Disney Co. - Key customers
  • 116: The Walt Disney Co. - Segment focus
  • 117: Currency conversion rates for US$
  • 118: Research Methodology
  • 119: Validation techniques employed for market sizing
  • 120: Information sources
  • 121: List of abbreviations