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市場調查報告書

遊戲的全球市場:2018年∼2022年

Global Gaming Market 2018-2022

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 372110
出版日期 內容資訊 英文 136 Pages
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遊戲的全球市場:2018年∼2022年 Global Gaming Market 2018-2022
出版日期: 2018年02月13日 內容資訊: 英文 136 Pages
簡介

關於遊戲

本報告提供目前方案,涵蓋從2018年到2022年的全球遊戲市場成長預測,市場的詳細的收益詳細說明。為了計算市場規模,本報告考慮包含休閒及專業遊戲的遊戲類型所產生的收益。

Technavio的分析師預測,從2018年年到2022年之間全球遊戲市場將以6.94%的年複合成長率成長。

本報告提供全球遊戲市場相關調查分析,市場規模與成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,主要供應商等相關的系統性資訊。

目錄

第1章 摘要整理

第2章 調查範圍

第3章 調查方法

第4章 市場情形

  • 市場生態系統
  • 市場特性
  • 市場區隔分析

第5章 市場規模

  • 市場定義
  • 市場規模
  • 市場規模及預測

第6章 波特的五力分析

  • 買主談判力
  • 供應商談判力
  • 新加入廠商的威脅
  • 替代品的威脅
  • 競爭的威脅
  • 市場情形

第7章 市場區隔:各設備

  • 市場區隔:各設備
  • 比較:各設備
  • 主機遊戲 - 市場規模與預測
  • 手機遊戲 - 市場規模與預測
  • PC遊戲 - 市場規模與預測
  • 市場機會:各設備

第8章 市場區隔:各平台

  • 市場區隔:各平台
  • 比較:各平台
  • 線上遊戲 - 市場規模與預測
  • 離線遊戲 - 市場規模與預測
  • 市場機會:各平台

第9章 市場區隔:各類型

  • 市場區隔:各類型
  • 比較:各類型
  • 休閒遊戲 - 市場規模與預測
  • 專業遊戲 - 市場規模與預測
  • 市場機會:各類型

第10章 客戶形勢

第11章 購買標準

  • 遊戲的購買標準

第12章 地區形勢

  • 地理市場區隔
  • 地區比較
  • 亞太地區 - 市場規模與預測
  • 南北美洲 - 市場規模與預測
  • 歐洲、中東、非洲地區 - 市場規模與預測
  • 主要的已開發國家
  • 市場機會

第13章 決策架構

第14章 成長要素與課題

  • 市場成長要素
  • 市場課題

第15章 市場趨勢

第16章 業者情勢

  • 概要
  • 創造性破壞
  • 競爭模式

第17章 供應商分析

  • 交易廠商
  • 供應商的分類
  • 供應商的市場定位
  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • NetEase
  • Sony
  • Tencent

第18章 附錄

  • 簡稱清單

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目錄
Product Code: IRTNTR20621

About Gaming

This report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. The report explains the market with a detailed forecast of its revenue. To calculate the market size, the report considers the revenue generated from the gaming types that include casual and professional gaming.

Technavio's analysts forecast the global gaming market to grow at a CAGR of 6.94% during the period 2018-2022.

Covered in this report

The report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Gaming Market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • NetEase
  • Sony
  • Tencent

Market driver

  • Growing adoption of AR/VR gaming
  • For a full, detailed list, view our report

Market challenge

  • High cost of latest game applications
  • For a full, detailed list, view our report

Market trend

  • Emergence of free-to-play gaming for console platform
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2022 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 05: MARKET SIZING

  • Market definition
  • Market sizing 2017
  • Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 07: MARKET SEGMENTATION BY DEVICE

  • Segmentation by device
  • Comparison by device
  • Console gaming - Market size and forecast 2017-2022
  • Mobile gaming - Market size and forecast 2017-2022
  • PC gaming - Market size and forecast 2017-2022
  • Market opportunity by device

PART 08: MARKET SEGMENTATION BY PLATFORM

  • Segmentation by platform
  • Comparison by platform
  • Online gaming - Market size and forecast 2017-2022
  • Offline gaming - Market size and forecast 2017-2022
  • Market opportunity by platform

PART 09: MARKET SEGMENTATION BY TYPE

  • Segmentation by type
  • Comparison by type
  • Casual gaming - Market size and forecast 2017-2022
  • Professional gaming - Market size and forecast 2017-2022
  • Market opportunity by type

PART 10: CUSTOMER LANDSCAPE

PART 11: BUYING CRITERIA

  • Buying criteria of gaming

PART 12: REGIONAL LANDSCAPE

  • Geographical segmentation
  • Regional comparison
  • APAC - Market size and forecast 2017-2022
  • Americas - Market size and forecast 2017-2022
  • EMEA - Market size and forecast 2017-2022
  • Key leading countries
  • Market opportunity

PART 13: DECISION FRAMEWORK

PART 14: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 15: MARKET TRENDS

PART 16: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption
  • Competitive scenario

PART 17: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • NetEase
  • Sony
  • Tencent

PART 18: APPENDIX

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Parent market
  • Exhibit 02: Global gaming market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2017
  • Exhibit 07: Validation techniques employed for market sizing 2017
  • Exhibit 08: Global - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 09: Global - Year over year growth 2018-2022 (%)
  • Exhibit 10: Five forces analysis 2017
  • Exhibit 11: Five forces analysis 2022
  • Exhibit 12: Bargaining power of buyers
  • Exhibit 13: Bargaining power of suppliers
  • Exhibit 14: Threat of new entrants
  • Exhibit 15: Threat of substitutes
  • Exhibit 16: Threat of rivalry
  • Exhibit 17: Market condition - Five forces 2017
  • Exhibit 18: Device - Market share 2017-2022 (%)
  • Exhibit 19: Comparison by device
  • Exhibit 20: Console gaming - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 21: Console gaming - Market share 2017 and 2022 (%)
  • Exhibit 22: Console gaming - Year over year growth 2018-2022 (%)
  • Exhibit 23: Mobile gaming - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 24: Mobile gaming - Market share 2017 and 2022 (%)
  • Exhibit 25: Mobile gaming - Year over year growth 2018-2022 (%)
  • Exhibit 26: PC gaming - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 27: PC gaming - Market share 2017 and 2022 (%)
  • Exhibit 28: PC gaming - Year over year growth 2018-2022 (%)
  • Exhibit 29: Market opportunity by device
  • Exhibit 30: Platform - Market share 2017-2022 (%)
  • Exhibit 31: Comparison by platform
  • Exhibit 32: Online gaming - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 33: Online gaming - Year over year growth 2018-2022 (%)
  • Exhibit 34: Offline gaming - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 35: Offline gaming - Year over year growth 2018-2022 (%)
  • Exhibit 36: Market opportunity by platform
  • Exhibit 37: Type - Market share 2017-2022 (%)
  • Exhibit 38: Comparison by type
  • Exhibit 39: Casual gaming - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 40: Casual gaming - Year over year growth 2018-2022 (%)
  • Exhibit 41: Professional gaming - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 42: Professional gaming - Year over year growth 2018-2022 (%)
  • Exhibit 43: Market opportunity by type
  • Exhibit 44: Customer landscape
  • Exhibit 45: Global - Market share by geography 2017-2022 (%)
  • Exhibit 46: Regional comparison
  • Exhibit 47: APAC - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 48: APAC - Year over year growth 2018-2022 (%)
  • Exhibit 49: Top 3 countries in APAC
  • Exhibit 50: Americas - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 51: Americas - Market share 2017 and 2022 (%)
  • Exhibit 52: Americas - Year over year growth 2018-2022 (%)
  • Exhibit 53: Top 3 countries in Americas
  • Exhibit 54: EMEA - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 55: EMEA - Year over year growth 2018-2022 (%)
  • Exhibit 56: EMEA - Market share 2017 and 2022 (%)
  • Exhibit 57: Top 3 countries in EMEA
  • Exhibit 58: Key leading countries
  • Exhibit 59: Market opportunity
  • Exhibit 60: Vendor landscape
  • Exhibit 61: Landscape disruption
  • Exhibit 62: Vendors covered
  • Exhibit 63: Vendor classification
  • Exhibit 64: Market positioning of vendors
  • Exhibit 65: Vendor overview
  • Exhibit 66: Activision Blizzard - Business segments
  • Exhibit 67: Activision Blizzard - Organizational developments
  • Exhibit 68: Activision Blizzard - Geographic focus
  • Exhibit 69: Activision Blizzard - Segment focus
  • Exhibit 70: Activision Blizzard - Key offerings
  • Exhibit 71: Vendor overview
  • Exhibit 72: Electronic Arts - Business segments
  • Exhibit 73: Electronic Arts - Organizational development
  • Exhibit 74: Electronic Arts - Geographic focus
  • Exhibit 75: Electronic Arts - Segment focus
  • Exhibit 76: Electronic Arts - Key offerings
  • Exhibit 77: Vendor overview
  • Exhibit 78: Microsoft - Business segments
  • Exhibit 79: Microsoft - Organizational developments
  • Exhibit 80: Microsoft - Geographic focus
  • Exhibit 81: Microsoft - Segment focus
  • Exhibit 82: Microsoft - Key offerings
  • Exhibit 83: Vendor overview
  • Exhibit 84: NetEase - Business segments
  • Exhibit 85: NetEase - Organizational developments
  • Exhibit 86: NetEase - Geographic focus
  • Exhibit 87: NetEase - Segment focus
  • Exhibit 88: NetEase - Key offerings
  • Exhibit 89: Vendor overview
  • Exhibit 90: Sony - Business segments
  • Exhibit 91: Sony - Organizational developments
  • Exhibit 92: Sony - Geographic focus
  • Exhibit 93: Sony - Segment focus
  • Exhibit 94: Sony - Key offerings
  • Exhibit 95: Vendor overview
  • Exhibit 96: Tencent - Business segments
  • Exhibit 97: Tencent - Organizational developments
  • Exhibit 98: Tencent - Geographic focus
  • Exhibit 99: Tencent - Segment focus
  • Exhibit 100: Tencent - Key offerings
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