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市場調查報告書

遊戲的全球市場:2019年∼2023年

Gaming Market by Platform, Type, Device, and Geography - Global Forecast and Analysis 2019-2023

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 912045
出版日期 內容資訊 英文 160 Pages
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遊戲的全球市場:2019年∼2023年 Gaming Market by Platform, Type, Device, and Geography - Global Forecast and Analysis 2019-2023
出版日期: 2019年09月19日內容資訊: 英文 160 Pages
簡介

全球遊戲市場上,AR及VR遊戲的採用增加,e運動日益流行,區塊鏈技術的整合等成為成長促進因素,在預測期間內預計將以10%以上的年複合成長率擴大。但,對戰利箱的法規,由於線上遊戲的電腦網路犯罪的風險的增加,網路中立性相關政府法規的變化等要素,可能妨礙在預測期間內遊戲產業的成長。

本報告提供全球遊戲市場相關調查分析,市場規模及成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,再加上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

  • 簡介1
  • 簡介2
  • 美金的貨幣換算比率

第3章 市場情形

  • 市場生態系統
  • 市場特徵
  • 市場區隔分析

第4章 市場規模

  • 市場定義
  • 市場規模(2018年)
  • 市場規模及預測(2018年∼2023年)

第5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
  • 競爭對手的威脅
  • 市場情況

第6章 市場區隔化:各平台

  • 市場區隔:各平台
  • 各平台比較:市場規模及預測(2018年∼2023年)
  • 線上
  • 離線
  • 市場機會:各平台

第7章 市場區隔:各類型

  • 市場區隔:各類型
  • 各類型比較:市場規模及預測(2018年∼2023年)
  • 休閒遊戲
  • 專業遊戲
  • 市場機會:各類型

第8章 客戶形勢

第9章 市場區隔:各設備

  • 市場區隔:各設備
  • 各設備比較:市場規模及預測(2018年∼2023年)
  • 主機遊戲
  • 手機遊戲
  • PC遊戲
  • 市場機會:各設備

第10章 各地區景觀

  • 各地區市場區隔
  • 各地區比較:市場規模及預測(2018年∼2023年)
  • 亞太地區
  • 北美
  • 歐洲
  • 中東、非洲地區
  • 南美
  • 主要國家
  • 市場機會

第11章 決策架構

第12章 成長要素與課題

  • 市場成長要素
  • 市場課題

第13章 市場趨勢

  • 增加的雲端遊戲的出現
  • 免費遊戲模式的成長
  • 策略性夥伴關係和收購的增加

第14章 業者情勢

  • 概要
  • 創造性破壞狀況
  • 競爭方案

第15章 供應商分析

  • 交易廠商
  • 供應商分類
  • 供應商的市場定位
  • Activision Blizzard Inc.
  • Bandai Namco Entertainment Inc.
  • 電腦網路代理商
  • Electronic Arts Inc.
  • GungHo Online
  • Microsoft Corp.
  • NetEase Inc.
  • SONY
  • Tencent Holdings Ltd.
  • The Walt Disney Co.

第16章 附錄

  • 調查方法
  • 簡稱的清單
  • 供應商的市場定位定義

第17章 關於TECHNAVIO

目錄
Product Code: IRTNTR32029

About this market

Technavio's gaming market analysis considers sales from both casual gaming and professional gaming types. Our analysis also considers the sales of gaming in APAC, Europe, North America, South America, and MEA. In 2018, the casual gaming segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as the increasing adoption of mobile gaming will play a significant role in the casual gaming segment to maintain its market position. Also, our global gaming market report looks at factors such as the growing adoption of AR and VR games, the rising popularity of e-sports, and integration of blockchain technology. However, regulation over loot box, increasing risk of cybercrime through online gaming, and change in government regulations on net neutrality may hamper the growth of the gaming industry over the forecast period.

Overview

Integration of blockchain technology

The integration of blockchain technology in gaming solution enables players to trade in-game virtual assets through contracts with other competing players and allows peer-to-peer transactions that can be accessed by anyone in the blockchain. The integration of blockchain technology also provides decentralized asset exchange, verifiable scarcity of virtual objects, fast and secure payment networks, and can enable game service providers or game developers to monetize their gaming services. Thus, it is expected that the integration of blockchain technology will lead to the expansion of the global gaming market at a CAGR of over 10% during the forecast period.

Growth in free-to-play model

Free-to-play model, also called a freemium model, provides an opportunity for gaming service providers to promote their games. This model allows users to play games in exchange for virtual goods and currencies. In some instances, users spend real money to purchase virtual products, such as coins, magic wands, houses, guns, and swords, in video games. The free-to-play model aims to convert free users to premium paid users by limiting the access up to a certain game level. Gaming service providers can monetize their services by providing access to many freemium games via social media and mobile platforms. This helps game service providers to increase their revenues, which will drive the growth of the global gaming market.

For the detailed list of factors that will drive the global gaming market during the forecast period 2019-2023, view our report.

Competitive Landscape

With the presence of a few major players, the global gaming market is concentrated. 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 a few leading gaming manufacturers, that include Activision Blizzard Inc., Bandai Namco Entertainment 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 on all forthcoming growth opportunities.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

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

PART 06: MARKET SEGMENTATION BY PLATFORM

  • Market segmentation by platform
  • Comparison by platform
  • Online - Market size and forecast 2018-2023
  • Offline - Market size and forecast 2018-2023
  • Market opportunity by platform

PART 07: MARKET SEGMENTATION BY TYPE

  • Market segmentation by type
  • Comparison by type
  • Casual gaming - Market size and forecast 2018-2023
  • Professional gaming - Market size and forecast 2018-2023
  • Market opportunity by type

PART 08: CUSTOMER LANDSCAPE

PART 09: MARKET SEGMENTATION BY DEVICE

  • Market segmentation by device
  • Comparison by device
  • Console gaming - Market size and forecast 2018-2023
  • Mobile gaming - Market size and forecast 2018-2023
  • PC gaming - Market size and forecast 2018-2023
  • Market opportunity by device

PART 10: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2018-2023
  • North America - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023

Key leading countries

  • Market opportunity

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 13: MARKET TRENDS

  • Increasing emergence of cloud gaming
  • Growth in free-to-play model
  • Rise in strategic partnerships and acquisitions

PART 14: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption
  • Competitive scenario

PART 15: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Bandai Namco Entertainment Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Sony Corp.
  • Tencent Holdings Ltd.
  • The Walt Disney Co.

PART 16: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 17: EXPLORE TECHNAVIO

LIST OF EXHIBITS:

  • Exhibit 01: Global media and entertainment market
  • Exhibit 02: Segments of global media and entertainment market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2018
  • Exhibit 07: Global market: Size and forecast 2018-2023 ($ billions)
  • Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 09: Five forces analysis 2018
  • Exhibit 10: Five forces analysis 2023
  • Exhibit 11: Bargaining power of buyers
  • Exhibit 12: Bargaining power of suppliers
  • Exhibit 13: Threat of new entrants
  • Exhibit 14: Threat of substitutes
  • Exhibit 15: Threat of rivalry
  • Exhibit 16: Market condition - Five forces 2018
  • Exhibit 17: Platform - Market share 2018-2023 (%)
  • Exhibit 18: Comparison by platform
  • Exhibit 19: Online - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 20: Online - Year-over-year growth 2019-2023 (%)
  • Exhibit 21: Offline - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 22: Offline - Year-over-year growth 2019-2023 (%)
  • Exhibit 23: Market opportunity by platform
  • Exhibit 24: Type - Market share 2018-2023 (%)
  • Exhibit 25: Comparison by type
  • Exhibit 26: Casual gaming - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 27: Casual gaming - Year-over-year growth 2019-2023 (%)
  • Exhibit 28: Professional gaming - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 29: Professional gaming - Year-over-year growth 2019-2023 (%)
  • Exhibit 30: Market opportunity by type
  • Exhibit 31: Customer landscape
  • Exhibit 32: Device - Market share 2018-2023 (%)
  • Exhibit 33: Comparison by device
  • Exhibit 34: Console gaming - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 35: Console gaming - Year-over-year growth 2019-2023 (%)
  • Exhibit 36: Mobile gaming - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 37: Mobile gaming - Year-over-year growth 2019-2023 (%)
  • Exhibit 38: PC gaming - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 39: PC gaming - Year-over-year growth 2019-2023 (%)
  • Exhibit 40: Market opportunity by device
  • Exhibit 41: Market share by geography 2018-2023 (%)
  • Exhibit 42: Geographic comparison
  • Exhibit 43: APAC - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 44: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 45: North America - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 46: North America - Year-over-year growth 2019-2023 (%)
  • Exhibit 47: Europe - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 48: Europe - Year-over-year growth 2019-2023 (%)
  • Exhibit 49: MEA - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 50: MEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 51: South America - Market size and forecast 2018-2023 ($ billions)
  • Exhibit 52: South America - Year-over-year growth 2019-2023 (%)
  • Exhibit 53: Key leading countries
  • Exhibit 54: Market opportunity
  • Exhibit 55: Impact of drivers and challenges
  • Exhibit 56: Vendor landscape
  • Exhibit 57: Landscape disruption
  • Exhibit 58: Vendors covered
  • Exhibit 59: Vendor classification
  • Exhibit 60: Market positioning of vendors
  • Exhibit 61: Activision Blizzard Inc. - Vendor overview
  • Exhibit 62: Activision Blizzard Inc. - Business segments
  • Exhibit 63: Activision Blizzard Inc. - Organizational developments
  • Exhibit 64: Activision Blizzard Inc. - Geographic focus
  • Exhibit 65: Activision Blizzard Inc. - Segment focus
  • Exhibit 66: Activision Blizzard Inc. - Key offerings
  • Exhibit 67: Bandai Namco Entertainment Inc. - Vendor overview
  • Exhibit 68: Bandai Namco Entertainment Inc. - Business segments
  • Exhibit 69: Bandai Namco Entertainment Inc. - Geographic focus
  • Exhibit 70: Bandai Namco Entertainment Inc. - Segment focus
  • Exhibit 71: Bandai Namco Entertainment Inc. - Key offerings
  • Exhibit 72: CyberAgent Inc. - Vendor overview
  • Exhibit 73: CyberAgent Inc. - Business segments
  • Exhibit 74: CyberAgent Inc. - Organizational developments
  • Exhibit 75: CyberAgent Inc. - Segment focus
  • Exhibit 76: CyberAgent Inc. - Key offerings
  • Exhibit 77: Electronic Arts Inc. - Vendor overview
  • Exhibit 78: Electronic Arts Inc. - Organizational developments
  • Exhibit 79: Electronic Arts Inc. - Geographic focus
  • Exhibit 80: Electronic Arts Inc. - Key offerings
  • Exhibit 81: GungHo Online Entertainment Inc. - Vendor overview
  • Exhibit 82: GungHo Online Entertainment Inc. - Geographic focus
  • Exhibit 83: GungHo Online Entertainment Inc. - Key offerings
  • Exhibit 84: Microsoft Corp. - Vendor overview
  • Exhibit 85: Microsoft Corp. - Business segments
  • Exhibit 86: Microsoft Corp. - Organizational developments
  • Exhibit 87: Microsoft Corp. - Geographic focus
  • Exhibit 88: Microsoft Corp. - Segment focus
  • Exhibit 89: Microsoft Corp. - Key offerings
  • Exhibit 90: NetEase Inc. - Vendor overview
  • Exhibit 91: NetEase Inc. - Business segments
  • Exhibit 92: NetEase Inc. - Organizational developments
  • Exhibit 93: NetEase Inc. - Segment focus
  • Exhibit 94: NetEase Inc. - Key offerings
  • Exhibit 95: Sony Corp. - Vendor overview
  • Exhibit 96: Sony Corp. - Business segments
  • Exhibit 97: Sony Corp. - Organizational developments
  • Exhibit 98: Sony Corp. - Geographic focus
  • Exhibit 99: Sony Corp. - Segment focus
  • Exhibit 100: Sony Corp. - Key offerings
  • Exhibit 101: Tencent Holdings Ltd. - Vendor overview
  • Exhibit 102: Tencent Holdings Ltd. - Business segments
  • Exhibit 103: Tencent Holdings Ltd. - Organizational developments
  • Exhibit 104: Tencent Holdings Ltd. - Geographic focus
  • Exhibit 105: Tencent Holdings Ltd. - Segment focus
  • Exhibit 106: Tencent Holdings Ltd. - Key offerings
  • Exhibit 107: The Walt Disney Co. - Vendor overview
  • Exhibit 108: The Walt Disney Co. - Business segments
  • Exhibit 109: The Walt Disney Co. - Organizational developments
  • Exhibit 110: The Walt Disney Co. - Segment focus
  • Exhibit 111: The Walt Disney Co. - Geographic focus
  • Exhibit 112: The Walt Disney Co. - Key offerings
  • Exhibit 113: Validation techniques employed for market sizing
  • Exhibit 114: Definition of market positioning of vendors
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