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市場調查報告書

遊戲軟體的全球市場:2020年∼2024年

Global Gaming Software Market 2020-2024

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 934012
出版日期 內容資訊 英文 120 Pages
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遊戲軟體的全球市場:2020年∼2024年 Global Gaming Software Market 2020-2024
出版日期: 2020年04月28日內容資訊: 英文 120 Pages
簡介

全球遊戲軟體市場在2020年∼2024年的預測期間內,預計將以10%的年複合成長率增長,達到651億9,000萬美元的規模。市場成長的主要因素有遊戲引擎的革命性改善,跨平台遊戲支援的發展,來自免費增值客戶的APP購買等。

本報告提供全球遊戲軟體市場相關調查分析,提供市場規模及成長率,市場趨勢,推動市場要素,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

摘要整理

市場形勢

市場規模

  • 市場定義
  • 市場區隔分析
  • 2019年的市場規模
  • 市場預測:從2019年∼2024年的預測

波特的五力分析

各類型市場區隔

  • 市場區隔
  • 各類型比較:市場規模·預測(2019年∼2024年)
  • 手機遊戲
  • 主機遊戲
  • PC遊戲
  • 各類型市場機會

客戶形勢

各地區形勢

  • 地區市場區隔
  • 各地區比較:市場規模·預測(2019年∼2024年)
  • 亞太地區
  • 北美
  • 歐洲
  • 南美
  • 中東·非洲地區
  • 主要國家
  • 各地區的市場機會
  • 交易量的成長要素 - 需求主導成長
  • 市場課題
  • 市場趨勢

業者情勢

  • 概要
  • 形勢的創新
  • 競爭模式

供應商分析

  • 交易廠商
  • 供應商的市場定位
  • Activision Blizzard Inc.
  • AT&T Inc.
  • Electronic Arts Inc.
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • Sega Sammy Holdings Inc.
  • Sony Corp.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Ubisoft Entertainment

附錄

目錄
Product Code: IRTNTR41243

Technavio has been monitoring the gaming software market and it is poised to grow by $ 65.19 billion during 2020-2024 progressing at a CAGR of 10% during the forecast period. Our reports on gaming software 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 revolutionary improvements in gaming engines, growing developments in cross-platform gaming support and in-app purchases from freemium customers. In addition, revolutionary improvements in gaming engines is anticipated to boost the growth of the market as well.

The gaming software market analysis includes type segment and geographic landscapes

Technavio's ‘ gaming software market ’ is segmented as below:

By Type:

  • Mobile games
  • Console games
  • PC games

By Geographic Landscape:

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

This study identifies the growing popularity of esports as one of the prime reasons driving the gaming software market growth during the next few years. Also, integration with social media platforms and advent of 5G technology 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 gaming software market covers the following areas:

  • Gaming software market sizing
  • Gaming software market forecast
  • Gaming software 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 software market vendors that include Activision Blizzard Inc., AT&T Inc., Electronic Arts Inc., Microsoft Corp., Nintendo Co. Ltd., Sega Sammy Holdings Inc., Sony Corp., Take-Two Interactive Software Inc., Tencent Holdings Ltd., and Ubisoft Entertainment. Also, the gaming software 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.

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 an 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 2019
  • Market outlook: Forecast for 2019 - 2024

Five Forces Analysis

  • Five Forces Summary
  • 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
  • Mobile games - Market size and forecast 2019-2024
  • Console games - Market size and forecast 2019-2024
  • PC games - Market size and forecast 2019-2024
  • Market opportunity by Type

Customer Landscape

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2019-2024
  • North America - Market size and forecast 2019-2024
  • Europe - Market size and forecast 2019-2024
  • South America - Market size and forecast 2019-2024
  • MEA - Market size and forecast 2019-2024
  • Key leading countries
  • Market opportunity by geography
  • Volume driver - Demand led growth
  • Market challenges
  • Market trends

Vendor Landscape

  • Overview
  • Landscape disruption
  • Competitive Scenario

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • AT&T Inc.
  • Electronic Arts Inc.
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • Sega Sammy Holdings Inc.
  • Sony Corp.
  • Take-Two Interactive Software Inc.
  • Tencent Holdings Ltd.
  • Ubisoft Entertainment

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

Exhibit

  • 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.Market in focus
  • 9.Parent market
  • 10.Market characteristics
  • 11.Offerings of vendors included in the market definition
  • 12.Market segments
  • 13.Global - Market size and forecast 2019 - 2024 ($ billion)
  • 14.Global market: Year-over-year growth 2019 - 2024 (%)
  • 15.Five forces analysis 2019 & 2024
  • 16.Bargaining power of buyers
  • 17.Bargaining power of suppliers
  • 18.Threat of new entrants
  • 19.Threat of substitutes
  • 20.Threat of rivalry
  • 21.Market condition - Five forces 2019
  • 22.Type placement - Market share 2019-2024 (%)
  • 23.Comparison by Type placement
  • 24.Mobile games - Market size and forecast 2019-2024 ($ billion)
  • 25.Mobile games - Year-over-year growth 2019-2024 (%)
  • 26.Console games - Market size and forecast 2019-2024 ($ billion)
  • 27.Console games - Year-over-year growth 2019-2024 (%)
  • 28.PC games - Market size and forecast 2019-2024 ($ billion)
  • 29.PC games - Year-over-year growth 2019-2024 (%)
  • 30.Market opportunity by Type
  • 31.Customer landscape
  • 32.Market share by geography 2019-2024 (%)
  • 33.Geographic comparison
  • 34.APAC - Market size and forecast 2019-2024 ($ billion)
  • 35.APAC - Year-over-year growth 2019-2024 (%)
  • 36.North America - Market size and forecast 2019-2024 ($ billion)
  • 37.North America - Year-over-year growth 2019-2024 (%)
  • 38.Europe - Market size and forecast 2019-2024 ($ billion)
  • 39.Europe - Year-over-year growth 2019-2024 (%)
  • 40.South America - Market size and forecast 2019-2024 ($ billion)
  • 41.South America - Year-over-year growth 2019-2024 (%)
  • 42.MEA - Market size and forecast 2019-2024 ($ billion)
  • 43.MEA - Year-over-year growth 2019-2024 (%)
  • 44.Key leading countries
  • 45.Market opportunity by geography ($ billion)
  • 46.Impact of drivers and challenges
  • 47.Vendor landscape
  • 48.Landscape disruption
  • 49.Industry risks
  • 50.Vendors covered
  • 51.Market positioning of vendors
  • 52.Activision Blizzard Inc. - Overview
  • 53.Activision Blizzard Inc. - Business segments
  • 54.Activision Blizzard Inc. - Key offerings
  • 55.Activision Blizzard Inc. - Key customers
  • 56.Activision Blizzard Inc. - Segment focus
  • 57.AT&T Inc. - Overview
  • 58.AT&T Inc. - Business segments
  • 59.AT&T Inc. - Key offerings
  • 60.AT&T Inc. - Key customers
  • 61.AT&T Inc. - Segment focus
  • 62.Electronic Arts Inc. - Overview
  • 63.Electronic Arts Inc. - Business segments
  • 64.Electronic Arts Inc. - Key offerings
  • 65.Electronic Arts Inc. - Key customers
  • 66.Electronic Arts Inc. - Segment focus
  • 67.Microsoft Corp. - Overview
  • 68.Microsoft Corp. - Business segments
  • 69.Microsoft Corp. - Key offerings
  • 70.Microsoft Corp. - Key customers
  • 71.Microsoft Corp. - Segment focus
  • 72.Nintendo Co. Ltd. - Overview
  • 73.Nintendo Co. Ltd. - Business segments
  • 74.Nintendo Co. Ltd. - Key offerings
  • 75.Nintendo Co. Ltd. - Key customers
  • 76.Nintendo Co. Ltd. - Segment focus
  • 77.Sega Sammy Holdings Inc. - Overview
  • 78.Sega Sammy Holdings Inc. - Business segments
  • 79.Sega Sammy Holdings Inc. - Key offerings
  • 80.Sega Sammy Holdings Inc. - Key customers
  • 81.Sega Sammy Holdings Inc. - Segment focus
  • 82.Sony Corp. - Overview
  • 83.Sony Corp. - Business segments
  • 84.Sony Corp. - Key offerings
  • 85.Sony Corp. - Key customers
  • 86.Sony Corp. - Segment focus
  • 87.Take-Two Interactive Software Inc. - Overview
  • 88.Take-Two Interactive Software Inc. - Business segments
  • 89.Take-Two Interactive Software Inc. - Key offerings
  • 90.Take-Two Interactive Software Inc. - Key customers
  • 91.Take-Two Interactive Software Inc. - Segment focus
  • 92.Tencent Holdings Ltd. - Overview
  • 93.Tencent Holdings Ltd. - Business segments
  • 94.Tencent Holdings Ltd. - Key offerings
  • 95.Tencent Holdings Ltd. - Key customers
  • 96.Tencent Holdings Ltd. - Segment focus
  • 97.Ubisoft Entertainment - Overview
  • 98.Ubisoft Entertainment - Business segments
  • 99.Ubisoft Entertainment - Key offerings
  • 100.Ubisoft Entertainment - Key customers
  • 101.Ubisoft Entertainment - Segment focus
  • 102.Currency conversion rates for US$
  • 103.Research Methodology
  • 104.Validation techniques employed for market sizing
  • 105.Information sources
  • 106.List of abbreviations