表紙
市場調查報告書
商品編碼
1057145

遊戲的全球市場:產業分析·趨勢·市場規模·預測 (∼2027年)

Gaming Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2027

出版日期: | 出版商: Infinium Global Research (IGR) | 英文 100 Pages | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

全球遊戲的市場規模在預測期間內預計將以19.70%的年複合成長率成長。

本報告提供全球遊戲市場調查,彙整市場概要,市場影響因素的分析,市場規模的轉變·預測,年齡層·遊戲方式·作業平台類型·收益源·地區/主要國家等各種區分的明細,競爭環境,主要企業簡介等資訊。

目錄

第1章 序文

第2章 摘要整理

第3章 全球遊戲市場概要

  • 市場動態
    • 促進因素
    • 阻礙因素
    • 市場機會
  • COVID-19影響分析
  • 波特的五力分析
  • IGR-成長矩陣分析
  • 價值鏈分析

第4章 遊戲市場宏觀指標分析

第5章 遊戲市場:各年齡層

  • 兒童
  • 大人

第6章 遊戲市場:遊戲模式別

  • 離線
  • 線上

第7章 遊戲市場:各作業平台類型

  • 行動·平板電腦
  • PC·筆記型電腦
  • 遊戲主機

第8章 遊戲市場:各收益源

  • 遊戲
  • 贊助商
  • 遊戲內購買
  • 廣告

第9章 遊戲市場:各地區

  • 北美
  • 歐洲
  • 亞太地區
  • 其他地區
    • 各年齡層
    • 遊戲模式別
    • 各作業平台類型
    • 各收益源
    • 各地區詳細內容

第10章 企業簡介·競爭情形

  • 競爭環境
  • 企業簡介
    • Sony Corporation
    • Tencent Holdings Ltd.,
    • Nintendo Co., Ltd.
    • Microsoft Corporation
    • Electronic Arts Inc.
    • Google
    • Valve Corporation
    • Bandai Namco Entertainment Inc.
    • Ubisoft Entertainment SA
    • Take-Two Interactive Software, Inc.
目錄
Product Code: ICT003052

The report on the global gaming market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global gaming market to grow with a CAGR of 19.70% over the forecast period from 2021-2027. The study on gaming market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.

The report on gaming market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global gaming market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global gaming market over the period of 2019 to 2027. Further, IGR- Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings

1) Drivers

  • Growing number of gamers
  • Rising internet penetration

2) Restraints

  • High cost of technology and games

3) Opportunities

  • Growing scope of cloud gaming

Research Methodology

A) Primary Research

Our primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include

  • 1. Key Opinion Leaders associated with Infinium Global Research
  • 2. Internal and External subject matter experts
  • 3. Professionals and participants from the industry

Our primary research respondents typically include

  • 1. Executives working with leading companies in the market under review
  • 2. Product/brand/marketing managers
  • 3. CXO level executives
  • 4. Regional/zonal/ country managers
  • 5. Vice President level executives.

B) Secondary Research

Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. At Infinium Global Research, each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include

  • 1. Company reports and publications
  • 2. Government/institutional publications
  • 3. Trade and associations journals
  • 4. Databases such as WTO, OECD, World Bank, and among others.
  • 5. Websites and publications by research agencies

Segment Covered

The global gaming market is segmented on the basis of age group, gaming mode, platform type, and revenue stream.

The Global Gaming Market by Age Group

  • Child
  • Adult

The Global Gaming Market by Gaming Mode

  • Offline
  • Online

The Global Gaming Market by Platform Type

  • Mobile and Tablets
  • PC and Laptop
  • Console

The Global Gaming Market by Revenue Stream

  • Game
  • Sponsorship
  • In-game Purchase
  • Advertising

Company Profiles

The companies covered in the report include

  • Sony Corporation
  • Tencent Holdings Ltd.,
  • Nintendo Co., Ltd.
  • Microsoft Corporation
  • Electronic Arts Inc.
  • Google
  • Valve Corporation
  • Bandai Namco Entertainment Inc.
  • Ubisoft Entertainment SA
  • Take-Two Interactive Software, Inc.

What does this Report Deliver?

1. Comprehensive analysis of the global as well as regional markets of the gaming market.

2. Complete coverage of all the segments in the gaming market to analyze the trends, developments in the global market and forecast of market size up to 2027.

3. Comprehensive analysis of the companies operating in the global gaming market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.

4. IGR- Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

Table of Contents

1. Preface

  • 1.1. Report Description
  • 1.2. Research Methods
  • 1.3. Research Approaches

2. Executive Summary

  • 2.1. Gaming Market Highlights
  • 2.2. Gaming Market Projection
  • 2.3. Gaming Market Regional Highlights

3. Global Gaming Market Overview

  • 3.1. Introduction
  • 3.2. Market Dynamics
    • 3.2.1. Drivers
    • 3.2.2. Restraints
    • 3.2.3. Opportunities
  • 3.3. Analysis of COVID-19 impact on the Gaming Market
  • 3.4. Porter's Five Forces Analysis
  • 3.5. IGR-Growth Matrix Analysis
    • 3.5.1. IGR-Growth Matrix Analysis by Age Group
    • 3.5.2. IGR-Growth Matrix Analysis by Gaming Mode
    • 3.5.3. IGR-Growth Matrix Analysis by Platform Type
    • 3.5.4. IGR-Growth Matrix Analysis by Revenue Stream
    • 3.5.5. IGR-Growth Matrix Analysis by Region
  • 3.6. Value Chain Analysis of Gaming Market

4. Gaming Market Macro Indicator Analysis

5. Global Gaming Market by Age Group

  • 5.1. Child
  • 5.2. Adult

6. Global Gaming Market by Gaming Mode

  • 6.1. Offline
  • 6.2. Online

7. Global Gaming Market by Platform Type

  • 7.1. Mobile and Tablets
  • 7.2. PC and Laptop
  • 7.3. Console

8. Global Gaming Market by Revenue Stream

  • 8.1. Game
  • 8.2. Sponsorship
  • 8.3. In-game Purchase
  • 8.4. Advertising

9. Global Gaming Market by Region 2021-2027

  • 9.1. North America
    • 9.1.1. North America Gaming Market by Age Group
    • 9.1.2. North America Gaming Market by Gaming Mode
    • 9.1.3. North America Gaming Market by Platform Type
    • 9.1.4. North America Gaming Market by Revenue Stream
    • 9.1.5. North America Gaming Market by Country
  • 9.2. Europe
    • 9.2.1. Europe Gaming Market by Age Group
    • 9.2.2. Europe Gaming Market by Gaming Mode
    • 9.2.3. Europe Gaming Market by Platform Type
    • 9.2.4. Europe Gaming Market by Revenue Stream
    • 9.2.5. Europe Gaming Market by Country
  • 9.3. Asia-Pacific
    • 9.3.1. Asia-Pacific Gaming Market by Age Group
    • 9.3.2. Asia-Pacific Gaming Market by Gaming Mode
    • 9.3.3. Asia-Pacific Gaming Market by Platform Type
    • 9.3.4. Asia-Pacific Gaming Market by Revenue Stream
    • 9.3.5. Asia-Pacific Gaming Market by Country
  • 9.4. RoW
    • 9.4.1. RoW Gaming Market by Age Group
    • 9.4.2. RoW Gaming Market by Gaming Mode
    • 9.4.3. RoW Gaming Market by Platform Type
    • 9.4.4. RoW Gaming Market by Revenue Stream
    • 9.4.5. RoW Gaming Market by Sub-region

10. Company Profiles and Competitive Landscape

  • 10.1. Competitive Landscape in the Global Gaming Market
  • 10.2. Companies Profiles
    • 10.2.1. Sony Corporation
    • 10.2.2. Tencent Holdings Ltd.,
    • 10.2.3. Nintendo Co., Ltd.
    • 10.2.4. Microsoft Corporation
    • 10.2.5. Electronic Arts Inc.
    • 10.2.6. Google
    • 10.2.7. Valve Corporation
    • 10.2.8. Bandai Namco Entertainment Inc.
    • 10.2.9. Ubisoft Entertainment SA
    • 10.2.10. Take-Two Interactive Software, Inc.