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市場調查報告書

電子遊戲:行業趨勢,貨幣化策略,市場規模(2020-2025年)

Video Games: Industry Trends, Monetization Strategies & Market Size 2020-2025

出版商 Juniper Research Ltd 商品編碼 959728
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
價格
電子遊戲:行業趨勢,貨幣化策略,市場規模(2020-2025年) Video Games: Industry Trends, Monetization Strategies & Market Size 2020-2025
出版日期: 2020年09月07日內容資訊: 英文
簡介

本報告分析了全球視頻遊戲市場的最新情況和未來前景,以及按平台PC遊戲,固定遊戲機(消費類遊戲),手機遊戲,雲遊戲,獨立VR遊戲等細分的市場。我們正在研究規模趨勢的前景,採用貨幣化模型的詳細趨勢,主要公司的業績趨勢以及未來戰略發展的方向。

此報告涵蓋以下獲利模型:

  • 電子遊戲購買收入
  • 遊戲內購買和根盒(Gacha)
  • 基於遊戲/基於平台的訂閱收入(包括雲端遊戲)

此報告的內容包括:

  • 市場趨勢和供應商策略(PDF)
  • 五年市場規模和預測:電子錶格(Excel)
  • 12個月訪問在線數據平台

主要功能

  • 市場前景:按遊戲類型,新冠狀病毒感染(COVID-19)的影響和其他宏觀趨勢進行評估和獲利的可能性
  • 價值鏈分析:分析視頻遊戲價值鏈的每個組成部分,業務模型的發展方向以及獲利的可能性(包括以下獲利方法):
    • 遊戲購買和數位商店
    • 遊戲內購買
    • 訂閱收入
    • 廣告費用
  • 電子遊戲市場排行榜: 15家主要公司的戰略特徵和優勢分析
    • Activision-Blizzard
    • Apple
    • Electronic Arts
    • Epic Games
    • Gog.com
    • Google
    • King Digital Entertainment
    • Microsoft
    • NVIDIA
    • SONY
    • Supercell
    • Tencent
    • Ubisoft
    • Valve
    • Zenimax Media
  • 行業之間的比較預測:以下各個領域的細分市場預測
    • 雲端遊戲
    • 主機遊戲
    • 手機遊戲
    • PC遊戲

此報告的主要問題意識

  • 1. 哪種貨幣化模型最有可能在現代遊戲市場上成功?
  • 2. 雲遊戲產品的成功程度如何?
  • 3. 誰將從雲遊戲和遊戲即服務中受益最大?
  • 4. 硬件在最新遊戲中扮演什麼角色?
  • 5. 手機遊戲和其他平台可以從哪裡受益?

引用公司

  • 案例研究:電子藝術,史詩遊戲,Google,Niantic,任天堂,
  • 被分析的公司: Activision-Blizzard,Apple,Electronic Arts,Epic Games,GOG.com,Google,King Media Entertainment,Microsoft,NVIDIA,NVIDIA,Sony,Supercell,騰訊,Ubisoft,Valve, Zenimax Media
  • 提到的公司: Activision, Inc, Amazon, Apple, Asus, Azure, Blade, Capcom, Chet Faliszek, Disney, the Dutch Gaming Authority, ESPN, Eververse, Facebook, the Gambling Commission, GameFly, Gamesight, GameSpot, GDC (Game Developers Conference), GlobalWebIndex, Hagenuk, the House of Lords, HTC, Hulu, Humble Choice, IGN, Industrial Toys, Kolibri, Konami, LendEU, Lion Studios, LucasArts, McArthur Law, NBA, NFL, Netflix, Next Games, Nokia, OnePlus, Pan European Game Information (PEGI), Razer, Riot Games, Samsung, Sega, Sensor Tower, SIE Worldwide Studios, SK Telecom, Spotify, Steam, Stray Bombay, the Advertising Standards Authority, the University of York, the Wall Street Journal, T-Mobile, Twitch, Ubisoft, Valve, Variety, Verizon, Vivendi Games, Vodafone, Vortex, Walmart, WeGame, WeHype, YouTube, ZhanQi TV.

數據和交互式預測

Juniper Research最新的 "電子遊戲" 預測包括:

  • 按地區劃分(總共8個地區)□主要國家/地區的市場數據:
    • 澳大利亞
    • 巴西
    • 加拿大
    • 中國
    • 克羅地亞
    • 丹麥
    • 法國
    • 德國
    • 印度
    • 意大利
    • 日本
    • 墨西哥
    • 荷蘭
    • 新西蘭
    • 挪威
    • 波蘭
    • 葡萄牙
    • 俄羅斯
    • 新加坡
    • 南非
    • 韓國
    • 西班牙
    • 瑞典
    • 英國
    • 美國
  • PC遊戲市場預測:
    • 用於遊戲的PC數量
    • 使用的PC遊戲數量
    • 購買的PC遊戲數量
    • PC遊戲/平台訂戶數量
    • PC遊戲購買收入
    • PC遊戲中的內容收入
    • 基於PC遊戲的訂閱收入
    • PC平台訂閱收入(包括雲端遊戲)
  • 固定遊戲機市場預測:
    • 使用的固定遊戲機數量
    • 固定遊戲機的發貨
    • 使用的消費者遊戲數量
    • 購買消費者遊戲的次數
    • 消費者遊戲/平台訂戶數量
    • 消費者遊戲購買收入
    • 固定遊戲機的購買收入
    • 消費者遊戲內容收入
    • 基於消費者遊戲的訂閱收入
    • 遊戲機平台訂閱收入(包括雲端遊戲)
  • 手機遊戲市場預測:
    • 遊戲中使用的智能手機/平板電腦數量
    • 下載的手機遊戲數量
    • 玩過的手機遊戲數量
    • 按次下載付費手機遊戲的下載數量
    • 手機遊戲平台訂戶數
    • 手機遊戲購買收入
    • 移動應用內內容收入
    • 移動平台訂閱收入(包括雲端遊戲)
    • 移動廣告費用
  • 獨立VR遊戲市場預測:
    • 使用的獨立VR頭戴式耳機數量
    • 玩過的獨立VR遊戲的數量
    • 購買的獨立VR遊戲的數量
    • 獨立VR遊戲購買收入
    • 獨立VR遊戲的遊戲內購買收入
  • 訪問完整的預測數據集(總共165個表,超過40,000個數據點)
  • Interactive Excel方案工具:可以操作50種指示器
目錄

Juniper Research's ‘Video Games ’ market research provides a cutting-edge analysis into this vital digital entertainment sector. It evaluates all platforms for video gaming, as well as the impact and market size of this increasingly prominent ecosystem.

The latest research presents the different ways in which video games can be monetised by stakeholders, with a focus on how new business models, from subscription services to cloud gaming, will change the space across all gaming platforms. The impact of this is analysed for the cloud gaming, mobile, console, PC and standalone VR device segments.

The research covers a wide variety of monetisation models, including:

  • Video games purchase revenue
  • In-game purchases & loot boxes
  • Game-based and platform-based subscriptions, including cloud gaming

This research suite includes:

  • Market Trends & Vendor Strategies (PDF)
  • 5-year Market Sizing & Forecast Spreadsheet (Excel)
  • 12 months' access to harvest online data platform

Key Features

  • Market Landscape: Assessment of the types of games and monetisation in the market, including discussion of the impact of COVID-19 and other macro trends that will affect the future of the video games.
  • Value Chain Analysis: Analysis of each component of the video games value chain, showing how business models are evolving and incorporating a wider range of monetisation practices. Includes discussion of the following monetisation models:
    • Game purchase and digital storefronts
    • In-game purchases
    • Subscription revenues
    • Advertising spend
  • Video Games Leaderboard: Analyses 15 key video games publishers, including commentary on each player's strategy. Scored vendors include:
    • Activision-Blizzard
    • Apple
    • Electronic Arts
    • Epic Games
    • Gog.com
    • Google
    • King Digital Entertainment
    • Microsoft
    • NVIDIA
    • Sony
    • Supercell
    • Tencent
    • Ubisoft
    • Valve
    • Zenimax Media
  • Benchmark Industry Forecasts: Market segment forecasts for key video games sectors, including:
    • Cloud Gaming
    • Console Gaming
    • Mobile Gaming
    • PC Gaming

Key Questions

  • 1. Which monetisation models are most likely to succeed in the modern games market?
  • 2. How successful will cloud gaming offerings be?
  • 3. Who will benefit most from cloud gaming and Games-as-a-Service?
  • 4. What role does hardware have to play in modern games?
  • 5. Where can mobile games and other platforms benefit each other?

Companies Referenced

  • Case Studied: Electronic Arts, Epic Games, Google, Niantic, Nintendo, The Pokémon Company.
  • Included in Juniper Research Leaderboard: Activision-Blizzard, Apple, Electronic Arts, Epic Games, GOG.com, Google, King Media Entertainment, Microsoft, NVIDIA, Sony, Supercell, Tencent, Ubisoft, Valve, Zenimax Media.
  • Mentioned: Activision, Inc, Amazon, Apple, Asus, Azure, Blade, Capcom, Chet Faliszek, Disney, the Dutch Gaming Authority, ESPN, Eververse, Facebook, the Gambling Commission, GameFly, Gamesight, GameSpot, GDC (Game Developers Conference), GlobalWebIndex, Hagenuk, the House of Lords, HTC, Hulu, Humble Choice, IGN, Industrial Toys, Kolibri, Konami, LendEU, Lion Studios, LucasArts, McArthur Law, NBA, NFL, Netflix, Next Games, Nokia, OnePlus, Pan European Game Information (PEGI), Razer, Riot Games, Samsung, Sega, Sensor Tower, SIE Worldwide Studios, SK Telecom, Spotify, Steam, Stray Bombay, the Advertising Standards Authority, the University of York, the Wall Street Journal, T-Mobile, Twitch, Ubisoft, Valve, Variety, Verizon, Vivendi Games, Vodafone, Vortex, Walmart, WeGame, WeHype, YouTube, ZhanQi TV.

Data & Interactive Forecast

Juniper Research's latest ‘Video Games ’ forecast includes:

  • Regional splits for 8 key regions, as well as country-level data splits for:
    • Australia
    • Brazil
    • Canada
    • China
    • Croatia
    • Denmark
    • France
    • Germany
    • India
    • Italy
    • Japan
    • Mexico
    • Netherlands
    • New Zealand
    • Norway
    • Poland
    • Portugal
    • Russia
    • Singapore
    • South Africa
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • PC Gaming forecasts, including:
    • Number of PCs used for gaming
    • Number of PC games used
    • Number of PC games bought
    • Number of PC games and platform subscribers
    • PC game purchase revenue
    • PC in-game content revenue
    • PC game-based subscription revenues
    • PC platform subscription revenues (including cloud gaming)
  • Console Gaming forecasts, including:
    • Number of consoles in use
    • Number of consoles shipped
    • Number of console games used
    • Number of console games bought
    • Number of console games and platform subscribers
    • Console game purchase revenue
    • Console hardware purchase revenue
    • Console in-game content revenue
    • Console game-based subscription revenues
    • Console platform subscription revenues (including cloud gaming)
  • Mobile Gaming forecasts, including
    • Number of smartphones and tablets used for gaming
    • Number of mobile games downloaded
    • Number of mobile games played
    • Number of Pay-Per-Download mobile games downloaded
    • Number of mobile game platform subscribers
    • Mobile game purchase revenue
    • Mobile in-app content revenue
    • Mobile platform subscription revenues (including cloud gaming)
    • Mobile advertising spend
  • Standalone VR gaming forecasts, including:
    • Number of standalone VR headsets in use
    • Number of standalone VR games played
    • Number of standalone VR games bought
    • Standalone VR games purchase revenue
    • Standalone VR games in-game purchase revenue
  • Access to the full set of forecast data of 165 tables and over 40,000 datapoints.
  • Interactive Excel Scenario tool allowing users the ability to manipulate Juniper Research's data for 50 different metrics.

Juniper Research's highly granular IFxls (Interactive Excels) enable clients to manipulate our forecast data and charts to test their own assumptions using the Interactive Scenario Tool, and compare select markets side by side in customised charts and tables. greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

1. Key Takeaways & Strategic Recommendations for Video Games Publishers

  • 1.1. Key Takeaways and Strategic Recommendations

2. Video Games Market Future Outlook & Dynamics

  • 2.1. The Video Games Industry
    • 2.1.1. Sectors of the Video Games Industry
      • i. PC Games
        • Figure 2.1: Steam Games Storefront
      • ii. Mobile Games
        • Figure 2.2: Fortnite Mobile App
      • iii. Console Games
        • Figure 2.3: Xbox Series X
        • Figure 2.4: NVIDIA Shield
      • iv. Cloud Games
        • Figure 2.5: Google Stadia
      • v. Handheld Games
    • 2.1.2. Monetisation Models of the Games Industry
      • i. In-app Purchases
        • Figure 2.6: Candy Crush In-app Purchases
      • ii. Loot Boxes
        • Figure 2.7: Overwatch Loot Boxes
      • iii. Game Subscriptions
        • Figure 2.8: EA Play
      • iv. Gaming-as-a-Service
      • v. Season Passes
        • Figure 2.9: Assassin's Creed Origins Season Pass
  • 2.2. Key Market Trends and Future Developments
    • 2.2.1. Emergence of Cloud Gaming
      • Figure 2.10: Global Cloud Gaming Market Revenue ($m) by Region, 2020-2025
      • i. History and Key Players in the Cloud Gaming Arena
        • Figure 2.11: PlayStation Now
        • Figure 2.12: Project XCloud
      • ii. Market Drivers
        • Figure 2.13: Number of Consumer 5G Connections per annum (m), Split by 8 Key Regions, 2020-2025
      • iii. Market Constraints
    • 2.2.2. Subscription Revenue Model
      • Figure 2.14: Xbox Game Pass
      • Figure 2.15: Apple Arcade
      • i. Subscription Model - Opportunity for Platform Providers
      • ii. Content Is King - Opportunity for Publishers and Developers
      • iii. Market Drivers
      • iv. Market Constraints
    • 2.2.3. Game Content Streaming
      • i. Overview and History - eSports and Streaming
        • Figure 2.16: A Brief History of eSports & Games Content Steaming (1972-Present)
      • ii. Continued Success of Streaming Services
        • Figure 2.17: Most-watched Games on Twitch, July 17-24, 2020
      • iii. Opportunities for the Video Games Industry
      • iv. Market Drivers
      • v. Market Constraints
    • 2.2.4. Popularity of Mobile Gaming and F2P Soars
      • Figure 2.18: 2012-2021 Global Games Market
      • i. History and Key Players in Mobile Gaming
        • Figure 2.19: Top Mobile Games by Worldwide Downloads Apr/20
      • ii. Mobile Games, Free-to-Play, and In-app Purchases
      • iii. Mobile Games and the End of Consoles?
      • iv. Market Drivers
        • Figure 2.20: Global Consumer Spend in Games
      • v. Market Constraints

3. Video Games Ecosystem & Competitive Landscape

  • 3.1. Value Chain Analysis & Monetisation Business Models
    • 3.1.1. Value Chains
      • Figure 3.1: Traditional Paid-for Boxed/Digital Product Value Chain
      • Figure 3.2: Traditional & Emerging Video Games Value Chain
    • 3.1.2. Video Games Monetisation Business Models
      • i. In-app Purchases
        • Figure 3.3: Destiny 2's Eververse Store
        • Case Study: Pokémon Go
      • ii. Loot Boxes
        • Figure 3.4: Fever Crate in PlayerUnknown's Battlegrounds (PUBG)
        • Case Study: Star Wars Battlefront II
      • iii. Games-as-a-Service (GaaS)
        • Figure 3.5: Tom Clancy's Rainbow Six Siege
        • Case Study: Fortnite
      • iv. Season Passes
        • Figure 3.6: Destiny 2 Season Pass
      • v. Game Subscription Services
        • Figure 3.7: Origin Access
        • Figure 3.8: Ubisoft's UPlay Plus
        • Case Study: EA Play
          • Figure 3.9: Shadow Cloud Gaming
          • Figure 3.10: Nvidia GeForce Now
        • Case Study: Google Stadia
  • 3.2. Video Games Market: the Competitive Landscape
    • 3.2.1. Video Games Market Vendor Assessment Methodology
      • Table 3.11: Video Games Providers Scoring Criteria
      • Figure 3.12: Juniper Research Leaderboard: Video Games Providers
      • Table 3.13: Juniper Research Heatmap: Video Games Providers
    • 3.2.2. Player Scoring Analysis
      • i. Established Leaders
      • ii. Leading Challengers
      • iii. Disruptors & Emulators
    • 3.2.3. Limitations & Interpretation

4. Video Games Market Forecasts

  • 4.1. Introduction & Definitions
  • 4.2. Forecast Methodology & Assumptions
    • 4.2.1. Universal Forecast Notes and Assumptions
    • 4.2.2. Mobile Games
    • 4.2.3. Cloud Games
    • 4.2.4. Standalone VR Games
    • 4.2.5. Forecast Methodology Diagrams
      • Figure 4.1: Video Games Direct Purchase Forecast Methodology
      • Figure 4.2: Video Games In-Game/In-App Purchase Forecast Methodology
      • Figure 4.3: Video Games Subscriptions Forecast Methodology
  • 4.3. Summary Forecasts
    • 4.3.1. Video Gamers
      • Figure & Table 4.4: Number of Video Gamers per annum by Platform (m), 2020-2025
    • 4.3.2. Video Games Purchased
      • Figure & Table 4.5: Number of Video Games Purchased per annum by Platform (m), 2020-2025
    • 4.3.3. Video Games Subscriptions
      • Figure & Table 4.6: Number of Video Games Subscriptions per annum by Subscription Type (m), 2020-2025
    • 4.3.4. Video Games Market Value
      • Figure & Table 4.7: Video Games Market Value per annum ($m), Split by Monetisation Type, 2020-2025
  • 4.4. Console Games
    • 4.4.1. Consoles Unit Forecasts
      • i. Installed Base
        • Figure & Table 4.8: Number of Consoles, Installed Base per annum (m), Split by 8 Key Regions, 2020-2025
      • ii. Console Shipments
        • Figure & Table 4.9: Number of Consoles, Units Shipped per annum (m), Split by 8 Key Regions, 2020-2025
    • 4.4.2. Console Market Revenue Forecasts
      • i. Hardware Revenue
        • Figure & Table 4.10: Console Hardware Revenue per annum ($m), Split by 8 Key Regions, 2020-2025
      • ii. Software Revenue
        • Figure & Table 4.11: Console Software Revenue per annum ($m), Split by 8 Key Regions, 2020-2025
  • 4.5. Mobile Games
    • 4.5.1. Unit Forecasts
      • i. Mobile Games Users
        • Figure & Table 4.12: Number of Mobile Games Users per annum (m), Split by 8 Key Regions, 2020-2025
      • ii. Mobile Games Downloads
        • Figure & Table 4.13: Number of Mobile Games Downloaded per annum (m), Split by 8 Key Regions, 2020-2025
    • 4.5.2. Mobile Games Market Value Forecast
      • Figure & Table 4.14: Mobile Games Market Value ($m), Split by 8 Key Regions, 2020-2025
  • 4.6. PC Games
    • 4.6.1. Unit Forecasts
      • i. Gaming PC Installed Base
        • Figure & Table 4.15: Number of PCs Used for Gaming, Installed Base per annum (m), Split by 8 Key Regions, 2020-2025
      • ii. Games Purchases
        • Figure & Table 4.16: Number of PC Games Purchased per annum (m), Split by 8 Key Regions, 2020-2025
    • 4.6.2. PC Games Revenue Forecast
      • Figure & Table 4.17: Total PC Games Revenue per annum ($m), Split by 8 Key Regions, 2020-2025