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市場調查報告書

全球網絡遊戲市場:2020-2026

Global Online Gaming Market 2020-2026

出版商 Orion Market Research Pvt Ltd 商品編碼 986579
出版日期 內容資訊 英文
商品交期: 2-3個工作天內
價格
全球網絡遊戲市場:2020-2026 Global Online Gaming Market 2020-2026
出版日期: 2021年01月12日內容資訊: 英文
簡介

在預測期內,全球在線遊戲市場預計將以11.9%的複合年增長率增長。市場的增長歸功於影像遊戲被廣泛用於所有年齡段的休閒活動。除此之外,專業遊戲的上升趨勢也有望促進市場的擴大。此外,宏觀經濟因素,例如互聯網普及率的提高,以遊戲為中心的低成本智能手機的擁有,可支配收入的增加以及電信基礎設施的進一步發展,也將有助於市場增長。

但是,網絡遊戲具有嚴重的身體和心理後果,包括肥胖,抑鬱,成癮行為以及侵略性或暴力行為加劇。在預測期內,這將是市場增長的挑戰,因為全世界對過度遊戲副作用的認識正在增加。

全球在線遊戲市場按遊戲類型,設備類型和收入模型分類。按照遊戲類型,市場可細分為角色扮演遊戲,動作和冒險遊戲,賽車遊戲,模擬遊戲,策略遊戲,體育遊戲和其他遊戲。根據設備類型,市場可細分為控制台,計算機,移動設備等。移動設備領域在全球範圍內顯示出顯著的增長率。按照收入模型,市場分為免費遊戲服務和付費遊戲服務。付費遊戲服務在全球佔有主要市場份額。

全球網絡遊戲市場進一步細分為北美,歐洲,亞太地區和其他地區。在預測期內,北美將在市場中佔有重要的市場份額。在預測期內,在線遊戲在各個年齡段的普及率都很高,人均在線遊戲支出也很高,預計將獲得可觀的市場份額。

該報告調查了全球在線遊戲市場,提供了市場概況,按遊戲類型,設備類型,收入模型,地區和進入市場的公司概況的趨勢。

目錄

第1章報告概述

第2章市場概述和見解

  • 調查範圍
  • 分析師見解和當前市場趨勢

第3章競爭情況

  • 主要公司分析
    • Nintendo Co., Ltd.
    • Activision Blizzard, Inc.
    • Sony Interactive Entertainment Inc.
    • Rovio Entertainment Corp.
    • encent Holdings Ltd.
  • 重要戰略分析

第4章市場決定因素

  • 動機
  • 抑制因素
  • 市場機會

第5章市場細分

  • 全球遊戲市場,按遊戲類型劃分
    • 角色扮演遊戲(MMORPG和MMOG)
    • 動作和冒險遊戲(FPS,Royal Royale等)
    • 賽車遊戲
    • 模擬遊戲
    • 策略遊戲
    • 體育遊戲
    • 其他遊戲(紙牌遊戲)
  • 全球在線遊戲市場,按設備類型劃分
    • 控制台
    • 電腦
    • 移動設備
    • 其他(VR)
  • 按收入模型分列的全球在線遊戲市場
    • 免費遊戲服務
    • 付費遊戲服務

第6章區域分析

  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 意大利
    • 西班牙
    • 法國
    • 其他
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 其他
  • 其他地區

第7章公司簡介

  • Activision Blizzard, Inc.
  • Amazon.com, Inc. (Luna)
  • Apple Inc.
  • Bandai Namco Entertainment Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Gameloft SE
  • Krafton Inc.
  • Leyou Technologies Holdings Ltd.
  • Microsoft Corp. (Xbox Game Studios)
  • NetEase, Inc. (China)
  • Netmarble Corp.
  • Nintendo Co., Ltd.
  • NXC Corp.
  • Rockstar Games, Inc.
  • Rovio Entertainment Oyj
  • Sega Corp.
  • Sony Interactive Entertainment Inc.
  • Square Enix Co., Ltd.
  • Take-Two Interactive Software, Inc. Tencent Holdings Ltd.
  • THQ Nordic GmbH (Embracer Group AB)
  • Ubisoft Entertainment SA
  • Valve Corp.
  • Wargaming Group Ltd.
  • Warner Bros. Entertainment Inc.
  • Zhejiang Century Huatong Group Co., Ltd.
目錄
Product Code: OMR2023117

Global Online Gaming Market Size, Share & Trends Analysis Report By Game Type (Role-Playing Games, Action & Adventure Games, Racing Games, Simulation Games, Strategy Games, Sports Games, and Other Games), By Device Type (Console, Computer, Mobile Devices, and Others), By Revenue Model (Free Gaming Services and Paid Gaming Services), Forecast Period (2020-2026)

The global online gaming market is anticipated to grow at a CAGR of 11.9% during the forecast period. The growth of the market is attributed to the growing adoption of video games as a leisure activity among all age groups. In addition to this, the rising trend of professional gaming is also anticipated to aid the expansion of the market. Moreover, macro-economic factors such as increasing internet penetration, availability of low-cost game-centric smartphones, increasing disposable income, and further development of telecommunication infrastructure will also aid in the growth of the market.

However, online gaming is also causing severe effects on the body and mind such as obesity, depression, addictive behavior, and increased aggressive or violent behavior. This, in turn, will challenge the growth of the market during the forecast period as the awareness regarding these side effects of excessive gaming is increasing across the globe.

The global online gaming market is segmented based on game type, device type, and revenue model. Based on the game type, the market is sub-segmented into role-playing games, action & adventure games, racing games, simulation games, strategy games, sports games, and other games. Based on the device type, the market is sub-segmented into the console, computer, mobile devices, and others. The mobile devices segment is witnessing a significant growth rate all across the globe. Based on the revenue model, the market is bifurcated into free gaming services and paid gaming services. Paid gaming services holds a major market share all across the globe.

The global online gaming market is further segmented based on geography into North America, Europe, Asia-Pacific, and the Rest of the World. North America is expected to hold a significant market share in the market during the forecast period. High penetration of online gaming among all age groups, high per capita spending on online games is expected to be some of the major factors for the significant market share during the forecast period.

The key players of the global online gaming market include Electronic Arts Inc, Nintendo Co., Ltd., Activision Blizzard, Inc., Sony Interactive Entertainment Inc., Rovio Entertainment Corp., Tencent Holdings Ltd., and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers, and acquisitions, collaborations, and funding, to stay competitive in the market.

Research Methodology

The market study of the global online gaming market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market into various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. The analysts try to contact as many executives, managers, key opinion leaders, and industry experts to bring more authenticity to the reports.

Secondary Sources Include:

  • Financial reports of companies involved in the market.
  • Whitepapers, research-papers, and news blogs.
  • Company websites and their product catalog.

The report is intended for software companies, gaming companies, online streaming platforms, research organizations, start-ups, seed funders, venture capitalists, and other related organizations for overall market analysis and competitive analysis. The report provides an in-depth analysis of market size, products offered by the companies, and future market opportunities. The report will serve as a source for a 360-degree analysis of the market thoroughly delivering insights into the market for making better business decisions.

Market Segmentation

1. Global Online Gaming Market Research and Analysis by Game Type

2. Global Online Gaming Market Research and Analysis by Device Type

3. Global Online Gaming Market Research and Analysis by Revenue Model

The Report Covers:

  • Comprehensive research methodology of the global online gaming market.
  • This report also includes a detailed and extensive market overview with key analyst insights.
  • An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the global online gaming industry.
  • Insights about market determinants that are stimulating the global online gaming market.
  • Detailed and extensive market segments with regional distribution of forecasted revenues.
  • Extensive profiles and recent developments of market players.

Table of Contents

1. Report Summary

  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Geography

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
    • 3.1.1. Nintendo Co., Ltd.
      • 3.1.1.1. Overview
      • 3.1.1.2. Financial Analysis
      • 3.1.1.3. SWOT Analysis
      • 3.1.1.4. Recent Developments
    • 3.1.2. Activision Blizzard, Inc.
      • 3.1.2.1. Overview
      • 3.1.2.2. Financial Analysis
      • 3.1.2.3. SWOT Analysis
      • 3.1.2.4. Recent Developments
    • 3.1.3. Sony Interactive Entertainment Inc.
      • 3.1.3.1. Overview
      • 3.1.3.2. Financial Analysis
      • 3.1.3.3. SWOT Analysis
      • 3.1.3.4. Recent Developments
    • 3.1.4. Rovio Entertainment Corp.
      • 3.1.4.1. Overview
      • 3.1.4.2. Financial Analysis
      • 3.1.4.3. SWOT Analysis
      • 3.1.4.4. Recent Developments
    • 3.1.5. Tencent Holdings Ltd.
      • 3.1.5.1. Overview
      • 3.1.5.2. Financial Analysis
      • 3.1.5.3. SWOT Analysis
      • 3.1.5.4. Recent Developments
  • 3.2. Key Strategy Analysis

4. Market Determinants

  • 4.1. Motivators
  • 4.2. Restraints
  • 4.3. Opportunities

5. Market Segmentation

  • 5.1. Global Online Gaming Market by Game Type
    • 5.1.1. Role-Playing Game (MMORPG & MMOG)
    • 5.1.2. Action & Adventure Games (FPS, Battle Royale, and Others)
    • 5.1.3. Racing Games
    • 5.1.4. Simulation Games
    • 5.1.5. Strategy Games
    • 5.1.6. Sports Games
    • 5.1.7. Other Games (Card Games)
  • 5.2. Global Online Gaming Market by Device Type
    • 5.2.1. Console
    • 5.2.2. Computer
    • 5.2.3. Mobile Devices
    • 5.2.4. Others (VR)
  • 5.3. Global Online Gaming Market by Revenue Model
    • 5.3.1. Free Gaming Services
    • 5.3.2. Paid Gaming Services

6. Regional Analysis

  • 6.1. North America
    • 6.1.1. United States
    • 6.1.2. Canada
  • 6.2. Europe
    • 6.2.1. UK
    • 6.2.2. Germany
    • 6.2.3. Italy
    • 6.2.4. Spain
    • 6.2.5. France
    • 6.2.6. Rest of Europe
  • 6.3. Asia-Pacific
    • 6.3.1. China
    • 6.3.2. India
    • 6.3.3. Japan
    • 6.3.4. Rest of Asia-Pacific
  • 6.4. Rest of the World

7. Company Profiles

  • 7.1. Activision Blizzard, Inc.
  • 7.2. Amazon.com, Inc. (Luna)
  • 7.3. Apple Inc.
  • 7.4. Bandai Namco Entertainment Inc.
  • 7.5. Electronic Arts Inc.
  • 7.6. Epic Games, Inc.
  • 7.7. Gameloft SE
  • 7.8. Krafton Inc.
  • 7.9. Leyou Technologies Holdings Ltd.
  • 7.10. Microsoft Corp. (Xbox Game Studios)
  • 7.11. NetEase, Inc. (China)
  • 7.12. Netmarble Corp.
  • 7.13. Nintendo Co., Ltd.
  • 7.14. NXC Corp.
  • 7.15. Rockstar Games, Inc.
  • 7.16. Rovio Entertainment Oyj
  • 7.17. Sega Corp.
  • 7.18. Sony Interactive Entertainment Inc.
  • 7.19. Square Enix Co., Ltd.
  • 7.20. Take-Two Interactive Software, Inc. Tencent Holdings Ltd.
  • 7.21. THQ Nordic GmbH (Embracer Group AB)
  • 7.22. Ubisoft Entertainment SA
  • 7.23. Valve Corp.
  • 7.24. Wargaming Group Ltd.
  • 7.25. Warner Bros. Entertainment Inc.
  • 7.26. Zhejiang Century Huatong Group Co., Ltd.

LIST OF TABLES

  • 1. GLOBAL ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)
  • 2. GLOBAL ROLE-PLAYING ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 3. GLOBAL ACTION & ADVENTURE ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 4. GLOBAL RACING ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 5. GLOBAL SIMULATION ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 6. GLOBAL STRATEGY ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 7. GLOBAL SPORTS ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 8. GLOBAL OTHER ONLINE GAME MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 9. GLOBAL ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)
  • 10. GLOBAL CONSOLE ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 11. GLOBAL COMPUTER ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)
  • 12. GLOBAL MOBILE DEVICES ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 13. GLOBAL OTHERS DEVICE ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 14. GLOBAL ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)
  • 15. GLOBAL FREE GAMING SERVICES MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 16. GLOBAL PAID GAMING SERVICES MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)
  • 17. GLOBAL ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY, 2019-2026 ($ MILLION)
  • 18. NORTH AMERICAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 19. NORTH AMERICAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)
  • 20. NORTH AMERICAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)
  • 21. NORTH AMERICAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)
  • 22. EUROPEAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 23. EUROPEAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)
  • 24. EUROPEAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)
  • 25. EUROPEAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)
  • 26. ASIA-PACIFIC ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)
  • 27. ASIA-PACIFIC ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)
  • 28. ASIA-PACIFIC ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)
  • 29. ASIA-PACIFIC ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)
  • 30. REST OF THE WORLD ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)
  • 31. REST OF THE WORLD ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)
  • 32. REST OF THE WORLD ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL ONLINE GAMING MARKET SHARE BY GAME TYPE, 2019 VS 2026 (%)
  • 2. GLOBAL ONLINE GAMING MARKET SHARE BY DEVICE TYPE, 2019 VS 2026 (%)
  • 3. GLOBAL ONLINE GAMING MARKET SHARE BY REVENUE MODEL, 2019 VS 2026 (%)
  • 4. GLOBAL ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 5. GLOBAL ROLE-PLAYING ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 6. GLOBAL ACTION ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 7. GLOBAL RACING ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 8. GLOBAL SIMULATION ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 9. GLOBAL STRATEGY ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 10. GLOBAL SPORTS ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 11. GLOBAL OTHER ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 12. GLOBAL CONSOLE ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 13. GLOBAL COMPUTER ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 14. GLOBAL MOBILE DEVICES ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 15. GLOBAL OTHERS DEVICE ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 16. GLOBAL FREE GAMING SERVICES ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 17. GLOBAL PAID GAMING SERVICES ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)
  • 18. US ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 19. CANADA ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 20. UK ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 21. FRANCE ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 22. GERMANY ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 23. ITALY ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 24. SPAIN ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 25. REST OF EUROPE ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 26. INDIA ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 27. CHINA ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 28. JAPAN ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 29. REST OF ASIA-PACIFIC ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
  • 30. REST OF THE WORLD ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)