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市場調查報告書
商品編碼
1352842

全球電玩市場研究報告 - 2023 年至 2030 年行業分析、規模、佔有率、成長、趨勢和預測

Global Video Game Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2023 to 2030

出版日期: | 出版商: Value Market Research | 英文 121 Pages | 商品交期: 最快1-2個工作天內

價格

全球電玩市場需求預計將從 2022 年的 2,978.7 億美元增至 2030 年的近 1,0495.1 億美元,2023-2030 年研究期間複合年成長率為 15.02%。

電動遊戲是在互動式平台上玩的電腦遊戲。它涉及透過桌上型電腦、智慧型手機或 PlayStation 或 Xbox 等遊戲設備玩電子控制的圖像。它是供用戶出於娛樂目的而玩的。許多類型的電玩遊戲都深受兒童和成人的歡迎,例如益智遊戲、運動遊戲、冒險遊戲、策略遊戲、賽車遊戲等。專家表示,電玩遊戲有幾個好處:有助於提高記憶力、注意力、創造力和運動能力技能,加快回應時間,促進團隊合作和批判性思考。以遊戲為基礎的學習方式對於學生的知識傳授尤其有幫助。電子遊戲也有助於培養毅力和解決問題的能力,並對精神有益。

市場動態:

技術進步以及軟體和硬體領域不斷創新以改善圖形的即時體驗是推動視訊遊戲市場的因素。智慧型手機的快速使用、網路消費的成長以及線上遊戲的便利性將極大地促進未來六年的市場成長。人們對網路遊戲的偏好導致了多人遊戲市場的流行,這將是未來幾年的趨勢。全球個人可支配收入水準的上升導致先進遊戲設備和設備的日益採用,這也影響了市場。主要遊戲開發商專注於創造不同類型的遊戲以留住客戶。

研究報告涵蓋波特五力模型、市場吸引力分析和價值鏈分析。這些工具有助於清晰地了解行業結構並評估全球範圍內的競爭吸引力。此外,這些工具還對全球電玩市場的各個細分市場進行了包容性評估。電玩產業的成長和趨勢為本研究提供了整體方法。

區域分析:

本節涵蓋區域前景,重點介紹北美、歐洲、亞太地區、拉丁美洲以及中東和非洲電玩市場當前和未來的需求。此外,該報告重點關注所有主要地區各個應用領域的需求、估計和預測。

該研究報告還涵蓋了市場主要參與者的全面概況以及對全球競爭格局的深入了解。電玩遊戲市場的主要參與者包括動視暴雪、蘋果、迪士尼、Electronics Art Inc.、Lucid Games、微軟、任天堂、Rovio Entertainment Corporation、索尼互動娛樂公司、騰訊控股有限公司。本節包含競爭格局的整體視圖,包括各種策略發展,例如關鍵併購、未來產能、合作夥伴關係、財務概況、合作、新產品開發、新產品發布和其他發展。

如果您有任何客製化要求,請寫信給我們。我們的研究團隊可以根據您的需求提供客製化報告。

目錄

第一章:前言

  • 報告說明
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法論
    • 市場研究過程
    • 市場研究方法論

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:電玩遊戲 - 產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業動態
  • 波特五力分析
  • 市場吸引力分析
    • 按設備分類的市場吸引力分析
    • 按類型分類的市場吸引力分析
    • 市場吸引力分析:按地區

第 4 章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料廠商清單
    • 主要原物料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷通路發展趨勢

第 5 章:COVID-19 爆發的影響分析

第 6 章:全球電玩市場分析:按設備

  • 按設備概述
  • 歷史和預測數據
  • 按設備分析
  • 安慰
  • 移動的
  • 電腦

第 7 章:全球電玩市場分析:按類型

  • 按類型概述
  • 歷史和預測數據
  • 按類型分析
  • 線上的
  • 離線

第 8 章:全球電玩市場分析:按地理位置

  • 區域展望
  • 介紹
  • 北美銷售分析
    • 概述、歷史和預測銷售分析
    • 北美按細分市場銷售分析
    • 北美按國家銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概述、歷史和預測銷售分析
    • 歐洲按細分市場銷售分析
    • 歐洲按國家銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概述、歷史和預測銷售分析
    • 亞太地區按細分市場銷售分析
    • 亞太地區國家/地區銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳洲銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概述、歷史和預測銷售分析
    • 拉丁美洲按細分市場銷售分析
    • 拉丁美洲按國家銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概述、歷史和預測銷售分析
    • 中東和非洲按細分市場銷售分析
    • 中東和非洲國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東其他地區和非洲銷售分析

第 9 章:電玩公司的競爭格局

  • 電玩市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 10 章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • Activision Blizzard
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Apple Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Disney
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Electronics Art Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Lucid Games
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Microsoft
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Nintendo
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Rovio Entertainment Corporation
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Sony Interactive Entertainment Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Tencent Holdings Limited
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展

注意 - 在公司概況中,財務詳細資訊和近期發展視情況而定,或者如果是私人公司,則可能不包括在內

Product Code: VMR11218965

The global demand for Video Game Market is presumed to reach the market size of nearly USD 1049.51 BN by 2030 from USD 297.87 BN in 2022 with a CAGR of 15.02% under the study period 2023 - 2030.

A video game is a computer game played on an interactive platform. It involves playing with electronically controlled images over a desktop, smartphone, or gaming device like a PlayStation or Xbox. It is played for entertainment purposes by users. Many types of video games are popular among kids and adults, such as puzzle games, sports games, adventure games, strategy games, racing games, etc. Experts say video games have several benefits: they help improve memory, concentration, creativity, and motor skills, speed up response time, and promote teamwork and critical thinking. The game-based learning for students is especially helpful in imparting knowledge. Video games also help develop persistence and problem-solving skills and give mental benefits.

MARKET DYNAMICS:

Technological advancement and the growing innovation in both software and hardware segments to improve the real-time experience of graphics are the factors that will drive the market for video games. The rapid use of smartphones, growing consumption of the internet, and the easy availability of games online will hugely contribute to the market growth in the next six years. The preference for online gaming among people led to the popularity of the multi-player games market, and this will be a trend in the coming years. The rising level of disposable personal income worldwide led to the growing adoption of advanced gaming devices and equipment, which also influenced the market. The key game developers focus on creating games of different genres to retain customers.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of video game. The growth and trends of video game industry provide a holistic approach to this study.

MARKET SEGMENTATION:

This section of the video game market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Device

  • Console
  • Mobile
  • Computer

By Type

  • Online
  • Offline

REGIONAL ANALYSIS:

This section covers the regional outlook, which accentuates current and future demand for the Video Game market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the video game market include Activision Blizzard, Apple Inc., Disney, Electronics Art Inc., Lucid Games, Microsoft, Nintendo, Rovio Entertainment Corporation, Sony Interactive Entertainment Inc., Tencent Holdings Limited. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3 . VIDEO GAME - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Device
    • 3.7.2 Market Attractiveness Analysis By Type
    • 3.7.3 Market Attractiveness Analysis By Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Raw Material Manufactures List
    • 4.2.3. Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK

6 . GLOBAL VIDEO GAME MARKET ANALYSIS BY DEVICE

  • 6.1 Overview by Device
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by Device
  • 6.4 Console Historic and Forecast Sales by Regions
  • 6.5 Mobile Historic and Forecast Sales by Regions
  • 6.6 Computer Historic and Forecast Sales by Regions

7 . GLOBAL VIDEO GAME MARKET ANALYSIS BY TYPE

  • 7.1 Overview by Type
  • 7.2 Historical and Forecast Data
  • 7.3 Analysis by Type
  • 7.4 Online Historic and Forecast Sales by Regions
  • 7.5 Offline Historic and Forecast Sales by Regions

8 . GLOBAL VIDEO GAME MARKET ANALYSIS BY GEOGRAPHY

  • 8.1. Regional Outlook
  • 8.2. Introduction
  • 8.3. North America Sales Analysis
    • 8.3.1. Overview, Historic and Forecast Sales Analysis
    • 8.3.2. North America By Segment Sales Analysis
    • 8.3.3. North America By Country Sales Analysis
    • 8.3.4. United State Sales Analysis
    • 8.3.5. Canada Sales Analysis
    • 8.3.6. Mexico Sales Analysis
  • 8.4. Europe Sales Analysis
    • 8.4.1. Overview, Historic and Forecast Sales Analysis
    • 8.4.2. Europe by Segment Sales Analysis
    • 8.4.3. Europe by Country Sales Analysis
    • 8.4.4. United Kingdom Sales Analysis
    • 8.4.5. France Sales Analysis
    • 8.4.6. Germany Sales Analysis
    • 8.4.7. Italy Sales Analysis
    • 8.4.8. Russia Sales Analysis
    • 8.4.9. Rest Of Europe Sales Analysis
  • 8.5. Asia Pacific Sales Analysis
    • 8.5.1. Overview, Historic and Forecast Sales Analysis
    • 8.5.2. Asia Pacific by Segment Sales Analysis
    • 8.5.3. Asia Pacific by Country Sales Analysis
    • 8.5.4. China Sales Analysis
    • 8.5.5. India Sales Analysis
    • 8.5.6. Japan Sales Analysis
    • 8.5.7. South Korea Sales Analysis
    • 8.5.8. Australia Sales Analysis
    • 8.5.9. Rest Of Asia Pacific Sales Analysis
  • 8.6. Latin America Sales Analysis
    • 8.6.1. Overview, Historic and Forecast Sales Analysis
    • 8.6.2. Latin America by Segment Sales Analysis
    • 8.6.3. Latin America by Country Sales Analysis
    • 8.6.4. Brazil Sales Analysis
    • 8.6.5. Argentina Sales Analysis
    • 8.6.6. Peru Sales Analysis
    • 8.6.7. Chile Sales Analysis
    • 8.6.8. Rest of Latin America Sales Analysis
  • 8.7. Middle East & Africa Sales Analysis
    • 8.7.1. Overview, Historic and Forecast Sales Analysis
    • 8.7.2. Middle East & Africa by Segment Sales Analysis
    • 8.7.3. Middle East & Africa by Country Sales Analysis
    • 8.7.4. Saudi Arabia Sales Analysis
    • 8.7.5. UAE Sales Analysis
    • 8.7.6. Israel Sales Analysis
    • 8.7.7. South Africa Sales Analysis
    • 8.7.8. Rest Of Middle East And Africa Sales Analysis

9 . COMPETITIVE LANDSCAPE OF THE VIDEO GAME COMPANIES

  • 9.1. Video Game Market Competition
  • 9.2. Partnership/Collaboration/Agreement
  • 9.3. Merger And Acquisitions
  • 9.4. New Product Launch
  • 9.5. Other Developments

10 . COMPANY PROFILES OF VIDEO GAME INDUSTRY

  • 10.1. Top Companies Market Share Analysis
  • 10.2. Market Concentration Rate
  • 10.3. Activision Blizzard
    • 10.3.1. Company Overview
    • 10.3.2. Company Revenue
    • 10.3.3. Products
    • 10.3.4. Recent Developments
  • 10.4. Apple Inc.
    • 10.4.1. Company Overview
    • 10.4.2. Company Revenue
    • 10.4.3. Products
    • 10.4.4. Recent Developments
  • 10.5. Disney
    • 10.5.1. Company Overview
    • 10.5.2. Company Revenue
    • 10.5.3. Products
    • 10.5.4. Recent Developments
  • 10.6. Electronics Art Inc.
    • 10.6.1. Company Overview
    • 10.6.2. Company Revenue
    • 10.6.3. Products
    • 10.6.4. Recent Developments
  • 10.7. Lucid Games
    • 10.7.1. Company Overview
    • 10.7.2. Company Revenue
    • 10.7.3. Products
    • 10.7.4. Recent Developments
  • 10.8. Microsoft
    • 10.8.1. Company Overview
    • 10.8.2. Company Revenue
    • 10.8.3. Products
    • 10.8.4. Recent Developments
  • 10.9. Nintendo
    • 10.9.1. Company Overview
    • 10.9.2. Company Revenue
    • 10.9.3. Products
    • 10.9.4. Recent Developments
  • 10.10. Rovio Entertainment Corporation
    • 10.10.1. Company Overview
    • 10.10.2. Company Revenue
    • 10.10.3. Products
    • 10.10.4. Recent Developments
  • 10.11. Sony Interactive Entertainment Inc.
    • 10.11.1. Company Overview
    • 10.11.2. Company Revenue
    • 10.11.3. Products
    • 10.11.4. Recent Developments
  • 10.12. Tencent Holdings Limited
    • 10.12.1. Company Overview
    • 10.12.2. Company Revenue
    • 10.12.3. Products
    • 10.12.4. Recent Developments

Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • Analysis by Device (USD MN)
  • Console Market Sales by Geography (USD MN)
  • Mobile Market Sales by Geography (USD MN)
  • Computer Market Sales by Geography (USD MN)
  • Analysis Market by Type (USD MN)
  • Online Market Sales by Geography (USD MN)
  • Offline Market Sales by Geography (USD MN)
  • Global Video Game Market Sales by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Video Game Report
  • Market Research Process
  • Market Research Methodology
  • Global Video Game Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Device
  • Market Attractiveness Analysis by Type
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by Device (USD MN)
  • Console Market Sales by Geography (USD MN)
  • Mobile Market Sales by Geography (USD MN)
  • Computer Market Sales by Geography (USD MN)
  • Global Market Analysis by Type (USD MN)
  • Online Market Sales by Geography (USD MN)
  • Offline Market Sales by Geography (USD MN)
  • Global Market by Revenue
  • North America Market by Revenue
  • Europe Market by Revenue
  • Asia Pacific Market by Revenue
  • Latin America Market by Revenue
  • Middle East & Africa Market by Revenue
  • Recent Development in Industry
  • Top Companies Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.