封面
市場調查報告書
商品編碼
1361799

全球遊戲應用市場報告

Global Game Applications Market Report

出版日期: | 出版商: Value Market Research | 英文 117 Pages | 商品交期: 最快1-2個工作天內

價格

全球遊戲應用市場需求預計將從 2022 年的 1,159.7 億美元增至 2030 年的近 3,378 億美元,2023-2030 年研究期間年複合成長率為 14.3%。

隨著網際網路的普及,遊戲應用程式變得非常流行。遊戲產業的持續技術進步極大地推動了該產業的成長。他們正在改進遊戲的製作方式和使用者的整體遊戲體驗。此外,隨著手機遊戲的日益普及,一項調查研究強調,遊戲玩家願意為遊戲應用程式付費,這影響了市場的成長。此外,可支配收入的成長加上數位印度等政府措施預計將在未來幾年影響區域市場的成長。此外,低成本行動資料使用套件的可用性和網路進步是區域成長的關鍵成長動力。

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,這些工具也對全球遊戲應用市場的各個細分市場進行了包容性評估。遊戲應用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遊戲應用程式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。遊戲應用市場的主要參與者包括騰訊、任天堂、動視暴雪、育碧、藝電公司、Take-Two Interactive Software, Inc.、Bethesda Softworks LLC、Zynga、Epic Games, Inc.、網易公司。對競爭格局的整體看法,包括各種策略發展,例如關鍵併購、未來能力、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 1 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:遊戲應用 - 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
    • 按市場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:全球遊戲應用市場分析:按市場分類

  • 按市場分類的概述
  • 歷史和預測數據
  • 按市場分析
  • 谷歌應用商店
  • 蘋果IOS商店
  • 其他

第 7 章:全球遊戲應用市場分析:依地理位置

  • 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 8 章:遊戲應用公司的競爭格局

  • 遊戲應用市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 9 章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • Tencent
    • 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
  • Activision Blizzard
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Ubisoft
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Electronic Arts Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Take-Two Interactive Software Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Bethesda Softworks LLC
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Zynga
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Epic Games Inc.
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • NetEase Inc.
    • 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: VMR11218624

The global demand for Game Applications Market is presumed to reach the market size of nearly USD 337.8 BN by 2030 from USD 115.97 BN in 2022 with a CAGR of 14.3% under the study period 2023 - 2030.

With the availability of the internet, game applications have become very popular. Continuous technological advancements in the gaming industry significantly propel this industry's growth. They are improving the way games are made and the overall gaming experience of users. Also, with the growing popularity of mobile gaming, a survey study highlights that gamers are willing to pay for game applications, influencing the market growth. Furthermore, growing disposable income coupled with government initiatives such as digital India is expected to impact regional market growth in the forthcoming years. Additionally, the availability of low-cost mobile data usage packs and networking advancements are key growth drivers in regional growth.

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 game applications. The growth and trends of game applications industry provide a holistic approach to this study.

MARKET SEGMENTATION:

This section of the game applications 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 Marketplace

  • Google Play Store
  • Apple Ios Store
  • Others

REGIONAL ANALYSIS:

This section covers the regional outlook, which accentuates current and future demand for the Game Applications 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 Game Applications market include Tencent, Nintendo, Activision Blizzard, Ubisoft, Electronic Arts Inc., Take-Two Interactive Software, Inc., Bethesda Softworks LLC, Zynga, Epic Games, Inc., NetEase Inc. 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 . GAME APPLICATIONS - 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 Marketplace
    • 3.7.2 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 GAME APPLICATIONS MARKET ANALYSIS BY MARKETPLACE

  • 6.1 Overview by Marketplace
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by Marketplace
  • 6.4 Google Play Store Historic and Forecast Sales by Regions
  • 6.5 Apple IOS Store Historic and Forecast Sales by Regions
  • 6.6 Others Historic and Forecast Sales by Regions

7 . GLOBAL GAME APPLICATIONS MARKET ANALYSIS BY GEOGRAPHY

  • 7.1. Regional Outlook
  • 7.2. Introduction
  • 7.3. North America Sales Analysis
    • 7.3.1. Overview, Historic and Forecast Sales Analysis
    • 7.3.2. North America By Segment Sales Analysis
    • 7.3.3. North America By Country Sales Analysis
    • 7.3.4. United State Sales Analysis
    • 7.3.5. Canada Sales Analysis
    • 7.3.6. Mexico Sales Analysis
  • 7.4. Europe Sales Analysis
    • 7.4.1. Overview, Historic and Forecast Sales Analysis
    • 7.4.2. Europe by Segment Sales Analysis
    • 7.4.3. Europe by Country Sales Analysis
    • 7.4.4. United Kingdom Sales Analysis
    • 7.4.5. France Sales Analysis
    • 7.4.6. Germany Sales Analysis
    • 7.4.7. Italy Sales Analysis
    • 7.4.8. Russia Sales Analysis
    • 7.4.9. Rest Of Europe Sales Analysis
  • 7.5. Asia Pacific Sales Analysis
    • 7.5.1. Overview, Historic and Forecast Sales Analysis
    • 7.5.2. Asia Pacific by Segment Sales Analysis
    • 7.5.3. Asia Pacific by Country Sales Analysis
    • 7.5.4. China Sales Analysis
    • 7.5.5. India Sales Analysis
    • 7.5.6. Japan Sales Analysis
    • 7.5.7. South Korea Sales Analysis
    • 7.5.8. Australia Sales Analysis
    • 7.5.9. Rest Of Asia Pacific Sales Analysis
  • 7.6. Latin America Sales Analysis
    • 7.6.1. Overview, Historic and Forecast Sales Analysis
    • 7.6.2. Latin America by Segment Sales Analysis
    • 7.6.3. Latin America by Country Sales Analysis
    • 7.6.4. Brazil Sales Analysis
    • 7.6.5. Argentina Sales Analysis
    • 7.6.6. Peru Sales Analysis
    • 7.6.7. Chile Sales Analysis
    • 7.6.8. Rest of Latin America Sales Analysis
  • 7.7. Middle East & Africa Sales Analysis
    • 7.7.1. Overview, Historic and Forecast Sales Analysis
    • 7.7.2. Middle East & Africa by Segment Sales Analysis
    • 7.7.3. Middle East & Africa by Country Sales Analysis
    • 7.7.4. Saudi Arabia Sales Analysis
    • 7.7.5. UAE Sales Analysis
    • 7.7.6. Israel Sales Analysis
    • 7.7.7. South Africa Sales Analysis
    • 7.7.8. Rest Of Middle East And Africa Sales Analysis

8 . COMPETITIVE LANDSCAPE OF THE GAME APPLICATIONS COMPANIES

  • 8.1. Game Applications Market Competition
  • 8.2. Partnership/Collaboration/Agreement
  • 8.3. Merger And Acquisitions
  • 8.4. New Product Launch
  • 8.5. Other Developments

9 . COMPANY PROFILES OF GAME APPLICATIONS INDUSTRY

  • 9.1. Top Companies Market Share Analysis
  • 9.2. Market Concentration Rate
  • 9.3. Tencent
    • 9.3.1. Company Overview
    • 9.3.2. Company Revenue
    • 9.3.3. Products
    • 9.3.4. Recent Developments
  • 9.4. Nintendo
    • 9.4.1. Company Overview
    • 9.4.2. Company Revenue
    • 9.4.3. Products
    • 9.4.4. Recent Developments
  • 9.5. Activision Blizzard
    • 9.5.1. Company Overview
    • 9.5.2. Company Revenue
    • 9.5.3. Products
    • 9.5.4. Recent Developments
  • 9.6. Ubisoft
    • 9.6.1. Company Overview
    • 9.6.2. Company Revenue
    • 9.6.3. Products
    • 9.6.4. Recent Developments
  • 9.7. Electronic Arts Inc.
    • 9.7.1. Company Overview
    • 9.7.2. Company Revenue
    • 9.7.3. Products
    • 9.7.4. Recent Developments
  • 9.8. Take-Two Interactive Software Inc.
    • 9.8.1. Company Overview
    • 9.8.2. Company Revenue
    • 9.8.3. Products
    • 9.8.4. Recent Developments
  • 9.9. Bethesda Softworks LLC
    • 9.9.1. Company Overview
    • 9.9.2. Company Revenue
    • 9.9.3. Products
    • 9.9.4. Recent Developments
  • 9.10. Zynga
    • 9.10.1. Company Overview
    • 9.10.2. Company Revenue
    • 9.10.3. Products
    • 9.10.4. Recent Developments
  • 9.11. Epic Games Inc.
    • 9.11.1. Company Overview
    • 9.11.2. Company Revenue
    • 9.11.3. Products
    • 9.11.4. Recent Developments
  • 9.12. NetEase Inc.
    • 9.12.1. Company Overview
    • 9.12.2. Company Revenue
    • 9.12.3. Products
    • 9.12.4. 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 Marketplace (USD MN)
  • Google Play Store Market Sales by Geography (USD MN)
  • Apple IOS Store Market Sales by Geography (USD MN)
  • Others Market Sales by Geography (USD MN)
  • Global Game Applications 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 Game Applications Report
  • Market Research Process
  • Market Research Methodology
  • Global Game Applications Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Marketplace
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by Marketplace (USD MN)
  • Google Play Store Market Sales by Geography (USD MN)
  • Apple IOS Store Market Sales by Geography (USD MN)
  • Others 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.