Global Digital Game Market 2014-2018

世界のデジタルゲーム(ビデオゲーム)市場(2014-2018)

◆タイトル:Global Digital Game Market 2014-2018
◆商品コード:IRTNTR3789
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2014年7月14日
◆ページ数:101
◆資料形式:pdf / 英語
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◆調査対象地域:グローバル
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【資料の概要】

本調査レポートでは、"世界のデジタルゲーム(ビデオゲーム)市場(2014-2018)"について調査・分析し、エグゼクティブサマリー、市場概観、市場規模及び予測、種類別分析、主要地域別分析、主要国別分析、購買基準、市場成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析等の情報をお届けいたします。

About Digital Game Market
Video games are electronic games that include a video device for human interaction with the user interface of the game. The video device might be a mobile display, PC monitor, or TV. The electronic systems used to play video games are known as platforms. The different types of platforms are TVs, consoles, mobile devices, PCs, and others. There are various types of games available for different gaming platforms. The video games are available in two major formats; Physical and Digital. The physical format comes in a physical disc, which is used while playing the game. The digital format is the one in which the game is downloaded and requires no physical disc to play.
TechNavio’s analysts forecast the Global Digital Game market to grow at a CAGR of 21.96 percent over the period 2013-2018.
Covered in this Report
The Global Digital Game market covers the present scenario and the growth prospects of the Global Digital Game market for the period 2014-2018. To calculate market size, the report considers consumer spending on new console games (home and handheld games), personal computer games, and mobile games in digital format. The category excludes spending on the hardware used for playing the games.
TechNavio’s report, the Global Digital Game Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the Global Music and Video market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
Key Regions
• Americas
• EMEA
• APAC
Key Vendors
• Activision Blizzard Inc.
• Electronic Arts Inc.
• Gameloft SA
• Giant Interactive Group Inc.
• Konami Corp.
• Microsoft Corp.
• NCSOFT Corp.
• Nexon Co. Ltd.
• Nintendo Co. Ltd.
• Rovio Entertainment Ltd.
• Sony Computers Entertainment Inc.
• Take-Two Interactive Software Inc.
• Ubisoft Entertainment SA
Other Prominent Vendors

• 4A Games
• 5th Cell Media
• Access Games
• ACE Team
• Active Gaming Media
• Aeria Games and Entertainment
• Anino Games
• Ankama Games
• Asobo Studio
• Behavior Interactive
• Bungie
• CCP hf
• Cellufun
• Changyou.com
• CipSoft
• Cryptic Studios
• Digital Chocolate
• Disney Interactive

• eGames
• GameHouse
• Gamelion
• Glu Games
• gPotato
• GungHo Entertainment
• HandyGames
• India Games
• Infinity Ward
• Jagex Games Studio
• Joymax
• Kabam
• Kiloo ApS
• Level-5
• MercurySteam Entertainment
• Microsoft Studio
• Minh Chau
• Mitchell
• Namco Bandai Games
• NetEase
• Oberon Media
• OGPlanet
• Perfect World
• Punch Entertainment
• Redboss
• Rockstar North
• Rocksteady Studios
• Sega
• Shanda Interactive Entertainment
• Softnyx
• Sony Computer Entertainment
• Sony Online Entertainment
• Square Enix Holdings
• SYBO Games
• Syn Sophia
• Tencent Holdings
• The Lego Group
• Turbine
• Visual Concepts
• Warner Bros. Interactive Entertainment
• Zynga
Market Driver
• Growing Use of Smartphones and Tablets for Playing Games.
• For a full, detailed list, view our report.
Market Challenge
• Lack of Broadband Infrastructure.
• For a full, detailed list, view our report.
Market Trend
• Development of Hardware Platforms.
• For a full, detailed list, view our report.
Key Questions Answered in this Report
• What will the market size be in 2018 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【資料の目次】

01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Landscape
06.1 Market Overview
06.2 Market Size and Forecast
06.3 Five Forces Analysis
07. Market Segmentation by Type
07.1 Global Digital Game Market by Type 2013
07.2 Global Digital Game Market by Type 2013-2018
07.3 Global Digital PC Game Market 2013-2018
07.3.1 Market Size and Forecast
07.4 Global Digital Mobile Game Market 2013-2018
07.4.1 Market Size and Forecast
07.5 Global Digital Console Game Market 2013-2018
07.5.1 Market Size and Forecast
08. Geographical Segmentation
08.1 Global Digital Game Market by Geographical Segmentation 2013
09. Key Leading Countries
09.1 The US
09.2 Japan
10. Buying Criteria
11. Market Growth Drivers
12. Drivers and their Impact
13. Market Challenges
14. Impact of Drivers and Challenges
15. Market Trends
16. Trends and their Impact
17. Vendor Landscape
17.1 Competitive Scenario
17.2 Other Prominent Vendors
18. Key Vendor Analysis
18.1 Activision Blizzard
18.1.1 Business Overview
18.1.2 Business Segmentation
18.1.3 Key Information
18.1.4 SWOT Analysis
18.2 Electronic Arts
18.2.1 Business Overview
18.2.2 Business Segmentation
18.2.3 Key Information
18.2.4 SWOT Analysis
18.3 Gameloft
18.3.1 Business Overview
18.3.2 Business Segmentation
18.3.3 Key Information
18.3.4 SWOT Analysis
18.4 Giant Interactive
18.4.1 Business Overview
18.4.2 Business Segmentation
18.4.3 Key Information
18.4.4 SWOT Analysis
18.5 Konami
18.5.1 Business Overview
18.5.2 Business Segmentation
18.5.3 Key Information
18.5.4 SWOT Analysis
18.6 Microsoft
18.6.1 Business Overview
18.6.2 Business Segmentation
18.6.3 Key Information
18.6.4 SWOT Analysis
18.7 NCSOFT
18.7.1 Business Overview
18.7.2 Key Information
18.7.3 SWOT Analysis
18.8 Nexon
18.8.1 Business Overview
18.8.2 Business Segmentation
18.8.3 Key Information
18.8.4 SWOT Analysis
18.9 Nintendo
18.9.1 Business Overview
18.9.2 Key Information
18.9.3 SWOT Analysis
18.10 Rovio Entertainment
18.10.1 Business Overview
18.10.2 Key Information
18.10.3 SWOT Analysis
18.11 Sony
18.11.1 Business Overview
18.11.2 Key Information
18.11.3 SWOT Analysis
18.12 Take-Two Interactive
18.12.1 Business Overview
18.12.2 Business Segmentation
18.12.3 Key Information
18.12.4 SWOT Analysis
18.13 Ubisoft Entertainment
18.13.1 Business Overview
18.13.2 Business Segmentation
18.13.3 Key Information
18.13.4 SWOT Analysis
19. Other Reports in this Series

List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Global Digital Game Market by Segmentation
Exhibit 3: Global Digital Game Market 2013-2018 (US$ billion)
Exhibit 4: Global Digital Game Market by Type 2013
Exhibit 5: Global Digital Game Market by Type 2013-2018 (US$ billion)
Exhibit 6: Global Digital Game Market by Type 2013-2018
Exhibit 7: Global Digital PC Game Market 2013-2018 (US$ billion)
Exhibit 8: Global Digital Mobile Game Market 2013-2018 (US$ billion)
Exhibit 9: Global Digital Console Game Market 2013-2018 (US$ billion)
Exhibit 10: Global Digital Game Market by Geographical Segmentation 2013
Exhibit 11: Business Segmentation of Activision Blizzard Based on Operating Segments 2013
Exhibit 12: Business Segmentation of Electronic Arts Based on Brand Label 2013
Exhibit 13: Business Segmentation of Gameloft 2013
Exhibit 14: Revenue Split by Business Segments (2013)
Exhibit 15: Revenue Split by Geography (2013)
Exhibit 16: Business Segmentation of Giant Interactive based on Revenue 2013
Exhibit 17: Business Segmentation of Konami 2012
Exhibit 18: Business Segmentation of Microsoft
Exhibit 19: Business Segmentation of Nexon 2013
Exhibit 20: Geographic Segmentation 2013
Exhibit 21: Business Segmentation of Take-Two Interactive Based on Publishing Labels 2013
Exhibit 22: Ubisoft Entertainment Business Segmentation



【掲載企業】

Activision Blizzard Inc., Electronic Arts Inc., Gameloft SA, Giant Interactive Group Inc., Konami Corp., Microsoft Corp., NCSOFT Corp., Nexon Co. Ltd., Nintendo Co. Ltd., Rovio Entertainment Ltd., Sony Computers Entertainment Inc., Take-Two Interactive Software Inc., Ubisoft Entertainment SA, 4A Games, 5th Cell Media, Access Games, ACE Team, Active Gaming Media, Aeria Games and Entertainment, Anino Games, Ankama Games, Asobo Studio, Behavior Interactive, Bungie, CCP hf, Cellufun, Changyou.com, CipSoft, Cryptic Studios, Digital Chocolate , Disney Interactive , eGames, GameHouse, Gamelion, Glu Games , gPotato, GungHo Entertainment, HandyGames, India Games, Infinity Ward, Jagex Games Studio, Joymax, Kabam, Kiloo ApS, Level-5, MercurySteam Entertainment, Microsoft Studio, Minh Chau, Mitchell, Namco Bandai Games, NetEase, Oberon Media, OGPlanet, Perfect World, Punch Entertainment, Redboss, Rockstar North, Rocksteady Studios, Sega, Shanda Interactive Entertainment, Softnyx, Sony Computer Entertainment, Sony Online Entertainment, Square Enix Holdings, SYBO Games, Syn Sophia, Tencent Holdings, The Lego Group, Turbine, Visual Concepts, Warner Bros. Interactive Entertainment , Zyng

【資料のキーワード】

デジタルゲーム、ビデオゲーム、テレビゲーム

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

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