Global Games Market 2014-2018

世界のゲーム市場:テレビ/コンソールゲーム、MMOゲーム、モバイルゲーム、ソーシャルゲーム、PCゲーム等

◆タイトル:Global Games Market 2014-2018
◆商品コード:IRTNTR4147
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2014年9月17日
◆ページ数:103
◆資料形式:pdf / 英語
◆納品方法:Eメール
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【資料の概要】

本調査レポートでは、"世界のゲーム市場:テレビ/コンソールゲーム、MMOゲーム、モバイルゲーム、ソーシャルゲーム、PCゲーム等"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、製品別分析、主要地域別分析、主要国別分析、市場シェア、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 Games
At the beginning, games were restricted to board games and associated video games. The introduction and popularity of PCs and electronic devices and the rise of the internet has led to the development and commercialization of gaming. Consumers are now yearning for interactive entertainment in the form of games. Games now have different genres and offer different user experiences across a wide variety of platforms.

TechNavio’s analysts forecast the Global Games market to grow at a CAGR of 9.19 percent over the period 2013-2018.

Covered in this Report
The Global Games market can be segmented into seven divisions: TV/Console, MMO, Mobile, Casual/Social, PC/MAC, Handheld, and Tablet.
TechNavio’s report, the Global Games Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC, North America, Western Europe, Latin America, Eastern Europe, and the MEA region; it also covers the Global Games 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
• APAC
• Eastern Europe
• Latin America
• MEA
• North America
• Western Europe

Key Vendors
• Activision Blizzard
• Electronic Arts
• Microsoft
• Sony
• Tencent Holdings

Other Prominent Vendors
• Apple
• Changyou
• DeNA
• Disney
• Facebook
• Google
• GREE
• GungHo Entertainment
• King
• Konami
• Namco Bandai
• NCSoft
• NetEase
• Nexon
• Nintendo
• Sega
• Square Enix
• Take-Two Interactive
• Ubisoft
• Zynga

Market Driver
• Emergence of Mobile Games
• For a full, detailed list, view our report

Market Challenge
• Piracy
• For a full, detailed list, view our report

Market Trend
• Increased Number of 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?

【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. Global Games Market: An Overview
06.1.1 Sectors of Games
06.1.2 Value Chain
06.1.3 Revenue from Top 150 Grossing Games
06.2 Classification on the basis of Value and Volume
06.2.1 Classification on the Basis of Value and Volume
07. Market Landscape
07.1 Market Overview
07.2 Market Size and Forecast
07.3 Five Forces Analysis
08. Market Segmentation by Product
08.1 Global Games Market by Product Segmentation
08.2 Global TV/Console Games Market
08.2.1 Market Size and Forecast
08.3 Global MMO Games Market
08.3.1 Market Size and Forecast
08.4 Global Mobile Games Market
08.4.1 Market Size and Forecast
08.5 Global Casual/Social Market
08.5.1 Market Size and Forecast
08.6 Global PC/MAC Games Market
08.6.1 Market Size and Forecast
08.7 Global Handheld Games Market
08.7.1 Market Size and Forecast
08.8 Global Tablet Games Market
08.8.1 Market Size and Forecast
09. Geographical Segmentation
09.1 Global Games Market by Geographical Segmentation
09.2 Games Market in the APAC Region
09.2.1 Market Size and Forecast
09.3 Games Market in North America
09.3.1 Market Size and Forecast
09.4 Games Market in Western Europe
09.4.1 Market Size and Forecast
09.5 Games Market in Latin America
09.5.1 Market Size and Forecast
09.6 Games Market in Eastern Europe
09.6.1 Market Size and Forecast
09.7 Games Market in the MEA Region
09.7.1 Market Size and Forecast
10. Key Leading Countries
10.1 US
10.1.1 Market Size and Forecast
10.2 China
10.2.1 Market Size and Forecast
10.3 Japan
10.3.1 Market Size and Forecast
11. Buying Criteria
12. Market Growth Drivers
13. Drivers and their Impact
14. Market Challenges
15. Impact of Drivers and Challenges
16. Market Trends
17. Trends and their Impact
18. Vendor Landscape
18.1 Competitive Scenario
18.1.1 Key News
18.1.2 Mergers and Acquisitions
18.2 Market Share Analysis 2013
18.3 Other Prominent Vendors
19. Key Vendor Analysis
19.1 Activision Blizzard
19.1.1 Key Facts
19.1.2 Business Overview
19.1.3 Business Segmentation by Revenue 2013
19.1.4 Product Segmentation
19.1.5 Business Strategy
19.1.6 Recent Developments
19.1.7 SWOT Analysis
19.2 EA Games
19.2.1 Key Facts
19.2.2 Business Overview
19.2.3 Product Segmentation
19.2.4 Business Strategy
19.2.5 SWOT Analysis
19.3 Microsoft
19.3.1 Key Facts
19.3.2 Business Overview
19.3.3 Business Segmentation by Revenue 2013
19.3.4 Business Segmentation by Revenue 2012 and 2013
19.3.5 Geographical Segmentation by Revenue 2013
19.3.6 Business Strategy
19.3.7 Recent Developments
19.3.8 SWOT Analysis
19.4 Sony
19.4.1 Key Facts
19.4.2 Business Overview
19.4.3 Business Segmentation by Revenue 2014
19.4.4 Business Segmentation by Revenue 2013 and 2014
19.4.5 Geographical Segmentation by Revenue 2014
19.4.6 Business Strategy
19.4.7 Recent Developments
19.4.8 SWOT Analysis
19.5 Tencent
19.5.1 Key Facts
19.5.2 Business Overview
19.5.3 Business Segmentation by Revenue 2013
19.5.4 Business Segmentation by Revenue 2012 and 2013
19.5.5 Geographical Segmentation by Revenue 2013
19.5.6 Business Strategy
19.5.7 Recent Developments
19.5.8 SWOT Analysis
20. Other Prominent Vendors
20.1 Apple
20.2 Changyou
20.3 DeNA
20.4 Disney
20.5 Facebook
20.6 Google
20.7 GREE
20.8 GungHo Entertainment
20.9 King.com
20.10 Konami
20.11 Namco Bandai
20.12 NCSoft
20.13 NetEase
20.14 Nexon
20.15 Nintendo
20.16 Sega
20.17 Square Enix
20.18 Take-Two Interactive
20.19 Ubisoft
20.20 Zynga

List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Types of Games by Sector
Exhibit 3: Value Chain of the Global Games Market
Exhibit 4: Revenue from Top 150 Grossing Games by Geographical Segmentation 2013
Exhibit 5: Gameplay Type by Country 2014
Exhibit 6: Classification of Volume and Value by Sectors
Exhibit 7: Classification of Volume and Value by Geography 2013
Exhibit 8: Types of Games
Exhibit 9: Global Games Market 2013-2018 (US$ billion)
Exhibit 10: Global Games Market by Product Segmentation
Exhibit 11: Global Games Market by Product Segmentation 2013-2018 (US$ billion)
Exhibit 12: Global Games Market by Product Segmentation 2013-2018
Exhibit 13: Global TV/Console Games Market 2013-2018 (US$ billion)
Exhibit 14: Global MMO Games Market 2013-2018 (US$ billion)
Exhibit 15: Global Mobile Games Market 2013-2018 (US$ billion)
Exhibit 16: Global Casual/Social Games Market 2013-2018 (US$ billion)
Exhibit 17: Global PC/MAC Games Market 2013-2018 (US$ billion)
Exhibit 18: Global Handheld Games Market 2013-2018 (US$ billion)
Exhibit 19: Global Tablet Games Market 2013-2018 (US$ billion)
Exhibit 20: Global Games Market by Geographical Segmentation 2013
Exhibit 21: Global Games Market by Geographical Segmentation 2018
Exhibit 22: Global Games Market by Geographical Segmentation 2013-2018 (US$ billion)
Exhibit 23: Global Games Market by Geographical Segmentation 2013-2018
Exhibit 24: Games Market in the APAC Region 2013-2018 (US$ billion)
Exhibit 25: Games Market in the North America 2013-2018 (US$ billion)
Exhibit 26: Games Market in Western Europe 2013-2018 (US$ billion)
Exhibit 27: Games Market in Latin America 2013-2018 (US$ billion)
Exhibit 28: Games Market in Eastern Europe 2013-2018 (US$ billion)
Exhibit 29: Games Market in the MEA Region 2013-2018 (US$ billion)
Exhibit 30: Global Games Market by Key Leading Countries 2013
Exhibit 31: Global Games Market by Key Leading Countries 2018
Exhibit 32: Global Games Market by Key Leading Countries 2013-2018 (US$ billion)
Exhibit 33: Global Games Market by Key Leading Countries 2013-2018
Exhibit 34: Games Market in the US 2013-2018 (US$ billion)
Exhibit 35: Games Market in China 2013-2018 (US$ billion)
Exhibit 36: Games Market in Japan 2013-2018 (US$ billion)
Exhibit 37: Top 3 Countries for Mobile Games in the Global Games Market 2013
Exhibit 38: Global Games Market by Vendor Segmentation 2013
Exhibit 39: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 40: Activision Blizzard: Product Segmentation
Exhibit 41: EA Games: Product Segmentation
Exhibit 42: Microsoft: Business Segmentation by Revenue 2013
Exhibit 43: Microsoft: Business Segmentation by Revenue 2012 and 2013(US$ billion)
Exhibit 44: Microsoft: Geographical Segmentation by Revenue 2013
Exhibit 45: Global Games market: Business Segmentation by Revenue 2014
Exhibit 46: Global Games market: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 47: Global Games market: Geographical Segmentation by Revenue 2014
Exhibit 48: Tencent: Business Segmentation by Revenue 2013
Exhibit 49: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 50: Tencent: Geographical Segmentation by Revenue 2013



【掲載企業】

Activision Blizzar, Electronic Arts , Microsoft, Sony, Tencent Holdings, Apple, Changyou, DeNA, Disney, Facebook, Google, GREE, GungHo Entertainment, King, Konami, Namco Bandai, NCSoft, NetEase, Nexon, Nintendo, Sega, Square Enix, Take-Two Interactive, Ubisoft, Zynga

【資料のキーワード】

テレビ/コンソールゲーム、MMOゲーム、モバイルゲーム、ソーシャルゲーム、PCゲーム、携帯端末ゲーム、タブレットPC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)

★調査レポート[世界のゲーム市場:テレビ/コンソールゲーム、MMOゲーム、モバイルゲーム、ソーシャルゲーム、PCゲーム等] (Global Games Market 2014-2018 / IRTNTR4147)販売に関する免責事項
[世界のゲーム市場:テレビ/コンソールゲーム、MMOゲーム、モバイルゲーム、ソーシャルゲーム、PCゲーム等] (Global Games Market 2014-2018 / IRTNTR4147)についてEメールでお問い合わせ


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