Global Mobile Gaming Market 2015-2019

モバイルゲームの世界市場2015-2019

◆タイトル:Global Mobile Gaming Market 2015-2019
◆商品コード:IRTNTR5587
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2015年4月1日
◆ページ数:111
◆資料形式:pdf / 英語
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【資料の概要】

当調査レポートでは、モバイルゲームの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、業界の構造分析、モバイルゲームの世界市場規模及び予測、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)分析などの情報をお届けいたします。

About Mobile Games
Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are pre-installed or downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device’s platform to run the gaming software.

TechNavio’s analysts forecast the Global Mobile Gaming market to grow at a CAGR of 21.39 percent over the period 2014-2019.

[Covered in this Report]
This report covers the present scenario and the growth prospects of the Global Mobile Gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of mobile games.

The report consolidates the revenues generated from the following major regions: APAC, North America, EMEA, and Latin America.

TechNavio’s report, Global Mobile Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers North America, Latin America, and the APAC and EMEA regions; it also covers the Global Mobile Gaming market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

[Key Regions]
• APAC
• EMEA
• Latin America
• North America

[Key Vendors]
• Activision Blizzard
• Electronic Arts
• Gameloft
• Glu Mobile
• GungHo Online Entertainment
• Kabam
• King Digital Entertainment
• Rovio Entertainment
• Supercell
• Zynga

[Other Prominent Vendors]
• CJ E&M Netmarble
• Colopl
• CyberAgent
• DeNa
• Disney Interactive
• Facebook
• Gamevil
• GREE
• IGG
• Kiloo
• Konami Digital
• Locojoy
• Machine Zone
• MindJolt
• SEGA
• Square Enix
• Storm8
• Tencent
• Ubisoft Entertainment
• Warner Bros. Entertainment
• WeMade Entertainment

[Market Driver]
• Increased Adoption of Smartphones and Tablets
• For a full, detailed list, view our report

[Market Challenge]
• Presence of Alternative Gaming Devices
• For a full, detailed list, view our report

[Market Trend]
• Changing Demographics of Gamers
• For a full, detailed list, view our report

[Key Questions Answered in this Report]
• What will the market size be in 2019 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 End-user Segments
03.3 Market Size Calculation and Segmentation
03.4 Product Offerings

04.Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology

05.Introduction

06.Market Description
06.1 Video Games: Introduction
06.2 Video Games by Type

07.Market Landscape
07.1 Market Overview
07.2 Product Lifecycle of Mobile Games
07.3 Global Video Game Market
07.3.1 Market Size and Forecast
07.4 Market Share of Mobile Games in Global Video Game Market
07.5 Global Mobile Gaming Market
07.5.1 Market Size and Forecast
07.6 Five Forces Analysis

08.Segmentation by Device
08.1 Segmentation of Global Mobile Gaming Market by Device

09.Geographical Segmentation
09.1 Segmentation of Global Mobile Gaming Market by Geography 2014
09.2 Segmentation of Global Mobile Gaming Market by Geography 2014-2019
09.3 Mobile Gaming Market in APAC Region
09.3.1 Market Size and Forecast
09.4 Mobile Gaming Market in North America
09.4.1 Market Size and Forecast
09.5 Mobile Gaming Market in EMEA Region
09.5.1 Market Size and Forecast
09.6 Mobile Gaming Market in Latin America
09.6.1 Market Size and Forecast

10.Market Attractiveness
10.1 Market Attractiveness by Geography

11.Key Leading Countries
11.1 US
11.2 China
11.3 Japan

12.Buying Criteria

13.Market Growth Drivers

14.Drivers and their Impact

15.Market Challenges

16.Impact of Drivers and Challenges

17.Market Trends

18.Trends and their Impact

19.Vendor Landscape
19.1 Competitive Scenario
19.2 Competitive Analysis
19.3 Other Prominent Vendors

20.Key Vendor Analysis
20.1 Activision Blizzard
20.1.1 Key Facts
20.1.2 Business Overview
20.1.3 Business Segmentation by Revenue 2013
20.1.4 Product Segmentation
20.1.5 Business Strategy
20.1.6 Recent Developments
20.1.7 SWOT Analysis
20.2 Electronic Arts
20.2.1 Key Facts
20.2.2 Business Overview
20.2.3 Business Segmentation by Revenue 2014
20.2.4 Business Segmentation by Revenue 2013 and 2014
20.2.5 Geographical Segmentation by Revenue 2014
20.2.6 Business Strategy
20.2.7 Recent Developments
20.2.8 SWOT Analysis
20.3 Gameloft
20.3.1 Key Facts
20.3.2 Business Overview
20.3.3 Business Segmentation by Revenue 2013
20.3.4 Business Segmentation by Revenue 2012 and 2013
20.3.5 Geographical Segmentation by Revenue 2013
20.3.6 Business Strategy
20.3.7 Recent Developments
20.3.8 SWOT Analysis
20.4 Glu Mobile
20.4.1 Key Facts
20.4.2 Business Overview
20.4.3 Business Segmentation by Revenue 2013
20.4.4 Business Segmentation by Revenue 2012 and 2013
20.4.5 Geographical Segmentation by Revenue 2013
20.4.6 Business Strategy
20.4.7 SWOT Analysis
20.5 GungHo Online
20.5.1 Key Facts
20.5.2 Business Overview
20.5.3 Business Segmentation
20.5.4 Business Strategy
20.5.5 Recent Developments
20.5.6 SWOT Analysis
20.6 Kabam
20.6.1 Key Facts
20.6.2 Business Overview
20.6.3 Recent Developments
20.6.4 SWOT Analysis
20.7 King
20.7.1 Key Facts
20.7.2 Business Overview
20.7.3 Business Segmentation
20.7.4 Business Segmentation by Revenue 2012 and 2013
20.7.5 Geographical Segmentation by Revenue 2013
20.7.6 Business Strategy
20.7.7 Recent Developments
20.7.8 SWOT Analysis
20.8 Rovio Entertainment
20.8.1 Key Facts
20.8.2 Business Overview
20.8.3 Product Segmentation
20.8.4 Geographical Presence
20.8.5 Recent Developments
20.8.6 SWOT Analysis
20.9 Supercell
20.9.1 Key Facts
20.9.2 Business Overview
20.9.3 Geographical Segmentation
20.9.4 Business Strategy
20.9.5 Recent Developments
20.9.6 SWOT Analysis
20.10 Zynga
20.10.1 Key Facts
20.10.2 Business Overview
20.10.3 Business Segmentation by Revenue 2013
20.10.4 Business Segmentation by Revenue 2012 and 2013
20.10.5 Geographical Segmentation by Revenue 2013
20.10.6 Business Strategy
20.10.7 Recent Developments
20.10.8 SWOT Analysis

21.Key Insights
21.1 Leading Revenue Generating Countries in Global Mobile Gaming Market
21.2 Penetration of Games in Global Mobile Gaming Market

22.Other Reports in this Series

[List of Exhibits]

Exhibit 1: Market Research Methodology
Exhibit 2: Segmentation of Video Games
Exhibit 3: Value Chain of Global Online Gaming Market
Exhibit 4: Segmentation of Video Games by Type in 2014
Exhibit 5: Product Lifecycle of Mobile Games
Exhibit 6: Global Video Game Market 2014-2019 (US$ billion)
Exhibit 7: Market Share of Mobile Games in Global Video Game Market 2014 and 2019
Exhibit 8: Global Mobile Gaming Market 2014-2019 (US$ billion)
Exhibit 9: Segmentation of Global Mobile Gaming Market by Device 2014
Exhibit 10: Segmentation of Global Mobile Gaming Market by Geography 2014
Exhibit 11: Segmentation of Global Mobile Gaming Market by Geography 2014-2019
Exhibit 12: Mobile Gaming Market in APAC Region 2014-2019 (US$ billion)
Exhibit 13: Mobile Gaming Market in North America 2014-2019 (US$ billion)
Exhibit 14: Mobile Gaming Market in EMEA Region 2014-2019 (US$ billion)
Exhibit 15: Mobile Gaming Market in Latin America 2014-2019 (US$ billion)
Exhibit 16: Market Attractiveness by Geography
Exhibit 17: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 18: Activision Blizzard: Product Segmentation
Exhibit 19: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 20: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 21: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 22: Gameloft: Business Segmentation by Revenue 2013
Exhibit 23: Gameloft: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 24: Gameloft: Geographical Segmentation by Revenue 2013
Exhibit 25: Glu Mobile: Business Segmentation by Revenue 2013
Exhibit 26: Glu Mobile: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 27: Glu Mobile: Geographical Segmentation by Revenue 2013
Exhibit 28: GungHo Online : Business Segmentation 2013
Exhibit 29: King: Business Segmentation 2013
Exhibit 30: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 31: King: Geographical Segmentation by Revenue 2013
Exhibit 32: Rovio Entertainment: Product Segmentation
Exhibit 33: Rovio Entertainment: Geographical Presence
Exhibit 34: Supercell: Geographical Segmentation
Exhibit 35: Zynga: Business Segmentation by Revenue 2013
Exhibit 36: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 37: Zynga: Geographical Segmentation by Revenue 2013
Exhibit 38: Leading Revenue Generating Countries in Global Mobile Gaming Market 2014
Exhibit 39: Penetration of Games in Global Mobile Gaming Market 2014



【掲載企業】

Activision Blizzard, Electronic Arts, Gameloft, Glu Mobile, GungHo Online Entertainment, Kabam, King Digital Entertainment, Rovio Entertainmen, Supercell, Zynga, CJ E&M Netmarble, Colopl, CyberAgent, DeNa, Disney Interactive, Facebook, Gamevil, GREE, IGG, Kiloo, Konami Digital, Locojoy, Machine Zone, MindJolt, SEGA, Square Enix, Storm8, Tencent, Ubisoft Entertainment, Warner Bros. Entertainment, WeMade Entertainment

【資料のキーワード】

モバイルゲーム、モバイルゲーム端末、インターネット、ゲームアプリ、スマートフォンゲーム

【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[モバイルゲームの世界市場2015-2019] (Global Mobile Gaming Market 2015-2019 / IRTNTR5587)販売に関する免責事項
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