Global Video Game Streaming Services Market 2017-2021

ビデオゲーム配信サービスの世界市場

◆タイトル:Global Video Game Streaming Services Market 2017-2021
◆商品コード:IRTNTR14326
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2017年8月2日
◆ページ数:63
◆資料形式:PDF / 英語
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:グローバル
◆産業分野:IT
◆販売価格オプション(消費税別)
Single User(1名利用)USD3,500 ⇒換算¥395,500見積依頼/購入/質問フォーム
Five User(~5名利用)USD4,000 ⇒換算¥452,000見積依頼/購入/質問フォーム
Enterprise License(全社内共有可)USD5,000 ⇒換算¥565,000見積依頼/購入/質問フォーム
販売価格オプションの説明はこちらでご利用ガイドはこちらでご確認いただけます。
※お支払金額は「換算金額(日本円)+消費税+配送料(Eメール納品は無料)」です。
※Eメールによる納品の場合、通常ご注文当日~2日以内に納品致します。
※商品の納品後、納品日+5日以内に請求書を発行し、お客様宛に郵送いたしますので、請求書発行日より2ヶ月以内に銀行振込にて支払をお願いします。(振込先:三菱東京UFJ銀行/京橋支店/H&Iグローバルリサーチ株式会社)
※上記の日本語題名はH&Iグローバルリサーチが翻訳したものです。英語版原本には日本語表記はありません。
※為替レートは適宜修正・更新しております。リアルタイム更新ではありません。
※ご購入後、資料に記載の英語表現や単語の意味に関しましては無料でお答えいたします。(但し、対応範囲は弊社で判断)
※弊社H&Iグローバルリサーチ株式会社はTechnavio (Infiniti Research Ltd.)の日本における正規販売代理店です。

【資料の概要】

当調査レポートでは、ビデオゲーム配信サービス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、市場概観、業界の構造分析、ビデオゲーム配信サービスの世界市場規模及び予測、地域別分析/市場規模、主要国別分析、市場の成長要因、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。Technavio社はビデオゲーム配信サービスの世界市場が2017-2021年期間中に年平均6.26%成長すると予測しています。当レポート上に記載されている主な企業は• Alphabet• Amazon• Microsoft等です。

About Video Game Streaming Services
Video streaming is the process of sending/broadcasting video and audio content over the Internet, which is played immediately by the receiver without the content being saved on the hard drive of the receiver. Video game streaming includes sending the video and audio of live gameplays. Video game streaming service providers offer platforms to viewers where they can view video game streaming. The global video game streaming services market is a growing market, and there is an increase in the number of video game streaming service providers in the world. Major players in this field include Twitch, YouTube Gaming, and Mixer. Video game streaming requires the following hardware set up for its smooth functioning.

Technavio’s analysts forecast the global video game streaming services market to grow at a CAGR of 6.26% during the period 2017-2021.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global video game streaming services market for 2017-2021. To calculate the market size, the report considers the revenue generated from the subscription and advertisement services of the video game streaming services market.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio’s report, Global Video Game Streaming Services Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

[Key vendors]
• Alphabet
• Amazon
• Microsoft

[Other prominent vendors]
• Cavetube
• Dailymotion
• DeNA
• Dingit.tv
• DWANGO
• Facebook
• IBM
• Infiniscene
• Mobcrush
• Panda TV
• Smashcast
• Valve
• VaughnSoft

[Market driver]
• Increasing growth of the HDR technology
• For a full, detailed list, view our report

[Market challenge]
• Growing competition in the market
• For a full, detailed list, view our report

[Market trend]
• Growth of video game streaming software for mobile devices
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2021 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?

*** 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】

Table of Contents
PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

PART 05: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis

PART 06: Market segmentation by revenue generation
• Market overview
• Direct revenue
• Indirect revenue

PART 07: Geographical segmentation
• Overview
• Americas
• EMEA
• APAC

PART 08: Key leading countries
• US
• China
• UK

PART 09: Decision framework

PART 10: Drivers and challenges
• Market drivers
• Market challenges

PART 11: Market trends
• Growth of video game streaming software for mobile devices
• Increasing use of VR streaming
• Shift toward HTML5

PART 12: Vendor landscape
• Overview
• Other prominent vendors

PART 13: Key vendor analysis
• Alphabet
• Amazon
• Microsoft

PART 14: Appendix
• List of abbreviations

[List of Exhibits]
Exhibit 01: Prerequisites for video game streaming
Exhibit 02: Global video game streaming services market overview
Exhibit 03: Global video game streaming services market 2016-2021 ($ millions)
Exhibit 04: Five forces analysis
Exhibit 05: Global video game streaming services market by revenue 2016 (% share of revenue)
Exhibit 06: Global video game streaming services market by revenue 2016-2021(% share of revenue)
Exhibit 07: Global video game streaming services market by direct revenue 2016-2021 ($ millions)
Exhibit 08: Global video game streaming services market by indirect revenue 2016-2021 ($ millions)
Exhibit 09: Global video game streaming services market by geography 2016 (% share of revenue)
Exhibit 10: Global video game streaming services market by geography 2016-2021(% share of revenue)
Exhibit 11: Video game streaming services market in the Americas 2016-2021 ($ millions)
Exhibit 12: Video game streaming services market in EMEA 2016-2021 ($ millions)
Exhibit 13: Video game streaming services market in APAC 2016-2021 ($ millions)
Exhibit 14: Key leading countries
Exhibit 15: Video game streaming services market in the US 2016-2021 ($ millions)
Exhibit 16: Video game streaming services market in China 2016-2021 ($ millions)
Exhibit 17: Video game streaming services market in the UK 2016-2021 ($ millions)
Exhibit 18: Major video game streaming software for mobile devices
Exhibit 19: Major operating systems and their stance on the adoption of Adobe Flash
Exhibit 20: Competitive differentiators for vendors
Exhibit 21: Other prominent vendors in the global video game streaming services market
Exhibit 22: Alphabet: Business segmentation by revenue 2016 ($ millions)
Exhibit 23: Alphabet: Geographical segmentation by revenue 2016 (% share)
Exhibit 24: Amazon: Business segmentation by revenue 2016 (% share)
Exhibit 25: Microsoft: Geographical segmentation by revenue 2016 (% share)
Exhibit 26: Microsoft: Business segmentation by revenue 2016 ($ millions)



【掲載企業】

Alphabet, Amazon, and Microsoft

Other Prominent Vendors in the market are: Cavetube, Dailymotion, DeNA, Dingit, DWANGO, Facebook, IBM, Infiniscene, Mobcrush, Panda TV, Smashcast, Valve, and VaughnSoft.


【資料のキーワード】

ビデオゲーム配信サービス

【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[ビデオゲーム配信サービスの世界市場] (Global Video Game Streaming Services Market 2017-2021 / IRTNTR14326)販売に関する免責事項
[ビデオゲーム配信サービスの世界市場] (Global Video Game Streaming Services Market 2017-2021 / IRTNTR14326)についてEメールでお問い合わせ


◆H&Iグローバルリサーチ株式会社のお客様(例)◆