Global Video Game Market 2021-2025

ビデオゲームの世界市場2021-2025:モバイルデバイス、コンソール、コンピューティングデバイス

◆タイトル:Global Video Game Market 2021-2025
◆商品コード:IRTNTR71719
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2021年12月13日
◆ページ数:約120
◆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:アジア太平洋、北米、ヨーロッパ、南米、中東アフリカ
◆産業分野:ゲーム
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【資料の概要】

テクナビオ社は、世界のビデオゲーム市場規模が2021年~2025年まで年平均8.02%成長し、754.9億ドルに達すると予測しています。本調査レポートでは、ビデオゲームの世界市場について調査・分析を行い、エグゼクティブサマリー、市場状況、市場規模、ファイブフォース分析、プラットフォーム別(モバイルデバイス、コンソール、コンピューティングデバイス)分析、顧客状況、地域別状況、企業状況、企業分析など、以下の構成でお届けいたします。
・エグゼクティブサマリー
・市場状況
・市場規模
・ファイブフォース分析
・世界のビデオゲーム市場規模:プラットフォーム別(モバイルデバイス、コンソール、コンピューティングデバイス)
・顧客状況
・地域別状況
・企業状況
・企業分析

Global Video Game Market 2021-2025
Technavio has been monitoring the video game market and it is poised to grow by $ 75.49 bn during 2021-2025, progressing at a CAGR of 8.02% during the forecast period. Our report on the video game market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the rising penetration of smartphones and improving Internet access and the evolution of PC gaming and gaming console market. In addition, the rising penetration of smartphones and improving Internet access is anticipated to boost the growth of the market as well.
The video game market analysis includes the platform segment and geographic landscape.

Technavio’s video game market is segmented as below:
By Platform
• Mobile devices
• Consoles
• Computing devices

By Geographical Landscape
• APAC
• North America
• Europe
• South America
• MEA

This study identifies the increasing popularity of eSports tournamentsas one of the prime reasons driving the video game market growth during the next few years.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on video game market covers the following areas:
• Video game market sizing
• Video game market forecast
• Video game market industry analysis

Technavio’s robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading video game market vendors that include Activision Blizzard Inc., Electronic Arts Inc., Microsoft Corp., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Take-Two Interactive Software Inc., Tencent Holdings Ltd., Ubisoft Entertainment, and Vivendi SE. Also, the video game market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors. For further information on this report, please visit – https://www.technavio.com/report/video-game-market-industry-analysis
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research – both primary and secondary. Technavio’s market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.

【資料の目次】

• Executive Summary
o Market Overview
• Market Landscape
o Market ecosystem
o Value chain analysis
• Market Sizing
o Market definition
o Market segment analysis
o Market size 2020
o Market outlook: Forecast for 2020 – 2025
• Five Forces Analysis
o Bargaining power of buyers
o Bargaining power of suppliers
o Threat of new entrants
o Threat of substitutes
o Threat of rivalry
o Market condition
• Market Segmentation by Platform
o Market segments
o Comparison by Platform
o Mobile devices – Market size and forecast 2020-2025
o Consoles – Market size and forecast 2020-2025
o Computing devices – Market size and forecast 2020-2025
o Market opportunity by Platform
• Customer landscape
• Geographic Landscape
o Geographic segmentation
o Geographic comparison
o APAC – Market size and forecast 2020-2025
o North America – Market size and forecast 2020-2025
o Europe – Market size and forecast 2020-2025
o South America – Market size and forecast 2020-2025
o MEA – Market size and forecast 2020-2025
o Key leading countries
o Market opportunity By Geographical Landscape
o Market drivers
o Market challenges
o Market trends
• Vendor Landscape
o Vendor Landscape
o Landscape disruption
• Vendor Analysis
o Vendors covered
o Market positioning of vendors
o Activision Blizzard Inc.
o Electronic Arts Inc.
o Microsoft Corp.
o Nintendo Co. Ltd.
o Rovio Entertainment Corp.
o Sony Group Corp.
o Take-Two Interactive Software Inc.
o Tencent Holdings Ltd.
o Ubisoft Entertainment
o Vivendi SE
• Appendix
o Scope of the report
o Currency conversion rates for US$
o Research methodology
o List of abbreviations

Exhibits
• 1: Key Finding 1
• 2: Key Finding 2
• 3: Key Finding 3
• 4: Key Finding 5
• 5: Key Finding 6
• 6: Key Finding 7
• 7: Key Finding 8
• 8: Parent market
• 9: Market characteristics
• 10: Offerings of vendors included in the market definition
• 11: Market segments
• 12: Global – Market size and forecast 2020 – 2025 ($ billion)
• 13: Global market: Year-over-year growth 2020 – 2025 (%)
• 14: Five forces analysis 2020 & 2025
• 15: Bargaining power of buyers
• 16: Bargaining power of suppliers
• 17: Threat of new entrants
• 18: Threat of substitutes
• 19: Threat of rivalry
• 20: Market condition – Five forces 2020
• 21: Platform – Market share 2020-2025 (%)
• 22: Comparison by Platform
• 23: Mobile devices – Market size and forecast 2020-2025 ($ billion)
• 24: Mobile devices – Year-over-year growth 2020-2025 (%)
• 25: Consoles – Market size and forecast 2020-2025 ($ billion)
• 26: Consoles – Year-over-year growth 2020-2025 (%)
• 27: Computing devices – Market size and forecast 2020-2025 ($ billion)
• 28: Computing devices – Year-over-year growth 2020-2025 (%)
• 29: Market opportunity by Platform
• 30: Customer landscape
• 31: Market share By Geographical Landscape 2020-2025 (%)
• 32: Geographic comparison
• 33: APAC – Market size and forecast 2020-2025 ($ billion)
• 34: APAC – Year-over-year growth 2020-2025 (%)
• 35: North America – Market size and forecast 2020-2025 ($ billion)
• 36: North America – Year-over-year growth 2020-2025 (%)
• 37: Europe – Market size and forecast 2020-2025 ($ billion)
• 38: Europe – Year-over-year growth 2020-2025 (%)
• 39: South America – Market size and forecast 2020-2025 ($ billion)
• 40: South America – Year-over-year growth 2020-2025 (%)
• 41: MEA – Market size and forecast 2020-2025 ($ billion)
• 42: MEA – Year-over-year growth 2020-2025 (%)
• 43: Key leading countries
• 44: Market opportunity By Geographical Landscape ($ billion)
• 45: Impact of drivers and challenges
• 46: Vendor landscape
• 47: Landscape disruption
• 48: Industry risks
• 49: Vendors covered
• 50: Market positioning of vendors
• 51: Activision Blizzard Inc. – Overview
• 52: Activision Blizzard Inc. – Business segments
• 53: Activision Blizzard Inc. – Key offerings
• 54: Activision Blizzard Inc. – Key customers
• 55: Activision Blizzard Inc. – Segment focus
• 56: Electronic Arts Inc. – Overview
• 57: Electronic Arts Inc. – Product and service
• 58: Electronic Arts Inc. – Key offerings
• 59: Electronic Arts Inc. – Key customers
• 60: Electronic Arts Inc. – Segment focus
• 61: Microsoft Corp. – Overview
• 62: Microsoft Corp. – Business segments
• 63: Microsoft Corp. – Key offerings
• 64: Microsoft Corp. – Key customers
• 65: Microsoft Corp. – Segment focus
• 66: Nintendo Co. Ltd. – Overview
• 67: Nintendo Co. Ltd. – Business segments
• 68: Nintendo Co. Ltd. – Key offerings
• 69: Nintendo Co. Ltd. – Key customers
• 70: Nintendo Co. Ltd. – Segment focus
• 71: Rovio Entertainment Corp. – Overview
• 72: Rovio Entertainment Corp. – Business segments
• 73: Rovio Entertainment Corp. – Key offerings
• 74: Rovio Entertainment Corp. – Key customers
• 75: Rovio Entertainment Corp. – Segment focus
• 76: Sony Group Corp. – Overview
• 77: Sony Group Corp. – Business segments
• 78: Sony Group Corp. – Key offerings
• 79: Sony Group Corp. – Key customers
• 80: Sony Group Corp. – Segment focus
• 81: Take-Two Interactive Software Inc. – Overview
• 82: Take-Two Interactive Software Inc. – Business segments
• 83: Take-Two Interactive Software Inc. – Key offerings
• 84: Take-Two Interactive Software Inc. – Key customers
• 85: Take-Two Interactive Software Inc. – Segment focus
• 86: Tencent Holdings Ltd. – Overview
• 87: Tencent Holdings Ltd. – Business segments
• 88: Tencent Holdings Ltd. – Key offerings
• 89: Tencent Holdings Ltd. – Key customers
• 90: Tencent Holdings Ltd. – Segment focus
• 91: Ubisoft Entertainment – Overview
• 92: Ubisoft Entertainment – Business segments
• 93: Ubisoft Entertainment – Key offerings
• 94: Ubisoft Entertainment – Key customers
• 95: Ubisoft Entertainment – Segment focus
• 96: Vivendi SE – Overview
• 97: Vivendi SE – Business segments
• 98: Vivendi SE – Key offerings
• 99: Vivendi SE – Key customers
• 100: Vivendi SE – Segment focus
• 101: Currency conversion rates for US$
• 102: Research Methodology
• 103: Validation techniques employed for market sizing
• 104: Information sources
• 105: List of abbreviations



【掲載企業】

Activision Blizzard Inc., Electronic Arts Inc., Microsoft Corp., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Take-Two Interactive Software Inc., Tencent Holdings Ltd., Ubisoft Entertainment, Vivendi SE

★調査レポート[ビデオゲームの世界市場2021-2025:モバイルデバイス、コンソール、コンピューティングデバイス] (Global Video Game Market 2021-2025 / IRTNTR71719)販売に関する免責事項
[ビデオゲームの世界市場2021-2025:モバイルデバイス、コンソール、コンピューティングデバイス] (Global Video Game Market 2021-2025 / IRTNTR71719)についてEメールでお問い合わせ


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