• 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