Global Mobile Gaming Market 2012-2016

世界のモバイルゲーム市場動向(2012-2016)

◆タイトル:Global Mobile Gaming Market 2012-2016
◆商品コード:IRTNTR2515
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2013年8月30日
◆ページ数:58
◆資料形式:pdf / 英語
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◆調査対象地域:グローバル
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【資料の概要】

本調査レポートでは、"世界のモバイルゲーム市場動向(2012-2016)"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、主要地域別分析、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)分析等の情報をお届けいたします。

TechNavio’s analysts forecast the Global Mobile Gaming market to grow at a CAGR of 27.14 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increasing use of smartphones and tablets to play games. The Global Mobile Gaming market has also been witnessing the evolution of mobile gaming analytics. However, the use of pirated versions of mobile games could pose a challenge to the growth of this market.
TechNavio’s report, the Global Mobile Gaming Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market in North America, Latin America, the APAC and EMEA regions; it also covers the Global Mobile Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
The key vendors dominating this space include Electronic Arts Inc., Gameloft S.A., and Rovio Entertainment Ltd.
The other vendors mentioned in the report are Activision Blizzard, Cellufun, Disney Interactive, Digital Chocolate, Gamelion, GameHouse, Glu Games Inc., GungHo Entertainment, HandyGames, India Games, Kabam, KilooApS, Minh Chau Corp., Namco Bandai Games Inc., ngmoco Inc., Oberon Media, PopCap Games, Punch Entertainment, Redboss, SYBO Games, and Zynga Inc.
Key questions answered in this report:
What will the market size be in 2016 and what will be the growth rate?
What are 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 key vendors?
What are the strengths and weaknesses of each of these key vendors?
You can request one free hour of our analyst’s time when you purchase this market report. Details provided within the report.

【資料の目次】

01. Executive Summary
02. List of Abbreviations
03. Introduction
04. Market Research Methodology
Market Research Process
Research Design
Research Methodology
05. Scope of the Report
Market Overview
Product Offerings
06. Market Landscape
06.1 By Value
Market Size and Forecast
06.2 By Downloads
Market Size and Forecast
06.3 Global Mobile Gaming Market vs. Other Gaming Market
Market Size and Forecast
06.4 Growth Rate Comparison
07. Market Segmentation
07.1 Global Mobile Gaming Market-Segmentation by Revenue Model
Virtual Goods and Microtransactions
Paid Download
Ad Based
Others
07.2 Gaming Application vs. Other Mobile Application as per Daily Usage (Percentage of Users)
07.3 Mobile Game Paying Gamers vs. Non-paying Gamers (in million)
07.4 Time Spent Daily by the Users on Tablets and Smartphones for Playing Mobile Games
07.5 Users Paying for Game and Other Applications Used Daily on a Mobile (Percent)
07.6 Five Forces Analysis
08. Geographical Segmentation
09. Key Leading Countries
USA
China
10. Vendor Landscape
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. Key Vendor Analysis
17.1 Electronic Arts Inc.
Business Overview
Key Information
SWOT Analysis
17.2 Gameloft S.A.
Business Overview
Key Information
SWOT Analysis
17.3 Rovio Entertainment Ltd.
Business Overview
Key Information
SWOT Analysis
18. Other Reports in this Series
List of Exhibits
Exhibit 1: Segmentation of Video Games
Exhibit 2: Market Research Methodology
Exhibit 3: Global Mobile Gaming Market 2012-2016 (US$ billion)
Exhibit 4: Global Mobile Gaming market vs. Others Online Gaming market (Percent)
Exhibit 5: Global Mobile Gaming market vs. Other Gaming market (US$ billion)
Exhibit 6: Growth Rate Comparison of Global Mobile Gaming market with the Overall Gaming market and Other Gaming market
Exhibit 7: Global Mobile Gaming Market Segmentation – by Revenue Model 2012
Exhibit 8: Mobile Gaming Application vs. Other Mobile Application as per Daily Usage
Exhibit 9: Mobile Game Paying Gamers vs. Non-paying Gamers (in millions)
Exhibit 10: Time Spent Daily by the Users on Tablets and Smartphones for Playing Mobile Games
Exhibit 11: Users Paying for Game and Other Applications Used Daily on a Mobile (Percent)
Exhibit 12: Global Mobile Gaming Market by Geographical Segmentation 2012-2016 (Percent)
Exhibit 13: Global Mobile Gaming Market by Geographical Segmentation 2012-2016 (US$ billion)



【掲載企業】

Electronic Arts Inc., Gameloft S.A., Rovio Entertainment Ltd., Activision Blizzard, Cellufun, Disney Interactive, Digital Chocolate, Gamelion, GameHouse, Glu Games Inc., GungHo Entertainment, HandyGames, India Games, Kabam, KilooApS, Minh Chau Corp., Namco Bandai Games Inc., ngmoco Inc., Oberon Media, PopCap Games, Punch Entertainment, Redboss, SYBO Games, and Zynga Inc.

【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)

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