ゲームの世界市場2019-2023

LINEで送る

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

2.1 Preface

2.2 Preface

2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

Market ecosystem

Market characteristics

Market segmentation analysis

PART 04: MARKET SIZING

Market definition

Market sizing 2018

Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

Bargaining power of buyers

Bargaining power of suppliers

Threat of new entrants

Threat of substitutes

Threat of rivalry

Market condition

PART 06: MARKET SEGMENTATION BY PLATFORM

Market segmentation by platform

Comparison by platform

Online – Market size and forecast 2018-2023

Offline – Market size and forecast 2018-2023

Market opportunity by platform

PART 07: MARKET SEGMENTATION BY TYPE

Market segmentation by type

Comparison by type

Casual gaming – Market size and forecast 2018-2023

Professional gaming – Market size and forecast 2018-2023

Market opportunity by type

PART 08: CUSTOMER LANDSCAPE

PART 09: MARKET SEGMENTATION BY DEVICE

Market segmentation by device

Comparison by device

Console gaming – Market size and forecast 2018-2023

Mobile gaming – Market size and forecast 2018-2023

PC gaming – Market size and forecast 2018-2023

Market opportunity by device

PART 10: GEOGRAPHIC LANDSCAPE

Geographic segmentation

Geographic comparison

APAC – Market size and forecast 2018-2023

North America – Market size and forecast 2018-2023

Europe – Market size and forecast 2018-2023

MEA – Market size and forecast 2018-2023

South America – Market size and forecast 2018-2023

Key leading countries

Market opportunity

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES

Market drivers

Market challenges

PART 13: MARKET TRENDS

Increasing emergence of cloud gaming

Growth in free-to-play model

Rise in strategic partnerships and acquisitions

PART 14: VENDOR LANDSCAPE

Overview

Landscape disruption

Competitive scenario

PART 15: VENDOR ANALYSIS

Vendors covered

Vendor classification

Market positioning of vendors

Activision Blizzard Inc.

Bandai Namco Entertainment Inc.

CyberAgent Inc.

Electronic Arts Inc.

GungHo Online Entertainment Inc.

Microsoft Corp.

NetEase Inc.

Sony Corp.

Tencent Holdings Ltd.

The Walt Disney Co.

PART 16: APPENDIX

Research methodology

List of abbreviations

Definition of market positioning of vendors

PART 17: EXPLORE TECHNAVIO

Exhibit 01: Global media and entertainment market

Exhibit 02: Segments of global media and entertainment market

Exhibit 03: Market characteristics

Exhibit 04: Market segments

Exhibit 05: Market definition – Inclusions and exclusions checklist

Exhibit 06: Market size 2018

Exhibit 07: Global market: Size and forecast 2018-2023 ($ billions)

Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)

Exhibit 09: Five forces analysis 2018

Exhibit 10: Five forces analysis 2023

Exhibit 11: Bargaining power of buyers

Exhibit 12: Bargaining power of suppliers

Exhibit 13: Threat of new entrants

Exhibit 14: Threat of substitutes

Exhibit 15: Threat of rivalry

Exhibit 16: Market condition – Five forces 2018

Exhibit 17: Platform – Market share 2018-2023 (%)

Exhibit 18: Comparison by platform

Exhibit 19: Online – Market size and forecast 2018-2023 ($ billions)

Exhibit 20: Online – Year-over-year growth 2019-2023 (%)

Exhibit 21: Offline – Market size and forecast 2018-2023 ($ billions)

Exhibit 22: Offline – Year-over-year growth 2019-2023 (%)

Exhibit 23: Market opportunity by platform

Exhibit 24: Type – Market share 2018-2023 (%)

Exhibit 25: Comparison by type

Exhibit 26: Casual gaming – Market size and forecast 2018-2023 ($ billions)

Exhibit 27: Casual gaming – Year-over-year growth 2019-2023 (%)

Exhibit 28: Professional gaming – Market size and forecast 2018-2023 ($ billions)

Exhibit 29: Professional gaming – Year-over-year growth 2019-2023 (%)

Exhibit 30: Market opportunity by type

Exhibit 31: Customer landscape

Exhibit 32: Device – Market share 2018-2023 (%)

Exhibit 33: Comparison by device

Exhibit 34: Console gaming – Market size and forecast 2018-2023 ($ billions)

Exhibit 35: Console gaming – Year-over-year growth 2019-2023 (%)

Exhibit 36: Mobile gaming – Market size and forecast 2018-2023 ($ billions)

Exhibit 37: Mobile gaming – Year-over-year growth 2019-2023 (%)

Exhibit 38: PC gaming – Market size and forecast 2018-2023 ($ billions)

Exhibit 39: PC gaming – Year-over-year growth 2019-2023 (%)

Exhibit 40: Market opportunity by device

Exhibit 41: Market share by geography 2018-2023 (%)

Exhibit 42: Geographic comparison

Exhibit 43: APAC – Market size and forecast 2018-2023 ($ billions)

Exhibit 44: APAC – Year-over-year growth 2019-2023 (%)

Exhibit 45: North America – Market size and forecast 2018-2023 ($ billions)

Exhibit 46: North America – Year-over-year growth 2019-2023 (%)

Exhibit 47: Europe – Market size and forecast 2018-2023 ($ billions)

Exhibit 48: Europe – Year-over-year growth 2019-2023 (%)

Exhibit 49: MEA – Market size and forecast 2018-2023 ($ billions)

Exhibit 50: MEA – Year-over-year growth 2019-2023 (%)

Exhibit 51: South America – Market size and forecast 2018-2023 ($ billions)

Exhibit 52: South America – Year-over-year growth 2019-2023 (%)

Exhibit 53: Key leading countries

Exhibit 54: Market opportunity

Exhibit 55: Impact of drivers and challenges

Exhibit 56: Vendor landscape

Exhibit 57: Landscape disruption

Exhibit 58: Vendors covered

Exhibit 59: Vendor classification

Exhibit 60: Market positioning of vendors

Exhibit 61: Activision Blizzard Inc. – Vendor overview

Exhibit 62: Activision Blizzard Inc. – Business segments

Exhibit 63: Activision Blizzard Inc. – Organizational developments

Exhibit 64: Activision Blizzard Inc. – Geographic focus

Exhibit 65: Activision Blizzard Inc. – Segment focus

Exhibit 66: Activision Blizzard Inc. – Key offerings

Exhibit 67: Bandai Namco Entertainment Inc. – Vendor overview

Exhibit 68: Bandai Namco Entertainment Inc. – Business segments

Exhibit 69: Bandai Namco Entertainment Inc. – Geographic focus

Exhibit 70: Bandai Namco Entertainment Inc. – Segment focus

Exhibit 71: Bandai Namco Entertainment Inc. – Key offerings

Exhibit 72: CyberAgent Inc. – Vendor overview

Exhibit 73: CyberAgent Inc. – Business segments

Exhibit 74: CyberAgent Inc. – Organizational developments

Exhibit 75: CyberAgent Inc. – Segment focus

Exhibit 76: CyberAgent Inc. – Key offerings

Exhibit 77: Electronic Arts Inc. – Vendor overview

Exhibit 78: Electronic Arts Inc. – Organizational developments

Exhibit 79: Electronic Arts Inc. – Geographic focus

Exhibit 80: Electronic Arts Inc. – Key offerings

Exhibit 81: GungHo Online Entertainment Inc. – Vendor overview

Exhibit 82: GungHo Online Entertainment Inc. – Geographic focus

Exhibit 83: GungHo Online Entertainment Inc. – Key offerings

Exhibit 84: Microsoft Corp. – Vendor overview

Exhibit 85: Microsoft Corp. – Business segments

Exhibit 86: Microsoft Corp. – Organizational developments

Exhibit 87: Microsoft Corp. – Geographic focus

Exhibit 88: Microsoft Corp. – Segment focus

Exhibit 89: Microsoft Corp. – Key offerings

Exhibit 90: NetEase Inc. – Vendor overview

Exhibit 91: NetEase Inc. – Business segments

Exhibit 92: NetEase Inc. – Organizational developments

Exhibit 93: NetEase Inc. – Segment focus

Exhibit 94: NetEase Inc. – Key offerings

Exhibit 95: Sony Corp. – Vendor overview

Exhibit 96: Sony Corp. – Business segments

Exhibit 97: Sony Corp. – Organizational developments

Exhibit 98: Sony Corp. – Geographic focus

Exhibit 99: Sony Corp. – Segment focus

Exhibit 100: Sony Corp. – Key offerings

Exhibit 101: Tencent Holdings Ltd. – Vendor overview

Exhibit 102: Tencent Holdings Ltd. – Business segments

Exhibit 103: Tencent Holdings Ltd. – Organizational developments

Exhibit 104: Tencent Holdings Ltd. – Geographic focus

Exhibit 105: Tencent Holdings Ltd. – Segment focus

Exhibit 106: Tencent Holdings Ltd. – Key offerings

Exhibit 107: The Walt Disney Co. – Vendor overview

Exhibit 108: The Walt Disney Co. – Business segments

Exhibit 109: The Walt Disney Co. – Organizational developments

Exhibit 110: The Walt Disney Co. – Segment focus

Exhibit 111: The Walt Disney Co. – Geographic focus

Exhibit 112: The Walt Disney Co. – Key offerings

Exhibit 113: Validation techniques employed for market sizing

Exhibit 114: Definition of market positioning of vendors




※当サイトのレポート紹介カバレッジ
■産業:医療、IT、電子、自動車、産業機械、建設、消費財、食品、化学、材料、エネルギー、金融、サービスなど多様
■地域:世界市場、アジア市場、中国市場、欧州市場、北米市場、中南米市場、中東市場、アフリカ市場など全世界
■レポート種類:市場動向、規模、占有率、トレンド、将来展望、未来予測、業界分析、産業分析、企業分析、事業機会分析、戦略提言など多様