Global Arcade Gaming Market 2020-2024

アーケードゲームの世界市場2020-2024:ゲーミングハブ、セミコマーシャル、家庭

◆タイトル:Global Arcade Gaming Market 2020-2024
◆商品コード:IRTNTR43930
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2020年6月
◆ページ数:約120
◆資料形式:PDF / 英語
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【資料の概要】

本調査レポートでは、アーケード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、エンドユーザー別(ゲーミングハブ、セミコマーシャル、家庭用)分析、種類別分析、ジャンル別分析、顧客状況、地域別状況、企業状況、企業分析などを掲載しております。
・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
・アーケードゲームの世界市場規模:エンドユーザー別(ゲーミングハブ、セミコマーシャル、家庭用)
・アーケードゲームの世界市場規模:種類別
・アーケードゲームの世界市場規模:ジャンル別
・顧客状況
・地域別状況
・企業状況
・企業分析

Global Arcade Gaming Market 2020-2024
Technavio has been monitoring the arcade gaming market and it is poised to grow by $ 1.56 bn during 2020-2024 progressing at a CAGR of 2% during the forecast period. Our reports on the arcade gaming 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, the latest trends and drivers, and the overall market environment. The market is driven by the high scope for monetization and limited piracy concerns.
The arcade gaming market analysis includes end-user segment and geographical landscape.
Technavio’s arcade gaming market is segmented as below:
By End-user
• Gaming hubs
• Semi-commercial
• Residential
By Geographic Landscapes
• APAC
• North America
• Europe
• South America
• MEA
This study identifies the increasing physical activity on arcade gaming as one of the prime reasons driving the arcade gaming 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 arcade gaming market covers the following areas:
• Arcade gaming market sizing
• Arcade gaming market forecast
• Arcade gaming 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 arcade gaming market vendors that include BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Technologies Inc., International Games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Sega Sammy Holdings Inc., and Square Enix Holdings Co. Ltd. Also, the arcade gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on 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/report/arcade-gaming-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 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 2019
o Market outlook: Forecast for 2019 – 2024
• Five Forces Analysis
o Five forces summary
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 End-user
o Market segments
o Comparison by End-user
o Gaming hubs – Market size and forecast 2019-2024
o Semi-commercial – Market size and forecast 2019-2024
o Residential – Market size and forecast 2019-2024
o Market opportunity by End-user
• Market Segmentation by Type
o Market segments
o Comparison by Type
o Video games – Market size and forecast 2019-2024
o Simulation games – Market size and forecast 2019-2024
o Mechanical games – Market size and forecast 2019-2024
o Market opportunity by Type
• Market Segmentation by Genre
o Market segments
o Comparison by Genre
o Racing – Market size and forecast 2019-2024
o Shooting – Market size and forecast 2019-2024
o Sports – Market size and forecast 2019-2024
o Action – Market size and forecast 2019-2024
o Market opportunity by Genre
• Customer landscape
• Geographic Landscape
o Geographic segmentation
o Geographic comparison
o APAC – Market size and forecast 2019-2024
o North America – Market size and forecast 2019-2024
o Europe – Market size and forecast 2019-2024
o South America – Market size and forecast 2019-2024
o MEA – Market size and forecast 2019-2024
o Impact of COVID-19 on the market
o Key leading countries
o Market opportunity by geography
o Market drivers
o Market challenges
o Market trends
• Vendor Landscape
o Overview
o Vendor landscape
o Landscape disruption
• Vendor Analysis
o Vendors covered
o Market positioning of vendors
o BANDAI NAMCO Entertainment Europe SAS
o Bay Tek Entertainment Inc.
o Capcom Co. Ltd.
o CXC Simulations
o D-BOX Technologies Inc.
o International Games System Co. Ltd.
o Nintendo Co. Ltd.
o PrimeTime Amusements
o Sega Sammy Holdings Inc.
o Square Enix Holdings Co. Ltd.
• Appendix
o Scope of the report
o Currency conversion rates for US$
o Research methodology
o List of abbreviations

Exhibit
• 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: Key Finding 9
• 9: Key Finding 10
• 10: Parent market
• 11: Market characteristics
• 12: Offerings of vendors included in the market definition
• 13: Market segments
• 14: Global – Market size and forecast 2019 – 2024 ($ million)
• 15: Global market: Year-over-year growth 2019 – 2024 (%)
• 16: Five forces analysis 2019 & 2024
• 17: Bargaining power of buyers
• 18: Bargaining power of suppliers
• 19: Threat of new entrants
• 20: Threat of substitutes
• 21: Threat of rivalry
• 22: Market condition – Five forces 2019
• 23: End user – Market share 2019-2024 (%)
• 24: Comparison by End user
• 25: Gaming hubs – Market size and forecast 2019-2024 ($ million)
• 26: Gaming hubs – Year-over-year growth 2019-2024 (%)
• 27: Semi-commercial – Market size and forecast 2019-2024 ($ million)
• 28: Semi-commercial – Year-over-year growth 2019-2024 (%)
• 29: Residential – Market size and forecast 2019-2024 ($ million)
• 30: Residential – Year-over-year growth 2019-2024 (%)
• 31: Market opportunity by End user
• 32: Type – Market share 2019-2024 (%)
• 33: Comparison by Type
• 34: Video games – Market size and forecast 2019-2024 ($ million)
• 35: Video games – Year-over-year growth 2019-2024 (%)
• 36: Simulation games – Market size and forecast 2019-2024 ($ million)
• 37: Simulation games – Year-over-year growth 2019-2024 (%)
• 38: Mechanical games – Market size and forecast 2019-2024 ($ million)
• 39: Mechanical games – Year-over-year growth 2019-2024 (%)
• 40: Market opportunity by Type
• 41: Other1 – Market share 2019-2024 (%)
• 42: Comparison by Other1
• 43: Racing – Market size and forecast 2019-2024 ($ million)
• 44: Racing – Year-over-year growth 2019-2024 (%)
• 45: Shooting – Market size and forecast 2019-2024 ($ million)
• 46: Shooting – Year-over-year growth 2019-2024 (%)
• 47: Sports – Market size and forecast 2019-2024 ($ million)
• 48: Sports – Year-over-year growth 2019-2024 (%)
• 49: Action – Market size and forecast 2019-2024 ($ million)
• 50: Action – Year-over-year growth 2019-2024 (%)
• 51: Market opportunity by Other1
• 52: Customer landscape
• 53: Market share by geography 2019-2024 (%)
• 54: Geographic comparison
• 55: APAC – Market size and forecast 2019-2024 ($ million)
• 56: APAC – Year-over-year growth 2019-2024 (%)
• 57: North America – Market size and forecast 2019-2024 ($ million)
• 58: North America – Year-over-year growth 2019-2024 (%)
• 59: Europe – Market size and forecast 2019-2024 ($ million)
• 60: Europe – Year-over-year growth 2019-2024 (%)
• 61: South America – Market size and forecast 2019-2024 ($ million)
• 62: South America – Year-over-year growth 2019-2024 (%)
• 63: MEA – Market size and forecast 2019-2024 ($ million)
• 64: MEA – Year-over-year growth 2019-2024 (%)
• 65: Key leading countries
• 66: Market opportunity by geography ($ million)
• 67: Impact of drivers and challenges
• 68: Vendor landscape
• 69: Landscape disruption
• 70: Industry risks
• 71: Vendors covered
• 72: Market positioning of vendors
• 73: BANDAI NAMCO Entertainment Europe SAS – Overview
• 74: BANDAI NAMCO Entertainment Europe SAS – Product and service
• 75: BANDAI NAMCO Entertainment Europe SAS – Key offerings
• 76: BANDAI NAMCO Entertainment Europe SAS – Key customers
• 77: BANDAI NAMCO Entertainment Europe SAS – Segment focus
• 78: Bay Tek Entertainment Inc. – Overview
• 79: Bay Tek Entertainment Inc. – Product and service
• 80: Bay Tek Entertainment Inc. – Key offerings
• 81: Bay Tek Entertainment Inc. – Key customers
• 82: Bay Tek Entertainment Inc. – Segment focus
• 83: Capcom Co. Ltd. – Overview
• 84: Capcom Co. Ltd. – Business segments
• 85: Capcom Co. Ltd. – Key offerings
• 86: Capcom Co. Ltd. – Key customers
• 87: Capcom Co. Ltd. – Segment focus
• 88: CXC Simulations – Overview
• 89: CXC Simulations – Product and service
• 90: CXC Simulations – Key offerings
• 91: CXC Simulations – Key customers
• 92: CXC Simulations – Segment focus
• 93: D-BOX Technologies Inc. – Overview
• 94: D-BOX Technologies Inc. – Product and service
• 95: D-BOX Technologies Inc. – Key offerings
• 96: D-BOX Technologies Inc. – Key customers
• 97: D-BOX Technologies Inc. – Segment focus
• 98: International Games System Co. Ltd. – Overview
• 99: International Games System Co. Ltd. – Product and service
• 100: International Games System Co. Ltd. – Key offerings
• 101: International Games System Co. Ltd. – Key customers
• 102: International Games System Co. Ltd. – Segment focus
• 103: Nintendo Co. Ltd. – Overview
• 104: Nintendo Co. Ltd. – Product and service
• 105: Nintendo Co. Ltd. – Key offerings
• 106: Nintendo Co. Ltd. – Key customers
• 107: Nintendo Co. Ltd. – Segment focus
• 108: PrimeTime Amusements – Overview
• 109: PrimeTime Amusements – Product and service
• 110: PrimeTime Amusements – Key offerings
• 111: PrimeTime Amusements – Key customers
• 112: PrimeTime Amusements – Segment focus
• 113: Sega Sammy Holdings Inc. – Overview
• 114: Sega Sammy Holdings Inc. – Business segments
• 115: Sega Sammy Holdings Inc. – Key offerings
• 116: Sega Sammy Holdings Inc. – Key customers
• 117: Sega Sammy Holdings Inc. – Segment focus
• 118: Square Enix Holdings Co. Ltd. – Overview
• 119: Square Enix Holdings Co. Ltd. – Product and service
• 120: Square Enix Holdings Co. Ltd. – Key offerings
• 121: Square Enix Holdings Co. Ltd. – Key customers
• 122: Square Enix Holdings Co. Ltd. – Segment focus
• 123: Currency conversion rates for US$
• 124: Research Methodology
• 125: Validation techniques employed for market sizing
• 126: Information sources
• 127: List of abbreviations



【掲載企業】

BANDAI NAMCO Entertainment Europe SAS, Bay Tek Entertainment Inc., Capcom Co. Ltd., CXC Simulations, D-BOX Technologies Inc., International Games System Co. Ltd., Nintendo Co. Ltd., PrimeTime Amusements, Sega Sammy Holdings Inc., Square Enix Holdings Co. Ltd.

【免責事項】
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