Global Gaming Market 2020-2024

ゲームの世界市場 2020-2024:カジュアルゲーム、プロゲーム

◆タイトル:Global Gaming Market 2020-2024
◆商品コード:IRTNTR45494
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2020年10月20日
◆ページ数: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、ゲームの世界市場について調査し、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、種類別(カジュアルゲーム、プロゲーム)分析、デバイス別(モバイルゲーム、コンソールゲーム、PCゲーム)分析、プラットフォーム別(オンライン、オフライン)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
・ゲームの世界市場規模:種類別(カジュアルゲーム、プロゲーム)
・ゲームの世界市場規模:デバイス別(モバイルゲーム、コンソールゲーム、PCゲーム)
・ゲームの世界市場規模:プラットフォーム別(オンライン、オフライン)
・顧客状況
・地域別状況
・企業状況
・企業分析

Global Gaming Market 2020-2024
Technavio has been monitoring the gaming market and it is poised to grow by $ 119.07 bn during 2020-2024, progressing at a CAGR of 12% during the forecast period. Our reports on gaming market provide 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 integration of blockchain technology.
The gaming market analysis includes type segment, platform segment and geographical landscapes.

Technavio’s gaming market is segmented as below:
By Type
• Casual gaming
• Professional gaming

By Platform
• Online
• Offline

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

This study identifies the rising popularity of e-sports as one of the prime reasons driving the 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 gaming market report covers the following areas:
• Gaming market sizing
• Gaming market forecast
• 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 gaming market vendors that include Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co. Also, the 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/gaming-market-size-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 an 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 Type
o Market segments
o Comparison by Type
o Casual gaming – Market size and forecast 2019-2024
o Professional gaming – Market size and forecast 2019-2024
o Market opportunity by Type
• Market Segmentation by Device
o Market segments
o Comparison by Device
o Mobile gaming – Market size and forecast 2019-2024
o Console gaming – Market size and forecast 2019-2024
o PC gaming – Market size and forecast 2019-2024
o Market opportunity by Device
• Market Segmentation by Platform
o Market segments
o Comparison by Platform
o Online – Market size and forecast 2019-2024
o Offline – Market size and forecast 2019-2024
o Market opportunity by Platform
• 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 MEA – Market size and forecast 2019-2024
o South America – Market size and forecast 2019-2024
o Key leading countries
o Market opportunity by geography
o Market drivers
o Market challenges
o Market trends
• Vendor Landscape
o Vendor landscape
o Landscape disruption
o Competitive scenario
• Vendor Analysis
o Vendors covered
o Market positioning of vendors
o Activision Blizzard Inc.
o Bandai Namco Holdings Inc.
o CyberAgent Inc.
o Electronic Arts Inc.
o GungHo Online Entertainment Inc.
o Microsoft Corp.
o NetEase Inc.
o Sony Corp.
o Tencent Holdings Ltd.
o The Walt Disney Co.
• 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 ($ billion)
• 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: Type – Market share 2019-2024 (%)
• 24: Comparison by Type
• 25: Casual gaming – Market size and forecast 2019-2024 ($ billion)
• 26: Casual gaming – Year-over-year growth 2019-2024 (%)
• 27: Professional gaming – Market size and forecast 2019-2024 ($ billion)
• 28: Professional gaming – Year-over-year growth 2019-2024 (%)
• 29: Market opportunity by Type
• 30: Device – Market share 2019-2024 (%)
• 31: Comparison by Device
• 32: Mobile gaming – Market size and forecast 2019-2024 ($ billion)
• 33: Mobile gaming – Year-over-year growth 2019-2024 (%)
• 34: Console gaming – Market size and forecast 2019-2024 ($ billion)
• 35: Console gaming – Year-over-year growth 2019-2024 (%)
• 36: PC gaming – Market size and forecast 2019-2024 ($ billion)
• 37: PC gaming – Year-over-year growth 2019-2024 (%)
• 38: Market opportunity by Device
• 39: Platform – Market share 2019-2024 (%)
• 40: Comparison by Platform
• 41: Online – Market size and forecast 2019-2024 ($ billion)
• 42: Online – Year-over-year growth 2019-2024 (%)
• 43: Offline – Market size and forecast 2019-2024 ($ billion)
• 44: Offline – Year-over-year growth 2019-2024 (%)
• 45: Market opportunity by Platform
• 46: Customer landscape
• 47: Market share by geography 2019-2024 (%)
• 48: Geographic comparison
• 49: APAC – Market size and forecast 2019-2024 ($ billion)
• 50: APAC – Year-over-year growth 2019-2024 (%)
• 51: North America – Market size and forecast 2019-2024 ($ billion)
• 52: North America – Year-over-year growth 2019-2024 (%)
• 53: Europe – Market size and forecast 2019-2024 ($ billion)
• 54: Europe – Year-over-year growth 2019-2024 (%)
• 55: MEA – Market size and forecast 2019-2024 ($ billion)
• 56: MEA – Year-over-year growth 2019-2024 (%)
• 57: South America – Market size and forecast 2019-2024 ($ billion)
• 58: South America – Year-over-year growth 2019-2024 (%)
• 59: Key leading countries
• 60: Market opportunity by geography ($ billion)
• 61: Impact of drivers and challenges
• 62: Vendor landscape
• 63: Landscape disruption
• 64: Industry risks
• 65: Vendors covered
• 66: Market positioning of vendors
• 67: Activision Blizzard Inc. – Overview
• 68: Activision Blizzard Inc. – Business segments
• 69: Activision Blizzard Inc. – Key offerings
• 70: Activision Blizzard Inc. – Key customers
• 71: Activision Blizzard Inc. – Segment focus
• 72: Bandai Namco Holdings Inc. – Overview
• 73: Bandai Namco Holdings Inc. – Business segments
• 74: Bandai Namco Holdings Inc. – Key offerings
• 75: Bandai Namco Holdings Inc. – Key customers
• 76: Bandai Namco Holdings Inc. – Segment focus
• 77: CyberAgent Inc. – Overview
• 78: CyberAgent Inc. – Business segments
• 79: CyberAgent Inc. – Key offerings
• 80: CyberAgent Inc. – Key customers
• 81: CyberAgent Inc. – Segment focus
• 82: Electronic Arts Inc. – Overview
• 83: Electronic Arts Inc. – Business segments
• 84: Electronic Arts Inc. – Key offerings
• 85: Electronic Arts Inc. – Key customers
• 86: Electronic Arts Inc. – Segment focus
• 87: GungHo Online Entertainment Inc. – Overview
• 88: GungHo Online Entertainment Inc. – Product and service
• 89: GungHo Online Entertainment Inc. – Key offerings
• 90: GungHo Online Entertainment Inc. – Key customers
• 91: GungHo Online Entertainment Inc. – Segment focus
• 92: Microsoft Corp. – Overview
• 93: Microsoft Corp. – Business segments
• 94: Microsoft Corp. – Key offerings
• 95: Microsoft Corp. – Key customers
• 96: Microsoft Corp. – Segment focus
• 97: NetEase Inc. – Overview
• 98: NetEase Inc. – Business segments
• 99: NetEase Inc. – Key offerings
• 100: NetEase Inc. – Key customers
• 101: NetEase Inc. – Segment focus
• 102: Sony Corp. – Overview
• 103: Sony Corp. – Business segments
• 104: Sony Corp. – Key offerings
• 105: Sony Corp. – Key customers
• 106: Sony Corp. – Segment focus
• 107: Tencent Holdings Ltd. – Overview
• 108: Tencent Holdings Ltd. – Business segments
• 109: Tencent Holdings Ltd. – Key offerings
• 110: Tencent Holdings Ltd. – Key customers
• 111: Tencent Holdings Ltd. – Segment focus
• 112: The Walt Disney Co. – Overview
• 113: The Walt Disney Co. – Business segments
• 114: The Walt Disney Co. – Key offerings
• 115: The Walt Disney Co. – Key customers
• 116: The Walt Disney Co. – Segment focus
• 117: Currency conversion rates for US$
• 118: Research Methodology
• 119: Validation techniques employed for market sizing
• 120: Information sources
• 121: List of abbreviations



【掲載企業】

Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., The Walt Disney Co.

【免責事項】
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