世界の携帯電話ゲーム市場2021-2025:オンライン、オフライン

◆英語タイトル:Global Mobile Gaming Market 2021-2025

Technavioが発行した調査報告書(IRTNTR40192)◆商品コード:IRTNTR40192
◆発行会社(リサーチ会社):Technavio
◆発行日:2021年3月19日
◆ページ数:約120
◆レポート形式:英語 / PDF
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:アジア太平洋、北米、ヨーロッパ、中東・アフリカ、南米
◆産業分野:通信サービス
◆販売価格オプション(消費税別)
Single User(1名様閲覧用)USD2,500 ⇒換算¥365,000見積依頼/購入/質問フォーム
Five User(5名様閲覧用)USD3,000 ⇒換算¥438,000見積依頼/購入/質問フォーム
Enterprise License(同一法人内共有可)USD4,000 ⇒換算¥584,000見積依頼/購入/質問フォーム
販売価格オプションの説明はこちらでご利用ガイドはこちらでご確認いただけます。
※お支払金額は「換算金額(日本円)+消費税+配送料(Eメール納品は無料)」です。
※Eメールによる納品の場合、通常ご注文当日~2日以内に納品致します。
※レポート納品後、納品日+5日以内に請求書を発行・送付致します。(請求書発行日より2ヶ月以内の銀行振込条件、カード払いに変更可)
※上記の日本語題名はH&Iグローバルリサーチが翻訳したものです。英語版原本には日本語表記はありません。
※為替レートは適宜修正・更新しております。リアルタイム更新ではありません。

テクナビオ社は世界の携帯電話ゲーム市場規模が、2021年~2025年まで年平均13%成長し、636.6億ドルに達すると予測しています。本調査レポートでは、世界の携帯電話ゲーム市場について調査・分析し、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、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、企業分析などをまとめております。
・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
・世界の携帯電話ゲーム市場規模: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
❖ レポートの概要 ❖

Global Mobile Gaming Market 2021-2025
Technavio has been monitoring the mobile gaming market and it is poised to grow by $ 63.66 billion during 2021-2025, decelerating at a CAGR of almost 13% during the forecast period. Our report on mobile 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, latest trends and drivers, and the overall market environment. The market is driven by the rising adoption of AR games and popularity of multiplayer mobile games. In addition, rising adoption of AR games is anticipated to boost the growth of the market as well.
The mobile gaming market analysis includes platform segment and geographical segment.

Technavio’s mobile gaming market is segmented as below:
By Geographic
• APAC
• North America
• Europe
• MEA
• South America
• Platform
• Online
• Offline

This study identifies the increasing number of strategic partnerships and acquisitions as one of the prime reasons driving the mobile 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 report on mobile gaming market covers the following areas:
• Mobile gaming market sizing
• Mobile gaming market forecast
• Mobile 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 mobile gaming market vendors that include Activision Blizzard Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Niantic Inc., Tencent Holdings Ltd., The Walt Disney Co., and Ubisoft Entertainment. Also, the mobile 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/mobile-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.

❖ レポートの目次 ❖

• 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 2020
o Market outlook: Forecast for 2020 – 2025
• 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 Platform
o Market segments
o Comparison by Platform
o Online – Market size and forecast 2020-2025
o Offline – 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 MEA – Market size and forecast 2020-2025
o South America – Market size and forecast 2020-2025
o Key leading countries
o Market opportunity by geography
o Market drivers
o Market challenges
o Market trends
• Vendor Landscape
o Competitive scenario
o Vendor landscape
o Landscape disruption
o Industry risks
• Vendor Analysis
o Vendors covered
o Market positioning of vendors
o Activision Blizzard Inc.
o CyberAgent Inc.
o Electronic Arts Inc.
o GungHo Online Entertainment Inc.
o Microsoft Corp.
o NetEase Inc.
o Niantic Inc.
o Tencent Holdings Ltd.
o The Walt Disney Co.
o Ubisoft Entertainment
• 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: 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: Online – Market size and forecast 2020-2025 ($ billion)
• 24: Online – Year-over-year growth 2020-2025 (%)
• 25: Offline – Market size and forecast 2020-2025 ($ billion)
• 26: Offline – Year-over-year growth 2020-2025 (%)
• 27: Market opportunity by Platform
• 28: Customer landscape
• 29: Market share by geography 2020-2025 (%)
• 30: Geographic comparison
• 31: APAC – Market size and forecast 2020-2025 ($ billion)
• 32: APAC – Year-over-year growth 2020-2025 (%)
• 33: North America – Market size and forecast 2020-2025 ($ billion)
• 34: North America – Year-over-year growth 2020-2025 (%)
• 35: Europe – Market size and forecast 2020-2025 ($ billion)
• 36: Europe – Year-over-year growth 2020-2025 (%)
• 37: MEA – Market size and forecast 2020-2025 ($ billion)
• 38: MEA – 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: Key leading countries
• 42: Market opportunity by geography ($ billion)
• 43: Impact of drivers and challenges
• 44: Vendor landscape
• 45: Landscape disruption
• 46: Industry risks
• 47: Vendors covered
• 48: Market positioning of vendors
• 49: Activision Blizzard Inc. – Overview
• 50: Activision Blizzard Inc. – Business segments
• 51: Activision Blizzard Inc. – Key offerings
• 52: Activision Blizzard Inc. – Key customers
• 53: Activision Blizzard Inc. – Segment focus
• 54: CyberAgent Inc. – Overview
• 55: CyberAgent Inc. – Business segments
• 56: CyberAgent Inc. – Key offerings
• 57: CyberAgent Inc. – Key customers
• 58: CyberAgent Inc. – Segment focus
• 59: Electronic Arts Inc. – Overview
• 60: Electronic Arts Inc. – Business segments
• 61: Electronic Arts Inc. – Key offerings
• 62: Electronic Arts Inc. – Key customers
• 63: Electronic Arts Inc. – Segment focus
• 64: GungHo Online Entertainment Inc. – Overview
• 65: GungHo Online Entertainment Inc. – Product and service
• 66: GungHo Online Entertainment Inc. – Key offerings
• 67: GungHo Online Entertainment Inc. – Key customers
• 68: GungHo Online Entertainment Inc. – Segment focus
• 69: Microsoft Corp. – Overview
• 70: Microsoft Corp. – Business segments
• 71: Microsoft Corp. – Key offerings
• 72: Microsoft Corp. – Key customers
• 73: Microsoft Corp. – Segment focus
• 74: NetEase Inc. – Overview
• 75: NetEase Inc. – Business segments
• 76: NetEase Inc. – Key offerings
• 77: NetEase Inc. – Key customers
• 78: NetEase Inc. – Segment focus
• 79: Niantic Inc. – Overview
• 80: Niantic Inc. – Product and service
• 81: Niantic Inc. – Key offerings
• 82: Niantic Inc. – Key customers
• 83: Niantic Inc. – Segment focus
• 84: Tencent Holdings Ltd. – Overview
• 85: Tencent Holdings Ltd. – Business segments
• 86: Tencent Holdings Ltd. – Key offerings
• 87: Tencent Holdings Ltd. – Key customers
• 88: Tencent Holdings Ltd. – Segment focus
• 89: The Walt Disney Co. – Overview
• 90: The Walt Disney Co. – Business segments
• 91: The Walt Disney Co. – Key offerings
• 92: The Walt Disney Co. – Key customers
• 93: The Walt Disney Co. – Segment focus
• 94: Ubisoft Entertainment – Overview
• 95: Ubisoft Entertainment – Business segments
• 96: Ubisoft Entertainment – Key offerings
• 97: Ubisoft Entertainment – Key customers
• 98: Ubisoft Entertainment – Segment focus
• 99: Currency conversion rates for US$
• 100: Research Methodology
• 101: Validation techniques employed for market sizing
• 102: Information sources
• 103: List of abbreviations



❖ 掲載企業 ❖

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

❖ 免責事項 ❖
http://www.globalresearch.jp/disclaimer

★リサーチレポート[ 世界の携帯電話ゲーム市場2021-2025:オンライン、オフライン(Global Mobile Gaming Market 2021-2025)]についてメールでお問い合わせはこちらでお願いします。


◆H&Iグローバルリサーチのお客様(例)◆