• 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 ❖
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