オンラインゲームの世界市場:MMOゲーム、ソーシャルゲーム/カジュアルゲーム

Technavioが発行した調査報告書(IRTNTR5438)
◆英語タイトル:Global Online Gaming Market 2015-2019
◆商品コード:IRTNTR5438
◆発行会社(リサーチ会社):Technavio
◆発行日:2015年3月11日
◆ページ数:139
◆レポート形式:英語 / pdf
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当調査レポートでは、オンラインゲームの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、業界の構造分析、オンラインゲームの世界市場規模及び予測、用途別分析、地域別分析、主要国別分析、購買基準、市場成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。

・エグゼクティブサマリー
・市場概観
・業界の構造分析
・オンラインゲームの世界市場:市場規模及び予測
・オンラインゲームの世界市場:用途別分析
・オンラインゲームの世界市場:地域別分析
・主要国別分析
・購買基準
・市場成長要因
・市場の課題
・市場動向
・競争状況
・主要企業(ベンダー)分析
...

※上記の和訳は最新内容ではない場合があります。
【レポートの概要】

About Online Gaming
Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices, and PCs. A wide variety of games are available for different gaming platforms. Online gaming facilitates multiple players worldwide to connect and play against each other. Online Games constitute a key segment of video games. They include casual single-player games, multi-player games, community-based games, and MMO games.

TechNavio’s analysts forecast the Global Online Gaming market to grow at a CAGR of 11.95 percent over the period 2014-2019.

[Covered in this Report]
This report covers the present scenario and the growth prospects of the Global Online Gaming market for the period 2015-2019. To calculate the market size, the report considers consumer spending on online games. It, however, does not consider the spending on hardware used to enable online gaming. The market has been segmented into MMO Games and Social or Casual Games.

TechNavio’s report, Global Online Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. It also covers the market landscape and lists growth prospects. The report includes a discussion of the key vendors operating in this market.

[Key Regions]
• Americas
• APAC
• EMEA

[Key Vendors]
• Activision Blizzard
• EA Games
• Giant Interactive Group
• GungHo Online Entertainment
• King Digital Entertainment
• Microsoft
• NCSOFT
• Sony
• Take-Two Interactive Software
• Tencent Holdings
• Zynga

[Other Prominent Vendors]
• 4A Games
• 5th Cell Media
• Access Games
• ACE Team
• Active Gaming Media
• Aeria Games and Entertainment
• Anino Games
• Ankama Games
• Asobo Studio
• Behavior Interactive
• Bungie
• CCP
• Cellufun
• Changyou.com
• CipSoft
• CrowdStar
• Cryptic Studios
• Digital Chocolate
• Disney Interactive
• eGames
• GameHouse
• Gamelion
• Gameloft
• Glu Games
• gPotato
• HandyGames
• India Games
• Infinity Ward
• Jagex Games Studio
• Joymax
• Kabam
• Kiloo ApS
• Level-5
• MercurySteam Entertainment
• Minh Chau
• Mitchell
• Namco Bandai Games
• NetEase
• Nexon
• Oberon Media
• OGPlanet
• Peak Games
• Perfect World
• Playdom
• Punch Entertainment
• Redboss
• Rockstar North
• Rocksteady Studios
• Rovio Entertainment
• Sega
• Shanda Interactive Entertainment
• Social Point
• Softnyx
• Square Enix
• Supercell Oy
• SYBO Games
• Syn Sophia
• The Lego Group
• TinyCo
• Turbine
• Visual Concepts
• Warner Bros. Interactive Entertainment
• Wooga

[Market Driver]
• Growing Use of Smartphones and Tablets
• For a full, detailed list, view our report

[Market Challenge]
• Issues Related to Piracy of Gaming Software
• For a full, detailed list, view our report

[Market Trend]
• Increase in Online Content and Digital Distribution
• For a full, detailed list, view our report

[Key Questions Answered in this Report]
• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

【レポートの目次】

01. Executive Summary

02.List of Abbreviations

03.Scope of the Report
03.1 Market Overview
03.2 Product Offerings

04.Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology

05.Introduction

06.Market Landscape
06.1 Market Snapshot
06.2 Value Chain
06.3 Market Overview
06.4 Market Size and Forecast
06.5 Five Forces Analysis

07.Market Segmentation by Application
07.1 Global Online Gaming Market by Type 2014-2019
07.2 Global MMO Gaming Market
07.2.1 Market Size and Forecast
07.3 Global Social/Casual Gaming Market
07.3.1 Market Size and Forecast

08.Geographical Segmentation
08.1 Global Online Gaming Market by Geographical Segmentation 2014

09.Key Leading Countries
09.1 US
09.1.1 Economic Overview
09.1.2 Economic Indicators
09.1.3 Online Gaming Market in US
09.2 China
09.2.1 Economic Overview
09.2.2 Inflation in China
09.2.3 Online Gaming Market in China
09.3 Japan
09.3.1 Economic Overview
09.3.2 Inflation in Japan
09.3.3 Online Gaming Market in US

10.Buying Criteria

11.Market Growth Drivers

12.Drivers and their Impact

13.Market Challenges

14.Impact of Drivers and Challenges

15.Market Trends

16.Trends and their Impact

17.Vendor Landscape
17.1 Competitive Scenario
17.1.1 Key News
17.1.2 Mergers and Acquisitions
17.2 Other Prominent Vendors

18.Key Vendor Analysis
18.1 Activision Blizzard
18.1.1 Key Facts
18.1.2 Business Overview
18.1.3 Business Segmentation by Revenue 2013
18.1.4 Product Segmentation
18.1.5 Business Strategy
18.1.6 Recent Developments
18.1.7 SWOT Analysis
18.2 EA Games
18.2.1 Key Facts
18.2.2 Business Overview
18.2.3 Product Segmentation
18.2.4 Business Strategy
18.2.5 SWOT Analysis
18.3 Giant Interactive
18.3.1 Key Facts
18.3.2 Business Overview
18.3.3 Product Segmentation
18.3.4 Business Segmentation by Revenue 2013
18.3.5 Business Segmentation by Revenue 2012 and 2013
18.3.6 Business Strategy
18.3.7 Recent Developments
18.3.8 SWOT Analysis
18.4 GungHo Online
18.4.1 Key Facts
18.4.2 Business Overview
18.4.3 Business Segmentation
18.4.4 Business Strategy
18.4.5 Recent Developments
18.4.6 SWOT Analysis
18.5 King Digital Entertainment
18.5.1 Key Facts
18.5.2 Business Overview
18.5.3 Business Segmentation
18.5.4 Business Segmentation by Revenue 2012 and 2013
18.5.5 Geographical Segmentation by Revenue 2013
18.5.6 Business Strategy
18.5.7 Recent Developments
18.5.8 SWOT Analysis
18.6 Microsoft
18.6.1 Key Facts
18.6.2 Business Overview
18.6.3 Business Segmentation by Revenue 2013
18.6.4 Business Segmentation by Revenue 2012 and 2013
18.6.5 Geographical Segmentation by Revenue 2013
18.6.6 Business Strategy
18.6.7 Recent Developments
18.6.8 SWOT Analysis
18.7 NCSOFT
18.7.1 Key Facts
18.7.2 Business Overview
18.7.3 Product Segmentation
18.7.4 Geographical Segmentation by Revenue 2013
18.7.5 Recent Developments
18.7.6 SWOT Analysis
18.8 Sony
18.8.1 Key Facts
18.8.2 Business Overview
18.8.3 Business Segmentation by Revenue
18.8.4 Business Segmentation by Revenue
18.8.5 Geographical Segmentation by Revenue
18.8.6 Business Strategy
18.8.7 Recent Developments
18.8.8 SWOT Analysis
18.9 Take-Two Interactive Software
18.9.1 Key Facts
18.9.2 Business Overview
18.9.3 Business Segmentation by Revenue 2014
18.9.4 Business Segmentation by Revenue 2013 and 2014
18.9.5 Geographical Segmentation by Revenue 2014
18.9.6 Business Strategy
18.9.7 Recent Developments
18.9.8 SWOT Analysis
18.10 Tencent
18.10.1 Key Facts
18.10.2 Business Overview
18.10.3 Business Segmentation by Revenue 2013
18.10.4 Business Segmentation by Revenue 2012 and 2013
18.10.5 Geographical Segmentation by Revenue 2013
18.10.6 Business Strategy
18.10.7 Recent Developments
18.10.8 SWOT Analysis
18.11 Zynga
18.11.1 Key Facts
18.11.2 Business Overview
18.11.3 Business Segmentation by Revenue 2013
18.11.4 Business Segmentation by Revenue 2012 and 2013
18.11.5 Geographical Segmentation by Revenue 2013
18.11.6 Business Strategy
18.11.7 Recent Developments
18.11.8 SWOT Analysis

19.Other Reports in this Series

[List of Exhibits]

Exhibit 1: Market Research Methodology
Exhibit 2: Value Chain of the Global Online Gaming Market
Exhibit 3: Global Online Gaming Market: Types
Exhibit 4: Global Online Gaming Market 2014-2019 (US$ billion)
Exhibit 5: Global Online Gaming Market by Type 2014-2019 (US$ billion)
Exhibit 6: Global Online Gaming Market by Type 2014-2019
Exhibit 7: Global MMO Gaming Market 2014-2019 (US$ billion)
Exhibit 8: Global Social/Casual Gaming Market 2014-2019 (US$ billion)
Exhibit 9: Global Online Gaming Market by Geographical Segmentation 2014
Exhibit 10: US GDP Growth Rate 2008-2013 (US$ billion)
Exhibit 11: Contribution of Various Sectors to US GDP 2013
Exhibit 12: US GDP per Capita 2008-2013 (US$)
Exhibit 13: Male-Female Gamers Ratio in US (2011-2013)
Exhibit 14: Percentage of Gamers in US by Age Group (2011-2013)
Exhibit 15: US Video Games Revenue Split by Genres (2011-2013)
Exhibit 16: US Online Games Revenue Split by Genres (2011-2013)
Exhibit 17: US Mobile Games Revenue Split by Genres (2011-2013)
Exhibit 18: Per Capita GDP Growth Rate in China 2008-2013 (US$ billion)
Exhibit 19: Saving Rate in China as GDP Percentage 2008-2013
Exhibit 20: CPI Inflation in China 2008-2013
Exhibit 21: Per Capita GDP Growth Rate in Japan 2008-2013 (US$ billion)
Exhibit 22: CPI Inflation in Japan 2008-2013
Exhibit 23: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 24: Activision Blizzard: Product Segmentation
Exhibit 25: EA Games: Product Segmentation
Exhibit 26: Giant Interactive: Product Segmentation
Exhibit 27: Giant Interactive: Business Segmentation by Revenue 2013
Exhibit 28: Giant Interactive: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 29: GungHo Online : Business Segmentation 2013
Exhibit 30: King: Business Segmentation 2013
Exhibit 31: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 32: King: Geographical Segmentation by Revenue 2013
Exhibit 33: Microsoft: Business Segmentation by Revenue 2013
Exhibit 34: Microsoft: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
Exhibit 35: Microsoft: Geographical Segmentation by Revenue 2013
Exhibit 36: NCSOFT: Product Segmentation
Exhibit 37: NCSOFT: Geographical Segmentation by Revenue 2013
Exhibit 38: Sony: Business Segmentation by Revenue 2014
Exhibit 39: Sony: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 40: Sony: Geographical Segmentation by Revenue 2014
Exhibit 41: Take-Two Interactive Software: Business Segmentation by Revenue 2014
Exhibit 42: Take-Two Interactive Software: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 43: Take-Two Interactive Software: Geographical Segmentation by Revenue 2014
Exhibit 44: Tencent: Business Segmentation by Revenue 2013
Exhibit 45: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 46: Tencent: Geographical Segmentation by Revenue 2013
Exhibit 47: Zynga: Business Segmentation by Revenue 2013
Exhibit 48: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 49: Zynga: Geographical Segmentation by Revenue 2013



【掲載企業】

Activision Blizzard, EA Games, Giant Interactive Group, GungHo Online Entertainment, King Digital Entertainment, Microsoft, NCSOFT, Sony, Take-Two InteractiveSoftware, Tencent Holdings, Zynga , 4A Games, 5th Cell Media, Access Games, ACE Team, Active Gaming Media, Aeria Games and Entertainment, Anino Games,Ankama Games, Asobo Studio, Behavior Interactive, Bungie, CCP, Cellufun, Changyou.com, CipSoft, CrowdStar, Cryptic Studios, Digital Chocolate, Disney Interactive,eGames, GameHouse, Gamelion, Gameloft, Glu Games, gPotato, HandyGames, India Games, Infinity Ward, Jagex Games Studio, Joymax, Kabam, Kiloo ApS, Level-5,MercurySteam Entertainment, Minh Chau, Mitchell, Namco Bandai Games, NetEase, Nexon, Oberon Media, OGPlanet, Peak Games, Perfect World, Playdom, PunchEntertainment, Redboss, Rockstar North, Rocksteady Studios, Rovio Entertainment, Sega, Shanda Interactive Entertainment, Social Point, Softnyx, Square Enix,Supercell Oy, SYBO Games, Syn Sophia, The Lego Group, TinyCo, Turbine, Visual Concepts, Warner Bros. Interactive Entertainment, Wooga

【レポートのキーワード】

オンラインゲーム、MMOゲーム、ソーシャルゲーム、カジュアルゲーム

【リサーチ方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

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