アジアのゲーム市場

◆英語タイトル:Game Market in APAC 2015-2019
◆商品コード:IRTNTR7609
◆発行会社(リサーチ会社):Technavio
◆発行日:2015年10月21日
◆ページ数:58
◆レポート形式:英語 / pdf
◆納品方法:Eメール
◆調査対象地域:アジア太平洋
◆産業分野:ゲーム
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Single UserUSD2,500 ⇒換算¥280,000見積依頼/購入/質問フォーム
Five UserUSD3,000 ⇒換算¥336,000見積依頼/購入/質問フォーム
Enterprise License(全社内共有可)USD4,000 ⇒換算¥448,000見積依頼/購入/質問フォーム
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当調査レポートでは、アジアの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、市場概観、市場概観、業界の構造分析、アジアのゲーム市場規模及び予測、デバイス別分析、主要国別分析(日本、中国)、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
・アジアのゲーム市場:市場規模及び予測
・アジアのゲーム市場:デバイス別分析
・アジアのゲーム市場:主要国別分析(日本、中国)
・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】

Covering: This market analysis segments the game market in APAC by device and includes segments like MMOs, TV consoles, smartphones, PC/Mac, tablets, handheld devices, and casual web games. The report also provides an analysis of the key trends, drivers, and challenges influencing market growth. Leading vendors in this market are ChangYou, DeNA, GungHo, Nintendo, Sony, and Tencent.

Market outlook of the game market in APAC
Technavio’s market research analyst has estimated the market for games in APAC to reach close to USD 65 billion by 2019. This region is considered to be the largest market for gaming as most of the major vendors like Sony and Nintendo are present in this region. Additionally, factors like the availability of distinct devices with different varying screen sizes and graphics capabilities are expected to foster market growth during the forecast period.

In this market research report, analysts estimate China to account for the largest market share during the forecast period. High percentage of cross-screen gaming in this region is expected to account for its high market share of nearly 49% by 2019. Additionally, the rise in popularity of home entertainment gaming consoles is expected to bolster the prospects for growth in this market during the forecast period.

Device-based segmentation of the game market in APAC
• MMOs
• TV consoles
• Smartphones
• PC/Mac
• Tablets
• Handheld devices
• Casual web games

The massively multiplayer online (MMO) gaming segment is envisaged to be the leading segment in terms of market revenue during the period of 2014 and 2019. Rapid technological innovations that have led to the emergence of HD displays and audio devices having HDMI and wireless network capabilities are expected to promote growth in this segment during the forecast period.

Competitive landscape and key vendors
This market is highly competitive as most vendors compete with each other to gain the greatest market share during the forecast period. Since this market is currently witnessing a tendency toward consolidation, vendors have to tap into growing segments and localize games for different geographies to gain prominence in this market.

Leading vendors in this market are -
• ChangYou
• DeNA
• GungHo
• Nintendo
• Sony
• Tencent

Other prominent vendors in this market are Apple, Disney, Facebook, Google, GREE, King Digital Entertainment, Konami, Namco Bandai, NCSoft, NetEase, Nexon, Sega, Square Enix, Take-Two Interactive, Ubisoft, and Zynga.

Key questions answered in the report include

• What will the market size and the growth rate be in 2019?
• What are the key factors driving the game market in APAC?
• What are the key market trends impacting the growth of the game market in APAC?
• What are the challenges to market growth?
• Who are the key vendors in the game market in APAC?
• What are the market opportunities and threats faced by the vendors in the game market in APAC?
• What are the key outcomes of the five forces analysis of the game market in APAC?

【レポートの目次】

PART 01: Executive summary
Highlights

PART 02: Scope of the report
Market overview
Definitions
Base year
Vendor segmentation
Summation errors
Top-vendor offerings

PART 03: Market research methodology
Research methodology
Economic indicators

PART 04: Introduction
Key market highlights

PART 05: Market landscape
Market overview
Market size and forecast
Five forces analysis

PART 06: Market segmentation by device
Game market in APAC by device 2014-2019
MMO game market in APAC
Console game market in APAC
Smartphone game market in APAC
PC game market in APAC
Tablet game market in APAC
Handheld console game market in APAC
Casual web game market in APAC
Gaming enthusiasts in APAC

PART 07: Key leading countries
China
Japan
Leading countries in game market in APAC by revenue 2014

PART 08: Vendor landscape
Competitive scenario
Other prominent vendors

PART 09: Key vendor analysis
ChangYou
DeNA
GungHo Online Entertainment
Nintendo
Sony
Tencent

PART 10: Appendix
List of abbreviations

PART 11: Explore Technavio

[List of Exhibits]  
Exhibit 01: Product offerings
Exhibit 02: Game market in APAC by type of screen
Exhibit 03: Game market in APAC by type of game
Exhibit 04: Game market in APAC 2014-2019 ($ billions)
Exhibit 05: Five forces analysis
Exhibit 06: Game market in APAC by device 2014
Exhibit 07: Game market in APAC by device 2019
Exhibit 08: MMO game market in APAC 2014-2019 ($ billions)
Exhibit 09: Console game market in APAC 2014-2019 ($ billions)
Exhibit 10: Smartphone game market in APAC 2014-2019 ($ billions)
Exhibit 11: Reasons smartphone gamers make in-app purchases 2014
Exhibit 12: PC game market in APAC 2014-2019 ($ billions)
Exhibit 13: Tablet game market in APAC ($ billions)
Exhibit 14: Reasons tablet gamers make in-app purchases 2014
Exhibit 15: Handheld console game market in APAC 2014-2019 ($ billions)
Exhibit 16: Casual web game market in APAC 2014-2019 ($ billions)
Exhibit 17: Game market in APAC by device 2014
Exhibit 18: Leading countries in game market in APAC by revenue 2014 ($ billions)
Exhibit 19: ChangYou: Business segmentation by revenue 2014
Exhibit 20: ChangYou: Business segmentation by revenue 2013-2014 ($ millions)
Exhibit 21: DeNA: Business segmentation by revenue 2015
Exhibit 22: DeNA: Business segmentation by revenue 2014 and 2015
Exhibit 23: Nintendo: Business segmentation by revenue 2015
Exhibit 24: Nintendo: Business segmentation by revenue 2014 and 2015 ($ millions)
Exhibit 25: Nintendo: Geographical segmentation by revenue 2015
Exhibit 26: Sony: Business segmentation by revenue 2015
Exhibit 27: Sony: Geographical segmentation by revenue 2015
Exhibit 28: Tencent: Business segmentation 2014
Exhibit 29: Key products by business segments
Exhibit 30: Tencent: Business segmentation by revenue 2014
Exhibit 31: Business segmentation by revenue 2013 and 2014
Exhibit 32: Geographical segmentation by revenue 2014



【掲載企業】

ChangYou.com, DeNA, GungHo, Nintendo, Sony, Tencent, Apple, Disney, Facebook, Google, GREE, King Digital Entertainment, Konami, Namco Bandai, NCSoft, NetEase, NetEase, Sega, Square Enix, Take-Two Interactive, Ubisoft, Zynga

【レポートのキーワード】

MMOゲーム、コンソールゲーム、スマートフォンゲーム、PCゲーム、ゲーム機、アジア

【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)

【免責事項】
http://www.globalresearch.jp/disclaimer

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