【レポートの概要(一部)】
PART 01: Executive summary
• Highlights
PART 02: Scope of the report
• Market overview
• 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
• Value chain
• Market size and forecast
• Five forces analysis
PART 06: Market segmentation by gaming type
• Global gaming market by gaming type
• Global gaming market by TV consoles
• Global gaming market by MMO
• Global gaming market by smartphones
• Global gaming market by tablets
• Global gaming market by boxed PCs
• Global gaming market by online games
• Global gaming market by handheld gaming consoles
PART 07: Market segmentation by type of gamers
• Global gaming market by type of gamers
• Gaming market by type of gamers in APAC
• Gaming market by type of gamers in Americas
• Gaming market by type of gamers in EMEA
PART 08: Geographical segmentation
• Global gaming market by geography
• APAC gaming market
• Americas gaming market
• EMEA gaming market
PART 09: Key leading countries
• Top 10 countries in global gaming market
• China
• US
• Japan
PART 10: Buying criterion
PART 11: Market drivers
PART 12: Impact of drivers
PART 13: Market challenges
PART 14: Impact of drivers and challenges
PART 15: Market trends
PART 16: Vendor landscape
• Competitive scenario
• Other prominent vendors
PART 17: Appendix
• List of abbreviations
PART 18: Explore Technavio
[List of Exhibits]
Exhibit 01: Top vendor offerings in global gaming market 2015
Exhibit 02: Key market highlights in global gaming market
Exhibit 03: Overview of global gaming market
Exhibit 04: Value chain of global gaming market
Exhibit 05: Global gaming market 2015-2020 ($ billions)
Exhibit 06: Five forces analysis
Exhibit 07: Global gaming market by gaming type 2015 and 2020
Exhibit 08: Global gaming market by TV consoles 2015-2020 ($ billions)
Exhibit 09: Global gaming market by MMO 2015-2020 ($ billions)
Exhibit 10: Global gaming market by smartphones 2015-2020 ($ billions)
Exhibit 11: Percentage of smartphone gamers making in-app purchases 2015
Exhibit 12: Global gaming market by tablets 2015-2020 ($ billions)
Exhibit 13: Percentage of tablet gamers making in-app purchases 2015
Exhibit 14: Global gaming market by boxed PCs 2015-2020 ($ billions)
Exhibit 15: Global gaming market by online games 2015-2020 ($ billions)
Exhibit 16: Global gaming market by handheld gaming consoles 2015-2020 ($ billions)
Exhibit 17: Global gaming market by type of gamers in various regions (% share)
Exhibit 18: Gaming market by type of gamers in APAC 2015 (millions of gamers)
Exhibit 19: Gaming market by type of gamers in Americas 2015 (millions of gamers)
Exhibit 20: Gaming market by type of gamers in EMEA 2015 (millions of gamers)
Exhibit 21: Global gaming market by geography 2015 and 2020 (% share)
Exhibit 22: APAC gaming market 2015-2020 ($ billions)
Exhibit 23: Americas gaming market 2015-2020 ($ billions)
Exhibit 24: EMEA gaming market 2015-2020 ($ billions)
Exhibit 25: Top 10 countries in global gaming market 2015 (% share)
Exhibit 26: Market share and revenue of top 10 countries in global gaming market 2015
Exhibit 27: Buying criteria for games
Exhibit 28: Global shipment of desktops, smartphones, and tablets 2011-2015 (millions of units)
Exhibit 29: Impact of drivers
Exhibit 30: Impact of drivers and challenges
Exhibit 31: Other prominent vendors in global gaming market
【レポート販売概要】
■ タイトル:ゲームの世界市場2016-2020■ 英文:Global Gaming Market 2016-2020
■ 発行日:2016年9月23日
■ 調査会社:Technavio
■ 商品コード:IRTNTR10512
■ 調査対象地域:グローバル
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