【レポートの概要(一部)】
1. Executive Summary
1.1. Overview
1.2. Traditional gaming segments facing competition from online gaming and mobile gaming
1.3. Asia–Pacific, leading video game market
1.4. Key trends
2. Methodology
3. Key Trends
3.1. Home consoles: one year after the dawn of the eighth generation
3.2. More than half of video game market revenues came from dematerialised distribution and online pay practices in 2014
3.3. Mobile games, from euphoria to a supply crisis
3.4. Transition to Free2Play, but Pay per Play is resisting
3.5. Smart toys are sealing their place among the industry’s growth segments
3.6. Virtual reality and augmented reality, a gaming trend taking shape for the short term
3.6.1. Virtual reality, the future of video games? A few high-profile examples
3.7. Going indie, more than just employee turnover
3.8. Cloud gaming 2.0
3.9. A new global leader
3.10. Video games and connected TVs, waiting for a natural convergence
4. The home console game segment: a market reaching saturation
4.1. The arrival of the next generation of home consoles means the start of a new sales cycle
4.2. From 2017 the home consoles market in value will go into sharp decline
4.3. Opportunities and threats presented by mobile games for home console gaming
4.4. More than 60% of revenue generated by software sales in 2018 will be from dematerialised sales
5. The handheld console gaming segment: beginning of an irreversible decline?
5.1. Sharp slowdown in handheld console sales, caused by increased competition from smartphones and tablets
5.2. The value of the handheld console market has experienced a net decline since 2013
5.3. More than 70% of revenue generated by software sales in 2018 will be from dematerialised sales
6. The mobile gaming segment: the most dynamic market segment
6.1. The number of tablet gamers will experience a sharp increase over the 2014–2018 period
6.2. A very dynamic market segment
6.3. Key trends in the mobile gaming segment
7. The computer gaming segment: the leading market segment in value
7.1. The number of online computer game users continues to grow
7.2. Free2Play driving growth in the online computer game market
7.3. Social gaming, now a market segment in its own right
8. Annex
Annex 1: Financial indicators for the top traditional and mobile gaming companies
Annex 2: Which of the traditional game publishers are on Facebook?
Annex 3: Development costs for games published between 1981 and 2013
Annex 4: Examples of ubiquitous games
Annex 5: The Apple Store’s 10 top selling game publishers – The Apple Store’s 20 top selling game publishers
Annex 6: Market share in volume for tablets, smartphones and handheld consoles
【レポート販売概要】
■ タイトル:ビデオゲームの世界市場■ 英文:World video games market : Markets and forecasts, 2014-2018
■ 発行日:2015年1月
■ 調査会社:IDATE
■ 商品コード:IDATE50301
■ 調査対象地域:グローバル
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