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【英文タイトル】Global Gaming Console Market 2016-2020

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【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
• Numerical figures
• 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 type
• Global gaming console market segmentation by type
• Global TV gaming console market
• Global handheld gaming console market

PART 07: Geographical segmentation
• Segmentation of global gaming console market by region
• Gaming console market in EMEA
• Gaming console market in the Americas
• Gaming console market in APAC

PART 08: Key leading countries
• Key leading countries

PART 09: Market drivers
• Innovations in audio-visual devices
• Changing lifestyles and demographics of gamers
• Technological advances and product innovations
• Monetizing the hardware needs of console gaming enthusiasts

PART 10: Impact of drivers

PART 11: Market challenges
• Low popularity of gaming consoles in e-sports
• Availability of alternate gaming platforms
• High cost of gaming console hardware
• Rapid market decline

PART 12: Impact of drivers and challenges

PART 13: Market trends
• Availability of multi-functional gaming consoles
• Partnership with streaming websites
• Emergence of gamification

PART 14: Vendor landscape
• Competitive scenario
• Other prominent vendors

PART 15: Key vendor analysis
• Mad Catz Interactive
• Microsoft
• Nintendo
• Sony Computer Entertainment

PART 16: Appendix
• List of abbreviations

PART 17: Explore Technavio

[List of Exhibits]

Exhibit 01: Product offerings
Exhibit 02: Global gaming console market segmentation by top vendors
Exhibit 03: Global gaming console market 2015-2020 ($ billions)
Exhibit 04: Global unit shipments of gaming consoles 2015-2020
Exhibit 05: Five forces analysis
Exhibit 06: Global gaming console market by type 2015 and 2020 ($ billions)
Exhibit 07: Global TV gaming console market 2015-2020 ($ billions)
Exhibit 08: Global handheld gaming console market 2015-2020 ($ billions)
Exhibit 09: Segmentation of global gaming console market by region 2015
Exhibit 10: Segmentation of global gaming console market by region 2020
Exhibit 11: Gaming console market in EMEA 2015-2020 ($ billions)
Exhibit 12: Regional segmentation of global TV console gaming enthusiasts 2015 (millions)
Exhibit 13: Market share and revenue of key leading countries in EMEA 2015
Exhibit 14: Gaming console market in the Americas 2015-2020 ($ billions)
Exhibit 15: Market share and revenue of key leading countries in the Americas 2015
Exhibit 16: Gaming console market in APAC 2015-2020 ($ billions)
Exhibit 17: Market share and revenue of key leading countries in APAC 2015
Exhibit 18: Key leading countries in global gaming console market 2015 (%)
Exhibit 19: Market share of top 10 countries in the global gaming console market 2014
Exhibit 20: Impact of drivers
Exhibit 21: Impact of drivers and challenges
Exhibit 22: Mad Catz Interactive: Segmentation of brand by revenue 2015
Exhibit 23: Mad Catz Interactive: Segmentation of revenue by platform 2015
Exhibit 24: Mad Catz Interactive: Segmentation of revenue by product 2015
Exhibit 25: Mad Catz Interactive: Segmentation of revenue by region 2014
Exhibit 26: Microsoft: Segmentation of revenue by business 2014
Exhibit 27: Microsoft: Segmentation of revenue by business 2013 and 2014 ($ billions)
Exhibit 28: Microsoft: Segmentation of revenue by region 2014
Exhibit 29: Nintendo: Business segmentation by revenue 2015
Exhibit 30: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions)
Exhibit 31: Nintendo: Segmentation of revenue by region 2015


【レポート販売概要】

■ タイトル:ゲーム機の世界市場:テレビゲーム機、携帯型ゲーム機
■ 英文:Global Gaming Console Market 2016-2020
■ 発行日:2016年1月20日
■ 調査会社:Technavio
■ 商品コード:IRTNTR8089
■ 調査対象地域:グローバル
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