【レポートの概要(一部)】
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 Overview
06.2 Market Size and Forecast
06.3 Five Forces Analysis
07. Market Segmentation by Type
07.1 Global Digital Game Market by Type 2013
07.2 Global Digital Game Market by Type 2013-2018
07.3 Global Digital PC Game Market 2013-2018
07.3.1 Market Size and Forecast
07.4 Global Digital Mobile Game Market 2013-2018
07.4.1 Market Size and Forecast
07.5 Global Digital Console Game Market 2013-2018
07.5.1 Market Size and Forecast
08. Geographical Segmentation
08.1 Global Digital Game Market by Geographical Segmentation 2013
09. Key Leading Countries
09.1 The US
09.2 Japan
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
17.2 Other Prominent Vendors
18. Key Vendor Analysis
18.1 Activision Blizzard
18.1.1 Business Overview
18.1.2 Business Segmentation
18.1.3 Key Information
18.1.4 SWOT Analysis
18.2 Electronic Arts
18.2.1 Business Overview
18.2.2 Business Segmentation
18.2.3 Key Information
18.2.4 SWOT Analysis
18.3 Gameloft
18.3.1 Business Overview
18.3.2 Business Segmentation
18.3.3 Key Information
18.3.4 SWOT Analysis
18.4 Giant Interactive
18.4.1 Business Overview
18.4.2 Business Segmentation
18.4.3 Key Information
18.4.4 SWOT Analysis
18.5 Konami
18.5.1 Business Overview
18.5.2 Business Segmentation
18.5.3 Key Information
18.5.4 SWOT Analysis
18.6 Microsoft
18.6.1 Business Overview
18.6.2 Business Segmentation
18.6.3 Key Information
18.6.4 SWOT Analysis
18.7 NCSOFT
18.7.1 Business Overview
18.7.2 Key Information
18.7.3 SWOT Analysis
18.8 Nexon
18.8.1 Business Overview
18.8.2 Business Segmentation
18.8.3 Key Information
18.8.4 SWOT Analysis
18.9 Nintendo
18.9.1 Business Overview
18.9.2 Key Information
18.9.3 SWOT Analysis
18.10 Rovio Entertainment
18.10.1 Business Overview
18.10.2 Key Information
18.10.3 SWOT Analysis
18.11 Sony
18.11.1 Business Overview
18.11.2 Key Information
18.11.3 SWOT Analysis
18.12 Take-Two Interactive
18.12.1 Business Overview
18.12.2 Business Segmentation
18.12.3 Key Information
18.12.4 SWOT Analysis
18.13 Ubisoft Entertainment
18.13.1 Business Overview
18.13.2 Business Segmentation
18.13.3 Key Information
18.13.4 SWOT Analysis
19. Other Reports in this Series
List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Global Digital Game Market by Segmentation
Exhibit 3: Global Digital Game Market 2013-2018 (US$ billion)
Exhibit 4: Global Digital Game Market by Type 2013
Exhibit 5: Global Digital Game Market by Type 2013-2018 (US$ billion)
Exhibit 6: Global Digital Game Market by Type 2013-2018
Exhibit 7: Global Digital PC Game Market 2013-2018 (US$ billion)
Exhibit 8: Global Digital Mobile Game Market 2013-2018 (US$ billion)
Exhibit 9: Global Digital Console Game Market 2013-2018 (US$ billion)
Exhibit 10: Global Digital Game Market by Geographical Segmentation 2013
Exhibit 11: Business Segmentation of Activision Blizzard Based on Operating Segments 2013
Exhibit 12: Business Segmentation of Electronic Arts Based on Brand Label 2013
Exhibit 13: Business Segmentation of Gameloft 2013
Exhibit 14: Revenue Split by Business Segments (2013)
Exhibit 15: Revenue Split by Geography (2013)
Exhibit 16: Business Segmentation of Giant Interactive based on Revenue 2013
Exhibit 17: Business Segmentation of Konami 2012
Exhibit 18: Business Segmentation of Microsoft
Exhibit 19: Business Segmentation of Nexon 2013
Exhibit 20: Geographic Segmentation 2013
Exhibit 21: Business Segmentation of Take-Two Interactive Based on Publishing Labels 2013
Exhibit 22: Ubisoft Entertainment Business Segmentation
【レポート販売概要】
■ タイトル:世界のデジタルゲーム(ビデオゲーム)市場(2014-2018)■ 英文:Global Digital Game Market 2014-2018
■ 発行日:2014年7月14日
■ 調査会社:Technavio
■ 商品コード:IRTNTR3789
■ 調査対象地域:グローバル
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