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【英文タイトル】Global Games Market 2014-2018

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【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. Global Games Market: An Overview
06.1.1 Sectors of Games
06.1.2 Value Chain
06.1.3 Revenue from Top 150 Grossing Games
06.2 Classification on the basis of Value and Volume
06.2.1 Classification on the Basis of Value and Volume
07. Market Landscape
07.1 Market Overview
07.2 Market Size and Forecast
07.3 Five Forces Analysis
08. Market Segmentation by Product
08.1 Global Games Market by Product Segmentation
08.2 Global TV/Console Games Market
08.2.1 Market Size and Forecast
08.3 Global MMO Games Market
08.3.1 Market Size and Forecast
08.4 Global Mobile Games Market
08.4.1 Market Size and Forecast
08.5 Global Casual/Social Market
08.5.1 Market Size and Forecast
08.6 Global PC/MAC Games Market
08.6.1 Market Size and Forecast
08.7 Global Handheld Games Market
08.7.1 Market Size and Forecast
08.8 Global Tablet Games Market
08.8.1 Market Size and Forecast
09. Geographical Segmentation
09.1 Global Games Market by Geographical Segmentation
09.2 Games Market in the APAC Region
09.2.1 Market Size and Forecast
09.3 Games Market in North America
09.3.1 Market Size and Forecast
09.4 Games Market in Western Europe
09.4.1 Market Size and Forecast
09.5 Games Market in Latin America
09.5.1 Market Size and Forecast
09.6 Games Market in Eastern Europe
09.6.1 Market Size and Forecast
09.7 Games Market in the MEA Region
09.7.1 Market Size and Forecast
10. Key Leading Countries
10.1 US
10.1.1 Market Size and Forecast
10.2 China
10.2.1 Market Size and Forecast
10.3 Japan
10.3.1 Market Size and Forecast
11. Buying Criteria
12. Market Growth Drivers
13. Drivers and their Impact
14. Market Challenges
15. Impact of Drivers and Challenges
16. Market Trends
17. Trends and their Impact
18. Vendor Landscape
18.1 Competitive Scenario
18.1.1 Key News
18.1.2 Mergers and Acquisitions
18.2 Market Share Analysis 2013
18.3 Other Prominent Vendors
19. Key Vendor Analysis
19.1 Activision Blizzard
19.1.1 Key Facts
19.1.2 Business Overview
19.1.3 Business Segmentation by Revenue 2013
19.1.4 Product Segmentation
19.1.5 Business Strategy
19.1.6 Recent Developments
19.1.7 SWOT Analysis
19.2 EA Games
19.2.1 Key Facts
19.2.2 Business Overview
19.2.3 Product Segmentation
19.2.4 Business Strategy
19.2.5 SWOT Analysis
19.3 Microsoft
19.3.1 Key Facts
19.3.2 Business Overview
19.3.3 Business Segmentation by Revenue 2013
19.3.4 Business Segmentation by Revenue 2012 and 2013
19.3.5 Geographical Segmentation by Revenue 2013
19.3.6 Business Strategy
19.3.7 Recent Developments
19.3.8 SWOT Analysis
19.4 Sony
19.4.1 Key Facts
19.4.2 Business Overview
19.4.3 Business Segmentation by Revenue 2014
19.4.4 Business Segmentation by Revenue 2013 and 2014
19.4.5 Geographical Segmentation by Revenue 2014
19.4.6 Business Strategy
19.4.7 Recent Developments
19.4.8 SWOT Analysis
19.5 Tencent
19.5.1 Key Facts
19.5.2 Business Overview
19.5.3 Business Segmentation by Revenue 2013
19.5.4 Business Segmentation by Revenue 2012 and 2013
19.5.5 Geographical Segmentation by Revenue 2013
19.5.6 Business Strategy
19.5.7 Recent Developments
19.5.8 SWOT Analysis
20. Other Prominent Vendors
20.1 Apple
20.2 Changyou
20.3 DeNA
20.4 Disney
20.5 Facebook
20.6 Google
20.7 GREE
20.8 GungHo Entertainment
20.9 King.com
20.10 Konami
20.11 Namco Bandai
20.12 NCSoft
20.13 NetEase
20.14 Nexon
20.15 Nintendo
20.16 Sega
20.17 Square Enix
20.18 Take-Two Interactive
20.19 Ubisoft
20.20 Zynga

List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Types of Games by Sector
Exhibit 3: Value Chain of the Global Games Market
Exhibit 4: Revenue from Top 150 Grossing Games by Geographical Segmentation 2013
Exhibit 5: Gameplay Type by Country 2014
Exhibit 6: Classification of Volume and Value by Sectors
Exhibit 7: Classification of Volume and Value by Geography 2013
Exhibit 8: Types of Games
Exhibit 9: Global Games Market 2013-2018 (US$ billion)
Exhibit 10: Global Games Market by Product Segmentation
Exhibit 11: Global Games Market by Product Segmentation 2013-2018 (US$ billion)
Exhibit 12: Global Games Market by Product Segmentation 2013-2018
Exhibit 13: Global TV/Console Games Market 2013-2018 (US$ billion)
Exhibit 14: Global MMO Games Market 2013-2018 (US$ billion)
Exhibit 15: Global Mobile Games Market 2013-2018 (US$ billion)
Exhibit 16: Global Casual/Social Games Market 2013-2018 (US$ billion)
Exhibit 17: Global PC/MAC Games Market 2013-2018 (US$ billion)
Exhibit 18: Global Handheld Games Market 2013-2018 (US$ billion)
Exhibit 19: Global Tablet Games Market 2013-2018 (US$ billion)
Exhibit 20: Global Games Market by Geographical Segmentation 2013
Exhibit 21: Global Games Market by Geographical Segmentation 2018
Exhibit 22: Global Games Market by Geographical Segmentation 2013-2018 (US$ billion)
Exhibit 23: Global Games Market by Geographical Segmentation 2013-2018
Exhibit 24: Games Market in the APAC Region 2013-2018 (US$ billion)
Exhibit 25: Games Market in the North America 2013-2018 (US$ billion)
Exhibit 26: Games Market in Western Europe 2013-2018 (US$ billion)
Exhibit 27: Games Market in Latin America 2013-2018 (US$ billion)
Exhibit 28: Games Market in Eastern Europe 2013-2018 (US$ billion)
Exhibit 29: Games Market in the MEA Region 2013-2018 (US$ billion)
Exhibit 30: Global Games Market by Key Leading Countries 2013
Exhibit 31: Global Games Market by Key Leading Countries 2018
Exhibit 32: Global Games Market by Key Leading Countries 2013-2018 (US$ billion)
Exhibit 33: Global Games Market by Key Leading Countries 2013-2018
Exhibit 34: Games Market in the US 2013-2018 (US$ billion)
Exhibit 35: Games Market in China 2013-2018 (US$ billion)
Exhibit 36: Games Market in Japan 2013-2018 (US$ billion)
Exhibit 37: Top 3 Countries for Mobile Games in the Global Games Market 2013
Exhibit 38: Global Games Market by Vendor Segmentation 2013
Exhibit 39: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 40: Activision Blizzard: Product Segmentation
Exhibit 41: EA Games: Product Segmentation
Exhibit 42: Microsoft: Business Segmentation by Revenue 2013
Exhibit 43: Microsoft: Business Segmentation by Revenue 2012 and 2013(US$ billion)
Exhibit 44: Microsoft: Geographical Segmentation by Revenue 2013
Exhibit 45: Global Games market: Business Segmentation by Revenue 2014
Exhibit 46: Global Games market: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 47: Global Games market: Geographical Segmentation by Revenue 2014
Exhibit 48: Tencent: Business Segmentation by Revenue 2013
Exhibit 49: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 50: Tencent: Geographical Segmentation by Revenue 2013


【レポート販売概要】

■ タイトル:世界のゲーム市場:テレビ/コンソールゲーム、MMOゲーム、モバイルゲーム、ソーシャルゲーム、PCゲーム等
■ 英文:Global Games Market 2014-2018
■ 発行日:2014年9月17日
■ 調査会社:Technavio
■ 商品コード:IRTNTR4147
■ 調査対象地域:グローバル
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