【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 Snapshot
06.2 Value Chain
06.3 Market Overview
06.4 Market Size and Forecast
06.5 Five Forces Analysis
07.Market Segmentation by Application
07.1 Global Online Gaming Market by Type 2014-2019
07.2 Global MMO Gaming Market
07.2.1 Market Size and Forecast
07.3 Global Social/Casual Gaming Market
07.3.1 Market Size and Forecast
08.Geographical Segmentation
08.1 Global Online Gaming Market by Geographical Segmentation 2014
09.Key Leading Countries
09.1 US
09.1.1 Economic Overview
09.1.2 Economic Indicators
09.1.3 Online Gaming Market in US
09.2 China
09.2.1 Economic Overview
09.2.2 Inflation in China
09.2.3 Online Gaming Market in China
09.3 Japan
09.3.1 Economic Overview
09.3.2 Inflation in Japan
09.3.3 Online Gaming Market in 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
17.1.1 Key News
17.1.2 Mergers and Acquisitions
17.2 Other Prominent Vendors
18.Key Vendor Analysis
18.1 Activision Blizzard
18.1.1 Key Facts
18.1.2 Business Overview
18.1.3 Business Segmentation by Revenue 2013
18.1.4 Product Segmentation
18.1.5 Business Strategy
18.1.6 Recent Developments
18.1.7 SWOT Analysis
18.2 EA Games
18.2.1 Key Facts
18.2.2 Business Overview
18.2.3 Product Segmentation
18.2.4 Business Strategy
18.2.5 SWOT Analysis
18.3 Giant Interactive
18.3.1 Key Facts
18.3.2 Business Overview
18.3.3 Product Segmentation
18.3.4 Business Segmentation by Revenue 2013
18.3.5 Business Segmentation by Revenue 2012 and 2013
18.3.6 Business Strategy
18.3.7 Recent Developments
18.3.8 SWOT Analysis
18.4 GungHo Online
18.4.1 Key Facts
18.4.2 Business Overview
18.4.3 Business Segmentation
18.4.4 Business Strategy
18.4.5 Recent Developments
18.4.6 SWOT Analysis
18.5 King Digital Entertainment
18.5.1 Key Facts
18.5.2 Business Overview
18.5.3 Business Segmentation
18.5.4 Business Segmentation by Revenue 2012 and 2013
18.5.5 Geographical Segmentation by Revenue 2013
18.5.6 Business Strategy
18.5.7 Recent Developments
18.5.8 SWOT Analysis
18.6 Microsoft
18.6.1 Key Facts
18.6.2 Business Overview
18.6.3 Business Segmentation by Revenue 2013
18.6.4 Business Segmentation by Revenue 2012 and 2013
18.6.5 Geographical Segmentation by Revenue 2013
18.6.6 Business Strategy
18.6.7 Recent Developments
18.6.8 SWOT Analysis
18.7 NCSOFT
18.7.1 Key Facts
18.7.2 Business Overview
18.7.3 Product Segmentation
18.7.4 Geographical Segmentation by Revenue 2013
18.7.5 Recent Developments
18.7.6 SWOT Analysis
18.8 Sony
18.8.1 Key Facts
18.8.2 Business Overview
18.8.3 Business Segmentation by Revenue
18.8.4 Business Segmentation by Revenue
18.8.5 Geographical Segmentation by Revenue
18.8.6 Business Strategy
18.8.7 Recent Developments
18.8.8 SWOT Analysis
18.9 Take-Two Interactive Software
18.9.1 Key Facts
18.9.2 Business Overview
18.9.3 Business Segmentation by Revenue 2014
18.9.4 Business Segmentation by Revenue 2013 and 2014
18.9.5 Geographical Segmentation by Revenue 2014
18.9.6 Business Strategy
18.9.7 Recent Developments
18.9.8 SWOT Analysis
18.10 Tencent
18.10.1 Key Facts
18.10.2 Business Overview
18.10.3 Business Segmentation by Revenue 2013
18.10.4 Business Segmentation by Revenue 2012 and 2013
18.10.5 Geographical Segmentation by Revenue 2013
18.10.6 Business Strategy
18.10.7 Recent Developments
18.10.8 SWOT Analysis
18.11 Zynga
18.11.1 Key Facts
18.11.2 Business Overview
18.11.3 Business Segmentation by Revenue 2013
18.11.4 Business Segmentation by Revenue 2012 and 2013
18.11.5 Geographical Segmentation by Revenue 2013
18.11.6 Business Strategy
18.11.7 Recent Developments
18.11.8 SWOT Analysis
19.Other Reports in this Series
[List of Exhibits]
Exhibit 1: Market Research Methodology
Exhibit 2: Value Chain of the Global Online Gaming Market
Exhibit 3: Global Online Gaming Market: Types
Exhibit 4: Global Online Gaming Market 2014-2019 (US$ billion)
Exhibit 5: Global Online Gaming Market by Type 2014-2019 (US$ billion)
Exhibit 6: Global Online Gaming Market by Type 2014-2019
Exhibit 7: Global MMO Gaming Market 2014-2019 (US$ billion)
Exhibit 8: Global Social/Casual Gaming Market 2014-2019 (US$ billion)
Exhibit 9: Global Online Gaming Market by Geographical Segmentation 2014
Exhibit 10: US GDP Growth Rate 2008-2013 (US$ billion)
Exhibit 11: Contribution of Various Sectors to US GDP 2013
Exhibit 12: US GDP per Capita 2008-2013 (US$)
Exhibit 13: Male-Female Gamers Ratio in US (2011-2013)
Exhibit 14: Percentage of Gamers in US by Age Group (2011-2013)
Exhibit 15: US Video Games Revenue Split by Genres (2011-2013)
Exhibit 16: US Online Games Revenue Split by Genres (2011-2013)
Exhibit 17: US Mobile Games Revenue Split by Genres (2011-2013)
Exhibit 18: Per Capita GDP Growth Rate in China 2008-2013 (US$ billion)
Exhibit 19: Saving Rate in China as GDP Percentage 2008-2013
Exhibit 20: CPI Inflation in China 2008-2013
Exhibit 21: Per Capita GDP Growth Rate in Japan 2008-2013 (US$ billion)
Exhibit 22: CPI Inflation in Japan 2008-2013
Exhibit 23: Activision Blizzard: Business Segmentation by Revenue 2013
Exhibit 24: Activision Blizzard: Product Segmentation
Exhibit 25: EA Games: Product Segmentation
Exhibit 26: Giant Interactive: Product Segmentation
Exhibit 27: Giant Interactive: Business Segmentation by Revenue 2013
Exhibit 28: Giant Interactive: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 29: GungHo Online : Business Segmentation 2013
Exhibit 30: King: Business Segmentation 2013
Exhibit 31: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 32: King: Geographical Segmentation by Revenue 2013
Exhibit 33: Microsoft: Business Segmentation by Revenue 2013
Exhibit 34: Microsoft: Business Segmentation by Revenue 2012 and 2013 (US$ billion)
Exhibit 35: Microsoft: Geographical Segmentation by Revenue 2013
Exhibit 36: NCSOFT: Product Segmentation
Exhibit 37: NCSOFT: Geographical Segmentation by Revenue 2013
Exhibit 38: Sony: Business Segmentation by Revenue 2014
Exhibit 39: Sony: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 40: Sony: Geographical Segmentation by Revenue 2014
Exhibit 41: Take-Two Interactive Software: Business Segmentation by Revenue 2014
Exhibit 42: Take-Two Interactive Software: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 43: Take-Two Interactive Software: Geographical Segmentation by Revenue 2014
Exhibit 44: Tencent: Business Segmentation by Revenue 2013
Exhibit 45: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 46: Tencent: Geographical Segmentation by Revenue 2013
Exhibit 47: Zynga: Business Segmentation by Revenue 2013
Exhibit 48: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 49: Zynga: Geographical Segmentation by Revenue 2013
【レポート販売概要】
■ タイトル:オンラインゲームの世界市場:MMOゲーム、ソーシャルゲーム/カジュアルゲーム■ 英文:Global Online Gaming Market 2015-2019
■ 発行日:2015年3月11日
■ 調査会社:Technavio
■ 商品コード:IRTNTR5438
■ 調査対象地域:グローバル
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