ビデオゲームの世界市場2019-2023...市場調査レポートについてご紹介

【英文タイトル】Global Video Game Market 2019-2023

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【レポートの概要(一部)】

PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
• 2.1 Preface
• 2.2 Preface
• 2.3 Currency conversion rates for US$
PART 03: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis
PART 04: MARKET SIZING
• Market definition
• Market sizing 2018
• Market size and forecast 2018-2023
PART 05: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition
PART 06: MARKET SEGMENTATION BY PLATFORM
• Market segmentation by platform
• Comparison by platform
• Mobile devices – Market size and forecast 2018-2023
• Consoles – Market size and forecast 2018-2023
• Computing devices – Market size and forecast 2018-2023
• Market opportunity by platform
PART 07: CUSTOMER LANDSCAPE
PART 08: GEOGRAPHIC LANDSCAPE
• Geographic segmentation
• Geographic comparison
• APAC – Market size and forecast 2018-2023
• North America – Market size and forecast 2018-2023
• Europe – Market size and forecast 2018-2023
• South America – Market size and forecast 2018-2023
• MEA – Market size and forecast 2018-2023
• Key leading countries
• Market opportunity
PART 09: DECISION FRAMEWORK
PART 10: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges
PART 11: MARKET TRENDS
• Growing popularity of gaming among women
• Prominence of GaaS
• Cross-platform gaming experiences
PART 12: VENDOR LANDSCAPE
• Overview
• Landscape disruption
PART 13: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• Activision Blizzard Inc.
• Electronic Arts Inc.
• Microsoft
• Nintendo
• Tencent
PART 14: APPENDIX
• Research methodology
• List of abbreviations
PART 15: EXPLORE TECHNAVIO

Exhibit 01: Global information technology (IT) software market
Exhibit 02: Segments of global information technology (IT) software market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition – Inclusions and exclusions checklist
Exhibit 06: Market size 2018
Exhibit 07: Global market: Size and forecast 2018-2023 ($ billions)
Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)
Exhibit 09: Five forces analysis 2018
Exhibit 10: Five forces analysis 2023
Exhibit 11: Bargaining power of buyers
Exhibit 12: Bargaining power of suppliers
Exhibit 13: Threat of new entrants
Exhibit 14: Threat of substitutes
Exhibit 15: Threat of rivalry
Exhibit 16: Market condition – Five forces 2018
Exhibit 17: Platform – Market share 2018-2023 (%)
Exhibit 18: Comparison by platform
Exhibit 19: Mobile devices – Market size and forecast 2018-2023 ($ billions)
Exhibit 20: Global smartphones market – Market size and forecast 2017-2022 (million units)
Exhibit 21: Global tablets market – Market size and forecast 2017-2022 (million units)
Exhibit 22: Mobile devices – Year-over-year growth 2019-2023 (%)
Exhibit 23: Consoles – Market size and forecast 2018-2023 ($ billions)
Exhibit 24: Consoles – Year-over-year growth 2019-2023 (%)
Exhibit 25: Computing devices – Market size and forecast 2018-2023 ($ billions)
Exhibit 26: Year-on-year growth of global PC gaming market (%)
Exhibit 27: Computing devices – Year-over-year growth 2019-2023 (%)
Exhibit 28: Market opportunity by platform
Exhibit 29: Customer landscape
Exhibit 30: Market share by geography 2018-2023 (%)
Exhibit 31: Geographic comparison
Exhibit 32: APAC – Market size and forecast 2018-2023 ($ billions)
Exhibit 33: APAC – Year-over-year growth 2019-2023 (%)
Exhibit 34: North America – Market size and forecast 2018-2023 ($ billions)
Exhibit 35: North America – Year-over-year growth 2019-2023 (%)
Exhibit 36: Europe – Market size and forecast 2018-2023 ($ billions)
Exhibit 37: Europe – Year-over-year growth 2019-2023 (%)
Exhibit 38: South America – Market size and forecast 2018-2023 ($ billions)
Exhibit 39: South America – Year-over-year growth 2019-2023 (%)
Exhibit 40: MEA – Market size and forecast 2018-2023 ($ billions)
Exhibit 41: MEA – Year-over-year growth 2019-2023 (%)
Exhibit 42: Key leading countries
Exhibit 43: Market opportunity
Exhibit 44: Global Internet users 2011-2016 (% of population)
Exhibit 45: Impact of drivers and challenges
Exhibit 46: Female gamers as a percentage of total gaming population in US (%)
Exhibit 47: Vendor landscape
Exhibit 48: Landscape disruption
Exhibit 49: Vendors covered
Exhibit 50: Vendor classification
Exhibit 51: Market positioning of vendors
Exhibit 52: Activision Blizzard Inc. – Vendor overview
Exhibit 53: Activision Blizzard Inc. – Business segments
Exhibit 54: Activision Blizzard Inc. – Organizational developments
Exhibit 55: Activision Blizzard Inc. – Geographic focus
Exhibit 56: Activision Blizzard Inc. – Segment focus
Exhibit 57: Activision Blizzard Inc. – Key offerings
Exhibit 58: Electronic Arts Inc. – Vendor overview
Exhibit 59: Electronic Arts Inc. – Business segments
Exhibit 60: Electronic Arts Inc. – Geographic focus
Exhibit 61: Electronic Arts Inc. – Segment focus
Exhibit 62: Electronic Arts Inc. – Key offerings
Exhibit 63: Microsoft – Vendor overview
Exhibit 64: Microsoft – Business segments
Exhibit 65: Microsoft – Organizational developments
Exhibit 66: Microsoft – Geographic focus
Exhibit 67: Microsoft – Segment focus
Exhibit 68: Microsoft – Key offerings
Exhibit 69: Nintendo – Vendor overview
Exhibit 70: Nintendo – Business segments
Exhibit 71: Nintendo – Organizational developments
Exhibit 72: Nintendo – Geographic focus
Exhibit 73: Nintendo – Key offerings
Exhibit 74: Tencent – Vendor overview
Exhibit 75: Tencent – Business segments
Exhibit 76: Tencent – Geographic focus
Exhibit 77: Tencent – Segment focus
Exhibit 78: Tencent – Key offerings
Exhibit 79: Validation techniques employed for market sizing


【レポート販売概要】

■ タイトル:ビデオゲームの世界市場2019-2023
■ 英文:Global Video Game Market 2019-2023
■ 発行日:2019年4月5日
■ 調査会社:Technavio
■ 商品コード:IRTNTR31166
■ 調査対象地域:グローバル、アジア、北米、ヨーロッパ(EMEA)
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