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시장 조사 자료 - 영문판 > 정보통신/융합산업
게임 시장 (디바이스, 지역 및 25개 기업 수익 분석 - 핵심 동향과 전망)
Global Games Market (by Device: Smartphone, Tablet, Console, PC Browser & Boxed/Downloaded PC), Regional & 25 Companies Gaming Revenue Analysis - Key Trends and Forecast to 2025
발   행   사 : iGate Research 저       자 :
체         제 : 218 Pages 발  행  일 : 2018-04
ISBN/CODE : 수       량 :  
$1,690 -> 1,994,200원 PDF Version

The global games market is expected to grow with a double digit CAGR during the period 2018 - 2025. The factors such as increasing penetration of internet, growing adoption of PCs and smartphones, continuous advancements in technologies, emergence of virtual reality (VR) and powerful marketing strategies adopted by the game developers are the major drivers for the global gaming market. However, the issues such as piracy, laws and regulations, and concerns relating to fraud during gaming transactions are expected to hamper market growth.


Global Games Market & Forecast - By Device
  -On the basis of device, Smartphone captures largest share of the gaming market. The segment also has the most number of gamers.
  -Console is the second largest segment of the gaming market.
  -It is anticipated that the boxed/downloaded PC gaming market will tumble down during the forecasting period.
  -Tablet captured around 10% share of the total gaming market.
  -PC browser accounted for least share of the total gaming market.


Global Games Market, Number of Gamers & Forecast - By Region
  -On regional basis, The Asia Pacific region dominated the global gaming market in 2017.
  -North America is the second largest region for gaming, taking nearly 25% share of the market in 2017, being closely followed by EMEA.
  -Latin America captured least share of the global gaming market.
  -China, United States and Japan are the top three markets for games.
  -In European region, Germany is the top market for games, being followed by United Kingdom and France.
  -South Korea is expected to contribute significantly to the growth of gaming market.


Global Games Market - 25 Companies Gaming Revenues Analysis
  -In terms of company, Tencent has emerged as the biggest player in the global gaming market.
  -Sony captured second highest share of the global gaming market in 2017.
  -It is anticipated that Activision Blizzard and Microsoft will account for over 8% individual share of the global gaming market by 2025.
  -In 2017, NetEase captured around 5% share of the global gaming market.
  -Electronic Arts (EA) introduced women soccer players for the first time in 2016 in its FIFA series to attract female gamers around the world.


iGATE RESEARCH report titled “Global Games Market (by Device: Smartphone, Tablet, Console, PC Browser & Boxed/Downloaded PC), Regional & 25 Companies Gaming Revenue Analysis - Key Trends and Forecast to 2025” provides a comprehensive assessment of the fast-evolving, high-growth Global Gaming Industry.


This 218 Page report with 147 Figures and 10 Tables has been analyzed from 10 viewpoints:
1. Global Games Market & Forecast (2013 - 2025)
2. Global Gamers Number & Forecast (2013 - 2025)
3. Global Games Market Share & Forecast - By Device, Region, Country & Company (2013 - 2025)
4. Global Gamers Number Share & Forecast - By Region (2013 - 2025)
5. Global Games Market & Forecast - By Device (2013 - 2025)
6. Global Games Market, Number of Gamers & Forecast - By Region (2013 - 2025)
7. Global Games Market & Forecast - By Country (2014 - 2025)
8. Global Games Market - 25 Companies Gaming Revenues Analysis (2014 - 2025)
9. Global Gaming Industry: Key Trends
10. Global Games Market - Driving Factors & Challenges


Global Games Market & Forecast - By Device (2013 - 2025)
1. Smartphone
2. Tablet
3. Console
4. Browser PC (Casual Web Games)
5. Boxed/Downloaded PC (PC/MMO)


Global Games Market & Forecast - Regional Analysis (2014 - 2025)


1. North America
  -United States
  -Canada


2. Asia Pacific
  -China
  -Japan
  -Republic of Korea
  -Australia
  -Taiwan
  -Indonesia
  -India
  -Thailand
  -Rest of Asia Pacific


3. Europe, Middle East & Africa
  -Germany
  -United Kingdom
  -France
  -Spain
  -Italy
  -Russia
  -Czech Republic
  -Turkey
  -Saudi Arabia
  -Ukraine
  -Poland
  -Romania
  -Egypt
  -Iran
  -UAE
  -Rest of EMEA


4. Latin America
  -Mexico
  -Brazil
  -Argentina
  -Columbia
  -Venezuela
  -Rest of Latin America


Global Games Market - 25 Companies Gaming Revenues Analysis (2014 - 2025)
1. Tencent
2. Sony
3. Activision Blizzard
4. Microsoft
5. Apple
6. Electronic Arts (EA)
7. NetEase
8. Google
9. Bandai Namco
10. Nintendo
11. Square Enix
12. Warner Bros
13. Ubisoft
14. TakeTwo Interactive
15. Nexon
16. Mixi
17. Netmarble
18. Cyber Agent
19. GungHo Entertainment
20. DeNA
21. NCSoft
22. Konami
23. Sega Sammy Holdings (formerly just Sega)
24. Zynga
25. Others


Data Sources


iGATE RESEARCH employs rigorous primary and secondary research techniques in developing distinctive data sets and research material for business reports. This report is built by using data and information sourced from Proprietary Information Database, Primary and Secondary Research Methodologies, and In house analysis by iGATE Research dedicated team of qualified professionals with deep industry experience and expertise.


Research Methodologies
  -Primary Research Methodologies: Questionnaires, Surveys, Interviews with Individuals, Small Groups, Telephonic Interview, etc.
  -Secondary Research Methodologies: Printable and Non-printable sources, Newspaper, Magazine and Journal Content, Government and NGO Statistics, white Papers, Information on the Web, Information from Agencies Such as Industry Bodies, Companies Annual Report, Government Agencies, Libraries and Local Councils and a large number of Paid Databases.


IDC의 전세계 엔터프라이즈 네트워크 인프라 분류
IDC's Worldwide Enterprise Network Infrastructure Taxonomy, 2019
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 19 pages) | ISBN/CODE :
IDC PlanScape (플랜 스케이프) : 위협 인텔리전스 솔루션
IDC PlanScape: Threat Intelligence Solutions
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 10 pages) | ISBN/CODE :
전세계 글로벌 저장 용량 예측 : 데이터가 저장되는 방법 및 장소의 의미있는 이동
Worldwide Global StorageSphere Forecast, 2019–2023: Meaningful Shifts in How and Where Data Is Stored
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 19 pages) | ISBN/CODE :
세계적인 상업용 서비스 로봇 예측
Worldwide Commercial Service Robotics Forecast, 2019–2022
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 11 Pages | ISBN/CODE :
사이버 보안에서 인공 지능과 기계 학습 : 용어로 의미 만들기
Artificial Intelligence and Machine Learning in Cybersecurity: Creating Meaning with the Terms
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 10 Pages | ISBN/CODE :
IDC의 전세계 엔터프라이즈 스토리지 시스템 분류법
IDC's Worldwide Enterprise Storage Systems Taxonomy, 2019
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 33 Page | ISBN/CODE :
IDC의 반기 중소기업 비즈니스 지출 가이드 분류
IDC's Worldwide Semiannual Small and Medium-Sized Business Spending Guide Taxonomy, 1H18
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 25 Pages | ISBN/CODE :
가속화시키는 IT 속도 : 10개 특수 전술
Accelerating IT's Clock Speed: 10 Specific Tactics
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 13 Pages | ISBN/CODE :
건강 관리 로봇 : 혜택 및 기회
Robotics in Healthcare: Benefits and Opportunities
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 20 Pages | ISBN/CODE :
IDC의 전세계 반기 블록 체인 지출 가이드 분류 (2018년 전반기)
IDC's Worldwide Semiannual Blockchain Spending Guide Taxonomy, 1H18
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 26 Pages | ISBN/CODE :
클라우드 퍼스트에서 클라우드 스마트로 가는 연방 정부의 여정 : 보안 활용
Federal Government's Journey from Cloud First to Cloud Smart: Leveraging Security
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 11 Pages | ISBN/CODE :
IDC의 디지털 변환 사용 사례 분류법, 2019 : 고객 경험
IDC's Worldwide Digital Transformation Use Case Taxonomy, 2019: Customer Experience
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 25 Pages | ISBN/CODE :
클라우드 IT 인프라스트럭처 하드웨어 지출 전망
Worldwide Cloud IT Infrastructure Hardware Spending Forecast, 2019–2022
발행사 : IDC | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : 17 Pages | ISBN/CODE :
스몰셀 5G 네트워크 시장 - 구성, 라디오 기술, 셀 유형, 도입 형태, 최종 사용자 및 지역 - 세계 전망
Small Cell 5G Network Market by Component (Solutions and Services), Radio Technology (5G NR (Standalone and Non-Standalone)), Cell Type (Picocells, Femtocells, and Microcells), Deployment Mode, End User, and Region - Global Forecast to 2025
발행사 : MarketsandMarkets | 발행일 : 2019-02 | 가격 : $ 0 Hard Copy Version $ 7,150 -> 8,437,000원 PDF Version | 저자 : | 체제 : 138 Pages | ISBN/CODE :
글로벌 자율 주행 시뮬레이션 및 가상 테스트 산업 체인 보고서
Global Autonomous Driving Simulation and Virtual Test Industry Chain Report, 2018-2019
발행사 : ResearchInChina | 발행일 : 2019-01 | 가격 : $ 0 Hard Copy Version $ 3,000 -> 3,540,000원 PDF Version | 저자 : | 체제 : Pages:210 | ISBN/CODE :
세계 및 중국의 HD 지도 산업 보고서
Global and China HD Map Industry Report, 2018
발행사 : ResearchInChina | 발행일 : 2019-01 | 가격 : $ 0 Hard Copy Version $ 3,200 -> 3,776,000원 PDF Version | 저자 : | 체제 : Pages:177 | ISBN/CODE :
양자 컴퓨팅 - 게임 변화 산업 시장 시사점
Quantum Computing—Game-changing Vertical Market Implications, 2018
발행사 : Frost & Sullivan | 발행일 : 2018-12-21 | 가격 : $ 0 Hard Copy Version $ 3,000 -> 3,540,000원 PDF Version | 저자 : | 체제 : | ISBN/CODE :
양자점을 위한 새로운 기회
Emerging Opportunities for Quantum Dots
발행사 : Frost & Sullivan | 발행일 : 2018-12-19 | 가격 : $ 0 Hard Copy Version $ 4,950 -> 5,841,000원 PDF Version | 저자 : | 체제 : | ISBN/CODE :
자동차의 IoT 세계 시장 - 제공, 연결 폼 팩터, 통신 형태, 애플리케이션 별 (네비게이션, 텔레매틱스, 인포테인먼트), 지역, 크기 및 전망
Global IoT in Automotive Market by Offering (Hardware, Software, Service), by Connectivity Form Factors (Embedded, Tethered, Integrated), by Communication Type (In- Vehicle, Vehicle-to-Vehicle, Vehicle-to-Infrastructure), By Application (Navigation, Telematics, Infotainment), By Region (North America, Europe, Asia Pacific, Middle East & Africa and Latin America); Size and Forecast, 2018-2025
발행사 : BlueWeave Consulting & Research | 발행일 : 2018-12-17 | 가격 : $ 0 Hard Copy Version $ 4,500 -> 5,310,000원 PDF Version | 저자 : | 체제 : Pages: 200 | ISBN/CODE :
공급망 주제 관점, 전망
Supply Chain Thematic Viewpoints, Forecast to 2030
발행사 : Frost & Sullivan | 발행일 : 2018-12-17 | 가격 : $ 0 Hard Copy Version $ 6,000 -> 7,080,000원 PDF Version | 저자 : | 체제 : | ISBN/CODE :
 1  2  3  4  5  6  7  8  9  10  다음  맨끝
 
 
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