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市场调查报告书
商品编码
1752812

电玩游戏领域的多样化

Diversification of the Video Game Sector: Audiovisual, Serious Gaming and 3D Simulation

出版日期: | 出版商: IDATE | 英文 43 Pages | 商品交期: 最快1-2个工作天内

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简介目录

本研究探讨了电子游戏影响力在其传统领域之外的扩张。它强调了游戏相关智慧财产权 (IP) 的商业化开发,以及游戏技术和能力在各个行业中日益增长的融合。

本报告首先分析了电子游戏产业主要参与者可获得的多元化机会。然后,它探讨了游戏与视听内容日益融合的现象,尤其是跨媒体改编的兴起。此外,它还涵盖了商品销售以及电子竞技等传统延伸。

本研究评估了串流媒体平台、电信业者和连网电视服务等多元服务娱乐供应商如何利用电子游戏来丰富和差异化其产品,并提升使用者体验。

本研究特别关注严肃游戏,强调其在教育和职业训练中日益重要的角色。

最后,我们将探讨游戏引擎在 3D 环境和扩展现实 (XR) 应用开发中的战略价值,并对该领域在娱乐、沉浸式模拟和教育应用方面的未来前景进行展望。

目录

第1章 摘要整理

第2章 相关的市场

  • 电玩游戏和e运动
  • 电影和影音串流
  • 严肃游戏
  • 3D模拟

第3章 电玩游戏的IP的有效利用

  • 利用智慧财产权为电子游戏产业创造额外收入
  • 电影製作中的智慧财产权多样性
  • 电子游戏音讯视觉化
  • 商品销售及其他衍生产品
  • 电竞

第4章 媒体与通讯服务的电玩游戏内容

  • 影音串流服务整合电玩游戏
  • 通讯业者的服务整合电玩游戏
  • 联网电视服务整合电玩游戏

第5章 严肃游戏的可能性

  • 严肃游戏的背景
  • 教育与电玩游戏
  • 职业训练与电玩游戏
  • 健康与电玩游戏
  • 军事与电玩游戏

第6章 与游戏引擎3D模拟

  • 背景:游戏引擎与 3D 模拟
  • 游戏引擎与 3D 模拟:工业
  • 游戏引擎与 3D 模拟:智慧城市与建筑
  • 游戏引擎与 3D 模拟:视听製作

第7章 结论与展望

  • 2030 年市场参考展望
  • 娱乐产业的机遇
  • 发展前景严肃游戏
  • 3D 模拟产业的商业前景
简介目录
Product Code: M00173

This study examines the expanding influence of video games beyond their traditional domain. It highlights the commercial exploitation of gaming-related intellectual property (IP) and the increasing integration of gaming technologies and features across various industries.

The report opens with an analysis of diversification opportunities available to leading players in the video game industry. It then explores the growing convergence between gaming and audiovisual content, with a particular focus on the rise of cross-media adaptations. Traditional extensions such as merchandising and esports are also addressed.

The study proceeds to assess how multi-service entertainment providers, including streaming platforms, telecommunications operators, and connected TV services, are incorporating video games to enrich and differentiate their offerings, thereby enhancing the user experience.

Special attention is given to serious gaming, highlighting its expanding role in education and professional training contexts.

Finally, the report considers the strategic value of game engines in the development of 3D environments and extended reality (XR) applications, concluding with an outlook on the sector's future-both in entertainment and in immersive simulation and educational use cases.

Table of Contents

1. Executive Summary

2. The relevant markets

  • 2.1. Video games and Esports
  • 2.2 Cinema and video streaming
  • 2.3. Serious Games
  • 2.4. 3D simulation

3. Exploiting video games IP

  • 3.1. Exploitation of IP and additional revenues for the video games sector
  • 3.2. Variations in IP in film productions
  • 3.3. Audiovisual adaptations of video games
  • 3.4. Merchandising and other derivatives
  • 3.5. Esports

4. Video games contents in media and telecommunications offerings

  • 4.1. Integrating video games into video streaming services
  • 4.2. Integrating video games into telecom operators' offerings
  • 4.3. Integrating video games into connected TV offerings

5. The opportunities of serious gaming

  • 5.1. Context of serious gaming
  • 5.2. Education and video games
  • 5.3. Vocational training and video games
  • 5.4. Health and video games
  • 5.5. Military and video games

6. Game Engines and 3D Simulation

  • 6.1. Context: game engines and 3D simulation
  • 6.2. Game engines and 3D simulation: Industry
  • 6.3. Game engines and 3D simulation: Smart city & architecture
  • 6.4. Game engines and 3D simulation: Audiovisual production

7. Conclusions and outlook

  • 7.1. 2030 outlook for reference markets
  • 7.2. Opportunities in the entertainment sector
  • 7.3. Exploitation prospects in serious gaming
  • 7.4. Business prospects in the 3D simulation sector