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市场调查报告书
商品编码
1352842

全球电玩市场研究报告 - 2023 年至 2030 年行业分析、规模、份额、成长、趋势和预测

Global Video Game Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2023 to 2030

出版日期: | 出版商: Value Market Research | 英文 121 Pages | 商品交期: 最快1-2个工作天内

价格

全球电玩市场需求预计将从 2022 年的 2,978.7 亿美元增至 2030 年的近 1,0495.1 亿美元,2023-2030 年研究期间复合年增长率为 15.02%。

视频游戏是在互动式平台上玩的电脑游戏。它涉及透过桌上型电脑、智慧型手机或 PlayStation 或 Xbox 等游戏设备玩电子控制的图像。它是供用户出于娱乐目的而玩的。许多类型的电玩游戏都深受儿童和成人的欢迎,例如益智游戏、运动游戏、冒险游戏、策略游戏、赛车游戏等。专家表示,电玩游戏有几个好处:有助于提高记忆力、注意力、创造力和运动能力技能,加快回应时间,促进团队合作和批判性思考。以游戏为基础的学习方式对于学生的知识传授尤其有帮助。电子游戏也有助于培养毅力和解决问题的能力,并对精神有益。

市场动态:

技术进步以及软体和硬体领域不断创新以改善图形的即时体验是推动视讯游戏市场的因素。智慧型手机的快速使用、网路消费的成长以及线上游戏的便利性将极大地促进未来六年的市场成长。人们对网路游戏的偏好导致了多人游戏市场的流行,这将是未来几年的趋势。全球个人可支配收入水准的上升导致先进游戏设备和设备的日益采用,这也影响了市场。主要游戏开发商专注于创造不同类型的游戏以留住客户。

研究报告涵盖波特五力模型、市场吸引力分析和价值链分析。这些工具有助于清晰地了解行业结构并评估全球范围内的竞争吸引力。此外,这些工具还对全球电玩市场的各个细分市场进行了包容性评估。电玩产业的成长和趋势为本研究提供了整体方法。

区域分析:

本节涵盖区域前景,重点介绍北美、欧洲、亚太地区、拉丁美洲以及中东和非洲电玩市场当前和未来的需求。此外,该报告重点关注所有主要地区各个应用领域的需求、估计和预测。

该研究报告还涵盖了市场主要参与者的全面概况以及对全球竞争格局的深入了解。电玩游戏市场的主要参与者包括动视暴雪、苹果、迪士尼、Electronics Art Inc.、Lucid Games、微软、任天堂、Rovio Entertainment Corporation、索尼互动娱乐公司、腾讯控股有限公司。本节包含竞争格局的整体视图,包括各种策略发展,例如关键併购、未来产能、合作伙伴关係、财务概况、合作、新产品开发、新产品发布和其他发展。

如果您有任何客製化要求,请写信给我们。我们的研究团队可以根据您的需求提供客製化报告。

目录

第一章:前言

  • 报告说明
    • 客观的
    • 目标受众
    • 独特的销售主张 (USP) 和产品
  • 研究范围
  • 研究方法论
    • 市场研究过程
    • 市场研究方法论

第 2 章:执行摘要

  • 市集亮点
  • 全球市场概况

第 3 章:电玩游戏 - 产业分析

  • 简介 - 市场动态
  • 市场驱动因素
  • 市场限制
  • 机会
  • 产业动态
  • 波特五力分析
  • 市场吸引力分析
    • 按设备分類的市场吸引力分析
    • 按类型分類的市场吸引力分析
    • 市场吸引力分析:按地区

第 4 章:价值链分析

  • 价值链分析
  • 原料分析
    • 原料清单
    • 原料厂商清单
    • 主要原物料价格走势
  • 潜在买家名单
  • 行销管道
    • 直效行销
    • 间接行销
    • 行销通路发展趋势

第 5 章:COVID-19 爆发的影响分析

第 6 章:全球电玩市场分析:按设备

  • 按设备概述
  • 历史和预测数据
  • 按设备分析
  • 安慰
  • 移动的
  • 电脑

第 7 章:全球电玩市场分析:按类型

  • 按类型概述
  • 历史和预测数据
  • 按类型分析
  • 在线的
  • 离线

第 8 章:全球电玩市场分析:按地理位置

  • 区域展望
  • 介绍
  • 北美销售分析
    • 概述、历史和预测销售分析
    • 北美按细分市场销售分析
    • 北美按国家销售分析
    • 美国销售分析
    • 加拿大销售分析
    • 墨西哥销售分析
  • 欧洲销售分析
    • 概述、历史和预测销售分析
    • 欧洲按细分市场销售分析
    • 欧洲按国家销售分析
    • 英国销售分析
    • 法国销售分析
    • 德国销售分析
    • 义大利销售分析
    • 俄罗斯销售分析
    • 欧洲其他地区销售分析
  • 亚太地区销售分析
    • 概述、历史和预测销售分析
    • 亚太地区按细分市场销售分析
    • 亚太地区国家/地区销售分析
    • 中国销售分析
    • 印度销售分析
    • 日本销售分析
    • 韩国销售分析
    • 澳洲销售分析
    • 亚太地区其他地区销售分析
  • 拉丁美洲销售分析
    • 概述、历史和预测销售分析
    • 拉丁美洲按细分市场销售分析
    • 拉丁美洲按国家销售分析
    • 巴西销售分析
    • 阿根廷销售分析
    • 秘鲁销售分析
    • 智利销售分析
    • 拉丁美洲其他地区销售分析
  • 中东和非洲销售分析
    • 概述、历史和预测销售分析
    • 中东和非洲按细分市场销售分析
    • 中东和非洲国家销售分析
    • 沙乌地阿拉伯销售分析
    • 阿联酋销售分析
    • 以色列销售分析
    • 南非销售分析
    • 中东其他地区和非洲销售分析

第 9 章:电玩公司的竞争格局

  • 电玩市场竞争
  • 伙伴关係/协作/协议
  • 併购
  • 新产品发布
  • 其他发展

第 10 章:公司简介

  • 顶级公司市占率分析
  • 市场集中度
  • Activision Blizzard
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Apple Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Disney
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Electronics Art Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Lucid Games
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Microsoft
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Nintendo
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Rovio Entertainment Corporation
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Sony Interactive Entertainment Inc.
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展
  • Tencent Holdings Limited
    • 公司简介
    • 公司收入
    • 产品
    • 最近的发展

注意 - 在公司概况中,财务详细资讯和近期发展视情况而定,或者如果是私人公司,则可能不包括在内

Product Code: VMR11218965

The global demand for Video Game Market is presumed to reach the market size of nearly USD 1049.51 BN by 2030 from USD 297.87 BN in 2022 with a CAGR of 15.02% under the study period 2023 - 2030.

A video game is a computer game played on an interactive platform. It involves playing with electronically controlled images over a desktop, smartphone, or gaming device like a PlayStation or Xbox. It is played for entertainment purposes by users. Many types of video games are popular among kids and adults, such as puzzle games, sports games, adventure games, strategy games, racing games, etc. Experts say video games have several benefits: they help improve memory, concentration, creativity, and motor skills, speed up response time, and promote teamwork and critical thinking. The game-based learning for students is especially helpful in imparting knowledge. Video games also help develop persistence and problem-solving skills and give mental benefits.

MARKET DYNAMICS:

Technological advancement and the growing innovation in both software and hardware segments to improve the real-time experience of graphics are the factors that will drive the market for video games. The rapid use of smartphones, growing consumption of the internet, and the easy availability of games online will hugely contribute to the market growth in the next six years. The preference for online gaming among people led to the popularity of the multi-player games market, and this will be a trend in the coming years. The rising level of disposable personal income worldwide led to the growing adoption of advanced gaming devices and equipment, which also influenced the market. The key game developers focus on creating games of different genres to retain customers.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of video game. The growth and trends of video game industry provide a holistic approach to this study.

MARKET SEGMENTATION:

This section of the video game market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Device

  • Console
  • Mobile
  • Computer

By Type

  • Online
  • Offline

REGIONAL ANALYSIS:

This section covers the regional outlook, which accentuates current and future demand for the Video Game market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the video game market include Activision Blizzard, Apple Inc., Disney, Electronics Art Inc., Lucid Games, Microsoft, Nintendo, Rovio Entertainment Corporation, Sony Interactive Entertainment Inc., Tencent Holdings Limited. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3 . VIDEO GAME - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Device
    • 3.7.2 Market Attractiveness Analysis By Type
    • 3.7.3 Market Attractiveness Analysis By Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Raw Material Manufactures List
    • 4.2.3. Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK

6 . GLOBAL VIDEO GAME MARKET ANALYSIS BY DEVICE

  • 6.1 Overview by Device
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by Device
  • 6.4 Console Historic and Forecast Sales by Regions
  • 6.5 Mobile Historic and Forecast Sales by Regions
  • 6.6 Computer Historic and Forecast Sales by Regions

7 . GLOBAL VIDEO GAME MARKET ANALYSIS BY TYPE

  • 7.1 Overview by Type
  • 7.2 Historical and Forecast Data
  • 7.3 Analysis by Type
  • 7.4 Online Historic and Forecast Sales by Regions
  • 7.5 Offline Historic and Forecast Sales by Regions

8 . GLOBAL VIDEO GAME MARKET ANALYSIS BY GEOGRAPHY

  • 8.1. Regional Outlook
  • 8.2. Introduction
  • 8.3. North America Sales Analysis
    • 8.3.1. Overview, Historic and Forecast Sales Analysis
    • 8.3.2. North America By Segment Sales Analysis
    • 8.3.3. North America By Country Sales Analysis
    • 8.3.4. United State Sales Analysis
    • 8.3.5. Canada Sales Analysis
    • 8.3.6. Mexico Sales Analysis
  • 8.4. Europe Sales Analysis
    • 8.4.1. Overview, Historic and Forecast Sales Analysis
    • 8.4.2. Europe by Segment Sales Analysis
    • 8.4.3. Europe by Country Sales Analysis
    • 8.4.4. United Kingdom Sales Analysis
    • 8.4.5. France Sales Analysis
    • 8.4.6. Germany Sales Analysis
    • 8.4.7. Italy Sales Analysis
    • 8.4.8. Russia Sales Analysis
    • 8.4.9. Rest Of Europe Sales Analysis
  • 8.5. Asia Pacific Sales Analysis
    • 8.5.1. Overview, Historic and Forecast Sales Analysis
    • 8.5.2. Asia Pacific by Segment Sales Analysis
    • 8.5.3. Asia Pacific by Country Sales Analysis
    • 8.5.4. China Sales Analysis
    • 8.5.5. India Sales Analysis
    • 8.5.6. Japan Sales Analysis
    • 8.5.7. South Korea Sales Analysis
    • 8.5.8. Australia Sales Analysis
    • 8.5.9. Rest Of Asia Pacific Sales Analysis
  • 8.6. Latin America Sales Analysis
    • 8.6.1. Overview, Historic and Forecast Sales Analysis
    • 8.6.2. Latin America by Segment Sales Analysis
    • 8.6.3. Latin America by Country Sales Analysis
    • 8.6.4. Brazil Sales Analysis
    • 8.6.5. Argentina Sales Analysis
    • 8.6.6. Peru Sales Analysis
    • 8.6.7. Chile Sales Analysis
    • 8.6.8. Rest of Latin America Sales Analysis
  • 8.7. Middle East & Africa Sales Analysis
    • 8.7.1. Overview, Historic and Forecast Sales Analysis
    • 8.7.2. Middle East & Africa by Segment Sales Analysis
    • 8.7.3. Middle East & Africa by Country Sales Analysis
    • 8.7.4. Saudi Arabia Sales Analysis
    • 8.7.5. UAE Sales Analysis
    • 8.7.6. Israel Sales Analysis
    • 8.7.7. South Africa Sales Analysis
    • 8.7.8. Rest Of Middle East And Africa Sales Analysis

9 . COMPETITIVE LANDSCAPE OF THE VIDEO GAME COMPANIES

  • 9.1. Video Game Market Competition
  • 9.2. Partnership/Collaboration/Agreement
  • 9.3. Merger And Acquisitions
  • 9.4. New Product Launch
  • 9.5. Other Developments

10 . COMPANY PROFILES OF VIDEO GAME INDUSTRY

  • 10.1. Top Companies Market Share Analysis
  • 10.2. Market Concentration Rate
  • 10.3. Activision Blizzard
    • 10.3.1. Company Overview
    • 10.3.2. Company Revenue
    • 10.3.3. Products
    • 10.3.4. Recent Developments
  • 10.4. Apple Inc.
    • 10.4.1. Company Overview
    • 10.4.2. Company Revenue
    • 10.4.3. Products
    • 10.4.4. Recent Developments
  • 10.5. Disney
    • 10.5.1. Company Overview
    • 10.5.2. Company Revenue
    • 10.5.3. Products
    • 10.5.4. Recent Developments
  • 10.6. Electronics Art Inc.
    • 10.6.1. Company Overview
    • 10.6.2. Company Revenue
    • 10.6.3. Products
    • 10.6.4. Recent Developments
  • 10.7. Lucid Games
    • 10.7.1. Company Overview
    • 10.7.2. Company Revenue
    • 10.7.3. Products
    • 10.7.4. Recent Developments
  • 10.8. Microsoft
    • 10.8.1. Company Overview
    • 10.8.2. Company Revenue
    • 10.8.3. Products
    • 10.8.4. Recent Developments
  • 10.9. Nintendo
    • 10.9.1. Company Overview
    • 10.9.2. Company Revenue
    • 10.9.3. Products
    • 10.9.4. Recent Developments
  • 10.10. Rovio Entertainment Corporation
    • 10.10.1. Company Overview
    • 10.10.2. Company Revenue
    • 10.10.3. Products
    • 10.10.4. Recent Developments
  • 10.11. Sony Interactive Entertainment Inc.
    • 10.11.1. Company Overview
    • 10.11.2. Company Revenue
    • 10.11.3. Products
    • 10.11.4. Recent Developments
  • 10.12. Tencent Holdings Limited
    • 10.12.1. Company Overview
    • 10.12.2. Company Revenue
    • 10.12.3. Products
    • 10.12.4. Recent Developments

Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • Analysis by Device (USD MN)
  • Console Market Sales by Geography (USD MN)
  • Mobile Market Sales by Geography (USD MN)
  • Computer Market Sales by Geography (USD MN)
  • Analysis Market by Type (USD MN)
  • Online Market Sales by Geography (USD MN)
  • Offline Market Sales by Geography (USD MN)
  • Global Video Game Market Sales by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Video Game Report
  • Market Research Process
  • Market Research Methodology
  • Global Video Game Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Device
  • Market Attractiveness Analysis by Type
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by Device (USD MN)
  • Console Market Sales by Geography (USD MN)
  • Mobile Market Sales by Geography (USD MN)
  • Computer Market Sales by Geography (USD MN)
  • Global Market Analysis by Type (USD MN)
  • Online Market Sales by Geography (USD MN)
  • Offline Market Sales by Geography (USD MN)
  • Global Market by Revenue
  • North America Market by Revenue
  • Europe Market by Revenue
  • Asia Pacific Market by Revenue
  • Latin America Market by Revenue
  • Middle East & Africa Market by Revenue
  • Recent Development in Industry
  • Top Companies Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.