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상품코드
1193245

비디오 게임 소프트웨어 시장 : 디바이스 종류별, 최종사용자별, 장르별 - 세계 기회 분석과 산업 예측(2021-2031년)

Video Game Software Market By Device Type, By End User, By Genre : Global Opportunity Analysis and Industry Forecast, 2021-2031

발행일: | 리서치사: Allied Market Research | 페이지 정보: 영문 345 Pages | 배송안내 : 2-3일 (영업일 기준)

※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

다양한 시장 참여자가 하드웨어를 혁신하고, 최종사용자에게 더 나은, 더 즐거운 경험을 제공하기 위해서 다양한 종류의 비디오 게임을 설계하고 있으며, 이것이 시장 성장에 긍정적 영향을 미치고 있습니다.

목차

제1장 서론

제2장 주요 요약

제3장 시장 개요

  • 시장 정의와 범위
  • 주요 조사 결과
    • 주요 투자 포켓
  • Porter's Five Forces 분석
  • 주요 기업의 포지셔닝
  • 시장 역학
    • 성장 촉진요인
    • 성장 억제요인
    • 기회
  • COVID-19 영향 분석

제4장 비디오 게임 소프트웨어 시장 : 디바이스 종류별

  • 개요
    • 시장 규모와 예측
  • 스마트폰
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 콘솔
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • PC
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 기타
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별

제5장 비디오 게임 소프트웨어 시장 : 최종사용자별

  • 개요
    • 시장 규모와 예측
  • 개인용
    • 주요 시장 동향, 성장 촉진요인과 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 상업용
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별

제6장 비디오 게임 소프트웨어 시장 : 장르별

  • 개요
    • 시장 규모와 예측
  • 액션
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 어드벤처
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 롤플레잉
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 시뮬레이션
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 전략
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 스포츠
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별
  • 기타
    • 주요 시장 동향, 성장 촉진요인, 기회
    • 시장 규모와 예측 : 지역별
    • 시장 분석 : 국가별

제7장 비디오 게임 소프트웨어 시장 : 지역별

  • 개요
    • 시장 규모와 예측
  • 북미
    • 주요 동향과 기회
    • 북미 시장 규모와 예측 : 디바이스 종류별
    • 북미 시장 규모와 예측 : 최종사용자별
    • 북미 시장 규모와 예측 : 장르별
    • 북미 시장 규모와 예측 : 국가별
      • 미국
      • 캐나다
  • 유럽
    • 주요 동향과 기회
    • 유럽 시장 규모와 예측 : 디바이스 종류별
    • 유럽 시장 규모와 예측 : 최종사용자별
    • 유럽 시장 규모와 예측 : 장르별
    • 유럽 시장 규모와 예측 : 국가별
      • 영국
      • 독일
      • 프랑스
      • 이탈리아
      • 스페인
      • 기타 유럽
  • 아시아태평양
    • 주요 동향과 기회
    • 아시아태평양 시장 규모와 예측 : 디바이스 종류별
    • 아시아태평양 시장 규모와 예측 : 최종사용자별
    • 아시아태평양 시장 규모와 예측 : 장르별
    • 아시아태평양 시장 규모와 예측 : 국가별
      • 중국
      • 일본
      • 인도
      • 한국
      • 호주
      • 기타 아시아태평양
  • LAMEA
    • 주요 동향과 기회
    • LAMEA 시장 규모와 예측 : 디바이스 종류별
    • LAMEA 시장 규모와 예측 : 최종사용자별
    • LAMEA 시장 규모와 예측 : 장르별
    • LAMEA 시장 규모와 예측 : 국가별
      • 브라질
      • 멕시코
      • UAE
      • 사우디아라비아
      • 남아프리카공화국
      • 기타 지역

제8장 기업 상황

  • 서론
  • 주요 성공 전략
  • 주요 10개사 제품 매핑
  • 경쟁 대시보드
  • 경쟁 히트맵
  • 주요 발전

제9장 기업 개요

  • Activision Blizzard
  • Apple, Inc.
  • Beijing Babbletime Technology, Co. Ltd
  • Electronics Art, Inc
  • Konami Holdings Corporation
  • Lucid Games
  • Microsoft Corporation
  • Nintendo
  • Nova Gaming Ventures Private Limited
  • Rovio Entertainment Corporation
  • Sony Interactive Entertainment
  • Square Enix Holdings Co. Ltd
  • Tencent Holdings Limited
  • TA Games Studio
  • Ubisoft Entertainment SA
  • Virtous Holdings Pte. Ltd
  • Zeus Interactive Co., Ltd.
KSM 23.03.17

Video gaming is a type of virtual simulation, which provides real-life scenarios and stimulates various types of environments to end users. In addition, various market players are innovating hardware and designing different types of video games to provide a better and more entertaining experience to their end users, which positively impacts the growth of the market.

The rise in demand for work-from-home and remote education policies during the period of the COVID-19 pandemic aided in propelling the growth of the global video gaming market, hence empowering the demand for video game software solutions. Moreover, the increase in demand for easily accessible forms of entertainment and media positively impacts the growth of the video game market. However, hardware and infrastructure requirements of modern video games can hamper the video game software market forecast. On the contrary, the emergence of advanced technologies such as virtual reality and mixed reality with video game software solutions suites are expected to offer remunerative opportunities for expansion of the video game software industry during the forecast period.

The global video game software market is segmented on the basis of device type, end user, genre, and region. On the basis of device type, the industry is divided into smartphones, consoles, PC, and others. On the basis of end-user, the market is classified into personal and commercial. On the basis of genre, the market is classified into action, adventure, role-playing, simulation, strategy, sports, and others. On the basis of region, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The global video game software market is dominated by key players such as Activision Blizzard, Apple, Inc, Beijing Babeltime Technology Co., Ltd., Electronics Art, Inc, Konami Holdings Corporation, Lucid Games, Microsoft Corporation, Nintendo, Nova Gaming Ventures Private Limited, Rovio Entertainment Corporation, Sony Interactive Entertainment., Square Enix Holdings Co. Ltd, Tencent Holdings Limited, TA Games Studio, Ubisoft Entertainment SA, Virtous Holdings Pte. Ltd, Zeus Interactive Co., Ltd. Ltd. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the video game software market analysis from 2021 to 2031 to identify the prevailing video game software market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the video game software market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global video game software market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Device Type

  • Smartphone
  • Console
  • PC
  • Others

By End User

  • Personal
  • Commercial
    • Commercial Type
    • Education
    • Healthcare
    • Aerospace and Defense
    • Government
    • Retail
    • Media and Entertainment
    • Others

By Genre

  • Action
  • Adventure
  • Role Playing
  • Simulation
  • Strategy
  • Sports
  • Others

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Rest Of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest Of Asia-Pacific
  • LAMEA
    • Brazil
    • Mexico
    • UAE
    • Saudi Arabia
    • South Africa
    • Rest Of LAMEA
  • Key Market Players
    • Activision Blizzard
    • Apple, Inc.
    • Beijing Babbletime Technology, Co. Ltd
    • Electronics Art, Inc
    • Konami Holdings Corporation
    • Lucid Games
    • Microsoft Corporation
    • Nintendo
    • Nova Gaming Ventures Private Limited
    • Rovio Entertainment Corporation
    • Sony Interactive Entertainment
    • Square Enix Holdings Co. Ltd
    • Tencent Holdings Limited
    • TA Games Studio
    • Ubisoft Entertainment SA
    • Virtous Holdings Pte. Ltd
    • Zeus Interactive Co., Ltd.

TABLE OF CONTENTS

CHAPTER 1:INTRODUCTION

  • 1.1.Report description
  • 1.2.Key market segments
  • 1.3.Key benefits to the stakeholders
  • 1.4.Research Methodology
    • 1.4.1.Secondary research
    • 1.4.2.Primary research
    • 1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

  • 2.1.Key findings of the study
  • 2.2.CXO Perspective

CHAPTER 3:MARKET OVERVIEW

  • 3.1.Market definition and scope
  • 3.2.Key findings
    • 3.2.1.Top investment pockets
  • 3.3.Porter's five forces analysis
  • 3.4.Top player positioning
  • 3.5.Market dynamics
    • 3.5.1.Drivers
    • 3.5.2.Restraints
    • 3.5.3.Opportunities
  • 3.6.COVID-19 Impact Analysis on the market

CHAPTER 4: VIDEO GAME SOFTWARE MARKET, BY DEVICE TYPE

  • 4.1 Overview
    • 4.1.1 Market size and forecast
  • 4.2 Smartphone
    • 4.2.1 Key market trends, growth factors and opportunities
    • 4.2.2 Market size and forecast, by region
    • 4.2.3 Market analysis by country
  • 4.3 Console
    • 4.3.1 Key market trends, growth factors and opportunities
    • 4.3.2 Market size and forecast, by region
    • 4.3.3 Market analysis by country
  • 4.4 PC
    • 4.4.1 Key market trends, growth factors and opportunities
    • 4.4.2 Market size and forecast, by region
    • 4.4.3 Market analysis by country
  • 4.5 Others
    • 4.5.1 Key market trends, growth factors and opportunities
    • 4.5.2 Market size and forecast, by region
    • 4.5.3 Market analysis by country

CHAPTER 5: VIDEO GAME SOFTWARE MARKET, BY END USER

  • 5.1 Overview
    • 5.1.1 Market size and forecast
  • 5.2 Personal
    • 5.2.1 Key market trends, growth factors and opportunities
    • 5.2.2 Market size and forecast, by region
    • 5.2.3 Market analysis by country
  • 5.3 Commercial
    • 5.3.1 Key market trends, growth factors and opportunities
    • 5.3.2 Market size and forecast, by region
    • 5.3.3 Market analysis by country
    • 5.3.4 Commercial Video Game Software Market by Commercial Type
      • 5.3.4.1 Education Market size and forecast, by region
      • 5.3.4.2 Education Market size and forecast, by country
      • 5.3.4.3 Healthcare Market size and forecast, by region
      • 5.3.4.4 Healthcare Market size and forecast, by country
      • 5.3.4.5 Aerospace and Defense Market size and forecast, by region
      • 5.3.4.6 Aerospace and Defense Market size and forecast, by country
      • 5.3.4.7 Government Market size and forecast, by region
      • 5.3.4.8 Government Market size and forecast, by country
      • 5.3.4.9 Retail Market size and forecast, by region
      • 5.3.4.10 Retail Market size and forecast, by country
      • 5.3.4.11 Media and Entertainment Market size and forecast, by region
      • 5.3.4.12 Media and Entertainment Market size and forecast, by country
      • 5.3.4.13 Others Market size and forecast, by region
      • 5.3.4.14 Others Market size and forecast, by country

CHAPTER 6: VIDEO GAME SOFTWARE MARKET, BY GENRE

  • 6.1 Overview
    • 6.1.1 Market size and forecast
  • 6.2 Action
    • 6.2.1 Key market trends, growth factors and opportunities
    • 6.2.2 Market size and forecast, by region
    • 6.2.3 Market analysis by country
  • 6.3 Adventure
    • 6.3.1 Key market trends, growth factors and opportunities
    • 6.3.2 Market size and forecast, by region
    • 6.3.3 Market analysis by country
  • 6.4 Role Playing
    • 6.4.1 Key market trends, growth factors and opportunities
    • 6.4.2 Market size and forecast, by region
    • 6.4.3 Market analysis by country
  • 6.5 Simulation
    • 6.5.1 Key market trends, growth factors and opportunities
    • 6.5.2 Market size and forecast, by region
    • 6.5.3 Market analysis by country
  • 6.6 Strategy
    • 6.6.1 Key market trends, growth factors and opportunities
    • 6.6.2 Market size and forecast, by region
    • 6.6.3 Market analysis by country
  • 6.7 Sports
    • 6.7.1 Key market trends, growth factors and opportunities
    • 6.7.2 Market size and forecast, by region
    • 6.7.3 Market analysis by country
  • 6.8 Others
    • 6.8.1 Key market trends, growth factors and opportunities
    • 6.8.2 Market size and forecast, by region
    • 6.8.3 Market analysis by country

CHAPTER 7: VIDEO GAME SOFTWARE MARKET, BY REGION

  • 7.1 Overview
    • 7.1.1 Market size and forecast
  • 7.2 North America
    • 7.2.1 Key trends and opportunities
    • 7.2.2 North America Market size and forecast, by Device Type
    • 7.2.3 North America Market size and forecast, by End User
      • 7.2.3.1 North America Commercial Video Game Software Market by Commercial Type
    • 7.2.4 North America Market size and forecast, by Genre
    • 7.2.5 North America Market size and forecast, by country
      • 7.2.5.1 U.S.
      • 7.2.5.1.1 Market size and forecast, by Device Type
      • 7.2.5.1.2 Market size and forecast, by End User
      • 7.2.5.1.2.1 U.S. Commercial Video Game Software Market by Commercial Type
      • 7.2.5.1.3 Market size and forecast, by Genre
      • 7.2.5.2 Canada
      • 7.2.5.2.1 Market size and forecast, by Device Type
      • 7.2.5.2.2 Market size and forecast, by End User
      • 7.2.5.2.2.1 Canada Commercial Video Game Software Market by Commercial Type
      • 7.2.5.2.3 Market size and forecast, by Genre
  • 7.3 Europe
    • 7.3.1 Key trends and opportunities
    • 7.3.2 Europe Market size and forecast, by Device Type
    • 7.3.3 Europe Market size and forecast, by End User
      • 7.3.3.1 Europe Commercial Video Game Software Market by Commercial Type
    • 7.3.4 Europe Market size and forecast, by Genre
    • 7.3.5 Europe Market size and forecast, by country
      • 7.3.5.1 UK
      • 7.3.5.1.1 Market size and forecast, by Device Type
      • 7.3.5.1.2 Market size and forecast, by End User
      • 7.3.5.1.2.1 UK Commercial Video Game Software Market by Commercial Type
      • 7.3.5.1.3 Market size and forecast, by Genre
      • 7.3.5.2 Germany
      • 7.3.5.2.1 Market size and forecast, by Device Type
      • 7.3.5.2.2 Market size and forecast, by End User
      • 7.3.5.2.2.1 Germany Commercial Video Game Software Market by Commercial Type
      • 7.3.5.2.3 Market size and forecast, by Genre
      • 7.3.5.3 France
      • 7.3.5.3.1 Market size and forecast, by Device Type
      • 7.3.5.3.2 Market size and forecast, by End User
      • 7.3.5.3.2.1 France Commercial Video Game Software Market by Commercial Type
      • 7.3.5.3.3 Market size and forecast, by Genre
      • 7.3.5.4 Italy
      • 7.3.5.4.1 Market size and forecast, by Device Type
      • 7.3.5.4.2 Market size and forecast, by End User
      • 7.3.5.4.2.1 Italy Commercial Video Game Software Market by Commercial Type
      • 7.3.5.4.3 Market size and forecast, by Genre
      • 7.3.5.5 Spain
      • 7.3.5.5.1 Market size and forecast, by Device Type
      • 7.3.5.5.2 Market size and forecast, by End User
      • 7.3.5.5.2.1 Spain Commercial Video Game Software Market by Commercial Type
      • 7.3.5.5.3 Market size and forecast, by Genre
      • 7.3.5.6 Rest of Europe
      • 7.3.5.6.1 Market size and forecast, by Device Type
      • 7.3.5.6.2 Market size and forecast, by End User
      • 7.3.5.6.2.1 Rest of Europe Commercial Video Game Software Market by Commercial Type
      • 7.3.5.6.3 Market size and forecast, by Genre
  • 7.4 Asia-Pacific
    • 7.4.1 Key trends and opportunities
    • 7.4.2 Asia-Pacific Market size and forecast, by Device Type
    • 7.4.3 Asia-Pacific Market size and forecast, by End User
      • 7.4.3.1 Asia-Pacific Commercial Video Game Software Market by Commercial Type
    • 7.4.4 Asia-Pacific Market size and forecast, by Genre
    • 7.4.5 Asia-Pacific Market size and forecast, by country
      • 7.4.5.1 China
      • 7.4.5.1.1 Market size and forecast, by Device Type
      • 7.4.5.1.2 Market size and forecast, by End User
      • 7.4.5.1.2.1 China Commercial Video Game Software Market by Commercial Type
      • 7.4.5.1.3 Market size and forecast, by Genre
      • 7.4.5.2 Japan
      • 7.4.5.2.1 Market size and forecast, by Device Type
      • 7.4.5.2.2 Market size and forecast, by End User
      • 7.4.5.2.2.1 Japan Commercial Video Game Software Market by Commercial Type
      • 7.4.5.2.3 Market size and forecast, by Genre
      • 7.4.5.3 India
      • 7.4.5.3.1 Market size and forecast, by Device Type
      • 7.4.5.3.2 Market size and forecast, by End User
      • 7.4.5.3.2.1 India Commercial Video Game Software Market by Commercial Type
      • 7.4.5.3.3 Market size and forecast, by Genre
      • 7.4.5.4 South Korea
      • 7.4.5.4.1 Market size and forecast, by Device Type
      • 7.4.5.4.2 Market size and forecast, by End User
      • 7.4.5.4.2.1 South Korea Commercial Video Game Software Market by Commercial Type
      • 7.4.5.4.3 Market size and forecast, by Genre
      • 7.4.5.5 Australia
      • 7.4.5.5.1 Market size and forecast, by Device Type
      • 7.4.5.5.2 Market size and forecast, by End User
      • 7.4.5.5.2.1 Australia Commercial Video Game Software Market by Commercial Type
      • 7.4.5.5.3 Market size and forecast, by Genre
      • 7.4.5.6 Rest of Asia-Pacific
      • 7.4.5.6.1 Market size and forecast, by Device Type
      • 7.4.5.6.2 Market size and forecast, by End User
      • 7.4.5.6.2.1 Rest of Asia-Pacific Commercial Video Game Software Market by Commercial Type
      • 7.4.5.6.3 Market size and forecast, by Genre
  • 7.5 LAMEA
    • 7.5.1 Key trends and opportunities
    • 7.5.2 LAMEA Market size and forecast, by Device Type
    • 7.5.3 LAMEA Market size and forecast, by End User
      • 7.5.3.1 LAMEA Commercial Video Game Software Market by Commercial Type
    • 7.5.4 LAMEA Market size and forecast, by Genre
    • 7.5.5 LAMEA Market size and forecast, by country
      • 7.5.5.1 Brazil
      • 7.5.5.1.1 Market size and forecast, by Device Type
      • 7.5.5.1.2 Market size and forecast, by End User
      • 7.5.5.1.2.1 Brazil Commercial Video Game Software Market by Commercial Type
      • 7.5.5.1.3 Market size and forecast, by Genre
      • 7.5.5.2 Mexico
      • 7.5.5.2.1 Market size and forecast, by Device Type
      • 7.5.5.2.2 Market size and forecast, by End User
      • 7.5.5.2.2.1 Mexico Commercial Video Game Software Market by Commercial Type
      • 7.5.5.2.3 Market size and forecast, by Genre
      • 7.5.5.3 UAE
      • 7.5.5.3.1 Market size and forecast, by Device Type
      • 7.5.5.3.2 Market size and forecast, by End User
      • 7.5.5.3.2.1 UAE Commercial Video Game Software Market by Commercial Type
      • 7.5.5.3.3 Market size and forecast, by Genre
      • 7.5.5.4 Saudi Arabia
      • 7.5.5.4.1 Market size and forecast, by Device Type
      • 7.5.5.4.2 Market size and forecast, by End User
      • 7.5.5.4.2.1 Saudi Arabia Commercial Video Game Software Market by Commercial Type
      • 7.5.5.4.3 Market size and forecast, by Genre
      • 7.5.5.5 South Africa
      • 7.5.5.5.1 Market size and forecast, by Device Type
      • 7.5.5.5.2 Market size and forecast, by End User
      • 7.5.5.5.2.1 South Africa Commercial Video Game Software Market by Commercial Type
      • 7.5.5.5.3 Market size and forecast, by Genre
      • 7.5.5.6 Rest of LAMEA
      • 7.5.5.6.1 Market size and forecast, by Device Type
      • 7.5.5.6.2 Market size and forecast, by End User
      • 7.5.5.6.2.1 Rest of LAMEA Commercial Video Game Software Market by Commercial Type
      • 7.5.5.6.3 Market size and forecast, by Genre

CHAPTER 8: COMPANY LANDSCAPE

  • 8.1. Introduction
  • 8.2. Top winning strategies
  • 8.3. Product Mapping of Top 10 Player
  • 8.4. Competitive Dashboard
  • 8.5. Competitive Heatmap
  • 8.6. Key developments

CHAPTER 9: COMPANY PROFILES

  • 9.1 Activision Blizzard
    • 9.1.1 Company overview
    • 9.1.2 Company snapshot
    • 9.1.3 Operating business segments
    • 9.1.4 Product portfolio
    • 9.1.5 Business performance
    • 9.1.6 Key strategic moves and developments
  • 9.2 Apple, Inc.
    • 9.2.1 Company overview
    • 9.2.2 Company snapshot
    • 9.2.3 Operating business segments
    • 9.2.4 Product portfolio
    • 9.2.5 Business performance
    • 9.2.6 Key strategic moves and developments
  • 9.3 Beijing Babbletime Technology, Co. Ltd
    • 9.3.1 Company overview
    • 9.3.2 Company snapshot
    • 9.3.3 Operating business segments
    • 9.3.4 Product portfolio
    • 9.3.5 Business performance
    • 9.3.6 Key strategic moves and developments
  • 9.4 Electronics Art, Inc
    • 9.4.1 Company overview
    • 9.4.2 Company snapshot
    • 9.4.3 Operating business segments
    • 9.4.4 Product portfolio
    • 9.4.5 Business performance
    • 9.4.6 Key strategic moves and developments
  • 9.5 Konami Holdings Corporation
    • 9.5.1 Company overview
    • 9.5.2 Company snapshot
    • 9.5.3 Operating business segments
    • 9.5.4 Product portfolio
    • 9.5.5 Business performance
    • 9.5.6 Key strategic moves and developments
  • 9.6 Lucid Games
    • 9.6.1 Company overview
    • 9.6.2 Company snapshot
    • 9.6.3 Operating business segments
    • 9.6.4 Product portfolio
    • 9.6.5 Business performance
    • 9.6.6 Key strategic moves and developments
  • 9.7 Microsoft Corporation
    • 9.7.1 Company overview
    • 9.7.2 Company snapshot
    • 9.7.3 Operating business segments
    • 9.7.4 Product portfolio
    • 9.7.5 Business performance
    • 9.7.6 Key strategic moves and developments
  • 9.8 Nintendo
    • 9.8.1 Company overview
    • 9.8.2 Company snapshot
    • 9.8.3 Operating business segments
    • 9.8.4 Product portfolio
    • 9.8.5 Business performance
    • 9.8.6 Key strategic moves and developments
  • 9.9 Nova Gaming Ventures Private Limited
    • 9.9.1 Company overview
    • 9.9.2 Company snapshot
    • 9.9.3 Operating business segments
    • 9.9.4 Product portfolio
    • 9.9.5 Business performance
    • 9.9.6 Key strategic moves and developments
  • 9.10 Rovio Entertainment Corporation
    • 9.10.1 Company overview
    • 9.10.2 Company snapshot
    • 9.10.3 Operating business segments
    • 9.10.4 Product portfolio
    • 9.10.5 Business performance
    • 9.10.6 Key strategic moves and developments
  • 9.11 Sony Interactive Entertainment
    • 9.11.1 Company overview
    • 9.11.2 Company snapshot
    • 9.11.3 Operating business segments
    • 9.11.4 Product portfolio
    • 9.11.5 Business performance
    • 9.11.6 Key strategic moves and developments
  • 9.12 Square Enix Holdings Co. Ltd
    • 9.12.1 Company overview
    • 9.12.2 Company snapshot
    • 9.12.3 Operating business segments
    • 9.12.4 Product portfolio
    • 9.12.5 Business performance
    • 9.12.6 Key strategic moves and developments
  • 9.13 Tencent Holdings Limited
    • 9.13.1 Company overview
    • 9.13.2 Company snapshot
    • 9.13.3 Operating business segments
    • 9.13.4 Product portfolio
    • 9.13.5 Business performance
    • 9.13.6 Key strategic moves and developments
  • 9.14 TA Games Studio
    • 9.14.1 Company overview
    • 9.14.2 Company snapshot
    • 9.14.3 Operating business segments
    • 9.14.4 Product portfolio
    • 9.14.5 Business performance
    • 9.14.6 Key strategic moves and developments
  • 9.15 Ubisoft Entertainment SA
    • 9.15.1 Company overview
    • 9.15.2 Company snapshot
    • 9.15.3 Operating business segments
    • 9.15.4 Product portfolio
    • 9.15.5 Business performance
    • 9.15.6 Key strategic moves and developments
  • 9.16 Virtous Holdings Pte. Ltd
    • 9.16.1 Company overview
    • 9.16.2 Company snapshot
    • 9.16.3 Operating business segments
    • 9.16.4 Product portfolio
    • 9.16.5 Business performance
    • 9.16.6 Key strategic moves and developments
  • 9.17 Zeus Interactive Co., Ltd.
    • 9.17.1 Company overview
    • 9.17.2 Company snapshot
    • 9.17.3 Operating business segments
    • 9.17.4 Product portfolio
    • 9.17.5 Business performance
    • 9.17.6 Key strategic moves and developments
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