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게임 시장 : 세계 업계 동향, 점유율, 규모, 성장, 기회, 예측(2021-2026년)

Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

리서치사 IMARC Services Private Limited
발행일 2021년 02월 상품 코드 988317
페이지 정보 영문 114 Pages
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게임 시장 : 세계 업계 동향, 점유율, 규모, 성장, 기회, 예측(2021-2026년) Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026
발행일 : 2021년 02월 페이지 정보 : 영문 114 Pages

본 상품은 영문 자료로 한글과 영문목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계의 게임 시장 규모는 2020년에 1,679억 달러를 기록했습니다. 시장은 2021-2026년의 기간중 9.24%의 CAGR로 확대되고, 2026년까지 2,871억 달러에 달할 것으로 예측됩니다.

휴대폰 급증과 인터넷상에서 게임의 용이한 입수 가능성 및 하드웨어와 소프트웨어 양방의 혁신은 세계의 게임 시장 성장에 플러스 영향을 미칠 것으로 예상됩니다. 또한 무료로 플레이 할 수 있는 비지니스 모델을 제공하는 모바일 게임이나 브라우저 게임 채용이 확대하고 있는 점도 게임 시장에서 주목을 끌고 있는 또 다른 동향입니다. 게다가 e-sports 인기 상승, 프로와 아마추어 플레이어간 멀티플레이어 비디오 게임의 경쟁에 의해 게임 시장은 세계적으로 성장이 가속하고 있습니다.

세계의 게임(Gaming) 시장에 대해 조사했으며, 시장 개요, 각 부문 및 지역별 시장 규모 예측, 주요 기업 개요, 경쟁 상황 분석 등 체계적인 정보를 제공합니다.

목차

제1장 서문

제2장 범위와 조사 방법

제3장 주요 요약

제4장 서론

제5장 세계의 게임 시장

  • 시장 개요
  • 시장 실적
  • COVID-19의 영향
  • 가격 분석
  • 시장 내역 : 디바이스 종류별
  • 시장 내역 : 플랫폼별
  • 시장 내역 : 매출 종류별
  • 시장 내역 : 연령층별
  • 시장 내역 : 지역별
  • SWOT 분석
  • 밸류체인 분석
  • Porter's Five Forces 분석

제6장 시장 내역 : 디바이스 종류별

  • 콘솔
  • 휴대폰 및 태블릿
  • 컴퓨터

제7장 시장 내역 : 플랫폼별

  • 온라인
  • 오프라인

제8장 시장 내역 : 매출 종류별

  • 게임내 구입
  • 게임 구입
  • 광고

제9장 시장 내역 : 종류별

  • 어드벤처/롤플레잉 게임
  • 퍼즐
  • 소셜 게임
  • 전략
  • 시뮬레이션
  • 기타

제10장 시장 내역 : 연령층별

  • 성인
  • 아동

제11장 시장 내역 : 지역별

  • 아시아태평양
  • 북미
  • 유럽
  • 중동 및 아프리카
  • 라틴아메리카

제12장 경쟁 상황

  • 시장 구조
  • 주요 기업
  • 주요 기업 개요
    • Tencent Holdings Limited
    • Sony Corporation
    • Microsoft Corporation
    • Apple Inc.
    • Activision Blizzard, Inc.
    • Google LLC
    • NetEase Inc.
    • Electronic Arts Inc.
    • Nintendo Co., Ltd.
    • Bandai Namco Holdings Inc.
KSM 21.02.22

List of Figures

  • Figure 1: Global: Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Gaming Market: Sales Value (in Billion US$), 2015-2020
  • Figure 3: Global: Gaming Market: Breakup by Device Type (in %), 2020
  • Figure 4: Global: Gaming Market: Breakup by Platform (in %), 2020
  • Figure 5: Global: Gaming Market: Breakup by Revenue Type (in %), 2020
  • Figure 6: Global: Gaming Market: Breakup by Type (in %), 2020
  • Figure 7: Global: Gaming Market: Breakup by Age Group (in %), 2020
  • Figure 8: Global: Gaming Market: Breakup by Region (in %), 2020
  • Figure 9: Global: Gaming Market Forecast: Sales Value (in Billion US$), 2021-2026
  • Figure 10: Global: Gaming Industry: SWOT Analysis
  • Figure 11: Global: Gaming Industry: Value Chain Analysis
  • Figure 12: Global: Gaming Industry: Porter's Five Forces Analysis
  • Figure 13: Global: Gaming (Consoles) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 14: Global: Gaming (Consoles) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 15: Global: Gaming (Mobiles and Tablets) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 16: Global: Gaming (Mobiles and Tablets) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 17: Global: Gaming (Computers) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 18: Global: Gaming (Computers) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 19: Global: Gaming (Online) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 20: Global: Gaming (Online) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 21: Global: Gaming (Offline) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 22: Global: Gaming (Offline) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 23: Global: Gaming (In-Game Purchase) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 24: Global: Gaming (In-Game Purchase) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 25: Global: Gaming (Game Purchase) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 26: Global: Gaming (Game Purchase) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 27: Global: Gaming (Advertising) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 28: Global: Gaming (Advertising) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 29: Global: Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 30: Global: Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 31: Global: Gaming (Puzzles) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 32: Global: Gaming (Puzzles) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 33: Global: Gaming (Social Games) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 34: Global: Gaming (Social Games) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 35: Global: Gaming (Strategy) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 36: Global: Gaming (Strategy) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 37: Global: Gaming (Simulation) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 38: Global: Gaming (Simulation) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 39: Global: Gaming (Others) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 40: Global: Gaming (Others) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 41: Global: Gaming (Adult) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 42: Global: Gaming (Adult) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 43: Global: Gaming (Children) Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 44: Global: Gaming (Children) Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 45: Asia Pacific: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 46: Asia Pacific: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 47: North America: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 48: North America: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 49: Europe: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 50: Europe: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 51: Middle East and Africa: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 52: Middle East and Africa: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 53: Latin America: Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 54: Latin America: Gaming Market Forecast: Sales Value (in Million US$), 2021-2026

List of Tables

  • Table 1: Global: Gaming Market: Key Industry Highlights, 2020 and 2026
  • Table 2: Global: Gaming Market Forecast: Breakup by Device Type (in Million US$), 2021-2026
  • Table 3: Global: Gaming Market Forecast: Breakup by Platform (in Million US$), 2021-2026
  • Table 4: Global: Gaming Market Forecast: Breakup by Revenue Type (in Million US$), 2021-2026
  • Table 5: Global: Gaming Market Forecast: Breakup by Type (in Million US$), 2021-2026
  • Table 6: Global: Gaming Market Forecast: Breakup by Age Group (in Million US$), 2021-2026
  • Table 7: Global: Gaming Market Forecast: Breakup by Region (in Million US$), 2021-2026
  • Table 8: Global: Gaming Market: Competitive Structure
  • Table 9: Global: Gaming Market: Key Players

Report Overview:

  • Gaming, also known as video games or electronic games, refers to a computer application which is played with a certain set of rules. It involves mental or physical stimulation that provides entertainment and relaxation to the player or the spectators. Gaming is a powerful tool that can help children in developing certain life skills and can also aid the educators in seeking ways to supplement classroom teaching. The gaming sector has been revolutionized with the advent of advanced graphical engines and information technology. According to the latest report by IMARC Group, titled "Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026", the global gaming market reached a value of US$ 167.9 Billion in 2020.
  • The increasing proliferation of mobile phones and easy availability of games on the internet along with innovations in both hardware and software are expected to have a positive impact on the growth of the global gaming market. In addition, the growing adoption of mobile and browser games which offer free-to-play business models is another trend that is gaining traction in the gaming market. Further, with the rising popularity of e-sports, multiplayer video game competition between professional and amateur players, the gaming market is witnessing an accelerated growth worldwide. Some of the other factors propelling the gaming market are empowering nature of games; availability of different genres, such as strategy, action, simulation, etc.; and a shift from physical games to online games. Looking forward, IMARC Group expects the global gaming market to reach a value of US$ 287.1 Billion by 2026, exhibiting a CAGR of 9.24% during 2021-2026.

Key Market Segmentation:

  • IMARC Group provides an analysis of the key trends in each sub-segment of the global gaming market, along with forecasts for growth at the global, regional and country level from 2021-2026. Our report has categorized the market based on region, device type, platform, revenue type, type, and age group.

Breakup by Device Type:

  • Based on the device type, the global gaming market has been segmented into consoles, mobiles and tablets, and computers. mobiles and tablets currently account for the largest share followed by consoles and computers.

Breakup by Platform:

  • Based on the platform, the market has been segmented into online and offline. The offline segment currently accounts for a larger share.

Breakup by Revenue Type:

  • Based on the revenue type, the market has been segmented into in-game purchase, game purchase and advertising.

Breakup by Type:

  • Based on type, the market has been segmented into adventure/role playing games, puzzles, social games, strategy, simulation and others.

Breakup by Age Group:

  • Based on the age group, the market has been segmented into adult and children. Adult games currently dominate the global gaming market.

Regional Insights:

  • Region-wise, Asia Pacific accounts for the largest market share. Other major regions are North America, Europe, Middle East and Africa and Latin America.

Competitive Landscape:

  • The competitive landscape of the market has also been examined with some of the key players being Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd.and Bandai Namco Holdings Inc..
  • This report provides a deep insight into the global gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter's five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the gaming market in any manner.

Key Questions Answered in This Report:

  • How has the global gaming market performed so far and how will it perform in the coming years?
  • What are the key regions in the global gaming market?
  • What has been the impact of COVID-19 on the global gaming market?
  • Which are the device types in the global gaming market?
  • Which are the platforms in the global gaming market?
  • Which are the revenue types in the global gaming market?
  • Which are the popular type in the global gaming market?
  • Which are the age groups in the global gaming market?
  • What are the various stages in the value chain of the global gaming market?
  • What are the key driving factors and challenges in the global gaming market?
  • What is the structure of the global gaming market and who are the key players?
  • What is the degree of competition in the global gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Price Analysis
  • 5.5 Market Breakup by Device Type
  • 5.6 Market Breakup by Platform
  • 5.7 Market Breakup by Revenue Type
  • 5.8 Market Breakup by Type
  • 5.9 Market Breakup by Age Group
  • 5.10 Market Breakup by Region
  • 5.11 Market Forecast
  • 5.12 SWOT Analysis
    • 5.12.1 Overview
    • 5.12.2 Strengths
    • 5.12.3 Weaknesses
    • 5.12.4 Opportunities
    • 5.12.5 Threats
  • 5.13 Value Chain Analysis
    • 5.13.1 Overview
    • 5.13.2 Research and Development
    • 5.13.3 Inputs
    • 5.13.4 Products and Services
    • 5.13.5 Marketing and Distribution
    • 5.13.6 End Users
    • 5.13.7 Post Sales Service
  • 5.14 Porters Five Forces Analysis
    • 5.14.1 Overview
    • 5.14.2 Bargaining Power of Buyers
    • 5.14.3 Bargaining Power of Suppliers
    • 5.14.4 Degree of Competition
    • 5.14.5 Threat of New Entrants
    • 5.14.6 Threat of Substitutes
    • 5.14.7 Threats

6 Market Breakup by Device Type

  • 6.1 Consoles
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Mobiles and Tablets
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Computers
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Platform

  • 7.1 Online
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Offline
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Revenue Type

  • 8.1 In-Game Purchase
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Game Purchase
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Advertising
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast

9 Market Breakup by Type

  • 9.1 Adventure/Role Playing Games
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Puzzles
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Social Games
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Strategy
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Simulation
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Others
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast

10 Market Breakup by Age Group

  • 10.1 Adult
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2 Children
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast

11 Market Breakup by Region

  • 11.1 Asia Pacific
    • 11.1.1 Market Trends
    • 11.1.2 Market Forecast
  • 11.2 North America
    • 11.2.1 Market Trends
    • 11.2.2 Market Forecast
  • 11.3 Europe
    • 11.3.1 Market Trends
    • 11.3.2 Market Forecast
  • 11.4 Middle East and Africa
    • 11.4.1 Market Trends
    • 11.4.2 Market Forecast
  • 11.5 Latin America
    • 11.5.1 Market Trends
    • 11.5.2 Market Forecast

12 Competitive Landscape

  • 12.1 Market Structure
  • 12.2 Key Players
  • 12.3 Profiles of Key Players
    • 12.3.1 Tencent Holdings Limited
    • 12.3.2 Sony Corporation
    • 12.3.3 Microsoft Corporation
    • 12.3.4 Apple Inc.
    • 12.3.5 Activision Blizzard, Inc.
    • 12.3.6 Google LLC
    • 12.3.7 NetEase Inc.
    • 12.3.8 Electronic Arts Inc.
    • 12.3.9 Nintendo Co., Ltd.
    • 12.3.10 Bandai Namco Holdings Inc.
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