MMOゲームの世界市場2018-2022

【英語タイトル】Global MMO Games Market 2018-2022

Technavioが出版した調査資料(IRTNTR23321)・商品コード:IRTNTR23321
・発行会社(調査会社):Technavio
・発行日:2018年11月13日
・ページ数:115
・レポート言語:英語
・レポート形式:PDF
・納品方法:Eメール(受注後24時間以内)
・調査対象地域:グローバル、アジア、北米、ヨーロッパ(EMEA)
・産業分野:メディア
◆販売価格オプション(消費税別)
Single User(1名様閲覧用)USD3,500 ⇒換算¥518,000見積依頼/購入/質問フォーム
Five User(5名様閲覧用)USD4,000 ⇒換算¥592,000見積依頼/購入/質問フォーム
Enterprise License(同一法人内共有可)USD5,000 ⇒換算¥740,000見積依頼/購入/質問フォーム
販売価格オプションの説明
※お支払金額:換算金額(日本円)+消費税
※納期:即日〜2営業日(3日以上かかる場合は別途表記又はご連絡)
※お支払方法:納品日+5日以内に請求書を発行・郵送(請求書発行日より2ヶ月以内に銀行振込、振込先:三菱UFJ銀行/H&Iグローバルリサーチ株式会社、支払期限と方法は調整可能)
当調査レポートでは、MMOゲームの世界市場について調査・分析し、市場概要、市場環境、MMOゲーム市場規模、収益モデル別(F2P、P2P)分析、ジャンル別(MMORPG(ロールプレイングゲーム)、MMOFPS(ファーストパーソン・シューティングゲーム)、MMORTS(リアルタイム対戦ゲーム)、その他)分析、市場動向、競争環境、主要地域別市場規模(北米、ヨーロッパ、アジアなど)、関連企業情報などを含め、以下の構成でお届け致します。
・エグゼクティブサマリー
・調査範囲・調査手法
・MMOゲームの世界市場概要
・MMOゲームの世界市場環境
・MMOゲームの世界市場動向
・MMOゲームの世界市場規模
・MMOゲームの世界市場:業界構造分析
・MMOゲームの世界市場:収益モデル別(F2P、P2P)
・MMOゲームの世界市場:ジャンル別(MMORPG(ロールプレイングゲーム)、MMOFPS(ファーストパーソン・シューティングゲーム)、MMORTS(リアルタイム対戦ゲーム)、その他)
・MMOゲームの世界市場:地域別市場規模・分析
・MMOゲームの北米市場規模・予測
・MMOゲームのヨーロッパ・中東・アフリカ市場規模・予測
・MMOゲームのアジア太平洋市場規模・予測
・MMOゲームの主要国分析
・MMOゲームの世界市場:意思決定フレームワーク
・MMOゲームの世界市場:成長要因、課題
・MMOゲームの世界市場:競争環境
・MMOゲームの世界市場:関連企業情報(ベンダー分析)
【レポートの概要】

114 Pages, November 2018

About this market
The growing popularity of digital content is driving the online gaming industry. Digital contents can be downloaded once and be played across PC and X box One multiple times. This is resulting in an increased number of players. Technavio’s analysts have predicted that the global MMO games market will register a CAGR of 8% by 2022.

Market overview
Availability of several payment services
The popularity of many MMO games with in-app purchases is increasing among gamers. The convenience of switching to various payment options such as VISA, MasterCard, and others as per convenience attracts these buyers.
High cost of latest MMO game applications
The increased cost of latest MMO game applications compel gamers to opt for substitutes such as freeware mobile game applications.

For the detailed list of factors that will drive and challenge the growth of the global MMO games market during 2018-2022, view our report.

Completive landscape
The market appears to be concentrated due to the presence of a few companies. Factors such as the availability of several payment services and growing popularity of digital content, will provide considerable growth opportunities to MMO games market vendors. Activision Blizzard, Electronic Arts, NetEase Games, Tencent, and Valve are some of the major companies covered in this report.

【レポートの目次】

PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis
PART 05: MARKET SIZING
• Market definition
• Market sizing 2017
• Market size and forecast 2017-2022
PART 06: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition
PART 07: MARKET SEGMENTATION BY REVENUE MODEL
• Segmentation by revenue model
• Comparison by revenue model
• F2P – Market size and forecast 2017-2022
• P2P – Market size and forecast 2017-2022
• Market opportunity by revenue model
PART 08: MARKET SEGMENTATION BY GENRE
• Segmentation by genre
• Comparison by genre
• MMORPG – Market size and forecast 2017-2022
• MMOFPS – Market size and forecast 2017-2022
• MMORTS – Market size and forecast 2017-2022
• Others– Market size and forecast 2017-2022
• Market opportunity by genre
PART 09: CUSTOMER LANDSCAPE
PART 10: REGIONAL LANDSCAPE
• Geographical segmentation
• Regional comparison
• Americas – Market size and forecast 2017-2022
• EMEA – Market size and forecast 2017-2022
• APAC – Market size and forecast 2017-2022
• Key leading countries
• Market opportunity
PART 11: DECISION FRAMEWORK
PART 12: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges
PART 13: MARKET TRENDS
• Growth of cryptocurrency
• Emergence of gamification
• Games converting to F2P model
• Use of blockchain technology
PART 14: VENDOR LANDSCAPE
• Overview
• Landscape disruption
• Competitive landscape
PART 15: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• Activision Blizzard
• Electronic Arts
• NetEase Games
• Tencent
• Valve
PART 16: APPENDIX
• List of abbreviations

Exhibit 01: Parent market
Exhibit 02: Global gaming market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition – Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global MMO games market – Market size and forecast 2017-2022 ($ bn)
Exhibit 09: Global MMO games market – Year-over-year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition – Five forces 2017
Exhibit 18: Revenue model – Market share 2017-2022 (%)
Exhibit 19: Comparison by revenue model
Exhibit 20: F2P – Market size and forecast 2017-2022 ($ bn)
Exhibit 21: F2P – Year-over-year growth 2018-2022 (%)
Exhibit 22: P2P – Market size and forecast 2017-2022 ($ bn)
Exhibit 23: P2P – Year-over-year growth 2018-2022 (%)
Exhibit 24: Market opportunity by revenue model
Exhibit 25: Genre – Market share 2017-2022 (%)
Exhibit 26: Comparison by genre
Exhibit 27: MMORPG – Market size and forecast 2017-2022 ($ bn)
Exhibit 28: MMORPG – Year-over-year growth 2018-2022 (%)
Exhibit 29: MMOFPS – Market size and forecast 2017-2022 ($ bn)
Exhibit 30: MMOFPS – Year-over-year growth 2018-2022 (%)
Exhibit 31: MMORTS – Market size and forecast 2017-2022 ($ bn)
Exhibit 32: MMORTS – Year-over-year growth 2018-2022 (%)
Exhibit 33: Others– Market size and forecast 2017-2022 ($ bn)
Exhibit 34: Others – Year-over-year growth 2018-2022 (%)
Exhibit 35: Market opportunity by genre
Exhibit 36: Customer landscape
Exhibit 37: Geography – Market share 2017-2022 (%)
Exhibit 38: Regional comparison
Exhibit 39: Americas – Market size and forecast 2017-2022 ($ bn)
Exhibit 40: Americas – Year-over-year growth 2018-2022 (%)
Exhibit 41: EMEA – Market size and forecast 2017-2022 ($ bn)
Exhibit 42: EMEA – Year-over-year growth 2018-2022 (%)
Exhibit 43: APAC – Market size and forecast 2017-2022 ($ bn)
Exhibit 44: APAC – Year-over-year growth 2018-2022 (%)
Exhibit 45: Key leading countries
Exhibit 46: Market opportunity
Exhibit 47: Vendor landscape
Exhibit 48: Landscape disruption
Exhibit 49: Vendors covered
Exhibit 50: Vendor classification
Exhibit 51: Market positioning of vendors
Exhibit 52: Vendor overview
Exhibit 53: Activision Blizzard – Business segments
Exhibit 54: Activision Blizzard – Organizational developments
Exhibit 55: Activision Blizzard – Geographic focus
Exhibit 56: Activision Blizzard – Segment focus
Exhibit 57: Activision Blizzard – Key offerings
Exhibit 58: Vendor overview
Exhibit 59: Electronic Arts – Organizational developments
Exhibit 60: Electronic Arts – Geographic focus
Exhibit 61: Electronic Arts – Key offerings
Exhibit 62: Vendor overview
Exhibit 63: NetEase Games – Business segments
Exhibit 64: NetEase Games – Organizational developments
Exhibit 65: NetEase Games – Segment focus
Exhibit 66: NetEase Games – Key offerings
Exhibit 67: Vendor overview
Exhibit 68: Tencent – Business segments
Exhibit 69: Tencent – Organizational developments
Exhibit 70: Tencent – Geographic focus
Exhibit 71: Tencent – Segment focus
Exhibit 72: Tencent – Key offerings
Exhibit 73: Vendor overview
Exhibit 74: Valve – Organizational developments
Exhibit 75: Valve – Key offerings



【掲載企業】

Activision Blizzard、Electronic Arts、NetEase Games、Tencent、Valve

★調査レポート[MMOゲームの世界市場2018-2022] (コード:IRTNTR23321)販売に関する免責事項を必ずご確認ください。
★調査レポート[MMOゲームの世界市場2018-2022]についてメールでお問い合わせ


◆H&Iグローバルリサーチのお客様(例)◆