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