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韓国のテレビゲーム市場予測 2017-2025年

SOUTH KOREA VIDEO GAMES MARKET FORECAST 2017-2025

 

出版社 出版年月電子版価格 ページ数
Inkwood Research
インクウッドリサーチ
2017年7月US$700
シングルユーザライセンス
79

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サマリー

KEY FINDINGS
The South Korea video games market is expected to grow at a CAGR of 4.965% during the forecast period of 2017-2025. The market value is expected to increase from $2772.1 million in 2016 to $4366.5 million by 2025. This anticipated growth is in lieu of the fact that video games have become an affordable luxury in the otherwise economically stagnant nation.

MARKET INSIGHTS
The South Korea market is segmented on the basis of distribution channels, such as online retailing and store-based retailing and on the basis of the type, into hardware and software. The software segment has the highest share in the market. In the year 2016, mobile games were the most profitable segment of the market, especially due to the in-game purchases. Therefore, this is the area on which the leading market players are now focusing their marketing strategies. One such strategy is to move the marketing media for games to TV commercials. This strategy has proved highly effective to popularize the games across consumers of all ages.

COMPETITIVE INSIGHTS
Some of the major companies in the market include Blizzard Entertainment Inc, Bandai Namco, Wargaming.Net, Warner Bros Entertainment Inc, Sony Corp, Nintendo, Activision Inc, King Digital Entertainment Plc, etc.



目次

1. RESEARCH SCOPE
1.1. STUDY GOALS
1.2. SCOPE OF MARKET STUDY
1.3. WHO WILL FIND THIS REPORT USEFUL?
1.4. STUDY AND FORECASTING YEARS
2. RESEARCH METHODOLOGY
2.1. SOURCES OF DATA
2.1.1. SECONDARY DATA
2.1.2. PRIMARY DATA
2.2. TOP DOWN APPROACH
2.3. BOTTOM-UP APPROACH
2.4. DATA TRIANGULATION
3. EXECUTIVE SUMMARY
4. MARKET DETERMINANTS
4.1. MARKET DRIVERS
4.1.1. GROWING DEMAND FOR ONLINE GAMES
4.1.2. GAMES CATERING TO ALL AGES AND GENDERS
4.1.3. INCREASING PENETRATION OF SMARTPHONES AND TABLETS IN GAMING INDUSTRY
4.1.4. TECHNOLOGICAL ADVANCEMENTS
4.1.5. MAJOR COMPANIES PROMOTING GAMERS AND DEVELOPERS
4.1.6. AWARENESS AMONG CONSUMERS REGARDING EDUCATIVE USE OF GAMES
4.2. MARKET RESTRAINTS
4.2.1. HIGH PRICING OF GAMES
4.2.2. VIOLENT GAMES A CONCERN
4.2.3. HEALTH ISSUES CAUSED DUE TO GAMING A CONCERN
4.2.4. FREE GAMES AVAILABILITY WITH EASY AVAILABILITY OF INTERNET
4.2.5. DEVELOPING NEWER AND BETTER VERSIONS OF ALREADY EXISTING POPULAR GAMES
4.3. MARKET OPPORTUNITIES
4.3.1. COMPETITIVE LEAGUES (E-SPORTS)
4.3.2. INCREASING DEMAND FOR VIRTUAL REALITY GAMES
4.4. MARKET CHALLENGES
4.4.1. INCREASING ONLINE PIRACY
4.4.2. EASY ENTRY OF NEW PLAYERS IN THE MARKET
4.4.3. FREEMIUM MODEL BEING CRITICIZED
5. MARKET SEGMENTATION
5.1. BY TYPE
5.1.1. HARDWARE
5.1.1.1. HANDHELD CONSOLES
5.1.1.2. STATIC CONSOLES
5.1.1.3. GAMING ACCESSORIES
5.1.2. VIDEO GAMES SOFTWARE
5.1.2.1. VIDEO GAMES SOFTWARE (PHYSICAL)
5.1.2.2. VIDEO GAMES SOFTWARE (DIGITAL)
5.1.2.3. VIDEO GAMES SOFTWARE BY PLATFORM
5.1.2.4. VIDEO GAMES SOFTWARE BY FORMAT
5.2. BY DISTRIBUTION CHANNEL
5.2.1. RETAIL STORES
5.2.1.1. SUPERMARKET/HYPERMARKETS
5.2.1.2. GAMING STORES
5.2.2. ONLINE RETAILING
6. KEY ANALYTICS
6.1. PORTER’S ANALYSIS
6.2. OPPORTUNITY MATRIX
7. GEOGRAPHICAL ANALYSIS
8. COMPETITIVE LANDSCAPE
8.1. MARKET SHARE ANALYSIS
8.1.1. TOP COMPANIES IN SOUTH KOREA
8.2. COMPANY PROFILES
8.2.1. MICROSOFT CORP
8.2.2. SONY CORP
8.2.3. ELECTRONIC ARTS INC
8.2.4. NINTENDO
8.2.5. ACTIVISION INC
8.2.6. UBISOFT ENTERTAINMENT LTD
8.2.7. WARNER BROS ENTERTAINMENT INC
8.2.8. KING DIGITAL ENTERTAINMENT PLC
8.2.9. RIOT GAMES INC
8.2.10. TENCENT HOLDINGS LTD
8.2.11. NETEASE.COM INC
8.2.12. NCSOFT CORP
8.2.13. BLIZZARD ENTERTAINMENT INC
8.2.14. WARGAMING.NET
8.2.15. BANDAI NAMCO



TABLE LIST
1. SOUTH KOREA VIDEO GAMES MARKET BY TYPE 2017-2025 ($ MILLION)
2. SOUTH KOREA VIDEO GAMES MARKET BY HARDWARE 2017-2025 ($ MILLION)
3. SOUTH KOREA VIDEO GAMES MARKET BY GAMING ACCESSORIES TYPE 2017-2025 ($ MILLION)
4. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE 2017-2025 ($ MILLION)
5. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE (PHYSICAL) 2017-2025 ($ MILLION)
6. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE (DIGITAL) 2017-2025 ($ MILLION)
7. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE BY PLATFORM 2017-2025 ($ MILLION)
8. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE BY FORMAT 2017-2025 ($ MILLION)
9. SOUTH KOREA VIDEO GAMES MARKET BY DISTRIBUTION CHANNEL 2017-2025 ($ MILLION)
10. SOUTH KOREA VIDEO GAMES MARKET BY RETAIL STORES 2017-2025 ($ MILLION)

FIGURE LIST
1. SOUTH KOREA VIDEO GAMES MARKET 2017-2025 ($ MILLION)
2. SOUTH KOREA VIDEO GAMES MARKET BY HARDWARE 2017-2025 ($ MILLION)
3. SOUTH KOREA HARDWARE VIDEO GAMES MARKET BY HANDHELD CONSOLES 2017-2025 ($ MILLION)
4. SOUTH KOREA HARDWARE VIDEO GAMES MARKET BY STATIC CONSOLES 2017-2025 ($ MILLION)
5. SOUTH KOREA HARDWARE VIDEO GAMES MARKET BY GAMING ACCESSORIES 2017-2025 ($ MILLION)
6. SOUTH KOREA GAMING ACCESSORIES MARKET BY TOYS TO LIFE 2017-2025 ($ MILLION)
7. SOUTH KOREA GAMING ACCESSORIES MARKET BY AR/VR HEADSETS 2017-2025 ($ MILLION)
8. SOUTH KOREA GAMING ACCESSORIES MARKET BY OTHER GAMING ACCESSORIES 2017-2025 ($ MILLION)
9. SOUTH KOREA VIDEO GAMES MARKET BY SOFWARE 2017-2025 ($ MILLION)
10. SOUTH KOREA VIDEO GAMES MARKET BY SOFTWARE (PHYSICAL) 2017-2025 ($ MILLION)
11. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (PHYSICAL) 2017-2025 ($ MILLION)
12. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (PHYSICAL) 2017-2025 ($ MILLION)
13. SOUTH KOREA VIDEO GAMES MARKET BY SOFWARE (DIGITAL) 2017-2025 ($ MILLION)
14. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (DIGITAL) 2017-2025 ($ MILLION)
15. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (DIGITAL) 2017-2025 ($ MILLION)
16. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY ONLINE GAMES 2017-2025 ($ MILLION)
17. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY MOBILE GAMES 2017-2025 ($ MILLION)
18. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY PLATFORM 2017-2025 ($ MILLION)
19. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (PLATFORM) 2017-2025 ($ MILLION)
20. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (PLATFORM) 2017-2025 ($ MILLION)
21. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY ONLINE GAMES (PLATFORM) 2017-2025 ($ MILLION)
22. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY MOBILE GAMES (PLATFORM) 2017-2025 ($ MILLION)
23. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY FORMAT 2017-2025 ($ MILLION)
24. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY GAME SALES 2017-2025 ($ MILLION)
25. SOUTH KOREA SOFTWARE VIDEO GAMES MARKET BY INGAME PURCHASES 2017-2025 ($ MILLION)
26. SOUTH KOREA VIDEO GAMES MARKET BY RETAIL STORES 2017-2025 ($ MILLION)
27. SOUTH KOREA VIDEO GAMES MARKET BY SUPERMARKETS/HYPERMARKETS 2017-2025 ($ MILLION)
28. SOUTH KOREA VIDEO GAMES MARKET BY GAMING STORES 2017-2025 ($ MILLION)
29. SOUTH KOREA VIDEO GAMES MARKET BY ONLINE RETAILING 2017-2025 ($ MILLION)
30. TOP COMPANIES IN SOUTH KOREA (2016)

 

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