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中国のテレビゲーム市場予測 2017-2025年

CHINA 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
75

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サマリー

KEY FINDINGS
The China video games market is anticipated to grow at a CAGR of 11.28% during the forecast period of 2017-2025. The market collections are expected to reach $61821 million by the end of forecast period. Factors like the presence of top brands in the market, well-built channels for distribution, intellectual property sources and high investments for game developments are propelling the market growth. Also, the launch of the Xbox One and PlayStation 4 has accelerated the growth of static consoles in recent years.

MARKET INSIGHTS
Currently, the software section holds a major market share of the China market as compared to the hardware section. The lifting of the ban on consoles in the region has resulted in an increase in demand for static consoles, subsequently widening the scope of the hardware segment in the future. A series of new products entering the China market is expected to increase the market for AR/VR headsets over the forecast period. Also, other hardware accessories, such as joysticks for mobiles are expected to enjoy a healthy run in the coming years due to the rapid developments in mobile games.

COMPETITIVE INSIGHTS
Electronic Arts Inc, Sony Corp, Activision Inc, Bandai, Microsoft CorpNintendo Tencent Holdings Ltd, Ubisoft Entertainment Ltd, Netease.Com Inc, King Digital Entertainment Plc, NCsoft Corp, Warner Bros Entertainment Inc, Riot Games Inc Wargaming.Net, and Blizzard Entertainment Inc, Riot Games Inc are some of the major players in this market.


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


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

 

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