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PCゲームとゲーム機 2014-2019年:動向、将来性、ベンダ戦略

PC & Console Games

Trends, Opportunities and Vendor Strategies 2014-2019

 

出版社 出版年月価格 ページ数
Juniper Research
ジュニパーリサーチ社
2014年7月お問い合わせください 76

サマリー

この調査レポートは、PCゲームとコンソールゲーム (コンシューマゲーム) について、最新の重要動向を調査し、市場分析や5年予測などを掲載しています。

概要

  • コンソールゲーム機とハンドヘルドゲーム機の分析
  • 業界動向とベンダ分析
  • 業界ベンチマーク予測

目次(抜粋)

  1. PCとコンソールゲーム業界概要
    1. 概説
    2. ゲームプレイ用ハードウェア
    3. 配信と収益化
    4. PC&コンソールゲームの動向
    5. ゲーム業界スナップショット
  2. PCゲーム予測
    1. 概説
    2. 方法論
    3. コンピュータゲーム市場
  3. コンソールゲーム予測
    1. 概説
    2. 方法論
    3. コンソールゲーム市場
  4. ハンドヘルドゲーム予測
    1. 概説
    2. ハンドヘルドゲーム機予測
  5. クラウドゲーム予測
    1. 概説
    2. コンシューマクラウドゲーム予測
  6. 課題と機会
    1. 概説
    2. PC&コンソールゲーム市場の将来性
  7. 企業情報
    1. ベンダ分析
    2. 開発業者と出版社
    3. 販売業者

Overview

  • Console and Handheld Gaming Device Analysis
  • Industry Trends and Vendor Analysis
  • Industry Benchmark Forecasts

This first edition of Juniper’s PC & Console Games Report evaluates the latest key developments in this evolving marketplace, including the latest iteration of gaming hardware, decreasing console sales and increased competition from new hardware and mobile platforms. Featuring expert market analysis allied to a series of exhaustive five-year forecasts, this report is an essential guide for any PC & console games stakeholder.
 
Including an assessment of market drivers together with the primary challenges and opportunities facing players across the value chain, the report offers a series of key strategic recommendations designed to optimise player growth and monetisation in this highly competitive space.

To accompany this Report is the PC & Console Games IFxl

Additionally, readers can learn more about the games ecosystem through a series of in-depth profiles of leading hardware providers, developers and games distributors. The analysis covers key capabilities such as financial performance, category and platform coverage and innovation, with the results of this analysis drawn together in a vendor matrix.

Expert analysis is backed up by interviews with and commentaries from leading players across the PC & console games industry.

Market forecasts

Juniper delivers the benchmark forecasts on the mobile, handheld, online and console games industries. The report includes 12 tables and 14 charts, providing forecasts across these segments together with the cloud games market for 8 key regions including:

  • Devices In Use for Console & Handheld Games
  • Console Shipments Per Annum
  • Average Usage Levels
  • Average Annual Spend Per User on Each Device
  • Total Annual Revenues per Region on Each Device
  • Total Cloud Games Subscribers and Revenues per Region

Global installed base forecasts, broken down by console and handheld game devices, is also included in the report.

PC & Console Games IFxl 2014–2019

Juniper Research’s highly granular IFxls (Interactive Forecast Excels) enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions, perform what-if analysis; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability both to understand a particular market and to integrate their own views into the model.

Companies Referenced

Interviewed: Nvidia.

Profiled: Activision Blizzard, EA (Electronic Arts), Humble Bundle, Microsoft, Nintendo, Sony, Take-Two Interactive, Ubisoft, Valve Corporation.

Mentioned: 2K, 343 Industries, Alienware, Amazon, American Cancer Society, American Express, American Red Cross, Apple, Best Buy, Big Huge Games, Blue Byte Software, Bungie, Child’s Play, Children in Need, Cloud Union, Dark Horse Comics, Dell, Disney, Entertainment Software Association of Canada, Epic Games, ESPN, Eurogamer, Extra Life, Facebook, Falcon Northwest, Gaikai, Game Freak, Gameloft, Gamescom, GameShop, GamesIndustry, GameStop, Gamnesia, Google, Guerrilla Games, Hasbro, Hybrid Apparel, Interactive Software Federation of Europe, Kickstarter, Launchworks, Lenovo, Lucasfilm, MasterCard, Metacritic, Mojang, MSI, National Basketball Association, Nexon Corporation, Next Level Games, Norticity, OnLive, Orange, Origin PC, Ouya, PayPal, PCMag.com, PEZ International, Razer, Red Storm Entertainment, Reddit, Riot Games, Ripstone, Rockstar Games, Saber Interactive, SCE Bend Studio, SEGA, SFR, Skype, Softbank, Stardock, Tencent, The Learning Company, Twitch, Twitter, Undead Labs, Unity, Velocity Micro, Visa, Wal-Mart, World Wrestling Entertainment, YouTube, Zen Studios.

Extra Info

◊8 Key Regions include: North America; Latin America; Western Europe; Central & Eastern Europe; Far East & China; Indian Subcontinent; Rest of Asia Pacific and Africa & Middle East.

Key Questions

  • What are the key trends in PC & Console gaming?
  • What is the market size and number of players for PC & Console games?
  • What new monetization options are there for consoles?
  • Will emerging markets adapt consoles over the forecast period?
  • What is the future of handheld game devices and handheld games?
  • How many cloud games subscribers will there be and how much the cloud games industry will be worth globally and by region?
  • What is the size of the overall games market? What is the revenue split between different regions and different platforms? Which platforms will growth the most over the forecast period?


目次

Table of Contents

Executive Summary

1. PC & Console Games Industry Overview

1.1 Introduction

1.2 Gameplay Hardware

1.2.1 Home Consoles
Figure 1.1: Nintendo Wii U Console and GamePad
Figure 1.2: Sony PlayStation 4 with DualShock 4 Controller
Figure 1.3: Microsoft Xbox One with its Controller and Bundled Kinect Motion Sensing Peripheral
Table 1.1: Summary of Home Console Hardware
Table 1.2: Home Console Hardware Pricing Strategy
Figure 1.4: Lifetime Unit Sales of 8th Generation Games Consoles
1.2.2 Handheld Systems
Figure 1.5: Nintendo 3DS Console
Figure 1.6: Sony PlayStation Vita
Table 1.3: Summary of Handheld System Hardware
Figure 1.7: Lifetime Unit Sales of 8th Generation Handheld Systems
1.2.3 Other Games Hardware
i. Home Consoles & Handhelds
Table 1.4: Summary of Other Games Hardware
ii. Games Laptops
Table 1.5: Games Laptops

1.3 Delivery & Monetisation

1.3.1 Physical Distribution
1.3.2 Digital Distribution
1.3.3 Monetisation
Table 1.6: Video Game Franchises Sold Over 100 Million Copies Worldwide

1.4 Trends in PC & Console Games

1.4.1 Trends & their Impact
Figure 1.8: Number of YouTube Searches for Different Games Titles, January 2011–present

1.5 Games Industry Snapshot

Figure 1.9 & Table 1.7: Global Games Revenues ($m) Split by 8 Key Regions 2014–2019
Figure 1.10 & Table 1.8: Global Games Revenues ($m) Split by Platforms 2014–2019

2. PC Games Forecast

2.1 Introduction

2.2 Methodology

Figure 2.1: Methodology for Deriving PC Games Software Revenue

2.3 Market for Computer Games

2.3.1 Computer Games Users and Usage
Figure 2.2 & Table 2.1: PC Gamers (m) Split by 8 Key Regions 2014–2019
Figure 2.3: Percentage of Population Who Play PC Games (%) Split by 8 Key Regions 2014–2019
2.3.2 Computer Games Market Size
Figure 2.4 & Table 2.2: Global PC Games Revenues ($m) Split by 8 Key Regions 2014–2019

3. Console Games Forecast

3.1 Introduction

3.2 Methodology

Figure 3.1: Methodology for Console Games Software Revenue

3.2 Market for Console Games

3.2.1 Global Console Installed Base
Figure 3.2 & Table 3.1: Global Console Installed Base (m) Split by 8 Key Regions 2014–2019
Figure 3.3 & Table 3.2: Global Annual Shipments of Consoles (m) Split by 8 Key Regions 2014?2019
3.2.2 Console Games Market Size
Figure 3.4: Total Revenues from Console Games ($m) Split by 8 Key Regions 2014–2019
Table 3.3: Total Revenues from Console Games ($m) Split by 8 Key Regions 2014–2019

4. Handheld Games Forecast

4.1 Introduction

Figure 4.1: Methodology for Handheld Games Software Revenue

4.2 Handheld Games Device Forecasts

4.2.1 Global Handheld Installed Base
Figure 4.2 & Table 4.1: Global Installed Base of Portable Games Devices (m) Split by 8 Key Regions 2014?2019
4.2.2 Handheld Games Market Size
Table 4.2: Number of First-Hand Titles Sold Per Annum (m)  Split by 8 Key Regions 2014–2019
Table 4.3: Number of Portable Games Device Games Purchased First-Hand per User  per Annum Split by 8 Key Regions 2014–2019
Figure 4.3 & Table 4.4: Total Revenues from Software Sales for Portable Games Devices ($m) Split by 8 Key Regions 2014–2019

5. Cloud Games Forecast

5.1 Methodology & Assumptions

Figure 5.1: Consumer Cloud Games Methodology

5.2 Consumer Cloud Games Forecast

Figure 5.2 & Table 5.1: Consumer Cloud Games Subscribers (m) Split by 8 Key Regions 2014–2019
Table 5.2: Consumer Cloud Games Monthly Subscription ($) Split by 8 Key Regions 2014–2019
Figure 5.3 & Table 5.3: Consumer Cloud Games Subscription Revenue ($m) Split by 8 Key Regions 2014?2019

6. Challenges & Opportunities

6.1 Introduction

6.1 Challenges in the PC & Console Games Market
Table 6.1: Challenges in the PC & Console Games Market
Table 6.2: Average Size of Downloadable Games
Table 6.3: Summary of Industry Structure by Platform 2013

6.2 Opportunities in the PC & Console Games Market

Table 6.4: Opportunities in the PC & Console Games Market

7. Corporate Profiles

7.1 Vendor Analysis

7.1.1 Vendor Assessment Criteria
Table 7.1: Vendor Capability Assessment Factors
7.1.2 Limitations and Interpretation
7.1.3 Vendor Matrix Positioning - 2014
Figure 7.1: Global PC & Console Games Vendor Positioning Matrix 2014
i. Summary
ii. On Track Vendors
iii. Vendors Exceeding Expectations
iv. Vendors with Further Potential

7.2 Developers and Publishers

7.2.1 Activision
Table 7.1: Activision Blizzard’s Key Financial Indicators 2010–2013
7.2.2 EA (Electronic Arts)
Table 7.2: EA’ Key Financial Indicators 2010–2014
7.2.3 Ubisoft
Table 7.3: Ubisoft’s Key Financial Indicators 2010?2013
7.2.4 Nintendo
Table 7.4: Nintendo’s Key Financial Indicators 2010–2013
7.2.5 Sony Computer Entertainment
Table 7.5: Sony’s Sales Data 2012–2014
7.2.6 Microsoft Corporation
Table 7.6: Microsoft’s Key Financial Indicators 2010–2013
7.2.7 Take-Two Interactive
Table 7.7: Take-Two Interactive’s Key Financial Indicators 2011–2014

7.3 Distributors

7.3.1 Steam (Valve Corporation)
7.3.2 Humble Bundle

 

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プレスリリース

[プレスリリース原文]

PC & Console Games Revenues to Decline to $41bn by 2019, Juniper Research Finds

But will continue to account for over 50% of industry revenues

Hampshire, 22nd July 2014: A new report from Juniper Research has found that global revenues from PC and console games will decline from $46.5bn this year to $41bn by 2019. It also reveals that despite the decreasing sales of console hardware and increasing significance of mobile platforms, PC and console games will still account for over 50% of industry revenues over the next 5 years.

Global revenues from software sales on both the PC and console platforms will remain relatively healthy, with PC games software sales exceeding sales on the console platform.

The report PC & Console Games: Trends, Opportunities, and Vendor Strategies 2014–2019 found that the new generation of consoles will generate a short-term uplift in software sales, which is then expected to slow down as the lifecycle of the hardware progresses. Juniper also believes that a 9th generation of consoles is likely to arrive around 2019, assuming a similar console lifecycle to previous iterations, which is also likely to provoke a longer term software spike.

Cloud Games Revenues to Exceed $1bn by 2019

The report highlights that the cloud games market will reach $1bn in revenues – a growth of almost 30% on the 2014 figure of $281 million. The increase is a result of the launch of services, such as the PlayStation Now, and rising interest from operators to augment ARPU by adding cloud games alongside traditional services.

Other Findings from the report include:

  • Multiplayer online battle arena games, such as League of Legends and Dota2, will continue to be among the most popular genres on the PC platform.
  • Handheld devices will continue to struggle in attracting gamers, and revenues from this platform will shrink to under 2% of the total games industry sales by 2018.
  • The increasing availability of online video game streaming platforms, such as Twitch, supports the surge in popularity of eSports, or professional gaming.

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