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アジア太平洋ゲーム市場予測 2023-2032

アジア太平洋ゲーム市場予測 2023-2032


ASIA-PACIFIC GAMING MARKET FORECAST 2023-2032

主な調査結果 アジア太平洋地域のゲーム市場は、2023年から2032年の予測期間においてCAGR 11.72%で成長すると推定される。同地域の市場成長は主に、大規模で拡大する人口、5Gネットワーク、VR/ARデバイス、クラ... もっと見る

 

 

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Inkwood Research
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2023年5月26日 US$1,600
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2-3営業日以内 168 英語

 

サマリー

主な調査結果
アジア太平洋地域のゲーム市場は、2023年から2032年の予測期間においてCAGR 11.72%で成長すると推定される。同地域の市場成長は主に、大規模で拡大する人口、5Gネットワーク、VR/ARデバイス、クラウドゲーミングなどの継続的な技術開発、eスポーツの人気の高まりによって強化されている。
市場インサイト
アジア太平洋地域のゲーム市場成長評価には、中国、日本、インド、韓国、台湾、オーストラリア&ニュージーランド、その他のアジア太平洋地域の調査が含まれる。台湾のゲーム分野ではモバイルゲームが主流である。同分野の人気は、スマートフォンの急速な普及と高速インターネット接続によって支えられている。また、モバイルゲームの売上は、台湾のゲーム市場全体でもかなりのシェアを占めている。さらに、台湾ではコンソールゲームやPCゲームも盛んで、多人数同時参加型オンライン・ロール・プレイング・ゲーム(MMORPG)、戦略ゲーム、アクション・アドベンチャー・タイトルが台湾のゲーマーの間で大きな人気を集めている。
一方、オーストラリアのゲーム市場は、デジタルゲーム減税(DGTO)など、政府によるさまざまな支援制度により、今後数年間で成長すると予測されている。この制度により、ゲームスタジオは許容支出を30%近く削減できるため、オーストラリアの老舗スタジオはプロジェクトや従業員を増やすことができる。従って、このような要因は、予測期間中、アジア太平洋地域のゲーム市場の成長を促進することになる。
競争に関する洞察
市場で事業を展開する主要企業には、マイクロソフト、ソニー、セガなどが含まれる。
当レポートの提供内容は以下の通りです:
- 市場全体の主要な調査結果を探る
- 市場ダイナミクスの戦略的内訳(促進要因、抑制要因、機会、課題)
- 全セグメント、サブセグメント、地域の3年間の過去データとともに、最低9年間の市場予測
- 市場セグメンテーション:主要セグメントの徹底的な評価と市場予測
- 地域別分析:言及された地域と国レベルのセグメントを市場シェアとともに評価
- 主要分析:ポーターのファイブフォース分析、ベンダーランドスケープ、オポチュニティマトリックス、主要購買基準など。
- 競争環境は、要因や市場シェアなどに基づく主要企業の理論的説明である。
- 企業プロファイリング:詳細な会社概要、提供する製品・サービス、SCOT分析、最近の戦略的展開など


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目次

TABLE OF CONTENTS
1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. METHODOLOGY
1.3. ASSUMPTIONS & LIMITATIONS
2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. MARKET OVERVIEW
2.3. SCOPE OF STUDY
2.4. CRISIS SCENARIO ANALYSIS
2.5. MAJOR MARKET FINDINGS
2.5.1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
2.5.2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
2.5.3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS
3. MARKET DYNAMICS
3.1. KEY DRIVERS
3.1.1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
3.1.2. SURGING INTERNET PENETRATION
3.1.3. GROWING NUMBER OF SMARTPHONE USERS
3.1.4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
3.1.5. EASY AVAILABILITY OF FREE GAMES
3.2. KEY RESTRAINTS
3.2.1. HIGH GAME DEVELOPMENT COSTS
3.2.2. PIRACY ISSUES
3.2.3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
3.2.4. COMPLEXITY OF LOCALIZING GAMES
3.2.5. HARDWARE COMPATIBILITY DIFFICULTIES
4. KEY ANALYTICS
4.1. TIMELINE OF THE GAMING INDUSTRY
4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
4.3. KEY TECHNOLOGY TRENDS
4.3.1. INTRODUCTION OF 5G
4.3.2. CLOUD GAMING
4.3.3. EDGE COMPUTING
4.3.4. VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR)
4.3.5. EMERGENCE OF DIFFERENT GAME TYPES
4.3.5.1. REAL TIME STRATEGY (RTS)
4.3.5.2. ROLE-PLAYING (RPG)
4.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
4.3.5.4. SANDBOX
4.3.5.5. SHOOTER
4.3.5.6. SIMULATION & SPORTS
4.4. IMPACT OF COVID-19 ON GAMING MARKET
4.5. PORTER’S FIVE FORCES ANALYSIS
4.5.1. BUYERS POWER
4.5.2. SUPPLIERS POWER
4.5.3. SUBSTITUTION
4.5.4. NEW ENTRANTS
4.5.5. INDUSTRY RIVALRY
4.6. GROWTH PROSPECT MAPPING
4.7. MARKET MATURITY ANALYSIS
4.8. MARKET CONCENTRATION ANALYSIS
4.9. VALUE CHAIN ANALYSIS
4.9.1. COMPONENT SUPPLIERS
4.9.2. RESEARCH & DEVELOPMENT
4.9.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
4.9.4. DISTRIBUTORS
4.10. KEY BUYING CRITERIA
4.10.1. GAME RATINGS
4.10.2. EXCLUSIVITY
4.10.3. ONLINE SERVICE
4.10.4. DEVICE TYPE & COMPATIBILITY
4.10.4.1. PERFORMANCE
4.10.4.2. BACKWARD COMPATIBILITY
4.10.4.3. PERIPHERALS
4.10.4.4. STORAGE
4.10.4.5. MEDIA SUPPORT
5. MARKET BY TYPE
5.1. ONLINE
5.2. OFFLINE
6. MARKET BY COMPONENT
6.1. SOFTWARE
6.2. HARDWARE
7. MARKET BY DEVICE TYPE
7.1. CONSOLE GAMING
7.2. MOBILE GAMING
7.2.1. ANDROID
7.2.2. IOS
7.3. PC GAMING
7.4. BROWSER GAMING
8. MARKET BY GENRE
8.1. ACTION/ ADVENTURE GAMES
8.2. ARCADE GAMES
8.3. STRATEGY & BRAIN GAMES
8.4. CASINO GAMES
8.5. CASUAL GAMES
8.6. SPORTS GAMES
8.7. OTHER GENRES
9. GEOGRAPHICAL ANALYSIS
9.1. ASIA-PACIFIC
9.1.1. MARKET SIZE & ESTIMATES
9.1.2. ASIA-PACIFIC GAMING MARKET DRIVERS
9.1.3. ASIA-PACIFIC GAMING MARKET CHALLENGES
9.1.4. ASIA-PACIFIC GAMING MARKET REGULATORY FRAMEWORK
9.1.5. KEY PLAYERS IN ASIA-PACIFIC GAMING MARKET
9.1.6. COUNTRY ANALYSIS
9.1.6.1. CHINA
9.1.6.1.1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.2. JAPAN
9.1.6.2.1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.3. INDIA
9.1.6.3.1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.4. SOUTH KOREA
9.1.6.4.1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.5. TAIWAN
9.1.6.5.1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.6. AUSTRALIA & NEW ZEALAND
9.1.6.6.1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.7. REST OF ASIA-PACIFIC
9.1.6.7.1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
10. COMPETITIVE LANDSCAPE
10.1. KEY STRATEGIC DEVELOPMENTS
10.1.1. MERGERS & ACQUISITIONS
10.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
10.1.3. PARTNERSHIPS & AGREEMENTS
10.1.4. BUSINESS EXPANSIONS & DIVESTITURES
10.2. COMPANY PROFILES
10.2.1. ACTIVISION BLIZZARD
10.2.1.1. COMPANY OVERVIEW
10.2.1.2. PRODUCTS OVERVIEW
10.2.1.3. STRENGTHS & CHALLENGES
10.2.2. BETHESDA SOFTWORKS LLC
10.2.2.1. COMPANY OVERVIEW
10.2.2.2. PRODUCTS OVERVIEW
10.2.2.3. STRENGTHS & CHALLENGES
10.2.3. ELECTRONIC ARTS INC
10.2.3.1. COMPANY OVERVIEW
10.2.3.2. PRODUCTS OVERVIEW
10.2.3.3. STRENGTHS & CHALLENGES
10.2.4. GAMELOFT (ACQUIRED BY VIVENDI)
10.2.4.1. COMPANY OVERVIEW
10.2.4.2. PRODUCTS OVERVIEW
10.2.4.3. STRENGTHS & CHALLENGES
10.2.5. MICROSOFT CORPORATION
10.2.5.1. COMPANY OVERVIEW
10.2.5.2. PRODUCTS OVERVIEW
10.2.5.3. STRENGTHS & CHALLENGES
10.2.6. NEXON CO LTD
10.2.6.1. COMPANY OVERVIEW
10.2.6.2. PRODUCTS OVERVIEW
10.2.6.3. STRENGTHS & CHALLENGES
10.2.7. NINTENDO CO LTD
10.2.7.1. COMPANY OVERVIEW
10.2.7.2. PRODUCTS OVERVIEW
10.2.7.3. STRENGTHS & CHALLENGES
10.2.8. NVIDIA
10.2.8.1. COMPANY OVERVIEW
10.2.8.2. PRODUCTS OVERVIEW
10.2.8.3. STRENGTHS & CHALLENGES
10.2.9. ROCKSTAR GAMES INC
10.2.9.1. COMPANY OVERVIEW
10.2.9.2. PRODUCTS OVERVIEW
10.2.9.3. STRENGTHS & CHALLENGES
10.2.10. SEGA
10.2.10.1. COMPANY OVERVIEW
10.2.10.2. PRODUCTS OVERVIEW
10.2.10.3. STRENGTHS & CHALLENGES
10.2.11. SONY CORPORATION
10.2.11.1. COMPANY OVERVIEW
10.2.11.2. PRODUCTS OVERVIEW
10.2.11.3. STRENGTHS & CHALLENGES
10.2.12. SQUARE ENIX HOLDINGS CO LTD
10.2.12.1. COMPANY OVERVIEW
10.2.12.2. PRODUCTS OVERVIEW
10.2.12.3. STRENGTHS & CHALLENGES
10.2.13. UBISOFT ENTERTAINMENT SA
10.2.13.1. COMPANY OVERVIEW
10.2.13.2. PRODUCTS OVERVIEW
10.2.13.3. STRENGTHS & CHALLENGES
10.2.14. ZYNGA
10.2.14.1. COMPANY OVERVIEW
10.2.14.2. PRODUCTS OVERVIEW
10.2.14.3. STRENGTHS & CHALLENGES

 

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Summary

KEY FINDINGS
The Asia-Pacific gaming market is estimated to progress with a CAGR of 11.72% over the forecasting period of 2023 to 2032. The market growth of the region is mainly strengthened by the sizable and expanding population, continuing development of technology, such as 5G networks, VR/AR devices, and cloud gaming, as well as the growing popularity of e-sports.
MARKET INSIGHTS
The Asia-Pacific gaming market growth evaluation includes the examination of China, Japan, India, South Korea, Taiwan, Australia & New Zealand, and Rest of Asia-Pacific. Mobile gaming is the predominant segment in Taiwan’s gaming arena. The segment’s popularity is bolstered by the surging usage of smartphones as well as high-speed internet connectivity. Additionally, mobile gaming revenue also accounts for a sizable share of the gaming market in Taiwan as a whole. In addition, consoles, as well as PC gaming, are also prominent in the country, with Massively Multiplayer Online Role-Playing Games (MMORPGs), strategy games, and action-adventure titles gaining significant traction among Taiwanese gamers.
Conversely, Australia’s gaming market is projected to grow over the upcoming years on account of a wide range of supportive government schemes, such as the Digital Games Tax Offset (DGTO). This factor enables gaming studios to slash permissible expenditure by nearly 30%, thus granting established Australian studios a notable opportunity to augment in terms of projects and employees. Therefore, such factors are set to propel the Asia-Pacific gaming market growth during the forecast years.
COMPETITIVE INSIGHTS
Some of the key players operating in the market include Microsoft Corporation, Sony, Sega, etc.
Our report offerings include:
• Explore key findings of the overall market
• Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
• Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
• Market Segmentation caters to a thorough assessment of key segments with their market estimations
• Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
• Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
• The competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
• Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments



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Table of Contents

TABLE OF CONTENTS
1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. METHODOLOGY
1.3. ASSUMPTIONS & LIMITATIONS
2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. MARKET OVERVIEW
2.3. SCOPE OF STUDY
2.4. CRISIS SCENARIO ANALYSIS
2.5. MAJOR MARKET FINDINGS
2.5.1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
2.5.2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
2.5.3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS
3. MARKET DYNAMICS
3.1. KEY DRIVERS
3.1.1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
3.1.2. SURGING INTERNET PENETRATION
3.1.3. GROWING NUMBER OF SMARTPHONE USERS
3.1.4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
3.1.5. EASY AVAILABILITY OF FREE GAMES
3.2. KEY RESTRAINTS
3.2.1. HIGH GAME DEVELOPMENT COSTS
3.2.2. PIRACY ISSUES
3.2.3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
3.2.4. COMPLEXITY OF LOCALIZING GAMES
3.2.5. HARDWARE COMPATIBILITY DIFFICULTIES
4. KEY ANALYTICS
4.1. TIMELINE OF THE GAMING INDUSTRY
4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
4.3. KEY TECHNOLOGY TRENDS
4.3.1. INTRODUCTION OF 5G
4.3.2. CLOUD GAMING
4.3.3. EDGE COMPUTING
4.3.4. VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR)
4.3.5. EMERGENCE OF DIFFERENT GAME TYPES
4.3.5.1. REAL TIME STRATEGY (RTS)
4.3.5.2. ROLE-PLAYING (RPG)
4.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
4.3.5.4. SANDBOX
4.3.5.5. SHOOTER
4.3.5.6. SIMULATION & SPORTS
4.4. IMPACT OF COVID-19 ON GAMING MARKET
4.5. PORTER’S FIVE FORCES ANALYSIS
4.5.1. BUYERS POWER
4.5.2. SUPPLIERS POWER
4.5.3. SUBSTITUTION
4.5.4. NEW ENTRANTS
4.5.5. INDUSTRY RIVALRY
4.6. GROWTH PROSPECT MAPPING
4.7. MARKET MATURITY ANALYSIS
4.8. MARKET CONCENTRATION ANALYSIS
4.9. VALUE CHAIN ANALYSIS
4.9.1. COMPONENT SUPPLIERS
4.9.2. RESEARCH & DEVELOPMENT
4.9.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
4.9.4. DISTRIBUTORS
4.10. KEY BUYING CRITERIA
4.10.1. GAME RATINGS
4.10.2. EXCLUSIVITY
4.10.3. ONLINE SERVICE
4.10.4. DEVICE TYPE & COMPATIBILITY
4.10.4.1. PERFORMANCE
4.10.4.2. BACKWARD COMPATIBILITY
4.10.4.3. PERIPHERALS
4.10.4.4. STORAGE
4.10.4.5. MEDIA SUPPORT
5. MARKET BY TYPE
5.1. ONLINE
5.2. OFFLINE
6. MARKET BY COMPONENT
6.1. SOFTWARE
6.2. HARDWARE
7. MARKET BY DEVICE TYPE
7.1. CONSOLE GAMING
7.2. MOBILE GAMING
7.2.1. ANDROID
7.2.2. IOS
7.3. PC GAMING
7.4. BROWSER GAMING
8. MARKET BY GENRE
8.1. ACTION/ ADVENTURE GAMES
8.2. ARCADE GAMES
8.3. STRATEGY & BRAIN GAMES
8.4. CASINO GAMES
8.5. CASUAL GAMES
8.6. SPORTS GAMES
8.7. OTHER GENRES
9. GEOGRAPHICAL ANALYSIS
9.1. ASIA-PACIFIC
9.1.1. MARKET SIZE & ESTIMATES
9.1.2. ASIA-PACIFIC GAMING MARKET DRIVERS
9.1.3. ASIA-PACIFIC GAMING MARKET CHALLENGES
9.1.4. ASIA-PACIFIC GAMING MARKET REGULATORY FRAMEWORK
9.1.5. KEY PLAYERS IN ASIA-PACIFIC GAMING MARKET
9.1.6. COUNTRY ANALYSIS
9.1.6.1. CHINA
9.1.6.1.1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.2. JAPAN
9.1.6.2.1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.3. INDIA
9.1.6.3.1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.4. SOUTH KOREA
9.1.6.4.1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.5. TAIWAN
9.1.6.5.1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.6. AUSTRALIA & NEW ZEALAND
9.1.6.6.1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.7. REST OF ASIA-PACIFIC
9.1.6.7.1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
10. COMPETITIVE LANDSCAPE
10.1. KEY STRATEGIC DEVELOPMENTS
10.1.1. MERGERS & ACQUISITIONS
10.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
10.1.3. PARTNERSHIPS & AGREEMENTS
10.1.4. BUSINESS EXPANSIONS & DIVESTITURES
10.2. COMPANY PROFILES
10.2.1. ACTIVISION BLIZZARD
10.2.1.1. COMPANY OVERVIEW
10.2.1.2. PRODUCTS OVERVIEW
10.2.1.3. STRENGTHS & CHALLENGES
10.2.2. BETHESDA SOFTWORKS LLC
10.2.2.1. COMPANY OVERVIEW
10.2.2.2. PRODUCTS OVERVIEW
10.2.2.3. STRENGTHS & CHALLENGES
10.2.3. ELECTRONIC ARTS INC
10.2.3.1. COMPANY OVERVIEW
10.2.3.2. PRODUCTS OVERVIEW
10.2.3.3. STRENGTHS & CHALLENGES
10.2.4. GAMELOFT (ACQUIRED BY VIVENDI)
10.2.4.1. COMPANY OVERVIEW
10.2.4.2. PRODUCTS OVERVIEW
10.2.4.3. STRENGTHS & CHALLENGES
10.2.5. MICROSOFT CORPORATION
10.2.5.1. COMPANY OVERVIEW
10.2.5.2. PRODUCTS OVERVIEW
10.2.5.3. STRENGTHS & CHALLENGES
10.2.6. NEXON CO LTD
10.2.6.1. COMPANY OVERVIEW
10.2.6.2. PRODUCTS OVERVIEW
10.2.6.3. STRENGTHS & CHALLENGES
10.2.7. NINTENDO CO LTD
10.2.7.1. COMPANY OVERVIEW
10.2.7.2. PRODUCTS OVERVIEW
10.2.7.3. STRENGTHS & CHALLENGES
10.2.8. NVIDIA
10.2.8.1. COMPANY OVERVIEW
10.2.8.2. PRODUCTS OVERVIEW
10.2.8.3. STRENGTHS & CHALLENGES
10.2.9. ROCKSTAR GAMES INC
10.2.9.1. COMPANY OVERVIEW
10.2.9.2. PRODUCTS OVERVIEW
10.2.9.3. STRENGTHS & CHALLENGES
10.2.10. SEGA
10.2.10.1. COMPANY OVERVIEW
10.2.10.2. PRODUCTS OVERVIEW
10.2.10.3. STRENGTHS & CHALLENGES
10.2.11. SONY CORPORATION
10.2.11.1. COMPANY OVERVIEW
10.2.11.2. PRODUCTS OVERVIEW
10.2.11.3. STRENGTHS & CHALLENGES
10.2.12. SQUARE ENIX HOLDINGS CO LTD
10.2.12.1. COMPANY OVERVIEW
10.2.12.2. PRODUCTS OVERVIEW
10.2.12.3. STRENGTHS & CHALLENGES
10.2.13. UBISOFT ENTERTAINMENT SA
10.2.13.1. COMPANY OVERVIEW
10.2.13.2. PRODUCTS OVERVIEW
10.2.13.3. STRENGTHS & CHALLENGES
10.2.14. ZYNGA
10.2.14.1. COMPANY OVERVIEW
10.2.14.2. PRODUCTS OVERVIEW
10.2.14.3. STRENGTHS & CHALLENGES

 

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