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北米ゲーム市場予測 2023-2032

北米ゲーム市場予測 2023-2032


NORTH AMERICA GAMING MARKET FORECAST 2023-2032

主な調査結果 北米ゲーム市場は、2023年から2032年の予測期間中に年平均成長率11.78%で拡大する。スマートフォン利用の増加、オンラインゲーマーの増加、デジタル制作への政府資金援助、技術進歩、esports人気... もっと見る

 

 

出版社 出版年月 電子版価格 納期 ページ数 言語
Inkwood Research
インクウッドリサーチ
2023年5月26日 US$1,600
シングルユーザライセンス(印刷不可)
ライセンス・価格情報
注文方法はこちら
2-3営業日以内 151 英語

 

サマリー

主な調査結果
北米ゲーム市場は、2023年から2032年の予測期間中に年平均成長率11.78%で拡大する。スマートフォン利用の増加、オンラインゲーマーの増加、デジタル制作への政府資金援助、技術進歩、esports人気などが市場成長を促進すると予測される。
市場インサイト
北米ゲーム市場の成長評価には、米国とカナダの徹底的な評価が含まれる。ゲーム産業はカナダのエンターテインメント部門の大部分を占め、進化する市場への適応力により目覚ましい成功を収めている。ユービーアイソフト・モントリオール(Ubisoft Montreal)のような企業は、歴史的・文化的情報をゲームプレイに組み込むことで革新的にユーザーを取り込み、バーチャル観光体験を向上させている。
税制優遇措置やその他のインセンティブを含む政府の支援政策は、この分野の育成に欠かせない。さらに、カナダには業界の成長に貢献する有能なプロフェッショナルが数多くいる。一流のゲーム開発スタジオがいくつもあるカナダは、世界のゲーム業界において確固たる地位を築いています。
さらに、独立系ゲーム産業が盛んなカナダでは、最近、批評家から高く評価されたタイトルが生み出されており、ゲーム領域で創造性と革新性を育むカナダの潜在力を裏付けています。こうした要因の積み重ねにより、カナダはゲーム産業の活気ある拠点として位置づけられ、将来の成長も期待されている。
競争に関する洞察
主要な市場プレイヤーは任天堂株式会社、Rockstar Games Inc、Sega Sammy Holdings Incなどである。
本レポートは以下を含みます:
- 市場全体に関する主要な調査結果を探索
- 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、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. NORTH AMERICA
9.1.1. MARKET SIZE & ESTIMATES
9.1.2. NORTH AMERICA GAMING MARKET DRIVERS
9.1.3. NORTH AMERICA GAMING MARKET CHALLENGES
9.1.4. NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK
9.1.5. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
9.1.6. COUNTRY ANALYSIS
9.1.6.1. UNITED STATES
9.1.6.1.1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.2. CANADA
9.1.6.2.1. CANADA 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 North America gaming market is set to increase with an 11.78% CAGR during the forecast period, 2023 to 2032. Rising smartphone usage, increased online gamers, government funding for digital production, technological advancements, and esports popularity are expected to propel market growth.
MARKET INSIGHTS
The North America gaming market growth evaluation entails a thorough assessment of the United States and Canada. The gaming industry constitutes a significant portion of Canada’s entertainment sector and has demonstrated remarkable success due to its adaptability to evolving markets. Companies such as Ubisoft Montreal have innovatively engaged users by incorporating historical and cultural information into gameplay, enhancing the virtual tourism experience.
Supportive governmental policies, including tax breaks and other incentives, have been crucial in nurturing this sector. Additionally, Canada boasts a substantial pool of talented professionals contributing to the industry’s growth. Home to several top-tier game development studios, Canada holds a strong position in the global gaming landscape.
Furthermore, its thriving independent gaming industry has recently produced critically acclaimed titles, underlining Canada’s potential to nurture creativity and innovation within the gaming domain. The cumulative effect of these factors positions Canada as a vibrant hub for the gaming industry, with a promising outlook for future growth.
COMPETITIVE INSIGHTS
Leading market players are Nintendo Co Ltd, Rockstar Games Inc, Sega Sammy Holdings Inc, 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.
• 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. NORTH AMERICA
9.1.1. MARKET SIZE & ESTIMATES
9.1.2. NORTH AMERICA GAMING MARKET DRIVERS
9.1.3. NORTH AMERICA GAMING MARKET CHALLENGES
9.1.4. NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK
9.1.5. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
9.1.6. COUNTRY ANALYSIS
9.1.6.1. UNITED STATES
9.1.6.1.1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.2. CANADA
9.1.6.2.1. CANADA 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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