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全球手机游戏市场报告(2015-2019年)

Global Mobile Gaming Market 2015-2019

加工时间:2015-04-07 信息来源:EMIS 索取原文[111 页]
关键词:移动玩法;移动设备;互联网;游戏;应用程序
摘 要:Mobile games are played on mobile devices such as tablets and smartphones. These games are either played on the internet or after installation on mobile devices. Non-network mobile gaming applications can also be downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device platform to run the gaming software.
目 录:

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

03.1 Market Overview

03.2 End-user Segments

03.3 Market Size Calculation and Segmentation

03.4 Product Offerings

04. Market Research Methodology

04.1 Market Research Process

04.2 Research Methodology

05. Introduction

06. Market Description

06.1 Video Games: Introduction

06.2 Video Games by Type

07. Market Landscape

07.1 Market Overview

07.2 Product Lifecycle of Mobile Games

07.3 Global Video Game Market

07.3.1 Market Size and Forecast

07.4 Market Share of Mobile Games in Global Video

Game Market

07.5 Global Mobile Gaming Market

07.5.1 Market Size and Forecast

07.6 Five Forces Analysis

08. Segmentation by Device

08.1 Segmentation of Global Mobile Gaming Market

by Device

09. Geographical Segmentation

09.1 Segmentation of Global Mobile Gaming Market

by Geography 2014

09.2 Segmentation of Global Mobile Gaming Market

by Geography 2014-2019

09.3 Mobile Gaming Market in APAC Region

09.3.1 Market Size and Forecast

09.4 Mobile Gaming Market in North America

09.4.1 Market Size and Forecast

09.5 Mobile Gaming Market in EMEA Region

09.5.1 Market Size and Forecast

09.6 Mobile Gaming Market in Latin America

09.6.1 Market Size and Forecast

10. Market Attractiveness

10.1 Market Attractiveness by Geography

11. Key Leading Countries

11.1 US

11.2 China

11.3 Japan

12. Buying Criteria

13. Market Growth Drivers

14. Drivers and their Impact

15. Market Challenges

16. Impact of Drivers and Challenges

17. Market Trends

18. Trends and their Impact

19. Vendor Landscape

19.1 Competitive Scenario

19.2 Competitive Analysis

19.3 Other Prominent Vendors

20. Key Vendor Analysis

20.1 Activision Blizzard

20.1.1 Key Facts

20.1.2 Business Overview

20.1.3 Business Segmentation by Revenue 2013

20.1.4 Product Segmentation

20.1.5 Business Strategy

20.1.6 Recent Developments

20.1.7 SWOT Analysis

20.2 Electronic Arts

20.2.1 Key Facts

20.2.2 Business Overview

20.2.3 Business Segmentation by Revenue 2014

20.2.4 Business Segmentation by Revenue 2013 and 2014

20.2.5 Geographical Segmentation by Revenue 2014

20.2.6 Business Strategy

20.2.7 Recent Developments

20.2.8 SWOT Analysis

20.3 Gameloft

20.3.1 Key Facts

20.3.2 Business Overview

20.3.3 Business Segmentation by Revenue 2013

20.3.4 Business Segmentation by Revenue 2012 and 2013

20.3.5 Geographical Segmentation by Revenue 2013

20.3.6 Business Strategy

20.3.7 Recent Developments

20.3.8 SWOT Analysis

20.4 Glu Mobile

20.4.1 Key Facts

20.4.2 Business Overview

20.4.3 Business Segmentation by Revenue 2013

20.4.4 Business Segmentation by Revenue 2012 and 2013

20.4.5 Geographical Segmentation by Revenue 2013

20.4.6 Business Strategy

20.4.7 SWOT Analysis

20.5 GungHo Online

20.5.1 Key Facts

20.5.2 Business Overview

20.5.3 Business Segmentation

20.5.4 Business Strategy

20.5.5 Recent Developments

20.5.6 SWOT Analysis

20.6 Kabam

20.6.1 Key Facts

20.6.2 Business Overview

20.6.3 Recent Developments

20.6.4 SWOT Analysis

20.7 King

20.7.1 Key Facts

20.7.2 Business Overview

20.7.3 Business Segmentation

20.7.4 Business Segmentation by Revenue 2012 and 2013

20.7.5 Geographical Segmentation by Revenue 2013

20.7.6 Business Strategy

20.7.7 Recent Developments

20.7.8 SWOT Analysis

20.8 Rovio Entertainment

20.8.1 Key Facts

20.8.2 Business Overview

20.8.3 Product Segmentation

20.8.4 Geographical Presence

20.8.5 Recent Developments

20.8.6 SWOT Analysis

20.9 Supercell

20.9.1 Key Facts

20.9.2 Business Overview

20.9.3 Geographical Segmentation

20.9.4 Business Strategy

20.9.5 Recent Developments

20.9.6 SWOT Analysis

20.10 Zynga

20.10.1 Key Facts

20.10.2 Business Overview

20.10.3 Business Segmentation by Revenue 2013

20.10.4 Business Segmentation by Revenue 2012 and 2013

20.10.5 Geographical Segmentation by Revenue 2013

20.10.6 Business Strategy

20.10.7 Recent Developments

20.10.8 SWOT Analysis

21. Key Insights

21.1 Leading Revenue Generating Countries in

Global Mobile Gaming Market

21.2 Penetration of Games in Global Mobile Gaming

Market

22. Other Reports in this Series

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