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全球游戏市场报告(2016-2020年)

Global Gaming Market 2016-2020

加工时间:2017-03-29 信息来源:EMIS 索取原文[64 页]
关键词:游戏;棋盘游戏;手持视频游戏;PC和电子设备;互联网渗透率;游戏开发;商业化
摘 要:

Earlier, gaming was limited to board games and handheld video games. The growing popularity of PCs and electronic devices aided by the increased internet penetration has led to the development and commercialization of games. Consumers are now heavily dependent on interactive entertainment such as video games. Video games are electronic games that require a video interface for human interaction. Video devices may vary depending on the game. These devices/screens include TVs, PC monitors, and mobile displays. Depending on the type of screen, the market is segmented by type of device. Video games are available in two formats: digital and physical. The digital format requires no physical disc to play, while the physical format requires a disc to play.


目 录:

PART 01: Executive summary

Highlights

PART 02: Scope of the report

Market overview

Base year

Vendor segmentation

Summation errors

Top vendor offerings

PART 03: Market research methodology

Research methodology

Economic indicators

PART 04: Introduction

Key market highlights

PART 05: Market landscape

Market overview

Value chain

Market size and forecast

Five forces analysis

PART 06: Market segmentation by gaming type

Global gaming market by gaming type

Global gaming market by TV consoles

Global gaming market by MMO

Global gaming market by smartphones

Global gaming market by tablets

Global gaming market by boxed PCs

Global gaming market by online games

Global gaming market by handheld gaming consoles

PART 07: Market segmentation by type of gamers

Global gaming market by type of gamers

Gaming market by type of gamers in APAC

Gaming market by type of gamers in Americas

Gaming market by type of gamers in EMEA

PART 08: Geographical segmentation

Global gaming market by geography

APAC gaming market

Americas gaming market

EMEA gaming market

PART 09: Key leading countries

Top 10 countries in global gaming market

China

US

Japan

PART 10: Buying criterion

PART 11: Market drivers

PART 12: Impact of drivers

PART 13: Market challenges

PART 14: Impact of drivers and challenges

PART 15: Market trends

PART 16: Vendor landscape

Competitive scenario

Other prominent vendors

PART 17: Appendix

List of abbreviations

PART 18: Explore Technavio 


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