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全球在线游戏市场报告(2015-2019年)

Global Online Gaming Market 2015-2019

加工时间:2015-03-25 信息来源:EMIS 索取原文[139 页]
关键词:视频游戏;电子游戏;视频设备;用户交互
摘 要:Video games are electronic games that use a video device for interaction with the user. The video device might be a mobile display, PC monitor, or TV. The electronic systems used to play video games are known as platforms, and can be a TV, console, mobile device, PC, and others. Online Games, a segment of the Video Games market, are played over a network and enable multiple players to connect to the network to play the game. Online games include casual single-player games, multiplayer games, community-based games, and MMO games.
目 录:

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

03.1 Market Overview

03.2 Product Offerings

04. Market Research Methodology

04.1 Market Research Process

04.2 Research Methodology

05. Introduction

06. Market Landscape

06.1 Market Snapshot

06.2 Value Chain

06.3 Market Overview

06.4 Market Size and Forecast

06.5 Five Forces Analysis

07. Market Segmentation by Application

07.1 Segmentation of Global Online Gaming Market

by Type 2014-2019

07.2 Global MMO Gaming Market

07.2.1 Market Size and Forecast

07.3 Global Social/Casual Gaming Market

07.3.1 Market Size and Forecast

08. Geographical Segmentation

08.1 Global Online Gaming Market by Geographical

Segmentation 2014

09. Key Leading Countries

09.1 US

09.1.1 Economic Overview

09.1.2 Online Gaming Market in US

09.2 China

09.2.1 Economic Overview

09.2.2 Inflation in China

09.2.3 Online Gaming Market in China

09.3 Japan

09.3.1 Economic Overview

09.3.2 Inflation in Japan

09.3.3 Online Gaming Market in Japan

10. Buying Criteria

11. Market Growth Drivers

12. Drivers and their Impact

13. Market Challenges

14. Impact of Drivers and Challenges

15. Market Trends

16. Trends and their Impact

17. Vendor Landscape

17.1 Competitive Scenario

17.1.1 Key News

17.1.2 Mergers and Acquisitions

17.2 Other Prominent Vendors

18. Key Vendor Analysis

18.1 Activision Blizzard

18.1.1 Key Facts

18.1.2 Business Overview

18.1.3 Business Segmentation by Revenue 2013

18.1.4 Product Segmentation

18.1.5 Business Strategy

18.1.6 Recent Developments

18.1.7 SWOT Analysis

18.2 Electronic Arts

18.2.1 Key Facts

18.2.2 Business Overview

18.2.3 Product Segmentation

18.2.4 Business Strategy

18.2.5 SWOT Analysis

18.3 Giant Interactive

18.3.1 Key Facts

18.3.2 Business Overview

18.3.3 Product Segmentation

18.3.4 Business Segmentation by Revenue 2013

18.3.5 Business Segmentation by Revenue 2012 and 2013

18.3.6 Business Strategy

18.3.7 Recent Developments

18.3.8 SWOT Analysis

18.4 GungHo Online

18.4.1 Key Facts

18.4.2 Business Overview

18.4.3 Business Segmentation

18.4.4 Business Strategy

18.4.5 Recent Developments

18.4.6 SWOT Analysis

18.5 King Digital Entertainment

18.5.1 Key Facts

18.5.2 Business Overview

18.5.3 Business Segmentation

18.5.4 Business Segmentation by Revenue 2012 and 2013

18.5.5 Geographical Segmentation by Revenue 2013

18.5.6 Business Strategy

18.5.7 Recent Developments

18.5.8 SWOT Analysis

18.6 Microsoft

18.6.1 Key Facts

18.6.2 Business Overview

18.6.3 Business Segmentation by Revenue 2013

18.6.4 Business Segmentation by Revenue 2012 and 2013

18.6.5 Geographical Segmentation by Revenue 2013

18.6.6 Business Strategy

18.6.7 Recent Developments

18.6.8 SWOT Analysis

18.7 NCSOFT

18.7.1 Key Facts

18.7.2 Business Overview

18.7.3 Product Segmentation

18.7.4 Geographical Segmentation by Revenue 2013

18.7.5 Recent Developments

18.7.6 SWOT Analysis

18.8 Sony

18.8.1 Key Facts

18.8.2 Business Overview

18.8.3 Business Segmentation by Revenue

18.8.4 Business Segmentation by Revenue

18.8.5 Geographical Segmentation by Revenue

18.8.6 Business Strategy

18.8.7 Recent Developments

18.8.8 SWOT Analysis

18.9 Take-Two Interactive Software

18.9.1 Key Facts

18.9.2 Business Overview

18.9.3 Business Segmentation by Revenue 2014

18.9.4 Business Segmentation by Revenue 2013 and 2014

18.9.5 Geographical Segmentation by Revenue 2014

18.9.6 Business Strategy

18.9.7 Recent Developments

18.9.8 SWOT Analysis

18.10 Tencent

18.10.1 Key Facts

18.10.2 Business Overview

18.10.3 Business Segmentation by Revenue 2013

18.10.4 Business Segmentation by Revenue 2012 and 2013

18.10.5 Geographical Segmentation by Revenue 2013

18.10.6 Business Strategy

18.10.7 Recent Developments

18.10.8 SWOT Analysis

18.11 Zynga

18.11.1 Key Facts

18.11.2 Business Overview

18.11.3 Business Segmentation by Revenue 2013

18.11.4 Business Segmentation by Revenue 2012 and 2013

18.11.5 Geographical Segmentation by Revenue 2013

18.11.6 Business Strategy

18.11.7 Recent Developments

18.11.8 SWOT Analysis

19. Other Reports in this Series

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