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◆英語タイトル:Video Game Market in the US 2014-2018
◆商品コード:IRTNTR4269
◆発行会社(調査会社):Technavio
◆発行日:2014年10月1日
◆ページ数:83
◆レポート言語:英語
◆レポート形式:pdf
◆納品方法:Eメール
◆調査対象地域:アメリカ
◆産業分野:ゲーム
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【レポートの概要】

About Video Game Market
Video games are electronic games, which includes a video device for human interaction with the user interface. The video device might be a mobile display, a PC monitor or a TV. The electronic systems used to play video games are known as platforms. The different types of platforms are TV, consoles, mobile devices, PCs, and others. Various types of games are available for different gaming platforms.

TechNavio’s analysts forecast the Video Game market in the US to grow at a CAGR of 8.17 percent over the period 2013-2018.

Covered in this Report
The Video Game market in the US covers the present scenario and the growth prospects of the Video Game market in the US for the period 2014-2018. To calculate the market size, the report considers consumer spending on new console games (home and handheld games), personal computer games, online games, and mobile games. The category excludes spending on the hardware used for playing the games.

TechNavio’s report, the Video Game Market in the US 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Video Game market landscape in the US and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Vendors
• Activision Blizzard
• Electronic Arts
• Microsoft
• Sony Computer Entertainment
• Take-Two Interactive Software

Other Prominent Vendors
• 4A Games
• 5th Cell Media
• Access Games
• ACE Team
• Active Gaming Media
• Aeria Games and Entertainment
• Anino Games
• Ankama Games
• Asobo Studio
• Behavior Interactive
• Bungie
• CCP hf
• Cellufun
• Changyou.com
• CipSoft
• Cryptic Studios
• Disney Interactive
• Digital Chocolate
• eGames
• Gamelion
• Gameloft
• GameHouse
• Giant Interactive
• Glu Games
• gPotato
• GungHo Entertainment
• HandyGames
• India Games
• Infinity Ward
• Jagex Games Studio
• Joymax
• Kabam
• Kiloo ApS
• Konami
• Level-5
• MercurySteam Entertainment
• Microsoft Studio
• Minh Chau
• Mitchell
• Namco Bandai Games
• NCSOFT
• NetEase
• Nexon
• Nintendo
• Oberon Media
• OGPlanet
• Perfect World
• Punch Entertainment
• Redboss
• Rockstar North
• Rocksteady Studios
• Rovio
• Sega
• Shanda Interactive Entertainment
• Softnyx
• Sony Computer Entertainment
• Sony Online Entertainment
• Square Enix
• SYBO Games
• Syn Sophia
• Tencent Holdings
• The Lego Group
• Turbine
• Ubisoft
• Visual Concepts
• Warner Bros. Interactive Entertainment
• Zynga

Market Driver
• Growing Use of Smartphones and Tablets for Playing Games
• For a full, detailed list, view our report

Market Challenge
• High Cost of Gaming Console Hardware
• For a full, detailed list, view our report

Market Trend
• Increasing Development of Hardware Platforms
• For a full, detailed list, view our reports

Key Questions Answered in this Report
• What will the market size be in 2018 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

【レポートの目次】

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. Country Profile: US
06.1 The US Economy
06.2 Housing Market in the US
06.3 Monetary Development and Inflation in the US
06.4 Unemployment in the US
06.5 Population Growth and Age Structure in the US
07. Market Insights
08. Market Landscape
08.1 Market Overview
08.2 Market Size and Forecast
08.3 Five Forces Analysis
09. Market Segmentation by Type
09.1 Video Game market in the US by Type 2013-2018
09.2 Console Game Market in the US 2013-2018
09.2.1 Market Size and Forecast
09.3 Online Game Market in the US 2013-2018
09.3.1 Market Size and Forecast
09.4 Mobile Game Market in the US 2013-2018
09.4.1 Market Size and Forecast
09.5 PC Game Market in the US 2013-2018
09.5.1 Market Size and Forecast
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
17.2 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
18.1.4 Geographical Segmentation by Revenue 2013
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 Business Segmentation
18.2.4 Geographical Segmentation by Revenue 2013
18.2.5 Business Strategy
18.2.6 Recent Developments
18.2.7 SWOT Analysis
18.3 Microsoft
18.3.1 Key Facts
18.3.2 Business Overview
18.3.3 Business Segmentation by Revenue 2013
18.3.4 Business Segmentation by Revenue 2012 and 2013
18.3.5 Geographical Segmentation by Revenue 2013
18.3.6 Business Strategy
18.3.7 Recent Developments
18.3.8 SWOT Analysis
18.4 Sony
18.4.1 Key Facts
18.4.2 Business Overview
18.4.3 Business Segmentation by Revenue 2014
18.4.4 Business Segmentation by Revenue 2013 and 2014
18.4.5 Geographical Segmentation by Revenue 2014
18.4.6 Business Strategy
18.4.7 Recent Developments
18.4.8 SWOT Analysis
18.5 Take-Two Interactive Software
18.5.1 Key Facts
18.5.2 Business Overview
18.5.3 Business Segmentation
18.5.4 Geographical Segmentation by Revenue 2013
18.5.5 Business Strategy
18.5.6 Recent Developments
18.5.7 SWOT Analysis
19. Other Reports in this Series

List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: US GDP in (US$ billions) and US GDP Growth Rate 2008-2013
Exhibit 3: Contribution of Various Sectors to US GDP 2013
Exhibit 4: Federal Fund Rate in the US 2008-2013
Exhibit 5: Inflation in the US 2008-2013
Exhibit 6: Unemployment Rate in the US 2008-2013
Exhibit 7: Population in the US 2008-2013
Exhibit 8: Population in the US 2008-2013
Exhibit 9: Male-Female Gamers Ratio in the US (2011-2013)
Exhibit 10: Percentage of Gamers in the US by Age Group (2011-2013)
Exhibit 11: US Video Games Revenue Split by Genres (2011-2013)
Exhibit 12: US Online Games Revenue Split by Genres (2011-2013)
Exhibit 13: US Mobile Games Revenue Split by Genres (2011-2013)
Exhibit 14: Video Game Market in the US 2013-2018 (US$ billion)
Exhibit 15: Video Game market in the US by Type 2013
Exhibit 16: Video Game market in the US by Type 2013-2018 (US$ billion)
Exhibit 17: Video Game market in the US by Type 2013-2018
Exhibit 18: Console Game Market in the US 2013-2018 (US$ billion)
Exhibit 19: Online Game Market in the US 2013-2018 (US$ billion)
Exhibit 20: Mobile Game Market in the US 2013-2018 (US$ billion)
Exhibit 21: PC Game Market in the US 2013-2018 (US$ billion)
Exhibit 22: Business Segmentation of Activision Blizzard Inc. Based on Operating Segments 2013
Exhibit 23: Activision Blizzard: Geographical Segmentation by Revenue 2013
Exhibit 24: Business Segmentation of Electronic Arts Inc. Based on Brand Label 2013
Exhibit 25: Electronic Arts: Geographical Segmentation by Revenue 2013
Exhibit 26: Microsoft: Business Segmentation by Revenue 2013
Exhibit 27: Microsoft: Business Segmentation by Revenue 2012 and 2013(US$ billion)
Exhibit 28: Microsoft: Geographical Segmentation by Revenue 2013
Exhibit 29: Video Game Market in the US: Business Segmentation by Revenue 2014
Exhibit 30: Video Game Market in the US: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 31: Video Game Market in the US: Geographical Segmentation by Revenue 2014
Exhibit 32: Business Segmentation of Take-Two Interactive Software Inc. Based on Publishing Labels 2013
Exhibit 33: Take-Two Interactive Software: Geographical Segmentation by Revenue 2013



【掲載企業】

Activision Blizzard , Electronic Arts , Microsoft , Sony Computer Entertainment , Take-Two Interactive Software , 4A Games, 5th Cell Media, Access Games, ACE Team, Active Gaming Media, Aeria Games and Entertainment , Anino Games, Ankama Games, Asobo Studio,Behavior Interactive, Bungie, CCP hf, Cellufun, Changyou.com, CipSoft, Cryptic Studios, Disney Interactive, Digital Chocolate , eGames , Gamelion, Gameloft, GameHouse, Giant Interactive, Glu Games, gPotato, GungHo Entertainment, HandyGames, India Games,Infinity Ward, Jagex Games Studio, Joymax, Kabam, Kiloo ApS, Konami, Level-5, MercurySteam Entertainment , Microsoft Studio, Minh Chau, Mitchell , Namco Bandai Games , NCSOFT, NetEase, Nexon, Nintendo, Oberon Media, OGPlanet, Perfect World, PunchEntertainment, Redboss, Rockstar North, Rocksteady Studios, Rovio, Sega , Shanda Interactive Entertainment, Softnyx , Sony Computer Entertainment , Sony Online Entertainment, Square Enix, SYBO Games, Syn Sophia, Tencent Holdings, The Lego Group, Turbine ,Ubisoft, Visual Concepts, Warner Bros. Interactive Entertainment, Zynga

【調査方法】

Research methodology is based on extensive primary and secondary research. Primary research includes in-depth interviews with industry experts, vendors, resellers and customers. Secondary research includes Technavio Platform, industry publications, company reports, news articles, analyst reports, trade associations and the data published by Government agencies.

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