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INDUSTRIES

AND

MARKETSGames:

market

data

&

analysisMarket

InsightsreportSeptember2023MARKET

INSIGHTSThis

report

is

part

ofour

Market

Insights

productGainabetterunderstandingofmarketsacross190+

geographicalentities

onaglobal,

regional,country,

and/orstatelevel.

Accessourdatavia

webinterface,download(XLS,

PDF,PPT),or

reports.Benefitfromour48-hourcustomerservice

guarantee.?

10

sectors:

advertising&media,consumers,countries,digital

sector,finance,health,

industrialsector,mobility,andtechnology?

1,000+

markets,

e.g.,

FinTech,Food,or

Robotics?

KPIs,

e.g.,

revenue,marketshares,prices,andvolume?

Features:Compare

countries®ions,

change

currencies,

selectvisualizations,

and/or

customize

downloads?

Usecases:

sales

planning,

investment

decision

support,resourceallocation,andportfolio

management10sectors190+geographicalentities1,000+markets400+reportsFind

out

more

on:https://www.Goto

Market

Insightscom/outlook/2MARKET

INSIGHTSMarket

Insights

market

data,forecasts,

and

qualitative

insightsThe

Gamesmarket

ispartof

the

Media

market.10sectors190+geographicalentities1,000+markets400+reportsFind

out

more

on:MediaGoto

Mediamarket3Table

of

ContentsOverviewAppendixSummary6789ProductOverviewAuthor2533MarketDefinitionKeyTakeawaysDeepDiveMarket

NumbersRevenue121518212223AverageRevenue

per

UserUsersRevenuesoftopcompaniesUser

PenetrationCompanyProfiles4CHAPTER

1OverviewThe

Games

marketis

a

fast-growingmarket

mainly

driven

by

the

expansion

ofmobile

gaming

across

the

globeOverview:

SummarySummaryThegamingindustryhasexperienced

significantgrowth

inrecent

years

and

ispoised

to

continuetogrow

inthefuture.Onemajor

trend

inthe

industryistheshifttowards

mobile

gaming,asthe

number

ofpeople

playinggames

on

theirsmartphones

andtabletshasincreased

dramatically.

Anothertrend

isthegrowing

popularity

of

onlineand

multiplayer

gaming,asmore

and

more

playersareseeking

outsocial

andcompetitive

gamingexperiences.

Additionally,advancesinvirtualreality

technology

haveopened

up

new

possibilities

forimmersive

gaming

experiences.Anotherfactorcontributingtothegrowth

of

thegaming

industryistheincreasingfocusonin-game

monetization,

suchasmicrotransactions

and

in-gameadvertising.

Thishasallowed

game

developers

to

generate

significantrevenuefrom

theirgames,

even

afterthey

havebeen

released,

and

hashelped

to

sustainthegrowth

of

theindustry.Overall,

thegamingindustryis

facingmanyexcitingopportunities

and

challenges

andislikely

to

continuetoexperience

significantgrowth

inthecoming

years.There

are

several

factorsdrivingthegrowth

ofthegamingindustry.Onemajorfactoristheincreasing

number

ofpeople

withaccess

tohigh-speed

internet

andgamingdevices.

Thishasmadegaming

more

accessible

toawider

audience,includingpeople

inemerging

markets.

Anotherfactoristheincreasing

popularityof

esports,

which

hasgrown

from

anichehobbytoamajor

global

phenomenon,attractingmillionsof

spectators

andgenerating

significantrevenue

fromadvertising

andsponsorship.6Sources:Market

Insights

2023Games

is

an

important

part

of

the

Media

MarketOverview:

Market

DefinitionMarket

definitionInscopeOutof

scopeTheVideo

Games

segment

consistsofPhysically

Sold

Video

Games

andDigitalVideo

Games.Physically

Sold

Video

Games

comprises

revenues

associated

with

in-person

purchases

ofvideo

games

inretail

stores

(e.g.,atGameStop,

Walmart,

andTarget)

or

inonline-shops

as

CDs,DVDs,

or

other

solid

storage

mediaDigital

VideoGames

encompasses

revenues

associated

with

digitalgamesales

(e.g.,Steam,Origin,and

Blizzard’s

B

forPCsand

theXboxGames

Store,

PlayStationStore,

andNintendoeShop

forconsoles).

Additionaldownloadable

content

(DLC)andsubscriptionservices

areincluded.

Thedefinitioncovers

subscription-basedgames,

e.g.,World

ofWarcraft,

aswell

as

free-to-play

games

within-gamepurchasesfor

additionalpremium

content

or

functionalities,e.g.,Fortnite.Detaileddefinitionscanbefoundintheindividualsegments.Thissegment

includes:Thissegment

excludes:?In-person

purchases

ofvideo

games?Digitalvideo

games?Demo/Trial

versions

of

video

games?Free-to-play

gaming

apps7Sources:Market

Insights

2023The

Games

market

accounted

for

25.03%

of

the

total

Media

market

revenue

in2023Overview:

Key

TakeawaysKeyTakeawaysTheGames

market

ispoised

to

experience

significantgrowth

inthecoming

years.According

toprojections,

themarket's

revenue

is

expected

toreach

astaggeringUS$406.20bn

by2023.Thisgrowth

isanticipatedtocontinueatanannualgrowth

rate(CAGR2023-2028)of

9.06%,

resulting

inanestimated

market

volume

of

US$626.80bn

by2028.When

compared

globally,itisworth

notingthatinChina

is

expected

togeneratethehighest

revenue

intheGames

market,with

anestimated

US$112.00bn

in2023.Furthermore,

thenumberof

usersintheGames

market

isprojected

to

reach

4.4bnusers

by2028.Interms

ofuser

penetration,

itisanticipatedtobe48.9%

in2023

and

is

projectedtoincrease

to55.5%

by2028.Additionally,theaverage

revenue

peruser

(ARPU)is

expected

toamounttoUS$312.80.8Sources:Market

Insights

2023Cloud

gaming

giveshigh-end

gaming

experience

without

the

need

for

expensivehardwareDeep

dives:

cloud

gamingCloudgaming,alsocalledGaming-as-a-Service

(GaaS)or

Gaming-on-Demand

(GoD),describes

the

idea

of

playing

fullvideo

games

running

on

remote

PCsforamonthlyor

hourly

fee.

SuchPCsarerunbycloud

gamingproviders

andlocated

inspeciallydesigned

data

centers.

ThePCs’configuration

often

assembles

high-endperformance

components

forusers

tobeabletoenjoy

africtionless

andseamlessgamingexperience

asonly

video

signalsand

user

input

are

shared

between

clientdevice

andremote

PC.Cloudgaming

offers

twomajor

advantages:

First,forplaying

high-end

video

gamesnoexpensive

hardware

is

needed

asthe

execution

ofgames

(neither

now

or

inthefutureduetoregularupgradesof

remote

PCsbyproviders)

takesplaceondedicated

PCs.Second,

users

canenjoy

theirvideo

games

onalmost

anydevicesupported

bythespecificservice

viaproprietary

apps,which

makes

gaminglessdependent

on

location

andsituation.Sofar,obstacles

regarding

technicallimitationsandusability

seemed

toberesponsible

for

preventing

abigcommercialsuccess

of

cloudgaming

providers.

For

instance,the

limited

rangeofplayablegames

or

supported

devices

was

asubstantialdownside

formany

gamers.Furthermore,

cloud

gamingrequires

afastand

stablebroadbandinternetconnection

toreduce

video

compression

and

latency.9Sources:

cloudwards,

techcrunchCloud

gaming

relies

heavily

on

a

fast

and

stable

broadband

internet

connectionDeep

dives:

how

cloud

gamingworksOntheuser’ssideclientdevices

need

tobeconnected

to

afastandstableOntheprovider’ssidededicateddatacenters

consisting

of

high-endPCsarebroadbandinternet

connection

and

need

to

runtheproprietary

appsdeveloped

by

runningthe

video

games

selected

byusers.

Therendered

visualsaredirectlythe

provider.

Users

then

receive

thevideo

signalstreamed

bythe

assigned

remotePCrunning

theselected

videogame.

Inreturn,the

users’

inputs

aredirectlytransmitted

tothe

remote

PCs.streamed

to

theuser’s

client

device

which

simultaneously

controls

theremote

PCsbytransmittinginputs.

Here,

afastand

stablebroadbandinternet

connection

isrequired

as

well.InputClient

devicesRemote

PCsVideo

signal10Sources:

techcrunch,

ArsTechnicaCHAPTER

2Market

NumbersGames

revenue

by

markets

are

estimated

to

increase

at

a

CAGR(1)

of

15.4%

from2017

to

2028Market

Size:

GlobalRevenue

bymarketforecast

inbillionUS$626.8584.657.534.1542.447.0+15.4%(1)406.252.326.7502.141.329.525.4455.335.832.624.131.022.8125.421.528.0370.026.2118.9145.5361.827.031.020.026.1112.4321.625.1

17.018.523.8105.718.223.898.7265.2157.5242.589.394.5133.622.8

15.017.521.399.272.982.483.2124.522.7

14.115.592.551.5109.613.513.924.50.0129.622.874.437.863.131.3225.62028210.02027194.42026178.42025161.72024145.32023129.4127.22022114.255.095.997.820172018201920202021Gaming

Hardware(2)In-game

AdvertisingMobile

GamesOnlineGamesDownload

GamesOther(3)12

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRate(2)

Gaming

Hardware

data

startsin

2018

(3)

Other:

GamesLiveStreaming,

Gaming

Networks,Cloud

Gaming,

Physically

SoldVideo

GamesMarket

Insights

2023With

revenue

by

market

of

US$

198.9

billion,

Asia

is

the

biggest

market

amongselected

regions

in

2023Market

Size:

Regional

Comparison

(1/2)Revenue

bymarketforecast

inbillionUS$+9.2%(1)308.46+9.2%(1)198.86192.24+8.3%(1)99.29123.69+10.4%(1)18.03202866.77+8.2%(1)10.988.755.912023202820232023

2028Americas2023202820232028EuropeAfricaAsiaAustralia&Oceania13

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

revenue

by

market

of

US$

112.0

billion,

China

is

the

biggest

market

amongselected

countries

in

2023Market

Size:

Regional

Comparison

(2/2)Revenue

bymarketforecast

inbillionUS$+9.8%(1)178.93+9.3%(1)157.83111.98101.01+8.2%(1)20.26+7.9%(1)14.272028+7.1%(1)11.33202813.6520239.768.052023202820232028202820232023ChinaUnited

StatesUnited

KingdomGermanyFrance14

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Games

average

revenue

per

user

by

markets

are

estimated

to

increase

from2017

to

2028Market

Size:

GlobalAveragerevenue

peruserbymarket

forecast

inUS$450405.71385.9640035030025020015010050366.21347.00327.7854.88312.7052.43312.82292.02288.6053.65260.6853.22252.8885.5177.3169.1061.0649.3546.7023.1751.3149.7024.4151.0348.6129.0151.6247.9629.6053.6725.8555.7627.2055.1228.2850.7930.1952.0030.4253.0730.6554.1430.8749.3929.9635.5431.5933.5727.5830.2823.7625.1519.7914.7220.932019Gaming

Hardware(1)8.8210.8512.4620.89201824.5925.292026OnlineGames25.992027Other(2)26.69202821.0721.01202021.632021Mobile

Games22.172022Gaming

Networks23.112023In-game

Advertising23.88020172024202515

Notes:Sources:(1)

Gaming

Hardware

startsin

2028

(2)

Other:GamesLive

Streaming,

Cloud

Gaming,

Physically

Sold

Video

Games,Download

GamesMarket

Insights

2023Australia

&

Oceania

has

the

biggest

market

in

Games

average

revenue

per

userby

market

in

2028Market

Size:

Regional

Comparison

(1/2)Averagerevenue

peruserbymarket

forecast

inUS$388.8040035030025020015010050372.18256.71355.57244.31337.80230.44319.80212.39304.04194.85287.99269.10277.64165.43250.79143.57246.92132.48239.34176.87146.05197.88116.86188.57111.1131.102027179.25105.3629.66170.02100.68160.2694.6426.25150.3689.81119.08106.7574.79131.0464.24129.5387.44118.3580.77112.7076.3287.4222.7550.8445.0232.54202828.0124.5819.67201819.53201919.9021.775.16020172020Africa2021Asia2022Europe2023Americas20242025Australia&Oceania202616Sources:Market

Insights

2023With

average

revenue

per

user

by

market

of

US$

407.0,

the

United

States

is

thebiggest

market

amongselected

countries

in

2023Market

Size:

Regional

Comparison

(2/2)Averagerevenue

peruserbymarket

forecast

inUS$581.49600500400300200551.42521.35489.28447.52406.99206.08366.13195.98336.98183.63271.85277.57259.63265.45286.18247.41253.34234.17239.00220.06224.48169.99251.78157.16222.62146.34167.78157.61137.40208.07162.23195.91157.59199.41128.52192.51121.33128.59147.43132.49172.80147.66185.61114.14137.73128.87178.06109.5375.1677.6110061.94102.6297.9599.1298.5189.9483.47201882.68201949.2202017202020212022202320242025202620272028ChinaFranceGermanyUnitedKingdomUnitedStates17Sources:Market

Insights

2023Games

users

by

market

are

estimated

to

increase

from

2017

to

2028

up

to

2.32billion

mobile

gamersMarket

Size:

GlobalUsersby

market

forecast

inbillion2.412.52.01.51.00.50.02.332.362.262.322.242.151.322.162.081.951.222.001.801.661.801.801.861.771.701.741.701.641.651.331.571.301.461.281.371.180.920.660.521.351.221.101.391.161.021.171.070.981.281.261.251.231.271.201.171.131.030.840.970.740.820.680.590.54201720182019202020212022202320242025202620272028Mobile

GamesDownload

GamesGames

LiveStreamingOnlineGamesOther(1)18

Notes:Sources:Other:

Gaming

Networks,Cloud

Gaming,

Physically

Sold

Video

Games,Gaming

HardwareMarket

Insights

2023Asia

has

the

biggest

market

in

Games

users

by

market

in

2028

with

over

2.6billion

gamersMarket

Size:

Regional

Comparison

(1/2)Usersby

market

forecast

inbillion3.02.652.592.532.462.372.52.01.51.00.50.02.212.112.041.971.681.551.460.700.490.720.500.670.680.650.650.630.650.620.590.440.590.440.590.440.480.480.470.490.480.510.440.450.460.470.400.420.560.530.0220270.410.380.290.320.270.020.0220180.0220190.022020Australia&Oceania0.020.020.020.020.020.0220260.022028201720212022202320242025AsiaEuropeAfricaAmericas19Sources:Market

Insights

2023With

users

by

market

of

1.1

billion,

China

is

the

biggest

market

among

selectedcountries

in

2023Market

Size:

Regional

Comparison

(2/2)Usersby

market

forecast

inbillion1.391.371.351.41.21.00.80.60.40.20.01.311.261.141.061.010.950.260.810.250.720.250.650.260.270.070.270.070.260.260.070.260.070.250.070.250.070.240.070.050.070.070.060.050.060.050.060.050.050.050.050.050.050.050.050.05201720182019202020212022202320242025202620272028FranceGermanyUnitedKingdomUnitedStatesChina20Sources:Market

Insights

2023Revenues

of

the

top

companies

in

the

Games

market

(worldwide

&consolidated)FurtherMarket

AnalysisCompany

revenues

inbillionCompany20182019202020212022Activision

BlizzardBandaiNamcoElectronic

ArtsMicrosoft7,56,146,496,88,098,338,88,095,545,156,99110,3610,873168,0912198,2716,472,6110,3615,452,92NintendoSegaSammySony3,3678,482,6775,773,0984,283,3790,4Take-Two

Interactive

SoftwareTencent3,547,2654,6169,8686,8590,8121Sources:Market

Insights

2023Penetration

rate

for

Games

is

especial

high

in

the

United

Kingdom

but

also

inJapanPenetration

Rate:

Worldwide

ComparisonGames

penetration

rate

percountry

in2023

in%1.2.3.4.5.UnitedKingdomJapan95.4085.0282.3980.9578.82SwedenIrelandSouth

Korealowhigh

nodata22Sources:Market

Insights

2023Nintendo

is

one

of

the

three

top-selling

video

gaming

companiesCompany

profiles:

NintendoNintendokey

factsAvailabilityof

Nintendo

eShop

in89

countriesRevenue:

US$15.089

billion(2022)Net

Income:

US$4.251

billion(2022)CAGR(1):

8.74%

(2021

to2022)Headquarters:

Kyoto,

JapanNintendoSwitch

Onlinesubscribers:

36

million(Sep.

2022)Founded:

1889Consoles

sold:

21.7

million

(2020)Product:

Videogames

andconsolesNintendo’sdigital

strategyNintendoisaJapanese

video

gamingcompany

thatgetsmost

of

itsrevenue

fromtheirportable

console

NintendoSwitch.

Nintendoproduces

videogames

andsellsvideogame

consoles,

oneof

theirmost

famousconsoles

other

than

Switch

beingGame

Boy,

NintendoDSandNintendoWii.Asof

2023,

Nintendomostly

focuses

onNintendoSwitch

andgameproduction

forthesaidconsole.

InMarch

2023Nintendoshutdown

theireShops

forWii

Uand

3DS,

no

longer

makingitpossible

tomake

onlinepurchases.Inadditionto

selling

physical

videogames,

Nintendouses

theirdigital

shop,NintendoeShop,tosell

games

indigitalformat.

Ithasproven

to

besuccessful,

asdigitalformat

becomes

the

mainsource

of

revenue.

IntheUS,

91%

of

the

NintendoSwitch

game

releases

were

distributedonline,

where

just9%

were

availableinphysicalstores.

Otherthan

thatNintendoprovides

playerswith

anopportunity

toplaygames

onlinewith

other

playerswith

theirNintendoSwitch

Onlinesubscription

service,

thatallows

onlineaccess

toallgames

thatprovide

players

withamultiplayer

option.

Thesubscription

alsoallows

playerstobackupdata

intheCloud,playclassicgames

from

Game

Boy,NES

and

SuperNEScatalogue.23

Notes:(1)

CAGR:

Compound

Annual

GrowthRateSources:

Company

information;

macrotrendsCHAPTER

3AppendixADVERTISING

&MEDIA

OUTLOOKFigures

and

insights

about

theadvertising

and

media

worldTheAdvertising&MediaOutlookprovidesforecastsanddetailedmarketinformationregarding

twointerlinkedtopicsrelevanttodecision-makers

inalmosteveryindustry.Itisdesignedto

helpyouunderstandthesemarketsonaglobalscale.?

Allrelevant

advertisingandmediatopics?

Marketinsights,forecasts,andkeyperformanceindicators?

150+

countriesandterritoriesaswellas37

regionsFind

out

more

on:Goto

Outlookcom/outlook/advertising-media25CONSUMER

MARKET

OUTLOOKEverything

you

need

toabout

consumer

goodsTheConsumerMarket

Outlook

presentsthe

keyperformance

indicators–

sales,

revenues,andprices

–importantconsumermarketsworldwide.

Ourmarket

cmadebyour

in-houseanalysts

arebasedondatafromsources.?

Revenues,volumes,prices,COVID-19

impact,anforecasts?

Morethan250

productcategoriesin

150+

countterritoriesaswellas

37

regions?

Covering

theperiod2012

to2026Find

out

more

on:Goto

Outlookcom/outlook/consumer-markets26COUNTRY

OUTLOOKExtensive

countryinsights

at

a

glanceTheCountryOutlookprovidescurrent

keyfigurestheeconomicandsocial

developmentofa

countrkeyfigures

arebasedonextensiveanalysesandrandtheeconomy.?

Marketinsights,forecasts,andkeyperformindicators?

9thematicareas

with75+

relevant

KPIs?

150+

countriesandterritoriesFind

out

more

on:com/outlook/country-outlookGoto

Outlook27DIGITALMARKET

OUTLOOKThe

digital

future

of90+

markets

in

over

1TheDigitalMarketOutlookpresentsup-to-datefigofthe

digitaleconomy.Thecomparablekeyfigureextensiveanalysesofrelevant

indicatorsfromtheeconomy,andtechnology.?

Eight

digitalverticals:

eCommerce,

SmartHoMedia,eServices,

FinTech,DigitalAdvertisinHealth,

andApp?

Covering

theperiod2017

to2026Find

out

more

on:com/outlook/digital-marketsGoto

Outlook28HEALTH

MARKET

OUTLOOKInsights

into

the

world'simportant

health

markTheHealthMarketOutlookisanintuitivetoolwithup-tcomparableinformation

thatcan

beprocessedimmedidifferentmarketsofthelifescienceandhealthcareind?

Overview

ofthe

mostrelevanthealthmarkets?

Comparablemarketinsightsfor150+

countriesaterritoriesaswellas

37

regio

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