全球游戏行业市场前景及投资研究报告-培训课件外文版2024.5_第1页
全球游戏行业市场前景及投资研究报告-培训课件外文版2024.5_第2页
全球游戏行业市场前景及投资研究报告-培训课件外文版2024.5_第3页
全球游戏行业市场前景及投资研究报告-培训课件外文版2024.5_第4页
全球游戏行业市场前景及投资研究报告-培训课件外文版2024.5_第5页
已阅读5页,还剩26页未读 继续免费阅读

下载本文档

版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领

文档简介

INDUSTRIES

AND

MARKETSGames:

market

data

&

analysisMarket

InsightsreportSeptember2023Table

of

ContentsOverviewAppendixSummary456ProductOverviewAuthor2331MarketDefinitionKeyTakeawaysMarket

NumbersRevenue101316192021AverageRevenue

per

UserUsersRevenues

oftopcompaniesUserPenetrationCompanyProfiles2CHAPTER

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.4Sources: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

apps5Sources:Market

Insights

2023Media:

Gamestotal

accounted

for

25.03%

of

the

Total

Media

market

revenue

in2022Overview:

Key

TakeawaysKeyTakeawaysMedia:

Games

totalsalesare

estimated

to

increase

ataCAGR(1)

of11.65%

from2017

to

2027.

In2022,

theyamounted

toUS$331.25

billion.IntheMedia:

Games

totalsegment,

Chinaand

theUnitedStatesaccounted

forthehighest

revenues

in2022,

withUS$90.92

billion

and

US$81.47

billion

respectively.6Sources: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.7Sources:

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

signal8Sources:

techcrunch,

ArsTechnicaCHAPTER

2Market

NumbersGames

revenues

are

estimated

to

increase

at

a

CAGR(1)

of

10.6%

from

2018

to2027Market

Size:

Globalrevenue

forecast

inbillionUS$588.9553.052.3+10.6%(1)514.841.325.432.647.0474.035.824.131.022.829.5428.631.046.121.528.042.7382.427.0363.726.220.026.139.335.918.223.8312.625.118.523.832.5210.0194.4257.622.8

15.021.1

17.517.029.5178.429.7237.322.7161.714.115.517.822.8

21.3145.3130.1124.813.513.914.8110.7127.822.895.193.6213.82026222.72027203.52025191.22024173.62023153.82022140.82021115.686.173.762.8

0.02017201820192020Mobile

GamesGaming

Hardware(2)In-game

AdvertisingOnlineGamesDownload

GamesOther(3)10

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

of

US$

212.7

billion,

Asia

is

the

biggest

market

among

selectedregions

in

2022Market

Size:

Regional

Comparison

(1/2)revenue

forecast

inbillionUS$+9.6%(1)337.1+9.8%(1)218.4212.72022+8.7%(1)106.1137.0+11.5%(1)16.82027+8.3%(1)69.89.86.710.120222027202220222027202720222027EuropeAfricaAmericasAsiaAustralia&Oceania11

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

revenue

of

US$

113.9

billion,

the

United

States

is

the

biggestmarketamong

selected

countries

in

2022Market

Size:

Regional

Comparison

(2/2)revenue

forecast

inbillionUS$+10.7%(1)181.3+9.9%(1)182.4113.9109.1+8.9%(1)+8.2%(1)+7.6%(1)21.416.214.010.912.28.52022202720222027202220272022202720222027ChinaUnited

StatesUnited

KingdomGermanyFrance12

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Games

average

revenue

per

user

is

estimated

to

increase

from2017

to

2027Market

Size:

Globalarpuforecast

inUS$386.040035030025020015010050366.2347.0327.8312.8301.7298.6279.8253.7246.999.060.730.499.468.895.697.890.793.378.245.421.669.745.527.262.245.625.958.042.920.953.440.123.252.930.246.923.944.022.244.029.624.626.021.023.115.115.516.317.117.818.519.214.614.514.614.7020172018201920202021202220232024202520262027Gaming

Hardware(1)Mobile

GamesGaming

NetworksOnlineGamesDownload

GamesOther(2)13

Notes:Sources:(1)

Gaming

Hardware

data

startsin

2018

(2)

Other:

GamesLive

Streaming,Gaming

Networks,Cloud

Gaming,

Physically

SoldVideo

GamesMarket

Insights

2023Australia

&

Oceania

has

the

biggest

valuefor

Games

average

revenueper

userin

2027Market

Size:

Regional

Comparison

(1/2)arpuforecast

inUS$500457.3312.1440.8299.545040035030025020015010050422.3284.7402.5264.9383.5361.1318.4189.4278.6271.7264.8244.5175.4107.9221.1174.3215.7130.3206.4124.6196.8119.8186.4113.4144.8159.2125.3152.6129.7112.4140.194.8118.775.7104.023.472.455.683.774.345.426.628.430.031.525.019.721.619.619.40

5.32017201820192020Africa2021202220232024202520262027AsiaEuropeAmericasAustralia&Oceania14Sources:Market

Insights

2023With

average

revenue

per

user

of

US$466.6,

the

United

States

is

the

biggestmarket

among

selected

countries

in

2022Market

Size:

Regional

Comparison

(2/2)arpuforecast

inUS$682.17006005004003002001000650.7615.8569.2521.4466.6391.9314.4299.6301.9287.5321.6288.0272.6272.3257.3255.9239.2278.2168.9155.8139.4248.9229.1245.3157.2145.3135.8206.0186.9159.2182.3167.2145.0219.7132.4212.9125.2145.683.5196.7113.3205.2120.5186.1188.0108.383.8108.0100.467.841.8201787.772.6201873.420192020China202120222023Germany2024UnitedStates202520262027FranceUnitedKingdom15Sources:Market

Insights

2023Games

users

are

estimated

to

increase

from

2017

to

2027Market

Size:

Globalusersforecast

inbillion3.53.022.942.863.02.52.01.51.00.50.02.772.642.022.581.802.832.242.732.162.462.391.662.342.002.572.082.031.391.861.271.040.971.861.721.701.711.251.441.221.201.231.171.131.331.281.301.241.161.221.261.180.920.631.171.091.071.261.030.841.241.201.141.101.181.171.181.131.151.081.041.020.740.662017201820192020202120222023202420252026Other(1)2027In-game

AdvertisingMobile

GamesDownload

GamesOnlineGamesPhysically

SoldVideo

Games16

Notes:Sources:(1)

Other:

GamesLive

Streaming,Gaming

Networks,Cloud

Gaming,

Physically

SoldVideo

GamesMarket

Insights

2023Asia

has

the

biggest

number

of

Games

users

in

2027Market

Size:

Regional

Comparison

(1/2)users

forecast

inbillion3.02.592.532.462.372.52.212.112.041.972.01.51.00.50.01.681.551.460.700.490.530.670.470.680.480.650.480.650.480.630.440.650.460.620.400.420.020.590.440.590.440.590.440.510.470.022024Asia0.490.450.022023Americas0.410.022021Australia&Oceania0.380.020.270.020.320.020.290.020.0220250.0220260.02202720172018201920202022EuropeAfrica17Sources:Market

Insights

2023With

1.0

billion

users,

China

is

the

biggestmarket

among

selected

countries

in2022Market

Size:

Regional

Comparison

(2/2)users

forecast

inbillion1.41.41.41.21.00.80.60.40.20.01.31.31.11.11.01.00.30.80.30.70.30.70.30.30.10.30.30.10.30.10.30.10.30.10.20.10.10.10.10.10.10.120170.10.10.10.10.10.10.10.10.10.12022201820192020202120232024202520262027GermanyFranceUnitedKingdomUnitedStatesChina18Sources: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

SoftwareTencent3,547,2654,6169,8686,8590,8119Sources:Market

Insights

2023Penetration

rate

for

Games

is

especial

high

in

the

United

Kingdom

but

also

inJapanPenetration

Rate:

Worldwide

ComparisonGames

penetration

rate

percountry

in2022

in%1.2.3.4.5.UnitedKingdomJapan0.890.830.770.770.75South

KoreaMexicoSwedenlowhigh

nodata20Sources: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.21

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-media23CONSUMER

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-markets24COUNTRY

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

Outlook25DIGITALMARKET

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

Outlook26HEALTH

MARKET

OUTLOOKInsights

into

the

world'simportant

health

markTheHealthMarketOutlookisanintuitivetoolwithup-tcomparableinformation

thatcan

beprocessedimmedidifferentmarketsofthelifescienceandhealthcareind•

Overview

ofthe

mostrelevanthealthmarkets•

Comparablemarketinsightsfor150+

countriesaterritoriesaswellas

37

regions•

MarketdevelopmentsandrevenueforecastsupFind

out

more

on:Goto

Outlookcom/outlook/health-markets27INDUSTRY

OUTLOOKIndustry

developmentacross

the

worldTheIndustryOutlookfeaturesindustryforecastsainformationbasedondatafr

温馨提示

  • 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
  • 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
  • 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
  • 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
  • 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
  • 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
  • 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。

最新文档

评论

0/150

提交评论