世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

エンターテインメントゲームの世界市場インサイト、2029年までの予測


Global Entertainment Games Market Insights, Forecast to 2029

ゲームとは、一種の娯楽と、そのような活動のプロセスの両方を指すことがある。ゲームの主な構成要素は、目的、ルール、課題、相互作用である。ゲームには一般的に、心理的または身体的な刺激がある。多くのゲー... もっと見る

 

 

出版社 出版年月 電子版価格 言語
QYResearch
QYリサーチ
2023年10月6日 US$4,900
シングルユーザライセンス
ライセンス・価格情報・注文方法はこちら
英語

※当ページの内容はウェブ更新時の情報です。
最新版の価格やページ数などの情報についてはお問合せください。

日本語のページは自動翻訳を利用し作成しています。
実際のレポートは英文のみでご納品いたします。


 

サマリー

ゲームとは、一種の娯楽と、そのような活動のプロセスの両方を指すことがある。ゲームの主な構成要素は、目的、ルール、課題、相互作用である。ゲームには一般的に、心理的または身体的な刺激がある。多くのゲームは、身体的、教育的、シミュレーション的、心理学的な意味を持つ関連スキルを養うことができる。

市場分析と洞察エンターテインメントゲームの世界市場
エンタテインメントゲームの世界市場は、COVID-19とロシア・ウクライナ戦争の二重の影響を受けた2022年の100万米ドルと比べ、2023年には100万米ドルに達すると予測され、成長率は%である。川下産業からの需要増加を背景に、娯楽ゲーム産業は2029年に百万米ドルに達すると評価されている。2023年から2029年までのCAGRは%である。
世界的に、エンターテインメントゲームの主要企業には、Aeria Games GmbH、Electronic Arts, Inc.、Blizzard Entertainment, Inc.、Tencent Holdings、NetEase、Zhejiang Century Huatong Group、37 Interactive Entertainment、PopCap Games, Inc.、Activision Blizzard, Inc.などが含まれる。Aeria Games GmbH、Electronic Arts, Inc.、Blizzard Entertainment, Inc.が上位3社であり、2022年には全体のシェアを占める。

消費地域を考慮すると、2022年のエンタテインメントゲームの売上は、北米、欧州、アジア太平洋地域が占める割合が高い。アジア太平洋地域は急成長を遂げ、2023年から2029年までのCAGRは%、2029年のシェアは%と推定される。また、中国はエンタテインメントゲーム市場全体において重要な役割を担っており、業界関係者や投資家の注目を集めると推定される。
娯楽ゲームは一人用、多人数用一台用、多人数用多台用などに分けられる。一人用は市場の主流製品であり、2022年の世界売上シェアは%であり、2029年にはその比率は%となる。
エンターテインメントゲームは、PCゲーム、モバイルゲーム、TVゲーム、その他など、様々な分野で広く利用されている。PCゲームはエンタテインメントゲーム産業の発展を最も支えている。2022年、エンタテインメントゲームの世界売上比率はPCゲーム部門に占められ、その比率は2029年には%に達する。

レポート対象範囲
本レポートは、2018年から2029年までの世界のエンタテインメントゲーム市場の概要を紹介し、読者が世界のエンタテインメントゲーム市場を多角的に包括的に理解することを目的としています。2018年から2029年までの地域別収益、2018年から2023年までの各社の収益と粗利益率などの項目を分析しています。さらに、2018年から2029年までの各地域における製品タイプおよびアプリケーションの収益も取り上げています。
レポートに掲載されている企業、タイプ、アプリケーション、地域

企業別
アエリア・ゲームズ社
エレクトロニック・アーツ
ブリザード・エンターテインメント
テンセント・ホールディングス
ネットイース
浙江世紀華通集団
37 インタラクティブ・エンターテインメント
ポップキャップ・ゲームズ
アクティビジョン・ブリザード
ビヘイビア・インタラクティブ
株式会社ディー・エヌ・エー
スーパーセル
株式会社コナミホールディングス
ピークゲームズ
エターマックス
スーパーセル
ロビオ・エンターテインメント
サイボウズゲーム
グリー株式会社
プリティシンプル
ミニクリップSA
パーフェクトワールド
YOUZUインタラクティブ
ジャイアント・ネットワーク・グループ
湖北世紀ネットワーク技術
上海耀司科技
電子魂インタラクティブ技術
プレイテック
ソーシャルポイント
ウーガGmbH
Zynga, Inc.
キング・デジタル・エンターテインメント
任天堂株式会社任天堂
ライオットゲームズ
株式会社セガホールディングス
アップル
グーグル
タイプ別セグメント
一人用
多人数1台
多人数・多機械
アプリケーション別
PCゲーム
モバイルゲーム
TVゲーム
その他
地域別
北米
米国
カナダ
欧州
ドイツ
フランス
英国
イタリア
ロシア
北欧諸国
その他の欧州諸国
中国
アジア(中国を除く)
日本
韓国
中国 台湾
東南アジア
インド
ラテンアメリカ、中東、アフリカ
ブラジル
メキシコ
トルコ
イスラエル
GCC諸国

章の概要
第1章:製品の定義、タイプ、用途の紹介
第2章 2018年から2029年までの地域別収益分析
第3章:製品名企業の競争環境、収益、市場シェア、業界ランキング、最新の開発計画、合併・買収情報などの詳細分析
第4章 2018年から2029年までの世界のタイプ別製品収益分析
第5章 世界の2018年から2029年までの用途別製品収益分析
第6章:2018年から2029年までの米国・カナダのタイプ別・用途別製品収益分析2018年から2029年までの米国&カナダにおける各国の製品収益分析
第7章:欧州における2018年から2029年までのタイプ別および用途別製品収益分析。2018年から2029年までの欧州における各国の製品収益分析
第8章:2018年から2029年までの中国のタイプ別および用途別製品収益分析。2018年から2029年までの中国の製品収益分析
第9章:2018年から2029年までのアジア(中国を除く)のタイプ別・用途別製品収益分析。2018年から2029年までのアジア(中国を除く)の各国の製品収益分析
第10章:2018年から2029年までの中東、アフリカ、ラテンアメリカにおけるタイプ別および用途別の製品収益分析。2018年から2029年までの中東、アフリカ、中南米の各国の製品収益分析。
第11章:企業概要:企業の基本情報、主要事業、エンタテインメントゲーム紹介など。2018年から2023年までの各社のエンタテインメントゲーム収益とグロスマージン
第12章:エンターテインメントゲームに関するQYResearchの結論
第13章:QYResearchが採用した方法論とデータソース


ページTOPに戻る


目次

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Entertainment Games Market Size Growth Rate by Type, 2018 VS 2022 VS 2029
1.2.2 Single Person
1.2.3 Multi Person Single Machine
1.2.4 Many People and Many Machine
1.3 Market by Application
1.3.1 Global Entertainment Games Market Size Growth Rate by Application, 2018 VS 2022 VS 2029
1.3.2 PC Games
1.3.3 Mobile Games
1.3.4 TV Games
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Entertainment Games Market Perspective (2018-2029)
2.2 Global Entertainment Games Growth Trends by Region
2.2.1 Entertainment Games Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Entertainment Games Historic Market Size by Region (2018-2023)
2.2.3 Entertainment Games Forecasted Market Size by Region (2024-2029)
2.3 Entertainment Games Market Dynamics
2.3.1 Entertainment Games Industry Trends
2.3.2 Entertainment Games Market Drivers
2.3.3 Entertainment Games Market Challenges
2.3.4 Entertainment Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Entertainment Games by Players
3.1.1 Global Entertainment Games Revenue by Players (2018-2023)
3.1.2 Global Entertainment Games Revenue Market Share by Players (2018-2023)
3.2 Global Entertainment Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Entertainment Games, Ranking by Revenue, 2021 VS 2022 VS 2023
3.4 Global Entertainment Games Market Concentration Ratio
3.4.1 Global Entertainment Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Entertainment Games Revenue in 2022
3.5 Global Key Players of Entertainment Games Head office and Area Served
3.6 Global Key Players of Entertainment Games, Product and Application
3.7 Global Key Players of Entertainment Games, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Entertainment Games Breakdown Data by Type
4.1 Global Entertainment Games Historic Market Size by Type (2018-2023)
4.2 Global Entertainment Games Forecasted Market Size by Type (2024-2029)
5 Entertainment Games Breakdown Data by Application
5.1 Global Entertainment Games Historic Market Size by Application (2018-2023)
5.2 Global Entertainment Games Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Entertainment Games Market Size (2018-2029)
6.2 North America Entertainment Games Market Size by Type
6.2.1 North America Entertainment Games Market Size by Type (2018-2023)
6.2.2 North America Entertainment Games Market Size by Type (2024-2029)
6.2.3 North America Entertainment Games Market Share by Type (2018-2029)
6.3 North America Entertainment Games Market Size by Application
6.3.1 North America Entertainment Games Market Size by Application (2018-2023)
6.3.2 North America Entertainment Games Market Size by Application (2024-2029)
6.3.3 North America Entertainment Games Market Share by Application (2018-2029)
6.4 North America Entertainment Games Market Size by Country
6.4.1 North America Entertainment Games Market Size by Country: 2018 VS 2022 VS 2029
6.4.2 North America Entertainment Games Market Size by Country (2018-2023)
6.4.3 North America Entertainment Games Market Size by Country (2024-2029)
6.4.4 United States
6.4.5 Canada
7 Europe
7.1 Europe Entertainment Games Market Size (2018-2029)
7.2 Europe Entertainment Games Market Size by Type
7.2.1 Europe Entertainment Games Market Size by Type (2018-2023)
7.2.2 Europe Entertainment Games Market Size by Type (2024-2029)
7.2.3 Europe Entertainment Games Market Share by Type (2018-2029)
7.3 Europe Entertainment Games Market Size by Application
7.3.1 Europe Entertainment Games Market Size by Application (2018-2023)
7.3.2 Europe Entertainment Games Market Size by Application (2024-2029)
7.3.3 Europe Entertainment Games Market Share by Application (2018-2029)
7.4 Europe Entertainment Games Market Size by Country
7.4.1 Europe Entertainment Games Market Size by Country: 2018 VS 2022 VS 2029
7.4.2 Europe Entertainment Games Market Size by Country (2018-2023)
7.4.3 Europe Entertainment Games Market Size by Country (2024-2029)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Entertainment Games Market Size (2018-2029)
8.2 China Entertainment Games Market Size by Type
8.2.1 China Entertainment Games Market Size by Type (2018-2023)
8.2.2 China Entertainment Games Market Size by Type (2024-2029)
8.2.3 China Entertainment Games Market Share by Type (2018-2029)
8.3 China Entertainment Games Market Size by Application
8.3.1 China Entertainment Games Market Size by Application (2018-2023)
8.3.2 China Entertainment Games Market Size by Application (2024-2029)
8.3.3 China Entertainment Games Market Share by Application (2018-2029)
9 Asia (excluding China)
9.1 Asia Entertainment Games Market Size (2018-2029)
9.2 Asia Entertainment Games Market Size by Type
9.2.1 Asia Entertainment Games Market Size by Type (2018-2023)
9.2.2 Asia Entertainment Games Market Size by Type (2024-2029)
9.2.3 Asia Entertainment Games Market Share by Type (2018-2029)
9.3 Asia Entertainment Games Market Size by Application
9.3.1 Asia Entertainment Games Market Size by Application (2018-2023)
9.3.2 Asia Entertainment Games Market Size by Application (2024-2029)
9.3.3 Asia Entertainment Games Market Share by Application (2018-2029)
9.4 Asia Entertainment Games Market Size by Region
9.4.1 Asia Entertainment Games Market Size by Region: 2018 VS 2022 VS 2029
9.4.2 Asia Entertainment Games Market Size by Region (2018-2023)
9.4.3 Asia Entertainment Games Market Size by Region (2024-2029)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Entertainment Games Market Size (2018-2029)
10.2 Middle East, Africa, and Latin America Entertainment Games Market Size by Type
10.2.1 Middle East, Africa, and Latin America Entertainment Games Market Size by Type (2018-2023)
10.2.2 Middle East, Africa, and Latin America Entertainment Games Market Size by Type (2024-2029)
10.2.3 Middle East, Africa, and Latin America Entertainment Games Market Share by Type (2018-2029)
10.3 Middle East, Africa, and Latin America Entertainment Games Market Size by Application
10.3.1 Middle East, Africa, and Latin America Entertainment Games Market Size by Application (2018-2023)
10.3.2 Middle East, Africa, and Latin America Entertainment Games Market Size by Application (2024-2029)
10.3.3 Middle East, Africa, and Latin America Entertainment Games Market Share by Application (2018-2029)
10.4 Middle East, Africa, and Latin America Entertainment Games Market Size by Country
10.4.1 Middle East, Africa, and Latin America Entertainment Games Market Size by Country: 2018 VS 2022 VS 2029
10.4.2 Middle East, Africa, and Latin America Entertainment Games Market Size by Country (2018-2023)
10.4.3 Middle East, Africa, and Latin America Entertainment Games Market Size by Country (2024-2029)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Aeria Games GmbH
11.1.1 Aeria Games GmbH Company Details
11.1.2 Aeria Games GmbH Business Overview
11.1.3 Aeria Games GmbH Entertainment Games Introduction
11.1.4 Aeria Games GmbH Revenue in Entertainment Games Business (2018-2023)
11.1.5 Aeria Games GmbH Recent Developments
11.2 Electronic Arts, Inc.
11.2.1 Electronic Arts, Inc. Company Details
11.2.2 Electronic Arts, Inc. Business Overview
11.2.3 Electronic Arts, Inc. Entertainment Games Introduction
11.2.4 Electronic Arts, Inc. Revenue in Entertainment Games Business (2018-2023)
11.2.5 Electronic Arts, Inc. Recent Developments
11.3 Blizzard Entertainment, Inc.
11.3.1 Blizzard Entertainment, Inc. Company Details
11.3.2 Blizzard Entertainment, Inc. Business Overview
11.3.3 Blizzard Entertainment, Inc. Entertainment Games Introduction
11.3.4 Blizzard Entertainment, Inc. Revenue in Entertainment Games Business (2018-2023)
11.3.5 Blizzard Entertainment, Inc. Recent Developments
11.4 Tencent Holdings
11.4.1 Tencent Holdings Company Details
11.4.2 Tencent Holdings Business Overview
11.4.3 Tencent Holdings Entertainment Games Introduction
11.4.4 Tencent Holdings Revenue in Entertainment Games Business (2018-2023)
11.4.5 Tencent Holdings Recent Developments
11.5 NetEase
11.5.1 NetEase Company Details
11.5.2 NetEase Business Overview
11.5.3 NetEase Entertainment Games Introduction
11.5.4 NetEase Revenue in Entertainment Games Business (2018-2023)
11.5.5 NetEase Recent Developments
11.6 Zhejiang Century Huatong Group
11.6.1 Zhejiang Century Huatong Group Company Details
11.6.2 Zhejiang Century Huatong Group Business Overview
11.6.3 Zhejiang Century Huatong Group Entertainment Games Introduction
11.6.4 Zhejiang Century Huatong Group Revenue in Entertainment Games Business (2018-2023)
11.6.5 Zhejiang Century Huatong Group Recent Developments
11.7 37 Interactive Entertainment
11.7.1 37 Interactive Entertainment Company Details
11.7.2 37 Interactive Entertainment Business Overview
11.7.3 37 Interactive Entertainment Entertainment Games Introduction
11.7.4 37 Interactive Entertainment Revenue in Entertainment Games Business (2018-2023)
11.7.5 37 Interactive Entertainment Recent Developments
11.8 PopCap Games, Inc.
11.8.1 PopCap Games, Inc. Company Details
11.8.2 PopCap Games, Inc. Business Overview
11.8.3 PopCap Games, Inc. Entertainment Games Introduction
11.8.4 PopCap Games, Inc. Revenue in Entertainment Games Business (2018-2023)
11.8.5 PopCap Games, Inc. Recent Developments
11.9 Activision Blizzard, Inc.
11.9.1 Activision Blizzard, Inc. Company Details
11.9.2 Activision Blizzard, Inc. Business Overview
11.9.3 Activision Blizzard, Inc. Entertainment Games Introduction
11.9.4 Activision Blizzard, Inc. Revenue in Entertainment Games Business (2018-2023)
11.9.5 Activision Blizzard, Inc. Recent Developments
11.10 Behaviour Interactive, Inc.
11.10.1 Behaviour Interactive, Inc. Company Details
11.10.2 Behaviour Interactive, Inc. Business Overview
11.10.3 Behaviour Interactive, Inc. Entertainment Games Introduction
11.10.4 Behaviour Interactive, Inc. Revenue in Entertainment Games Business (2018-2023)
11.10.5 Behaviour Interactive, Inc. Recent Developments
11.11 DeNA Co., Ltd.
11.11.1 DeNA Co., Ltd. Company Details
11.11.2 DeNA Co., Ltd. Business Overview
11.11.3 DeNA Co., Ltd. Entertainment Games Introduction
11.11.4 DeNA Co., Ltd. Revenue in Entertainment Games Business (2018-2023)
11.11.5 DeNA Co., Ltd. Recent Developments
11.12 Supercell
11.12.1 Supercell Company Details
11.12.2 Supercell Business Overview
11.12.3 Supercell Entertainment Games Introduction
11.12.4 Supercell Revenue in Entertainment Games Business (2018-2023)
11.12.5 Supercell Recent Developments
11.13 Konami Holdings Corporation
11.13.1 Konami Holdings Corporation Company Details
11.13.2 Konami Holdings Corporation Business Overview
11.13.3 Konami Holdings Corporation Entertainment Games Introduction
11.13.4 Konami Holdings Corporation Revenue in Entertainment Games Business (2018-2023)
11.13.5 Konami Holdings Corporation Recent Developments
11.14 Peak Games
11.14.1 Peak Games Company Details
11.14.2 Peak Games Business Overview
11.14.3 Peak Games Entertainment Games Introduction
11.14.4 Peak Games Revenue in Entertainment Games Business (2018-2023)
11.14.5 Peak Games Recent Developments
11.15 Etermax
11.15.1 Etermax Company Details
11.15.2 Etermax Business Overview
11.15.3 Etermax Entertainment Games Introduction
11.15.4 Etermax Revenue in Entertainment Games Business (2018-2023)
11.15.5 Etermax Recent Developments
11.16 Supercell
11.16.1 Supercell Company Details
11.16.2 Supercell Business Overview
11.16.3 Supercell Entertainment Games Introduction
11.16.4 Supercell Revenue in Entertainment Games Business (2018-2023)
11.16.5 Supercell Recent Developments
11.17 Rovio Entertainment Corporation
11.17.1 Rovio Entertainment Corporation Company Details
11.17.2 Rovio Entertainment Corporation Business Overview
11.17.3 Rovio Entertainment Corporation Entertainment Games Introduction
11.17.4 Rovio Entertainment Corporation Revenue in Entertainment Games Business (2018-2023)
11.17.5 Rovio Entertainment Corporation Recent Developments
11.18 SYBO Game
11.18.1 SYBO Game Company Details
11.18.2 SYBO Game Business Overview
11.18.3 SYBO Game Entertainment Games Introduction
11.18.4 SYBO Game Revenue in Entertainment Games Business (2018-2023)
11.18.5 SYBO Game Recent Developments
11.19 GREE, Inc.
11.19.1 GREE, Inc. Company Details
11.19.2 GREE, Inc. Business Overview
11.19.3 GREE, Inc. Entertainment Games Introduction
11.19.4 GREE, Inc. Revenue in Entertainment Games Business (2018-2023)
11.19.5 GREE, Inc. Recent Developments
11.20 Pretty Simple
11.20.1 Pretty Simple Company Details
11.20.2 Pretty Simple Business Overview
11.20.3 Pretty Simple Entertainment Games Introduction
11.20.4 Pretty Simple Revenue in Entertainment Games Business (2018-2023)
11.20.5 Pretty Simple Recent Developments
11.21 Miniclip SA
11.21.1 Miniclip SA Company Details
11.21.2 Miniclip SA Business Overview
11.21.3 Miniclip SA Entertainment Games Introduction
11.21.4 Miniclip SA Revenue in Entertainment Games Business (2018-2023)
11.21.5 Miniclip SA Recent Developments
11.22 Perfect World
11.22.1 Perfect World Company Details
11.22.2 Perfect World Business Overview
11.22.3 Perfect World Entertainment Games Introduction
11.22.4 Perfect World Revenue in Entertainment Games Business (2018-2023)
11.22.5 Perfect World Recent Developments
11.23 YOUZU Interactive
11.23.1 YOUZU Interactive Company Details
11.23.2 YOUZU Interactive Business Overview
11.23.3 YOUZU Interactive Entertainment Games Introduction
11.23.4 YOUZU Interactive Revenue in Entertainment Games Business (2018-2023)
11.23.5 YOUZU Interactive Recent Developments
11.24 Giant Network Group
11.24.1 Giant Network Group Company Details
11.24.2 Giant Network Group Business Overview
11.24.3 Giant Network Group Entertainment Games Introduction
11.24.4 Giant Network Group Revenue in Entertainment Games Business (2018-2023)
11.24.5 Giant Network Group Recent Developments
11.25 Hubei Century Network Technology
11.25.1 Hubei Century Network Technology Company Details
11.25.2 Hubei Century Network Technology Business Overview
11.25.3 Hubei Century Network Technology Entertainment Games Introduction
11.25.4 Hubei Century Network Technology Revenue in Entertainment Games Business (2018-2023)
11.25.5 Hubei Century Network Technology Recent Developments
11.26 Shanghai yaoji technology
11.26.1 Shanghai yaoji technology Company Details
11.26.2 Shanghai yaoji technology Business Overview
11.26.3 Shanghai yaoji technology Entertainment Games Introduction
11.26.4 Shanghai yaoji technology Revenue in Entertainment Games Business (2018-2023)
11.26.5 Shanghai yaoji technology Recent Developments
11.27 Electronic Soul Interactive Technology
11.27.1 Electronic Soul Interactive Technology Company Details
11.27.2 Electronic Soul Interactive Technology Business Overview
11.27.3 Electronic Soul Interactive Technology Entertainment Games Introduction
11.27.4 Electronic Soul Interactive Technology Revenue in Entertainment Games Business (2018-2023)
11.27.5 Electronic Soul Interactive Technology Recent Developments
11.28 Playtech plc
11.28.1 Playtech plc Company Details
11.28.2 Playtech plc Business Overview
11.28.3 Playtech plc Entertainment Games Introduction
11.28.4 Playtech plc Revenue in Entertainment Games Business (2018-2023)
11.28.5 Playtech plc Recent Developments
11.29 Social Point
11.29.1 Social Point Company Details
11.29.2 Social Point Business Overview
11.29.3 Social Point Entertainment Games Introduction
11.29.4 Social Point Revenue in Entertainment Games Business (2018-2023)
11.29.5 Social Point Recent Developments
11.30 Wooga GmbH
11.30.1 Wooga GmbH Company Details
11.30.2 Wooga GmbH Business Overview
11.30.3 Wooga GmbH Entertainment Games Introduction
11.30.4 Wooga GmbH Revenue in Entertainment Games Business (2018-2023)
11.30.5 Wooga GmbH Recent Developments
11.31 Zynga, Inc.
11.31.1 Zynga, Inc. Company Details
11.31.2 Zynga, Inc. Business Overview
11.31.3 Zynga, Inc. Entertainment Games Introduction
11.31.4 Zynga, Inc. Revenue in Entertainment Games Business (2018-2023)
11.31.5 Zynga, Inc. Recent Developments
11.32 King Digital Entertainment plc
11.32.1 King Digital Entertainment plc Company Details
11.32.2 King Digital Entertainment plc Business Overview
11.32.3 King Digital Entertainment plc Entertainment Games Introduction
11.32.4 King Digital Entertainment plc Revenue in Entertainment Games Business (2018-2023)
11.32.5 King Digital Entertainment plc Recent Developments
11.33 Nintendo Co. Ltd.
11.33.1 Nintendo Co. Ltd. Company Details
11.33.2 Nintendo Co. Ltd. Business Overview
11.33.3 Nintendo Co. Ltd. Entertainment Games Introduction
11.33.4 Nintendo Co. Ltd. Revenue in Entertainment Games Business (2018-2023)
11.33.5 Nintendo Co. Ltd. Recent Developments
11.34 Riot Games, Inc
11.34.1 Riot Games, Inc Company Details
11.34.2 Riot Games, Inc Business Overview
11.34.3 Riot Games, Inc Entertainment Games Introduction
11.34.4 Riot Games, Inc Revenue in Entertainment Games Business (2018-2023)
11.34.5 Riot Games, Inc Recent Developments
11.35 Sega Holdings Co., Ltd.
11.35.1 Sega Holdings Co., Ltd. Company Details
11.35.2 Sega Holdings Co., Ltd. Business Overview
11.35.3 Sega Holdings Co., Ltd. Entertainment Games Introduction
11.35.4 Sega Holdings Co., Ltd. Revenue in Entertainment Games Business (2018-2023)
11.35.5 Sega Holdings Co., Ltd. Recent Developments
11.36 Apple, Inc.
11.36.1 Apple, Inc. Company Details
11.36.2 Apple, Inc. Business Overview
11.36.3 Apple, Inc. Entertainment Games Introduction
11.36.4 Apple, Inc. Revenue in Entertainment Games Business (2018-2023)
11.36.5 Apple, Inc. Recent Developments
11.37 Google LLC
11.37.1 Google LLC Company Details
11.37.2 Google LLC Business Overview
11.37.3 Google LLC Entertainment Games Introduction
11.37.4 Google LLC Revenue in Entertainment Games Business (2018-2023)
11.37.5 Google LLC Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

 

ページTOPに戻る


 

Summary

Games can refer to both a kind of entertainment and a process of such activities. The main components of the game are purpose, rules, challenges and interaction. Games generally have psychological or physical stimulation. Many games can cultivate relevant skills, which have physical, educational, simulation or psychological significance.

Market Analysis and Insights: Global Entertainment Games Market
Global Entertainment Games market is expected to reach to US$ million in 2023, with a positive growth of %, compared with US$ million in 2022 which suffered dual impact of COVID-19 and Russia-Ukraine War in the year. Backed with the increasing demand from downstream industries, Entertainment Games industry is evaluated to reach US$ million in 2029. The CAGR will be % during 2023 to 2029.
Globally, Entertainment Games key companies include Aeria Games GmbH, Electronic Arts, Inc., Blizzard Entertainment, Inc., Tencent Holdings, NetEase, Zhejiang Century Huatong Group, 37 Interactive Entertainment, PopCap Games, Inc. and Activision Blizzard, Inc., etc. Aeria Games GmbH, Electronic Arts, Inc., Blizzard Entertainment, Inc. are top 3 players and held % share in total in 2022.

When considering the consumption regions, % revenue of Entertainment Games were sold to North America, Europe and Asia Pacific in 2022. Asia Pacific is estimated to experience fast growth, with the CAGR of % during 2023 to 2029 and the share will be % in 2029. Moreover, China, plays a key role in the whole Entertainment Games market and estimated to attract more attentions from industry insiders and investors.
Entertainment Games can be divided into Single Person, Multi Person Single Machine and Many People and Many Machine,, etc. Single Person is the mainstream product in the market, accounting for % revenue share globally in 2022 and the proportion will be % in 2029.
Entertainment Games is widely used in various fields, such as PC Games, Mobile Games, TV Games and Others, etc. PC Games provides greatest supports to the Entertainment Games industry development. In 2022, global % revenue of Entertainment Games went into PC Games filed and the proportion will reach to % in 2029.

Report Covers:
This report presents an overview of global Entertainment Games market from 2018 to 2029, aiming to help readers to get a comprehensive understanding of global Entertainment Games market with multiple angles. Items like regional revenue from 2018 to 2029 and companies’ revenue and gross margin from 2018 to 2023 are analyzed. In addition, revenue of product type and application in each region from 2018 to 2029 are also highlighted.
Companies, Type, Application and Regions Listed in the Report:

By Company
Aeria Games GmbH
Electronic Arts, Inc.
Blizzard Entertainment, Inc.
Tencent Holdings
NetEase
Zhejiang Century Huatong Group
37 Interactive Entertainment
PopCap Games, Inc.
Activision Blizzard, Inc.
Behaviour Interactive, Inc.
DeNA Co., Ltd.
Supercell
Konami Holdings Corporation
Peak Games
Etermax
Supercell
Rovio Entertainment Corporation
SYBO Game
GREE, Inc.
Pretty Simple
Miniclip SA
Perfect World
YOUZU Interactive
Giant Network Group
Hubei Century Network Technology
Shanghai yaoji technology
Electronic Soul Interactive Technology
Playtech plc
Social Point
Wooga GmbH
Zynga, Inc.
King Digital Entertainment plc
Nintendo Co. Ltd.
Riot Games, Inc
Sega Holdings Co., Ltd.
Apple, Inc.
Google LLC
Segment by Type
Single Person
Multi Person Single Machine
Many People and Many Machine
Segment by Application
PC Games
Mobile Games
TV Games
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries

Chapter Outline
Chapter 1: Product definition, type and application introduction
Chapter 2: Regional revenue analysis from 2018 to 2029
Chapter 3: Detailed analysis of Product Name companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Product revenue analysis by type from 2018 to 2029 globally
Chapter 5: Product revenue analysis by application from 2018 to 2029 globally
Chapter 6: Product revenue analysis by type and application from 2018 to 2029 in US & Canada. Product revenue analysis of each country in US & Canada from 2018 to 2029
Chapter 7: Product revenue analysis by type and application from 2018 to 2029 in Europe. Product revenue analysis of each country in Europe from 2018 to 2029
Chapter 8: Product revenue analysis by type and application from 2018 to 2029 in China. Product revenue analysis of China from 2018 to 2029
Chapter 9: Product revenue analysis by type and application from 2018 to 2029 in Asia (excluding China). Product revenue analysis of each country in Asia (excluding China) from 2018 to 2029
Chapter 10: Product revenue analysis by type and application from 2018 to 2029 in Middle East, Africa and Latin America. Product revenue analysis of each country in Middle East, Africa and Latin America from 2018 to 2029.
Chapter 11: Companies’ outline, covering company’s basic information, major business, Entertainment Games introduction, etc. Entertainment Games Revenue and Gross Margin of each company from 2018 to 2023
Chapter 12: QYResearch’s Conclusions of Entertainment Games
Chapter 13: Methodology and Data Sources adopted by QYResearch



ページTOPに戻る


Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Entertainment Games Market Size Growth Rate by Type, 2018 VS 2022 VS 2029
1.2.2 Single Person
1.2.3 Multi Person Single Machine
1.2.4 Many People and Many Machine
1.3 Market by Application
1.3.1 Global Entertainment Games Market Size Growth Rate by Application, 2018 VS 2022 VS 2029
1.3.2 PC Games
1.3.3 Mobile Games
1.3.4 TV Games
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Entertainment Games Market Perspective (2018-2029)
2.2 Global Entertainment Games Growth Trends by Region
2.2.1 Entertainment Games Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Entertainment Games Historic Market Size by Region (2018-2023)
2.2.3 Entertainment Games Forecasted Market Size by Region (2024-2029)
2.3 Entertainment Games Market Dynamics
2.3.1 Entertainment Games Industry Trends
2.3.2 Entertainment Games Market Drivers
2.3.3 Entertainment Games Market Challenges
2.3.4 Entertainment Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Entertainment Games by Players
3.1.1 Global Entertainment Games Revenue by Players (2018-2023)
3.1.2 Global Entertainment Games Revenue Market Share by Players (2018-2023)
3.2 Global Entertainment Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Entertainment Games, Ranking by Revenue, 2021 VS 2022 VS 2023
3.4 Global Entertainment Games Market Concentration Ratio
3.4.1 Global Entertainment Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Entertainment Games Revenue in 2022
3.5 Global Key Players of Entertainment Games Head office and Area Served
3.6 Global Key Players of Entertainment Games, Product and Application
3.7 Global Key Players of Entertainment Games, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Entertainment Games Breakdown Data by Type
4.1 Global Entertainment Games Historic Market Size by Type (2018-2023)
4.2 Global Entertainment Games Forecasted Market Size by Type (2024-2029)
5 Entertainment Games Breakdown Data by Application
5.1 Global Entertainment Games Historic Market Size by Application (2018-2023)
5.2 Global Entertainment Games Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Entertainment Games Market Size (2018-2029)
6.2 North America Entertainment Games Market Size by Type
6.2.1 North America Entertainment Games Market Size by Type (2018-2023)
6.2.2 North America Entertainment Games Market Size by Type (2024-2029)
6.2.3 North America Entertainment Games Market Share by Type (2018-2029)
6.3 North America Entertainment Games Market Size by Application
6.3.1 North America Entertainment Games Market Size by Application (2018-2023)
6.3.2 North America Entertainment Games Market Size by Application (2024-2029)
6.3.3 North America Entertainment Games Market Share by Application (2018-2029)
6.4 North America Entertainment Games Market Size by Country
6.4.1 North America Entertainment Games Market Size by Country: 2018 VS 2022 VS 2029
6.4.2 North America Entertainment Games Market Size by Country (2018-2023)
6.4.3 North America Entertainment Games Market Size by Country (2024-2029)
6.4.4 United States
6.4.5 Canada
7 Europe
7.1 Europe Entertainment Games Market Size (2018-2029)
7.2 Europe Entertainment Games Market Size by Type
7.2.1 Europe Entertainment Games Market Size by Type (2018-2023)
7.2.2 Europe Entertainment Games Market Size by Type (2024-2029)
7.2.3 Europe Entertainment Games Market Share by Type (2018-2029)
7.3 Europe Entertainment Games Market Size by Application
7.3.1 Europe Entertainment Games Market Size by Application (2018-2023)
7.3.2 Europe Entertainment Games Market Size by Application (2024-2029)
7.3.3 Europe Entertainment Games Market Share by Application (2018-2029)
7.4 Europe Entertainment Games Market Size by Country
7.4.1 Europe Entertainment Games Market Size by Country: 2018 VS 2022 VS 2029
7.4.2 Europe Entertainment Games Market Size by Country (2018-2023)
7.4.3 Europe Entertainment Games Market Size by Country (2024-2029)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Entertainment Games Market Size (2018-2029)
8.2 China Entertainment Games Market Size by Type
8.2.1 China Entertainment Games Market Size by Type (2018-2023)
8.2.2 China Entertainment Games Market Size by Type (2024-2029)
8.2.3 China Entertainment Games Market Share by Type (2018-2029)
8.3 China Entertainment Games Market Size by Application
8.3.1 China Entertainment Games Market Size by Application (2018-2023)
8.3.2 China Entertainment Games Market Size by Application (2024-2029)
8.3.3 China Entertainment Games Market Share by Application (2018-2029)
9 Asia (excluding China)
9.1 Asia Entertainment Games Market Size (2018-2029)
9.2 Asia Entertainment Games Market Size by Type
9.2.1 Asia Entertainment Games Market Size by Type (2018-2023)
9.2.2 Asia Entertainment Games Market Size by Type (2024-2029)
9.2.3 Asia Entertainment Games Market Share by Type (2018-2029)
9.3 Asia Entertainment Games Market Size by Application
9.3.1 Asia Entertainment Games Market Size by Application (2018-2023)
9.3.2 Asia Entertainment Games Market Size by Application (2024-2029)
9.3.3 Asia Entertainment Games Market Share by Application (2018-2029)
9.4 Asia Entertainment Games Market Size by Region
9.4.1 Asia Entertainment Games Market Size by Region: 2018 VS 2022 VS 2029
9.4.2 Asia Entertainment Games Market Size by Region (2018-2023)
9.4.3 Asia Entertainment Games Market Size by Region (2024-2029)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Entertainment Games Market Size (2018-2029)
10.2 Middle East, Africa, and Latin America Entertainment Games Market Size by Type
10.2.1 Middle East, Africa, and Latin America Entertainment Games Market Size by Type (2018-2023)
10.2.2 Middle East, Africa, and Latin America Entertainment Games Market Size by Type (2024-2029)
10.2.3 Middle East, Africa, and Latin America Entertainment Games Market Share by Type (2018-2029)
10.3 Middle East, Africa, and Latin America Entertainment Games Market Size by Application
10.3.1 Middle East, Africa, and Latin America Entertainment Games Market Size by Application (2018-2023)
10.3.2 Middle East, Africa, and Latin America Entertainment Games Market Size by Application (2024-2029)
10.3.3 Middle East, Africa, and Latin America Entertainment Games Market Share by Application (2018-2029)
10.4 Middle East, Africa, and Latin America Entertainment Games Market Size by Country
10.4.1 Middle East, Africa, and Latin America Entertainment Games Market Size by Country: 2018 VS 2022 VS 2029
10.4.2 Middle East, Africa, and Latin America Entertainment Games Market Size by Country (2018-2023)
10.4.3 Middle East, Africa, and Latin America Entertainment Games Market Size by Country (2024-2029)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Aeria Games GmbH
11.1.1 Aeria Games GmbH Company Details
11.1.2 Aeria Games GmbH Business Overview
11.1.3 Aeria Games GmbH Entertainment Games Introduction
11.1.4 Aeria Games GmbH Revenue in Entertainment Games Business (2018-2023)
11.1.5 Aeria Games GmbH Recent Developments
11.2 Electronic Arts, Inc.
11.2.1 Electronic Arts, Inc. Company Details
11.2.2 Electronic Arts, Inc. Business Overview
11.2.3 Electronic Arts, Inc. Entertainment Games Introduction
11.2.4 Electronic Arts, Inc. Revenue in Entertainment Games Business (2018-2023)
11.2.5 Electronic Arts, Inc. Recent Developments
11.3 Blizzard Entertainment, Inc.
11.3.1 Blizzard Entertainment, Inc. Company Details
11.3.2 Blizzard Entertainment, Inc. Business Overview
11.3.3 Blizzard Entertainment, Inc. Entertainment Games Introduction
11.3.4 Blizzard Entertainment, Inc. Revenue in Entertainment Games Business (2018-2023)
11.3.5 Blizzard Entertainment, Inc. Recent Developments
11.4 Tencent Holdings
11.4.1 Tencent Holdings Company Details
11.4.2 Tencent Holdings Business Overview
11.4.3 Tencent Holdings Entertainment Games Introduction
11.4.4 Tencent Holdings Revenue in Entertainment Games Business (2018-2023)
11.4.5 Tencent Holdings Recent Developments
11.5 NetEase
11.5.1 NetEase Company Details
11.5.2 NetEase Business Overview
11.5.3 NetEase Entertainment Games Introduction
11.5.4 NetEase Revenue in Entertainment Games Business (2018-2023)
11.5.5 NetEase Recent Developments
11.6 Zhejiang Century Huatong Group
11.6.1 Zhejiang Century Huatong Group Company Details
11.6.2 Zhejiang Century Huatong Group Business Overview
11.6.3 Zhejiang Century Huatong Group Entertainment Games Introduction
11.6.4 Zhejiang Century Huatong Group Revenue in Entertainment Games Business (2018-2023)
11.6.5 Zhejiang Century Huatong Group Recent Developments
11.7 37 Interactive Entertainment
11.7.1 37 Interactive Entertainment Company Details
11.7.2 37 Interactive Entertainment Business Overview
11.7.3 37 Interactive Entertainment Entertainment Games Introduction
11.7.4 37 Interactive Entertainment Revenue in Entertainment Games Business (2018-2023)
11.7.5 37 Interactive Entertainment Recent Developments
11.8 PopCap Games, Inc.
11.8.1 PopCap Games, Inc. Company Details
11.8.2 PopCap Games, Inc. Business Overview
11.8.3 PopCap Games, Inc. Entertainment Games Introduction
11.8.4 PopCap Games, Inc. Revenue in Entertainment Games Business (2018-2023)
11.8.5 PopCap Games, Inc. Recent Developments
11.9 Activision Blizzard, Inc.
11.9.1 Activision Blizzard, Inc. Company Details
11.9.2 Activision Blizzard, Inc. Business Overview
11.9.3 Activision Blizzard, Inc. Entertainment Games Introduction
11.9.4 Activision Blizzard, Inc. Revenue in Entertainment Games Business (2018-2023)
11.9.5 Activision Blizzard, Inc. Recent Developments
11.10 Behaviour Interactive, Inc.
11.10.1 Behaviour Interactive, Inc. Company Details
11.10.2 Behaviour Interactive, Inc. Business Overview
11.10.3 Behaviour Interactive, Inc. Entertainment Games Introduction
11.10.4 Behaviour Interactive, Inc. Revenue in Entertainment Games Business (2018-2023)
11.10.5 Behaviour Interactive, Inc. Recent Developments
11.11 DeNA Co., Ltd.
11.11.1 DeNA Co., Ltd. Company Details
11.11.2 DeNA Co., Ltd. Business Overview
11.11.3 DeNA Co., Ltd. Entertainment Games Introduction
11.11.4 DeNA Co., Ltd. Revenue in Entertainment Games Business (2018-2023)
11.11.5 DeNA Co., Ltd. Recent Developments
11.12 Supercell
11.12.1 Supercell Company Details
11.12.2 Supercell Business Overview
11.12.3 Supercell Entertainment Games Introduction
11.12.4 Supercell Revenue in Entertainment Games Business (2018-2023)
11.12.5 Supercell Recent Developments
11.13 Konami Holdings Corporation
11.13.1 Konami Holdings Corporation Company Details
11.13.2 Konami Holdings Corporation Business Overview
11.13.3 Konami Holdings Corporation Entertainment Games Introduction
11.13.4 Konami Holdings Corporation Revenue in Entertainment Games Business (2018-2023)
11.13.5 Konami Holdings Corporation Recent Developments
11.14 Peak Games
11.14.1 Peak Games Company Details
11.14.2 Peak Games Business Overview
11.14.3 Peak Games Entertainment Games Introduction
11.14.4 Peak Games Revenue in Entertainment Games Business (2018-2023)
11.14.5 Peak Games Recent Developments
11.15 Etermax
11.15.1 Etermax Company Details
11.15.2 Etermax Business Overview
11.15.3 Etermax Entertainment Games Introduction
11.15.4 Etermax Revenue in Entertainment Games Business (2018-2023)
11.15.5 Etermax Recent Developments
11.16 Supercell
11.16.1 Supercell Company Details
11.16.2 Supercell Business Overview
11.16.3 Supercell Entertainment Games Introduction
11.16.4 Supercell Revenue in Entertainment Games Business (2018-2023)
11.16.5 Supercell Recent Developments
11.17 Rovio Entertainment Corporation
11.17.1 Rovio Entertainment Corporation Company Details
11.17.2 Rovio Entertainment Corporation Business Overview
11.17.3 Rovio Entertainment Corporation Entertainment Games Introduction
11.17.4 Rovio Entertainment Corporation Revenue in Entertainment Games Business (2018-2023)
11.17.5 Rovio Entertainment Corporation Recent Developments
11.18 SYBO Game
11.18.1 SYBO Game Company Details
11.18.2 SYBO Game Business Overview
11.18.3 SYBO Game Entertainment Games Introduction
11.18.4 SYBO Game Revenue in Entertainment Games Business (2018-2023)
11.18.5 SYBO Game Recent Developments
11.19 GREE, Inc.
11.19.1 GREE, Inc. Company Details
11.19.2 GREE, Inc. Business Overview
11.19.3 GREE, Inc. Entertainment Games Introduction
11.19.4 GREE, Inc. Revenue in Entertainment Games Business (2018-2023)
11.19.5 GREE, Inc. Recent Developments
11.20 Pretty Simple
11.20.1 Pretty Simple Company Details
11.20.2 Pretty Simple Business Overview
11.20.3 Pretty Simple Entertainment Games Introduction
11.20.4 Pretty Simple Revenue in Entertainment Games Business (2018-2023)
11.20.5 Pretty Simple Recent Developments
11.21 Miniclip SA
11.21.1 Miniclip SA Company Details
11.21.2 Miniclip SA Business Overview
11.21.3 Miniclip SA Entertainment Games Introduction
11.21.4 Miniclip SA Revenue in Entertainment Games Business (2018-2023)
11.21.5 Miniclip SA Recent Developments
11.22 Perfect World
11.22.1 Perfect World Company Details
11.22.2 Perfect World Business Overview
11.22.3 Perfect World Entertainment Games Introduction
11.22.4 Perfect World Revenue in Entertainment Games Business (2018-2023)
11.22.5 Perfect World Recent Developments
11.23 YOUZU Interactive
11.23.1 YOUZU Interactive Company Details
11.23.2 YOUZU Interactive Business Overview
11.23.3 YOUZU Interactive Entertainment Games Introduction
11.23.4 YOUZU Interactive Revenue in Entertainment Games Business (2018-2023)
11.23.5 YOUZU Interactive Recent Developments
11.24 Giant Network Group
11.24.1 Giant Network Group Company Details
11.24.2 Giant Network Group Business Overview
11.24.3 Giant Network Group Entertainment Games Introduction
11.24.4 Giant Network Group Revenue in Entertainment Games Business (2018-2023)
11.24.5 Giant Network Group Recent Developments
11.25 Hubei Century Network Technology
11.25.1 Hubei Century Network Technology Company Details
11.25.2 Hubei Century Network Technology Business Overview
11.25.3 Hubei Century Network Technology Entertainment Games Introduction
11.25.4 Hubei Century Network Technology Revenue in Entertainment Games Business (2018-2023)
11.25.5 Hubei Century Network Technology Recent Developments
11.26 Shanghai yaoji technology
11.26.1 Shanghai yaoji technology Company Details
11.26.2 Shanghai yaoji technology Business Overview
11.26.3 Shanghai yaoji technology Entertainment Games Introduction
11.26.4 Shanghai yaoji technology Revenue in Entertainment Games Business (2018-2023)
11.26.5 Shanghai yaoji technology Recent Developments
11.27 Electronic Soul Interactive Technology
11.27.1 Electronic Soul Interactive Technology Company Details
11.27.2 Electronic Soul Interactive Technology Business Overview
11.27.3 Electronic Soul Interactive Technology Entertainment Games Introduction
11.27.4 Electronic Soul Interactive Technology Revenue in Entertainment Games Business (2018-2023)
11.27.5 Electronic Soul Interactive Technology Recent Developments
11.28 Playtech plc
11.28.1 Playtech plc Company Details
11.28.2 Playtech plc Business Overview
11.28.3 Playtech plc Entertainment Games Introduction
11.28.4 Playtech plc Revenue in Entertainment Games Business (2018-2023)
11.28.5 Playtech plc Recent Developments
11.29 Social Point
11.29.1 Social Point Company Details
11.29.2 Social Point Business Overview
11.29.3 Social Point Entertainment Games Introduction
11.29.4 Social Point Revenue in Entertainment Games Business (2018-2023)
11.29.5 Social Point Recent Developments
11.30 Wooga GmbH
11.30.1 Wooga GmbH Company Details
11.30.2 Wooga GmbH Business Overview
11.30.3 Wooga GmbH Entertainment Games Introduction
11.30.4 Wooga GmbH Revenue in Entertainment Games Business (2018-2023)
11.30.5 Wooga GmbH Recent Developments
11.31 Zynga, Inc.
11.31.1 Zynga, Inc. Company Details
11.31.2 Zynga, Inc. Business Overview
11.31.3 Zynga, Inc. Entertainment Games Introduction
11.31.4 Zynga, Inc. Revenue in Entertainment Games Business (2018-2023)
11.31.5 Zynga, Inc. Recent Developments
11.32 King Digital Entertainment plc
11.32.1 King Digital Entertainment plc Company Details
11.32.2 King Digital Entertainment plc Business Overview
11.32.3 King Digital Entertainment plc Entertainment Games Introduction
11.32.4 King Digital Entertainment plc Revenue in Entertainment Games Business (2018-2023)
11.32.5 King Digital Entertainment plc Recent Developments
11.33 Nintendo Co. Ltd.
11.33.1 Nintendo Co. Ltd. Company Details
11.33.2 Nintendo Co. Ltd. Business Overview
11.33.3 Nintendo Co. Ltd. Entertainment Games Introduction
11.33.4 Nintendo Co. Ltd. Revenue in Entertainment Games Business (2018-2023)
11.33.5 Nintendo Co. Ltd. Recent Developments
11.34 Riot Games, Inc
11.34.1 Riot Games, Inc Company Details
11.34.2 Riot Games, Inc Business Overview
11.34.3 Riot Games, Inc Entertainment Games Introduction
11.34.4 Riot Games, Inc Revenue in Entertainment Games Business (2018-2023)
11.34.5 Riot Games, Inc Recent Developments
11.35 Sega Holdings Co., Ltd.
11.35.1 Sega Holdings Co., Ltd. Company Details
11.35.2 Sega Holdings Co., Ltd. Business Overview
11.35.3 Sega Holdings Co., Ltd. Entertainment Games Introduction
11.35.4 Sega Holdings Co., Ltd. Revenue in Entertainment Games Business (2018-2023)
11.35.5 Sega Holdings Co., Ltd. Recent Developments
11.36 Apple, Inc.
11.36.1 Apple, Inc. Company Details
11.36.2 Apple, Inc. Business Overview
11.36.3 Apple, Inc. Entertainment Games Introduction
11.36.4 Apple, Inc. Revenue in Entertainment Games Business (2018-2023)
11.36.5 Apple, Inc. Recent Developments
11.37 Google LLC
11.37.1 Google LLC Company Details
11.37.2 Google LLC Business Overview
11.37.3 Google LLC Entertainment Games Introduction
11.37.4 Google LLC Revenue in Entertainment Games Business (2018-2023)
11.37.5 Google LLC Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

 

ページTOPに戻る

ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。

webからのご注文・お問合せはこちらのフォームから承ります

本レポートと同じKEY WORD(entertainment)の最新刊レポート


よくあるご質問


QYResearch社はどのような調査会社ですか?


QYリサーチ(QYResearch)は幅広い市場を対象に調査・レポート出版を行う、中国に本社をおく調査会社です。   QYResearchでは年間数百タイトルの調査レポートを出版しています。... もっと見る


調査レポートの納品までの日数はどの程度ですか?


在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
但し、一部の調査レポートでは、発注を受けた段階で内容更新をして納品をする場合もあります。
発注をする前のお問合せをお願いします。


注文の手続きはどのようになっていますか?


1)お客様からの御問い合わせをいただきます。
2)見積書やサンプルの提示をいたします。
3)お客様指定、もしくは弊社の発注書をメール添付にて発送してください。
4)データリソース社からレポート発行元の調査会社へ納品手配します。
5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。


お支払方法の方法はどのようになっていますか?


納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。


データリソース社はどのような会社ですか?


当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。



詳細検索

このレポートへのお問合せ

03-3582-2531

電話お問合せもお気軽に

 

2024/09/20 10:26

143.76 円

160.81 円

193.57 円

ページTOPに戻る