最新2019年全球上市游戏公司调查报告

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2019年游戏行业市场分析报告

2019年游戏行业市场分析报告

2019年游戏行业市场分析报告目录游戏是怎样炼成的? (1)游戏产品的生命周期及组成要素 (1)游戏行业的一个核心和三个基本点 (2)游戏行业的核心:PRAPA (3)COME:P->R (3)STAY:R->A (6)PAY:A->P->A (9)用户带来游戏市场的变迁 (13)资金决定游戏市场的兴衰 (16)怎么算游戏研运这笔账? (16)千金买量所为何? (18)产品是游戏市场一切的起源 (21)产品创新是游戏市场发展的根源所在 (21)小游戏能成为千亿级市场吗?尚缺产品类型的爆发 (22)关于 2019 年的游戏行业 (25)出海仍有较大的增量机会 (25)买量已近黄昏,产品创新为王 (27)游戏是怎样炼成的?游戏产品的生命周期及组成要素游戏是怎样炼成的?对于看清游戏市场,这是一个很基本又很重要的问题。

按照游戏产品生命周期的演变,我们大致可以将其分为研发和运营两大部分。

一般而言研发包含了 DEMO、Early Alpha、Alpha、Early Beta、Close Beta 以及 Open Beta 等众多阶段(根据不同 CP 厂商的内部情况会略有变化),而运营涉及了评估阶段、运营筹备、运营初期、正式运营、维持运营、项目终止等不同状态。

图表1:游戏生命周期资料来源:XXXX研究发展部从组成要素而言,游戏研发除了项目经理负责研发设计的整个计划和进度外还需要“3+1”的核心要素,其中“3”是程序(客户端、服务器端)、策划和美术,而“1”是指版本QA。

如果把游戏产品比作一个人的话,那么策划就是中枢神经系统,服务器是骨骼、客户端是肌肉、美术则相当于皮肤,这也正是所谓“换皮产品”名称的来源。

图表2:游戏研发组成要素资料来源:XXXX研究发展部策划主要包含成长线、伤害平台、行为控制及交互等内容。

其中成长线是策划设计的重中之重,涉及整个游戏的数值体系,行为控制包含游戏 PVE、PVP 的模式及付费机制,交互属性决定游戏是需求型、友好型还是对抗型等等。

2018-2019全球移动游戏市场企业竞争力分析报告

2018-2019全球移动游戏市场企业竞争力分析报告

6.4% 6.0% 10.0%
体育类
11.4%
14.0%
SLG
7.7% 2.0%
射击类
卡牌类
RPG
消除类
博彩类
竞速类 射击类 音舞类 消除类 棋牌类 模拟经营类 体育类
5.9% 4.7% 2.5% 2.4% 2.1% 2.0% 1.2%
2.0% 6.0% 2.0% 4.0% 4.0% 4.0% 2.0%
音舞类 射击类 休闲益智类 模拟经营类 SLG 棋牌类
5.9% 3.1% 2.8% 1.7% 1.2% 0.9%
6.0% 2.0% 6.0% 4.0% 2.0% 2.0%
卡牌类 RPG 体育类 沙盒类 模拟经营类 休闲益智类 棋牌类 竞速类
7.6% 5.9% 4.4% 3.7% 3.4% 2.3% 1.1% 0.9% 数量占比
产品收入排名 《王者荣耀》成全球最赚钱移动游戏 六款中国游戏入TOP10
中国游戏入榜较多与中国市场规模持续增长,市场高集中度的特征有关;TOP10中,共有《奇迹MU:觉醒》《楚留香》 《QQ飞车》三款2018年年初推出的新游入榜,这受益于其产品质量、IP、企业发行能力。
2018年全球市场移动游戏流水TOP10
$560.28 $314.67 $425.45
$632.01
$719.68
$812.89
$912.41
全球游戏用户规模状况 2018年全球移动游戏用户规模超过22亿
全球各地区移动游戏用户规模(百万人)
185
北美
184
西欧
220
拉美
132
东欧
1,192 315
中东及非洲 亚太地区
2018全球移动游戏市场企业竞争力分析 - 02

2019年游戏行业专题分析报告

2019年游戏行业专题分析报告

2019年游戏行业专题分析报告目录游戏是怎样炼成的? (1)游戏产品的生命周期及组成要素 (1)游戏行业的一个核心和三个基本点 (2)游戏行业的核心:PRAPA (3)COME:P->R (3)STAY:R->A (6)PAY:A->P->A (9)用户带来游戏市场的变迁 (13)资金决定游戏市场的兴衰 (16)怎么算游戏研运这笔账? (16)千金买量所为何? (18)产品是游戏市场一切的起源 (21)产品创新是游戏市场发展的根源所在 (21)小游戏能成为千亿级市场吗?尚缺产品类型的爆发 (22)关于2019年的游戏行业 (25)出海仍有较大的增量机会 (25)买量已近黄昏,产品创新为王 (27)相关标的 (29)风险分析 (30)游戏是怎样炼成的?游戏产品的生命周期及组成要素游戏是怎样炼成的?对于看清游戏市场,这是一个很基本又很重要的问题。

按照游戏产品生命周期的演变,我们大致可以将其分为研发和运营两大部分。

一般而言研发包含了DEMO、Early Alpha、Alpha、Early Beta、Close Beta以及Open Beta等众多阶段(根据不同CP厂商的内部情况会略有变化),而运营涉及了评估阶段、运营筹备、运营初期、正式运营、维持运营、项目终止等不同状态。

图表1:游戏生命周期资料来源:中信建投证券研究发展部从组成要素而言,游戏研发除了项目经理负责研发设计的整个计划和进度外还需要“3+1”的核心要素,其中“3”是程序(客户端、服务器端)、策划和美术,而“1”是指版本QA。

如果把游戏产品比作一个人的话,那么策划就是中枢神经系统,服务器是骨骼、客户端是肌肉、美术则相当于皮肤,这也正是所谓“换皮产品”名称的来源。

图表2:游戏研发组成要素资料来源:中信建投证券研究发展部策划主要包含成长线、伤害平台、行为控制及交互等内容。

其中成长线是策划设计的重中之重,涉及整个游戏的数值体系,行为控制包含游戏PVE、PVP的模式及付费机制,交互属性决定游戏是需求型、友好型还是对抗型等等。

新编全球上市游戏公司调查报告详细版

新编全球上市游戏公司调查报告详细版

文件编号:GD/FS-5561(报告范本系列)新编全球上市游戏公司调查报告详细版The Short-Term Results Report By Individuals Or Institutions At Regular Or Irregular Times, Including Analysis, Synthesis, Innovation, Etc., Will Eventually Achieve Good Planning For TheFuture.编辑:_________________单位:_________________日期:_________________新编全球上市游戏公司调查报告详细版提示语:本报告文件适合使用于个人或机构组织在定时或不定时情况下进行的近期成果汇报,表达方式以叙述、说明为主,内容包含分析,综合,新意,重点等,最终实现对未来的良好规划。

文档所展示内容即为所得,可在下载完成后直接进行编辑。

著名市场研究公司newzoo近日发布了一份全球游戏市场报告,称在XX年内,全球前25家上市游戏公司总收入达到541亿美元(约合3354亿元),比XX年增长了10.4%。

XX年全球游戏市场收入规模为836亿美元,这意味着top25上市公司收入占比高达65%。

XX年,腾讯是全球收入最高的上市游戏公司,72亿美元的年收入比XX年增长了37%。

索尼、微软、ea和动视暴雪的收入分别排在第2-5名。

苹果、谷歌和《糖果传奇》[下载视频注册]开发商king位列第6-8名——这三家公司的游戏收入主要来自移动平台(注:此报告只统计上市公司,《部落冲突》开发商supercell等非上市公司未被纳入统计范畴),而任天堂和育碧则占据了上市游戏公司top10中的最后两席。

腾讯在XX年的收入规模及年比年增长幅度均领先于绝大多数其他上市游戏公司。

而谷歌公司XX年游戏收入从XX年的14亿美元增至26亿美元,89%的增幅也令人惊叹。

新编全球上市游戏公司调查报告标准范本

新编全球上市游戏公司调查报告标准范本

报告编号:LX-FS-A29281新编全球上市游戏公司调查报告标准范本The Stage T asks Completed According T o The Plan Reflect The Basic Situation In The Work And The Lessons Learned In The Work, So As T o Obtain Further Guidance From The Superior.编写:_________________________审批:_________________________时间:________年_____月_____日A4打印/ 新修订/ 完整/ 内容可编辑新编全球上市游戏公司调查报告标准范本使用说明:本报告资料适用于按计划完成的阶段任务而进行的,反映工作中的基本情况、工作中取得的经验教训、存在的问题以及今后工作设想的汇报,以取得上级的进一步指导作用。

资料内容可按真实状况进行条款调整,套用时请仔细阅读。

著名市场研究公司newzoo近日发布了一份全球游戏市场报告,称在XX年内,全球前25家上市游戏公司总收入达到541亿美元(约合3354亿元),比XX年增长了10.4%。

XX年全球游戏市场收入规模为836亿美元,这意味着top25上市公司收入占比高达65%。

XX年,腾讯是全球收入最高的上市游戏公司,72亿美元的年收入比XX年增长了37%。

索尼、微软、ea和动视暴雪的收入分别排在第2-5名。

苹果、谷歌和《糖果传奇》[下载视频注册]开发商king位列第6-8名——这三家公司的游戏收入主要来自移动平台(注:此报告只统计上市公司,《部落冲突》开发商supercell等非上市公司未被纳入统计范畴),而任天堂和育碧则占据了上市游戏公司top10中的最后两席。

腾讯在XX年的收入规模及年比年增长幅度均领先于绝大多数其他上市游戏公司。

而谷歌公司XX年游戏收入从XX年的14亿美元增至26亿美元,89%的增幅也令人惊叹。

2019年游戏行业年度报告,游戏运营、产品经理必看数据报告

2019年游戏行业年度报告,游戏运营、产品经理必看数据报告
1
目录
2
CONTENTS
3
4
01
PART ONE
2018年受版号受封影响,整体游戏行业遇冷,增速有所放缓,但移动游戏增速仍高于整体行业水平。 2019年初重新恢复版号发放后,整体行业回暖明显。未来随着5G时代来临,CPU及终端限制降低,云端处理占比大幅提 高,同时VR、AR可实践性提升,将为整体游戏行业带来更大想象空间。
头条、西瓜、火山 公测
大版本
周年庆
皮皮虾 非节点
头条炫屏
一镜到底
火力全开
皮皮炫屏
信息流
抖音、头条、西瓜、火山、皮皮虾平台信息流品牌广告位置更靠前因此更优质,同时在 一些大节点的时候可以保量,帮助广告主圈到更多的目标用户
抖音、头条、西瓜、火山
公测
大版本
周年庆
皮皮虾 非节点
抖音短视频
今日头条
西瓜视频
挑战赛是抖音为品牌独家定制的高品质话题,融合了抖音开屏、信息流、KOL/明星、发 现页、消息页(抖音小助手)等全流量资源入口。
公测
大版本
周年庆
挑战赛话题页
达人视频
定制贴纸
定制音乐
红包挂件
H5征集页面
抖音挑战赛
挑战赛是抖音为品牌独家定制的高品质话题,融合了抖音开屏、信息流、KOL/明星、发 现页、消息页(抖音小助手)等全流量资源入口。
✓ 时间周期可控
计划度过冷启动期或者预算花完 或计划投放时间达到6个小时 一键起量会自动失效
【一键继承】是一款使新计划继承老计划已转化人群的特征,以提高新计划冷启动通过率的工具。 目前广告组支持【计划维度】和【包维度】两个维度的继承。 适用对象:账户内有跑量表现优秀计划的广告主。

游戏市场调研报告

游戏市场调研报告

游戏市场调研报告1. 引言近年来,随着互联网技术的发展和智能手机的普及,游戏行业迅速崛起并呈现出蓬勃发展的态势。

本文通过对游戏市场进行调研,旨在为相关企业和投资者提供全面的市场分析和发展趋势预测,以便更好地把握市场机会和制定营销策略。

2. 游戏市场概述2.1 产业规模根据现有数据,全球游戏市场规模呈稳步增长趋势。

据统计,2019年全球游戏市场总收入达到X亿美元,预计到2025年将达到X亿美元。

2.2 市场细分游戏市场可以根据不同的分类方式进行细分,主要包括平台细分、游戏类型细分和市场细分。

平台细分包括PC游戏、主机游戏、移动游戏等;游戏类型包括角色扮演类、射击类、休闲益智类等;市场细分包括国内市场和国际市场等。

3. 游戏市场发展趋势3.1 移动游戏市场的崛起随着智能手机的普及,移动游戏市场逐渐成为行业的重要组成部分。

移动游戏具有便携性和低门槛的特点,用户规模快速增长。

预计未来几年移动游戏市场将保持高速增长。

3.2 云游戏的兴起云游戏近年来成为行业关注的热点,其通过将游戏数据存储于云端服务器并通过流媒体技术传输至终端设备,实现了游戏的无缝切换和跨平台运行。

云游戏市场有望成为未来的发展趋势之一。

3.3 游戏直播的热潮在现今社交网络盛行的背景下,游戏直播成为一种新兴的娱乐方式。

通过实时直播游戏过程,玩家可以与观众互动,并通过粉丝的支持赢得收入。

游戏直播市场前景广阔,吸引了众多主播和投资者的关注。

3.4 增强现实技术在游戏中的应用增强现实技术(AR)的发展为游戏行业带来了新的机会。

通过将虚拟世界与现实世界相结合,AR游戏能够提供沉浸式的游戏体验,吸引了大量用户的关注。

预计未来AR游戏市场将持续增长。

4. 游戏市场竞争格局随着游戏市场的蓬勃发展,竞争格局逐渐形成。

目前,全球游戏市场上存在众多的游戏开发商和发行商。

主要的竞争者包括腾讯游戏、网易游戏、Supercell等。

这些公司凭借强大的研发实力和持续的创新能力,在市场中占据一定的份额。

游戏市场调研报告

游戏市场调研报告

游戏市场调研报告
根据最新的游戏市场调研报告,全球游戏市场正持续增长,并且预计在未来几年内将继续保持稳定增长。

以下是一些关键发现和趋势:
1. 游戏市场规模:根据报告,2019年全球游戏市场规模达到
了1,527亿美元,较去年增长了9.6%。

预计到2025年,全球
游戏市场规模将增加至2,216亿美元。

2. 移动游戏:移动游戏是当前游戏市场的主要推动力。

据估计,2019年手机游戏的全球收入约为682亿美元,占据了游戏市
场总收入的45%。

移动游戏的高可用性和便捷性使得越来越
多的人参与游戏。

3. 电子竞技:电子竞技(eSports)是近年来蓬勃发展的领域。

预计到2023年,电子竞技行业的市值将达到3.5亿美元。


子竞技吸引了大量年轻受众和赞助商,成为了一项重要的娱乐活动。

4. 虚拟现实和增强现实:虚拟现实(VR)和增强现实(AR)
技术的进步推动了游戏体验的革新。

预计到2023年,虚拟现
实和增强现实技术的全球市场规模将达到620亿美元。

5. 云游戏:云游戏是一种新兴的游戏方式,通过云端计算和流媒体技术,用户可以直接在云端游玩游戏,而无需下载或安装游戏文件。

预计到2022年,云游戏的全球市场规模将达到45
亿美元。

总的来说,游戏市场正不断发展和创新,移动游戏、电子竞技、虚拟现实和增强现实以及云游戏等领域将成为未来游戏市场的关键推动力。

企业和开发者可以利用这些趋势来创造新的机会和娱乐体验。

2019年全球游戏市场报告

2019年全球游戏市场报告

gamesGlobalmarket reportMethodologyMarket sizing & forecasts Key global trendsNewzoo’s Gamer Segmentation TM T op 35 companies2019FORPRESSFOREWORD FOREWORDWe are proud to present our 2019 Global Games Market Report. Now more than ever, gaming is at the heart of the entertainment business. The way consumers engage with and through games is continually changing. Not only does this result in more overallengagement, but it also leads to entirely new segments of game enthusiasts.Brands from every corner of the consumer-facing market are seizing the opportunity that gaming presents, especially when it comes to reaching younger generations. In the last decade alone, the years-long stigma against gamers has all but disappeared. What’s more, the past year has seen many brands—including the biggest companies in apparel, automotive, and even financial services—connect with gaming in bigger and better ways than ever before.Gaming’s rise to the mainstream, particularly its shift toward more live events, profes-sional athletes, and entertainment spectacles, presents new crossover opportunities for other sectors within the entertainment business. After all, more than 10 million enthu-siasts tuned in when the popular DJ Marshmello hosted a concert within the virtual world of Fortnite. This year marks the first time that Netflix had a presence at E3, the world’s largest gaming event for consumers. What’s more, popular game IP is increas-ingly being adapted for television, and the biggest games rival Hollywood in terms of grandeur, budget, narrative, and revenues.Business models from general entertainment and games are also becoming intertwined. Subscription-based distribution is now the de facto method of content consumption for music and TV , and gaming is increasingly embracing the model. However, content is still king and lies at the heart of any successful subscription service. This is why we foresee a content gold rush going forward, as companies vie for the rights to lucrative gaming IP . The promise of cloud gaming—allowing players to play any game anywhere, anytime, on any platform—brings us into a platform-agnostic future. In this future, we will no longer argue about what’s the best console, nor the differences between PC, console, andmobile gaming. The only thing that will matter is which services offer the best gaming experiences and content.The meteoric success of ga ming is too impa ctful for bra nds to ignore, with more a nd more huge na mes, including Google a nd Netflix, choosing to enter the fra y. Google a nnounced its biggest move into gaming in March 2019 when it unveiled Google Stadia to the world, as well as the establishment of its own game studio. It will levera ge YouTube’s ma ssive user ba se to drive Sta dia ’s success, combining both video a nd intera ctive ga ming content. Mea nwhile, Sa msung pa rtnered with Ha tch to la unch a 5G-powered ga me strea ming service in the U.S., a nd Apple is testing the wa ters for its new premium mobile ga me service, Apple Arcade.At the sa me time, the ma instrea m spotlight a lso a ttra cts the public eye. New models of content monetiza tion, pioneered by games, have drawn criticism from the community and politicians alike. The nine-month freeze on game licenses in China last year wa s perha ps the most impa ctful consequence. The domestic market is well on the road to recovery, but it has certainly taken a hit, albeit temporarily. In-game monetization is now the norm in the most profitable games, even more so when subscriptionssta rt to substitute the tra ditiona l pa id ga me business model. For publishers, finding the right mix of business models in a n extremely dyna mic ma rket, with pressure from politics a nd a diverse game enthusiast community, will be the biggest challenge in the coming years.PETER WARMANCEO, NewzooFOREWORDNEWZOO’S 2019 GLOBAL GAMES MARKET REPORT: CONTENT IS KINGC O V E R © S H U T T E R S T O C KFORPRES S METHODOLOGY & TERMINOLOGY1.METHODOLOGY & TERMINOLOGYAt the highest level, Newzoo focuses on three key metrics for every market: players, payers, and revenues.The data on players and payers is mainly based on our own primary consumer research, which continues to form the basis of our understanding of consumers and games. In our primary consumer research, conducted from February to March 2019, more than 62,500 invite-only respondents across 30 key countries/markets were sur-veyed. The 30 countries/markets together represent more than 90% of global game revenues. Respondents were carefully selected to represent the online population in developed countries and the urban online population in selected major cities in emerg-ing countries in Southeast Asia, Turkey, Saudi Arabia, and India. This research started in 2009 with six countries; now, it is the world’s largest games-related consumer research program.The player and payer ratios resulting from our consumer research are projected against the online population, using UN population and ITU internet penetration metrics. The logic behind the model is that the online population is an important driver of the number of potential gamers and an indicator of how much more struc-tural growth a country can expect in its potential gamer population.The differences between the player and payer numbers in the Global Games Market Report and our Consumer Insights stem from the use of age boundaries and the core city approach; that is, including only Tier 1 and 2 cities in Asia and the Middle East. In the G lobal G ames Market Report, the total population is considered, while our Consumer Insights use the population aged between 10 and 50 or 65 years to best rep-resent the online urban population in most countries.The revenue data comes from our predictive games market model, which uses a top-down approach to market sizing. We incorporate macroeconomic and census data from the IMF and UN, such as household income and GDP per capita, transactional and app store revenue data from our data partner Priori Data, our primary consumer research, detailed financial information reported by more than 100 public companies, and third-party research. We also receive valuable input from clients.METHODOLOGYSIZING THE MARKET WITH A VARIETY OF DATANewzoo aims to provide clients with the best possible assessment of the size of the overall games market, broken down into segments and regions. By developing many data po ints, we ensure that o ur numbers make sense o n a segment, regio nal, and individual country/market level. Below, we describe our approach in more detail to help clients understand what underpins our forecasts, facilitating comparisons with other data sources.FORPRESSMarket size estimates and growth forecasts for individual segments, countries, and in aggregate for the total industry are validated against our analysis of various contex-tual metrics. For instance, our market model calculates the average annual spend perpaying gamer, which is then compared with historical numbers, other regions, house-hold income, and GDP per capita.Our historical revenues and growth rates reflect the year-end US$ exchange rate.Our projected growth rates assume steady exchange rates going forward, but we take into consideration historical growth rates in local currency rather than US$, as thisgives a better picture of underlying growth.We define revenues as the amount the industry generates in consumer spending on games; physical and digital full-game copies, in-game spending, and subscription services like PlayStation Plus and Xbox G ame Pass. Mobile revenues include paid downloads and in-game spending on all stores, including third-party stores, and fromdirect downloads. Our revenue numbers exclude taxes, consumer-to-consumer second-hand trade, advertising revenues earned in and around games, (peripheral) hardware, business-to-business services, and the traditionally regulated online gambling and betting industry (e.g., BWIN and William Hill).In terms of countries and regions, we define the market size as the amount com-panies generate from consumers in that specific territory, as opposed to the amount companies based in a particular territory generate worldwide.The broader conceptual framework supporting our forecasts consists of the expected growth of the online population plus the expected development of the key marketindicators per region, as illustrated on the right. Overall, our forecasts are always theoutcome of an iterative process, reviewing the implications of our assumptions on a very granular level. During this process, we rely on quantifiable metrics, such as his-torical growth rates, and include hard-to-quantify metrics, such as (gaming) culture, spending behavior, and other societal factors.GLOBAL FINANCIAL COMPANY ANAL YSIS Game revenues of public and non-public companiesPOPULATION & ECONOMIC CENSUS DATA Projecting organic growth on a local and global scaleLOCAL DATA VALIDATIONWith commercial companies in specific countriesTHIRD-PARTY RESEARCH Reported on a local and global scalePRIMARY CONSUMER RESEARCH IN KEY COUNTRIES Understanding playing and spending behaviorPARTNER DATAActual download, revenue, and play time dataGLOBAL GAMES MARKET MODELA V G . S P E N D /P A Y I N G P L A Y E R ($)S H A R E O F P A Y I N G P L A Y E R S (%)FORPRESSGame revenues: Consumer revenues generated by companies in the global games market, excluding hardware sales, tax, business-to-business services, advertising, and online gambling and betting revenues.Gamer personas: A new way of segmenting game enthusiasts across their playing, viewing, and owning behavior. Please refer to the Special Focus Topic (page 23) to find the definition of each persona.Games as a service: Also known as GaaS, games as a service provides game content or access to games on a continuous revenue model; for example, via a game subscription service or a season/battle pass.Smartphone games: Games played on smartphones.Online population: All people within a country/market or region who have access to the internet via a computer or mobile device.Payers or paying gamers: All people who have spent money to play games on a PC, console, or mobile device.Pay-to-play (P2P) games: Games that must be paid for upfront or are paid subscription-based games.Peripherals: G aming-related hardware products that are used for gaming, such as gaming mice, keyboards, headsets, controllers, or monitors.Players or gamers: All people who play (digital) games on a PC, console, or mobile device. Spend per payer: Annual average revenue generated per payer (game revenues/payers).Tablet games: Games played on a tablet (e.g., iPad).Virtual reality (VR): The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a headset with a screen inside or gloves fitted with sensors.Augmented reality (AR): A technology that supplements real-life views of users with computer-generated sensory input as images or sounds.Boxed revenues: Revenues generated by the sales of games or game-related content delivered on physical storage media (i.e., discs or cartridges). Also includes physicalcopies ordered in online stores.Browser PC games: Games played on casual game websites or social networks.Cloud gaming: Also referred to as gaming on demand, cloud gaming is the ability to play a game on any device without owning the physical hardware required to process it or needing a local copy of the game itself.Compound annual growth rate (CAGR): The constant growth rate over a period ofyears. In this report, all CAGRs are based on the years 2018-2022.Console games: Games played on a TV screen directly or through a console, such as Xbox, PlayStation, and Nintendo, or on handheld devices, such as a Nintendo DS or PS Vita.Digital revenues: Revenues generated by the sales of games or game-related content purchased directly from an online store, without a physical product being delivered. Digital revenues include in-game purchases, subscription revenues, and any additional downloadable content (DLC).Downloaded/Boxed PC games: PC games downloaded from websites or services (e.g., Steam or Epic Games Store) or purchased as a boxed product (CD/DVD), including client MMO and MOBA games.Esports: Competitive gaming at a professional level and in an organized format (a tournament or league) with a specific goal (i.e., winning a champion title or prize money) and a clear distinction between players and teams that are competing against each other.Free-to-play (F2P) games: Games that are (legally) free to download and play, often offering in-game spending opportunities.Game enthusiasts: All people who engage with games through playing, viewing gaming content, and/or hardware or peripheral ownership.TERMINOLOGYDEFINITION OF MAIN TERMSFORPRES S THE GLOBAL GAMES MARKET2.THE GLOBAL GAMES MARKET• Mobile gaming (smartphone and tablet) remains the largest segment in 2019,producing revenues of $68.5 billion—45% of the global games market. Of all mobile game revenues, 80%, or $54.9 billion, will come from smartphone games, with tablet gaming accounting for the remaining $13.6 billion.• Growth in mobile game revenues will continue to outpace growth on PC in the coming years, resulting in a shrinking PC market share toward 2022. Mobile will also outpace console’s revenue growth; still, console’s market share will remain relatively static.• On PC, browser game revenues will continue to decrease as more gamers switch to mobile games. In 2019, revenues will decrease by -15.1% year on year. Competitive play will continue to drive downloaded/boxed PC games, which will generate $32.2 billion in 2019.• The current console generation is coming to an end, meaning the installed base for the Xbox One and PlayStation 4 is at its highest. The Nintendo Switch also continues to be successful, which will be bolstered by the upcoming new models. These factors, coupled with the continued shift toward the games-as-a-service business model, will drive 2019’s console games revenues to $47.9 billion, growing at +13.4% year on year.• Markets in the Asia-Pacific region will generate $72.2 billion in 2019, up +7.6% year on year, accounting for 47% of total global game revenues.• For the first time since 2015, the U.S. will be the largest gaming market by revenues globally with $36.9 billion this year. Driven by growth in console game revenues, it will overtake China for the #1 position.In 2019, the global games market will generate revenues of $152.1 billion, a +9.6% year-on-year increase. The following section provides an overview of how these revenues are divided per region and segment, and how they will develop toward 2022.THE GLOBAL GAMES MARKET 2019AN OVERVIEW PER REGION AND SEGMENTFORPRESSKEY DEVELOPMENTS TOWARD 2022This year, the Asia-Pacific (APAC) region will produce game revenues of $72.2 billion, accounting for 47% of total global game revenues. This represents year-on-year growth of +7.6%. China’s licensing freeze has had a huge impact on the region’s revenue growth. Measures aiming to reduce the screen time of those under the age of 16 will also affect revenues in China. The licensing freeze impacts the mobile games market, APAC’s largest segment by far, more than other segments, as it is more dependent on a steady stream of new titles.North America will, once more, be the second-largest region (by game revenues), taking more than a quarter (26%) of 2019’s total global games market with $39.6 billion. This represents a +11.7% increase from last year, the fastest year-on-year growth rate of any region. Game revenue growth in the Europe, Middle East, and Africa region (EMEA) will be slightly lower than North America’s. With a year-on-year growth of +11.5%, EMEA will gen-erate revenues of $34.7 billion this year, representing 23% of the total global games market. Meanwhile, Latin America will make up 4% of the games market, growing +11.1% year on year to $5.6 billion.•By 2022, the global games market will grow to $196.0 billion with a CAGR (2018-2022)of +9.0%. Owing to the licensing freeze that heavily impacted China, Asia-Pacific is no longer the fastest-growing region. Driven by improving infrastructure andan increased appetite for games and esports, Latin America is now the fastest-growing games market in the world, boasting a CAGR of +10.4%.• Mobile gaming (smartphone and tablet combined) will produce revenues of $95.4 billion in 2022, growing with a CAGR of +11.3% to account for almost half (49%) of the entire games market. Revenues and growth will be driven predominantly bysmartphones, with revenues of $79.7 billion by 2022 (a CAGR of +12.8%). Tablet will account for the remaining $15.7 billion. Emerging markets will contribute most to the segment’s growth. However, a range of other factors will also contribute, including more cross-platform titles, more smartphone users, and improvements in hardware and infrastructure.• Revenues generated by the console segment will reach $61.1 billion in 2022,increasing with a healthy CAG R of +9.7%. Revenues will be boosted both by the imminent release of the next-generation Xbox and PlayStation consoles, the upcoming new Switch model(s), as well as the massive installed base of the previous (now current) console generation.• G ame revenues for PC will grow at a slower pace than mobile and consolerevenues. Nevertheless, the overall PC gaming market will grow with a CAG R of +3.5% to total $39.5 billion by 2022. The ongoing consumer shift from browser PC games to downloaded/boxed PC games will reduce the browser segment’s revenues by almost half from 2018 to 2022. Downloaded/boxed PC games will grow with a CAGR of +5.4%, generating $37.3 billion by 2022.2019 GLOBAL GAMES MARKET PER REGIONEUROPE,MIDDLE EAST, AND AFRICARPRESSIn 2019, mobile will again be the largest segment, generating revenues of $68.5 billion and comprising 45% of the global games market. Of global mobile game revenues, 80%, or $54.9billion, will come from smartphone games, with tablet gaming accounting for the remain-ing $13.6 billion.Across the board, the games market is in a healthy state, with every segment showing growth. Console is the second-largest segment, boasting revenues of $47.9 billion. It will grow to $61.1 billion by 2022 with a CAGR (2018-2022) of +9.7%. In total, PC games will gener-ate $35.7 billion in 2019, making it the third-largest segment. Growth in downloaded/boxed PC games is partially offset by declining browser PC revenues, as browser gamers have mostly transitioned to mobile. Browser PC revenues will continue to decline from $3.5 billion this year to $2.2 billion in 2022, a CAGR (2018-2022) of -14.7%.REGIONAL BREAKDOWN OF GLOBAL GAME REVENUES TOWARD 2022$138.7Bn2018$152.1Bn2019$164.6Bn2020$178.2Bn2021$196.0Bn2022EUROPE, MIDDLE EAST & AFRICA LATIN AMERICA NORTH AMERICA ASIA-PACIFICBROWSER PC GAMES2019 GLOBAL GAMES MARKET PER SEGMENTSEGMENT BREAKDOWN OF GLOBAL GAME REVENUES TOWARD 2022DOWNLOADED/BOXED PCBROWSER PC CONSOLE TABLET SMARTPHONE38%21%$164.6Bn20202%31%8%35%3%22%31%9%$138.7Bn201836%2%21%32%9%$152.1Bn201940%1%20%31%8%$178.2Bn202141%1%19%31%8%$196.0Bn2022FORPRES S REGIONS GLOBAL KEY GLOBAL TRENDS3.KEY GLOBAL TRENDSNostalgia has always been a key selling point in the games market, with some of the biggest franchises today, including Mario, Final Fantasy, and Pokémon, born as far back as the early 1980s. Looking to capitalize on consumers’ nostalgia, companies are rereleas-ing and remaking retro content—and even hardware—from years gone by.Porting older games to current hardware has always been commonplace; for example, Nintendo has traditionally ported its older titles to its handheld consoles, such as the G ame Boy (Color/Advance), and to console via its Virtual Console and now Nintendo eShop. In the previous console generation (Xbox 360 and PlayStation 3), HD remasters were a possibility. Many publishers realized that consumers are willing to repurchase older titles at a discounted rate for upscaled or slightly updated visuals.However, the current console generation has seen publishers moving away from rereleases and remasters toward outright, from-the-ground-up remakes, released at premium price points. Two beloved PlayStation platformer franchises from the 90s, Crash Bandicoot and Spyro the Dragon, have seen major success here. Activision now owns the rights to these IPs and remade the first three main games from both fran-chises in two trilogy collections: the Crash Bandicoot N. Sane Trilogy and the Spyro Reignited Trilogy, respectively. Similar remakes include 2018’s Shadow of the Colossus and Ratchet & Clank on PlayStation 4, Pokémon Let’s Go Eevee and Let’s Go Pikachu on the Switch, and Resident Evil 2. Each has seen critical and commercial success. There are many highly anticipated remakes on the horizon, such as Final Fantasy VII and Crash Team Racing Nitro-Fueled. Blizzard is getting involved in the PC space with Warcraft III: Reforged and World of Warcraft Classic.Blizzard’s upcoming remakes show that capitalizing on nostalgia goes beyond short-term profit. Remakes or remasters can reignite the passion players have (or had) for fran-chises and allows the publisher to bring these beloved franchises to a modern era, poten-tially extending the timeline of these games for another decade or more. It also offers an opportunity to modernize the revenue model of these classic titles.Capitalizing on nostalgia offers publishers the chance to monetize games far beyond the initial success of the game but commercial and critical success isn’t the only benefit for publishers. Remaking games in this manner is less time consuming and more cost-effective than designing an entirely new title. After all, the developers already have a foundation, including character design, level layout, and story, from which to build. This provides another way for companies to produce stable revenue alongside games-as-a-service offerings. It also repurposes older content for new and younger audiences, who expect to see high-fidelity visuals in games.1. A LINK TO THE PAST: PUBLISHERS CAPITALIZE ON NOSTALGIAFORPRESSMINI RETRO CONSOLES TOOK THE MARKET BY STORM, BRIEFLYOn the hardware front, Nintendo kick-started a trend of companies releasing smaller versions of retro consoles, with the release of the NES Classic Edition in November 2016.It was an unexpected success and consumer demand was far higher than the initial supply, leading the company to manufacture more. Nintendo followed this up with the Super NES Classic Edition in 2017. This success inspired Sony to release the PlayStation Classic in 2018 and Sega to announce the Sega Genesis Mini (Mega Drive mini in Europe)for release in September 2019. Most recently, Capcom announced the Capcom Home Arcade, another plug-and-play arcade system including 16 classic titles and the originalcontroller layout from 80’s-style game arcades. However, consumer demand for thesesmaller retro consoles already seems to be diminishing. Also, since modern consoles often come with backward compatibility, we expect the market for hardware re-releases to be limited and for retro and nostalgic software re-releases and remakes to have moreof a role to play in the games market going forward.Just as mobile gaming expanded the market by making games accessible to billions of people across the globe, cloud gaming has the potential to expand the market for premium games beyond the current console and PC audience. Cloud gaming presents an opportunity that was unattainable just 10 years ago: any game can be played on any device without the consumer having to own the physical hardware required to processthe game. As the tech continues to improve and cloud gaming grows, we expect an increase in the overall demand for games as new consumer groups enter the ecosys-tem. We also expect to see challenges and innovations in business models, game devel-opment, content discovery, engagement options, and even shakeups to gameplay itself. The past year has seen some key players unveiling cloud gaming platforms. Faster Internet and the imminent release of 5G make the technology feasible in more markets than ever, and companies are striking when the iron is hot. Microsoft, for example, announced Project xCloud in October 2018, leaning heavily on this innovative new tech for the upcoming console generation. Earlier this year, Google unveiled Stadia, marking the tech giant’s biggest foray into the games business (outside the Google Play Store). Google is leveraging YouTube’s popularity with Stadia, including a button that shares directly to the video-streaming platform, as well as the ability for players to join stream-ers’ games. G oogle also announced its first-party development studio that will create Stadia-exclusive content. Of course, Sony is also active in the cloud gaming space and currently operates the world’s most popular cloud gaming platform, PlayStation Now, which now has more than 700,000 users.2. THE PERFECT STORM: CLOUD GAMING TAKES OFFKEY GLOBAL TRENDSKEY GLOBAL TRENDS UNLIKELY PARTNERSHIPS AND AN AMBIGUOUS FUTUREThe biggest cloud providers are Amazon Web Services (AWS), Google Cloud, Microsoft Azure, IBM, and Alibaba Cloud. Interestingly, Amazon has not yet revealed plans for a cloud gaming platform or partnership, despite being one of the world’s largest cloud providers. Moreover, Microsoft and Sony signed a memorandum of understanding, with both companies agreeing to work together on their respective cloud gaming solutions. This means that Sony’s cloud gaming platform will be powered by Microsoft’s Azure. While this seems an unlikely partnership, as Sony and Microsoft have been rivals in the console space since the mid-2000s, the two companies are consolidating their efforts in part to offset the looming threat of Google Stadia.All in all, cloud gaming is due to disrupt the market in some significant ways, including new features for consumers, new content-delivery methods, and potentially new pricing models. We dive even deeper into these areas in the Special Focus Topics section of in the paid version of this report.Instant game platforms are becoming popular across the globe. In China, Tencent’s WeChat mini games are most prominent, already solidifying themselves within the Chinese games ecosystem. In the West, Facebook Instant Games shows great potential. This has led to other Western-focused platforms, such as Snapchat, introducing similar instant games. In China, Tik Tok is also beginning to introduce them.MINI GAMES ROSE TO PROMINENCE IN CHINA FOLLOWING THE MINI-PROGRAM REVOLUTIONMini programs were first introduced to Chinese smartphone users at the end of 2017. Since then, they have grown into an integral part of many residents’ lives. Suitable for apps with low-frequency usage, mini programs are less work to design and develop com-pared to traditional mobile applications. Unlike app stores, where extremely popular apps generate most revenues, the more widespread distribution of mini programs allows for each mini program to enjoy an equal chance of reaching new users. Notably, the most efficient way to acquire users is through group chat, where people share and recom-mend mini programs to friends. This shows mini programs’ heavy dependence on social networks. Game developers in China have already seen huge potential in this market, with WeChat starting to monetize mini games on Android through rewarded video ads in April 2018.3. INSTANT GAMES: BRIDGING THE GAP BETWEEN GAMING AND SOCIAL MEDIA。

2019年游戏行业分析报告

2019年游戏行业分析报告

2019年游戏行业分析报告2019年9月目录一、游戏市场概览:行业回暖,边际改善趋势明显 (6)1、市场规模:收入、规模恢复增速,人均消费引关注 (6)2、行业细分:端游、页游走软,移动游戏依旧强势 (7)3、行业格局:新科技助推下,强者恒强趋势明显 (11)二、产业延伸:上下游多点开花,发展速度迅猛 (14)1、电子竞技板块:对标海外,5G或提升电竞手游关注度 (14)2、游戏直播板块:寡头格局下,头部主播带动核心竞争力 (17)3、IP游戏板块:头部IP业绩领跑,IP改编带动板块收益 (19)三、5G时代下的游戏未来:更轻更清,更多可能 (20)1、5G带来科技新机遇,或将颠覆原有游戏生态 (20)(1)云游戏迎来技术依托,局部市场壁垒增强 (24)(2)ARVR拓宽游戏应用,增强现实或成新爆点 (26)2、国内手游市场成熟度高,游戏出海成为新趋势 (28)(1)用户规模、版号限制,游戏出海成为新出路 (28)(2)具体划分海外市场,量体裁衣提高扩张效率 (29)3、消费者细分:女性用户、二次元用户贡献力度大 (32)(1)女性地位的崛起引起女性消费量上升 (32)(2)2018年二次元移动游戏190.9亿元的市场规模,相较于2017年上升近30亿元 (32)四、相关企业简况 (33)1、腾讯控股:娱乐、社交巨无霸,长期看好金融科技 (34)(1)挖掘新增长元素,游戏巨头地位将不断巩固 (34)(2)国内社交头号霸主无可撼动,视频、音乐、体育等增值业务多点开花 (34)(3)长期看好金融科技,有望成为公司新增长点 (35)2、网易:创新业务未来可期,游戏维持稳定增长 (35)(1)经典老树长青,新款手游备受追捧 (35)(2)热门游戏IP储备丰厚,游戏出海带来持续增长点 (36)(3)网易考拉+网易严选提供差异化购物体验,电商业务迭代拓展成为亮点 (36)(4)云音乐主打“音乐+UGC社交”带来用户与付费增长,有道词典成长为“互联网+教育”独角兽 (36)3、完美世界:手游发力显著,长线看好影游双轮驱动 (37)(1)游戏+影视双轮驱动,秉承创作本源,坚持内容为王 (37)(2)多维战略部署,多元产业布局,促进协同发展 (38)(3)坚定贯彻游戏出海战略,电竞布局值得期待 (38)4、三七互娱:龙头优势明显,精品化、多元化战略发展 (38)(1)领先的研发实力驱动游戏业务向好发展,拓展新品类前景看好 (38)(2)精品化+多元化经营策略,保证优秀的发行实力 (39)(3)研运一体模式具备核心竞争力,提升游戏成功率 (39)5、世纪华通:新龙头呼之欲出,全品类布局值得期待 (40)(1)收购游戏领军者盛大游戏,兼备强大研发优势,手握爆款IP优势与渠道优势 (40)(2)点点互动:SLG游戏优势凸显,海外布局优势明显,健全国际化发行网络 (40)(3)天游+七酷:多品类游戏种类协同发展,实现游戏业务布局全覆盖 (41)6、游族网络:IP储备丰富,静待新游放量 (41)(1)不断丰富IP矩阵,自研IP成果显著 (41)(2)精品化研发助力优势持续积累,精细化运营提升用户体验 (41)(3)布局全球化产品矩阵,深耕游戏出海市场 (42)7、浙数文化:大数据与游戏稳步推进,迎来新发展期 (42)(1)公司大数据业务稳健推进,收入爆发增长 (42)(2)完善整合电竞资源,推动数字体育业务转型发展 (43)(3)游戏业务收入增长显著,海外布局带来成效 (43)8、中文传媒:出版业务增长稳定,游戏板块储备丰富 (44)(1)全资子公司智明星通游戏业务稳健增效,优质游戏资源有望保持利润持续增长 (44)(2)手握全球经典SLG游戏大IP,公司新游储备值得期待 (44)(3)公司发行出版业务稳健增长,毛利率有望进一步改善 (44)9、巨人网络:征途再起,巨人归来 (45)(1)高效运营体系+强大研发能力,研运一体化经营助力公司发展 (45)(2)坐拥强大IP,长线多元运维实现IP价值最大化 (45)(3)依托品牌及平台优势,推动全球化布局 (46)五、主要风险 (46)1、5G对于游戏行业影响不达预期风险 (46)2、政策趋严风险 (46)随着用户细分程度提高、产业链逐步健全、海外市场拓展速度加大,4G通信技术带来的红利见底。

最新2020年全球上市游戏公司调查报告

最新2020年全球上市游戏公司调查报告

最新2020年全球上市游戏公司调查报告规划布局科学。

我场周围建有围墙,出入口设有与门同宽,长x米、深xx米以上的消毒池,大门口还有人员消毒通道;生产区与生活办公区有围墙分开;生产区入口处置有更衣消毒室,各养殖场栋舍出入口设置消毒池或消毒垫;生产区内清洁道与污染道分开,防止交叉污染。

相比以上亚洲国家,中国状况稍好点。

报告列出的国内32个省会城市或直辖市中,成都可吸入颗粒浓度为每立方米111微克,排名国内城市第25名,污染情况较严重。

著名市场研究公司Newzoo近日发布了一份全球游戏市场报告,称在2020年内,全球前25家上市游戏公司总收入达到541亿美元(约合3354亿元),比2020年增长了10.4%。

2020年全球游戏市场收入规模为836亿美元,这意味着TOP25上市公司收入占比高达65%。

2020年,腾讯是全球收入最高的上市游戏公司,72亿美元的年收入比2020年增长了37%。

索尼、微软、EA和动视暴雪的收入分别排在第2-5名。

苹果、谷歌和《糖果传奇》[下载视频注册]开发商King位列第6-8名——这三家公司的游戏收入主要来自移动平台(注:此报告只统计上市公司,《部落冲突》开发商Supercell等非上市公司未被纳入统计范畴),而任天堂和育碧则占据了上市游戏公司TOP10中的最后两席。

腾讯在2020年的收入规模及年比年增长幅度均领先于绝大多数其他上市游戏公司。

而谷歌公司2020年游戏收入从2020年的14亿美元增至26亿美元,89%的增幅也令人惊叹。

该生在我单位实习/见习期间,能够严格遵守并执行公司的各项规章制度,能够积极主动的配合其他相邻工作同仁协调完成各种工作任务。

认真学习工程及业务知识,在很短的时间内就掌握了工作的要点和技巧,并将其合理的运用到工作中去。

能够积极主动的向老员工学习,弥补自己的不足。

工作积极主动,学习认真,尊敬他人,待人诚恳,能够做到服从指挥,团结同事,不怕苦,不怕累。

并能够灵活运用所学的计算机专业知识解决工作中遇到的实际困难。

2019年网络游戏行业分析报告

2019年网络游戏行业分析报告

2019年网络游戏行业分析报告2019年8月目录一、19H1上半年增速回暖,行业沉淀之后再出发 (5)1、游戏市场增速略回暖,伽马口径下用户量&ARPU 值微增 (5)2、端游稳定,页游下滑,手游19H1同增22%环比加速 (6)(1)分市场来看,端游市场保持稳定 (6)(2)页游市场的功能被手游替代明显,下滑趋势未有放缓迹象 (6)(3)手游市场是行业增长的最大动力 (7)3、新游戏新类型逐步上位,修成爆款需要重视精细化流量运作 (8)4、对未来的增长乐观:消费窗口的扩大+付费率持续提升 (13)二、品类创新之超休闲和小游戏:全球游戏开发商最大风口,发行方已经占据绝对优势 (17)1、下载量上小游戏&超休闲成为全球应用市场最大亮点 (17)2、流量之外,商业化模型逐步跑通,未来发展方向或为中度游戏 (19)3、产业环节上发行商占据绝对优势,中国或由超级App 主导 (21)三、出海:中国手游的大航海时代到来,新兴市场重用户,成熟市场重变现 (24)1、全球游戏市场下载停滞,收入端强劲增长来自时长拉动 (25)2、国内游戏全面出海,收入份额稳步提升 (25)3、国内厂商的优势将长期存在:研发迭代快、游戏品类全、买量资金多 .. 27四、云游戏:CJ上大厂展示了完整的技术解决方案,仍处于生态搭建阶段 (28)1、当前由核心云计算平台定义技术和评估标准,未来有望逐步推广 (29)2、华为云:提出云服务管理平台解决方案,与Cocos 等厂商通力合作 (30)3、腾讯云:集团优势打造一站式云游戏方案 (32)4、顺网科技:从存储上云到云PC面世,率先落地深耕网吧场景 (33)上半年游戏市场增速回暖,我们仍然对未来的增长空间较乐观。

伽马数据显示国内游戏市场19H1同增9%至1140.2 亿元;手游市场是行业增长的最大动力,游戏工委口径下19H1同比增长21.5%至770.7 亿元,高于去年同期的增速12.9%。

Newzoo:2019全球游戏市场报告(中英双语)

Newzoo:2019全球游戏市场报告(中英双语)

© 2019 Newzoo
2 0 19年全球游戏市场报告
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2.
全球游戏市场
全球游戏市场
2019年全球游戏市场
各地区和细分市场概览
2 0 1 9 年,全球游戏市场预计将产生1521亿美元的收入,年同比增长9 . 6 % 。以下内容概述了 这些收入是如何在各个地区和细分市场分布的。
付费( P 2 P ) 游戏:需要预先付款或订阅的游戏。
免费( F 2 P ) 游戏:可以(合法地)免费下载并游玩的游戏,通常会有游戏内付费。
年复合增长率( CAGR):几年时间内的持续增长率。本报告中的年复合增长率基于20182 0 2 2 年期间计算。
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© 2019 Newzoo
方法论和术语
数字游戏收入:直接从网上商店购买、无需交付实体产品的游戏或游戏相关内容的销售收 入。数字收入包括游戏内购、订阅收入以及其他追加内容下载包( D L C ) 。 盒装游戏收入:通过销售在实体存储介质(如光碟或磁盘)上交付的游戏或游戏相关内容而 产生的收入。包括在网上商城下单的实体游戏。 虚拟现实(V R ):通过计算机生成的对三维图像或环境的模拟,人可以使用特殊的电子设 备(如内置屏幕的头戴设备或带有传感器的手套),以看似真实或现实的方式与模拟环境进 行交互。 增强现实( A R ) : 通过计算机生成的图像或声音等感官输入,来补充用户真实视觉的一种 技术。 游戏即服务:游戏即服务也被称为G aaS,以持续性收费模式提供游戏内容或游戏访问权; 例如游戏订阅服务或赛季/战斗通行证。
全球
游戏
市场报告
免费版
2 0 19
目录
31页的免费
126页的完整报告
版本
$7500
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游戏产业全球市场分析

游戏产业全球市场分析

游戏产业全球市场分析近年来,游戏产业蓬勃发展,成为全球范围内的重要经济支柱之一。

本文将从全球的角度,对游戏产业的市场情况进行分析,并探讨其未来发展趋势。

1. 全球游戏市场总体概况2019年,全球游戏市场规模达到1545亿美元,较上一年增长7.2%。

亚太地区是全球游戏市场的最大市场,占据约49%的市场份额。

其次是北美地区,占比约为28%,欧洲地区则为16%。

2. 亚太地区游戏市场亚太地区因其庞大的人口基数和高度发达的互联网基础设施,成为全球游戏市场的领头羊。

中国、韩国和日本是该地区游戏市场最为发达的国家。

中国游戏市场规模巨大,2019年达到364亿美元,占亚太地区市场份额的58%。

韩国以其电子竞技发展著称,游戏文化浸润在人民生活的方方面面。

日本游戏市场以其丰富的创意和优质的游戏内容而备受瞩目。

3. 北美地区游戏市场北美地区游戏市场以美国为主导,规模巨大且增长迅猛。

2019年,该地区游戏市场规模达到430亿美元。

美国作为全球最大的游戏市场,其游戏开发商和发行商遍布全国各地,以丰富多样的游戏内容吸引着广大玩家。

4. 欧洲地区游戏市场欧洲地区游戏市场增长迅速,逐渐崭露头角。

英国、德国和法国是该地区游戏市场的主要推动力。

英国游戏市场成熟稳定,拥有众多知名游戏开发公司。

德国游戏市场规模庞大,以充满创新的游戏内容著称。

法国以其丰富的文化底蕴和创意,在游戏领域表现出色。

5. 其他地区游戏市场除了亚太、北美和欧洲地区,其他地区的游戏市场也呈现出一定的增长势头。

俄罗斯、巴西和印度等国家的游戏市场也逐渐兴起。

俄罗斯拥有众多优秀的游戏开发团队,以其独特的文化元素吸引玩家。

巴西和印度则因其庞大的人口基数,成为游戏市场潜力巨大的国家。

6. 游戏产业未来发展趋势随着技术的不断进步和社交媒体的兴起,游戏产业将迎来更广阔的发展前景。

3D技术、虚拟现实和增强现实等创新技术的应用将使游戏体验更加逼真。

移动游戏市场也将继续快速增长,成为游戏产业的重要组成部分。

2019年世界上最大的游戏公司-word范文模板 (3页)

2019年世界上最大的游戏公司-word范文模板 (3页)

本文部分内容来自网络整理,本司不为其真实性负责,如有异议或侵权请及时联系,本司将立即删除!== 本文为word格式,下载后可方便编辑和修改! ==世界上最大的游戏公司世界上最大的游戏公司是谁?如果按营收计算的话,不是业内久负盛名的索尼和暴雪,而是来自中国的腾讯。

腾讯大家都不陌生,现在就让小编为你介绍全球最大的游戏公司。

腾讯再成全球最大游戏公司:营收超索尼、暴雪日前,市场研究公司Newzoo的最新报告显示,201X年,腾讯游戏营收达到了102亿美元,较201X年增长了17%。

在全球25家最大的上市游戏公司中,排名第一。

索尼78.4亿美元排名第二,动视暴雪66亿美元排名第三。

数据显示,201X年,25家上市游戏公司综合营收也增长17%,达704亿美元。

排名前十的游戏公司占了总营收的54%,仅腾讯一家就站了总营收的10%。

如果把Supercell(腾讯占股84%)的营收也算入腾讯,那么该公司的营收占比将高达13%。

除此之外,来自中国的网易同样表现出色,营收达到了42亿美元,而且增速超过50%。

在排名前十的公司中,任天堂是唯一营收下滑公司。

201X年这家日本巨头营收金为18亿美元,同比下滑6%。

大型游戏公司不断整合腾讯再次成全球最大游戏公司新浪科技讯北京时间3月24日消息,市场咨询公司Newzoo公布报告称,按游戏营收计,腾讯再次在25家最大的上市游戏公司中排名第1位。

201X年,腾讯与游戏相关的营收达到87亿美元,201X年增长17%,上升至102亿美元。

201X年25家最大的上市游戏公司总营收同比增长17%,达到704亿美元。

大型游戏公司不断整合,这种趋势更加明显,前10家公司占了产业营收的54%。

腾讯拥有《穿越火线》等游戏,它还向Riot Games、Supercell、Epic Games等公司投资。

腾讯占了全球游戏市场的10%。

Supercell是腾讯子公司,腾讯控制了84%的股份,如果将Supercell的营收包含进去,腾讯的市场份额达到13%。

游戏行业的市场调研报告

游戏行业的市场调研报告

游戏行业的市场调研报告在当今社会中,游戏行业正日益蓬勃发展,成为了一个多元化、全球化的市场。

本报告将对游戏行业的市场进行调研分析,探讨游戏行业的现状、趋势以及未来发展方向。

一、概述游戏行业作为娱乐产业的重要组成部分,已经成为全球范围内热门的市场之一。

它涵盖了各类游戏类型,包括大型多人在线游戏(MMOG)、手机游戏、电子竞技等。

根据市场研究数据显示,全球游戏市场规模已超过1,000亿美元,预计未来几年仍将保持高速增长。

二、市场现状1. 全球游戏市场概况目前,全球游戏市场呈现持续增长的趋势。

亚太地区一直以来是游戏行业的最大市场,尤其是中国、韩国和日本等国家,它们不仅在游戏开发和出版上占据着主导地位,还在电子竞技方面备受关注。

北美和欧洲也是游戏市场较为发达的地区。

2. 移动游戏市场的崛起随着智能手机的普及,移动游戏市场迅速崛起。

根据统计数据显示,2019年全球移动游戏收入达到了620亿美元,占据了全球游戏市场的半壁江山。

移动游戏的快速发展主要得益于便捷的用户体验和广泛的渠道资源。

3. 电子竞技的兴起近年来,电子竞技作为一项新兴的娱乐方式逐渐走向成熟。

电子竞技赛事及相关产业链发展迅速,吸引了大量的观众和投资。

电竞游戏不仅在亚洲市场火爆,全球范围内的赛事也越来越受到关注。

三、市场趋势1. 大数据与人工智能的应用随着大数据和人工智能技术的发展,游戏行业开始注重数据分析和用户行为模式的研究。

通过分析玩家的消费习惯和游戏偏好,游戏开发商可以更加精准地推出符合用户需求的游戏产品,提升用户体验。

2. 跨平台和云游戏的兴起随着各种游戏平台的增加,跨平台游戏正在成为一种趋势。

通过跨平台游戏,玩家可以在不同的设备上享受到同样的游戏体验,从而提高了游戏的灵活性和便捷性。

与此同时,云游戏作为一种新兴的游戏形式,也开始受到越来越多的关注。

3. 虚拟现实和增强现实的发展虚拟现实(VR)和增强现实(AR)技术为游戏带来了全新的体验。

游戏行业调研报告全球市场的增长和竞争态势

游戏行业调研报告全球市场的增长和竞争态势

游戏行业调研报告全球市场的增长和竞争态势在数字化时代的推动下,游戏行业正迅速发展,并成为全球娱乐市场的重要组成部分。

本文将对游戏行业的全球市场增长趋势和竞争态势进行调研分析。

一、游戏行业的全球市场增长1. 移动游戏市场的走俏随着智能手机的普及,移动游戏成为全球游戏市场的主力军。

根据调研数据显示,移动游戏在过去几年中取得了非常可观的增长。

2019年,全球移动游戏市场收入达到了XX亿美元,同比增长XX%。

预计未来几年,移动游戏市场将继续保持稳定增长。

2. 电子竞技市场的崛起电子竞技作为游戏行业的新兴赛道,在过去几年中取得了极为迅猛的发展。

据调研数据显示,2019年全球电子竞技市场的规模达到了XX亿美元,同比增长了XX%。

电子竞技不仅吸引了大批观众,还得到了各大赞助商和广告商的青睐。

预计未来几年,电子竞技市场将继续保持高速增长。

3. 虚拟现实游戏的崭露头角虚拟现实(VR)游戏作为游戏行业的新技术应用,逐渐受到市场的关注。

据调研数据显示,虚拟现实游戏市场在过去几年中保持了稳定的增长。

2019年,全球虚拟现实游戏市场收入达到了XX亿美元,同比增长XX%。

虽然虚拟现实技术的成熟度还有待提高,但对于游戏市场的发展仍有巨大潜力。

二、游戏行业的竞争态势1. 主要游戏开发商的竞争格局全球游戏行业由一些主要的游戏开发商主导市场。

这些开发商包括美国的育碧娱乐、日本的任天堂、中国的腾讯等。

其中,腾讯作为全球最大的游戏开发商之一,凭借多样化的产品线和强大的资金实力,在市场竞争中占据着重要地位。

2. 游戏平台的竞争游戏平台作为游戏行业的重要组成部分,也存在激烈的竞争。

传统的游戏平台如PlayStation、Xbox等与新兴的云游戏平台如Google Stadia、Microsoft xCloud等展开了竞争。

云游戏的兴起有望改变游戏行业的格局,给传统游戏平台带来一定压力。

3. 地区市场的竞争全球游戏市场呈现地区差异性。

美国、中国、日本等地是游戏产业热门地区,游戏产业在这些地区的发展较为成熟。

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最新2019年全球上市游戏公司调查
报告
著名市场研究公司newzoo近日发布了一份全球游戏市场报告,称在XX年内,全球前25家上市游戏公司总收入达到541亿美元(约合3354亿元),比XX年增长了10.4%。

XX年全球游戏市场收入规模为836亿美元,这意味着top25上市公司收入占比高达65%。

XX年,腾讯是全球收入最高的上市游戏公司,72亿美元的年收入比XX年增长了37%。

索尼、微软、ea和动视暴雪的收入分别排在第2-5名。

苹果、谷歌和《糖果传奇》[下载视频注册]开发商king位列第6-8名——这三家公司的游戏收入主要来自移动平台(注:此报告只统计上市公司,《部落冲突》开发商supercell 等非上市公司未被纳入统计范畴),而任天堂和育碧则占据了上市游戏公司top10中的最后两席。

腾讯在XX年的收入规模及年比年增长幅度均领先于绝大多数其他上市游戏公司。

而谷歌公司XX年游戏收入从XX年的14亿美元增至26亿美元,89%的增幅也令人惊叹。

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