市場調查報告書
商品編碼
1308046
全球電動遊戲市場的成長機會Growth Opportunities in the Global Video Gaming Market |
本報告涵蓋了全球電動遊戲服務市場。
遊戲服務允許用戶與界面交互並獲得視覺回饋來玩電動遊戲。
本報告的範圍包括提供商提供的遊戲解決方案,例如硬體遊戲機和在三個平台(遊戲機、PC 和移動設備)上提供的軟體(電動遊戲)。
本報告涵蓋了線上和線下游戲體驗,雲端遊戲和串流媒體遊戲服務也是分析的一部分。
在 COVID-19 爆發之前的幾年裡,全球電動遊戲市場呈現出高速成長(每年 10-15%)。隨著全球經濟放緩和市場達到自然極限,Frost & Sullivan 預計預測期內成長率將放緩但穩定在中個位數。
由於可支配收入的恢復和移動設備的普及,電動遊戲市場的銷售預計將從2022年的低迷中復甦,預計2022年至2029年銷售基數將以 4.5%的年複合成長率穩定成長。
Frost & Sullivan預測,全球電動遊戲市場將從2022年的2066億美元成長到2029年的2806.5億美元。網際網路連接的不斷成長、移動設備的普及率不斷提高、社交遊戲的興起、電子競技的成長、雲端遊戲的普及以及XR的發展是促進因素。
本報告結合主要和次要資訊以及內部資訊資料庫對市場進行分析,以提出觀察結果和結論。
Frost & Sullivan 希望這一分析能為電動遊戲公司提供寶貴的見解,以擴大其在不斷發展的電動遊戲市場的影響力和滲透機會。
Rise of Social Gaming and New Technologies Reshape Future Growth Potential
This study covers the global market for video gaming services.
Gaming services allow users to play video games by interacting with an interface to get visual feedback.
The scope of this study includes gaming solutions offered by providers, such as hardware gaming consoles and software (video games) offered in three types of platforms: consoles, PCs, and mobile devices.
This study covers both online and offline gaming experiences, both cloud gaming and streaming gaming services are part of the analysis.
The global video gaming market showed high growth years prior to the COVID-19 pandemic (from 10 to 15% every year). With the global economy slowing down and the market reaching its natural limits, Frost & Sullivan expects to see more modest yet steady mid-single-digit growth rates in the forecast period.
Revenue in the video gaming market is expected to bounce back from a decline in 2022 and stabilize growth to a compound annual growth rate (CAGR) of 4.5% from 2022 to 2029 in terms of revenue, driven by the recovery of disposable income and the increasing penetration of mobile devices.
Frost & Sullivan expects the global video gaming market to grow from $206.6 billion in 2022 to $280.65 billion in 2029. The expansion of internet connections, the growing penetration of mobile devices, the rise of social gaming, the growth of esports, cloud gaming's spread, and extended reality (XR) development are some of the main drivers that will help the market grow.
Primary and secondary information, in conjunction with internal information databases, have been used to analyze the market and provide observations and conclusions in this study.
Frost & Sullivan expects that this analysis will provide video gaming companies with valuable insights to increase their footprint and penetration opportunities within the evolving video gaming market.