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Video Game-EMEA Market Status and Trend Report 2013-2023

February 2018 | 133 pages | ID: V48B2B5FB28EN
MIReports Co., Limited

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Report Summary

Video Game-EMEA Market Status and Trend Report 2013-2023 offers a comprehensive analysis on Video Game industry, standing on the readers’ perspective, delivering detailed market data and penetrating insights. No matter the client is industry insider, potential entrant or investor, the report will provides useful data and information. Key questions answered by this report include:

Whole EMEA and Regional Market Size of Video Game 2013-2017, and development forecast 2018-2023
Main market players of Video Game in EMEA, with company and product introduction, position in the Video Game market
Market status and development trend of Video Game by types and applications
Cost and profit status of Video Game, and marketing status
Market growth drivers and challenges

The report segments the EMEA Video Game market as:

EMEA Video Game Market: Regional Segment Analysis (Regional Consumption Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):

Europe
Middle East
Africa

EMEA Video Game Market: Product Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):

Action
Shooter
Sports
Role-Playing
Adventure
Racing
Strategy
Others

EMEA Video Game Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)

PC
Conneted TV
Tablet
Smartphone

EMEA Video Game Market: Players Segment Analysis (Company and Product introduction, Video Game Sales Volume, Revenue, Price and Gross Margin):

Activision Blizzard
Electronic Arts
GungHo
King
Microsoft
Nintendo
Sony
Take-Two Interactive
Tencent
Ubisoft

In a word, the report provides detailed statistics and analysis on the state of the industry; and is a valuable source of guidance and direction for companies and individuals interested in the market.
CHAPTER 1 OVERVIEW OF VIDEO GAME

1.1 Definition of Video Game in This Report
1.2 Commercial Types of Video Game
  1.2.1 Action
  1.2.2 Shooter
  1.2.3 Sports
  1.2.4 Role-Playing
  1.2.5 Adventure
  1.2.6 Racing
  1.2.7 Strategy
  1.2.8 Others
1.3 Downstream Application of Video Game
  1.3.1 PC
  1.3.2 Conneted TV
  1.3.3 Tablet
  1.3.4 Smartphone
1.4 Development History of Video Game
1.5 Market Status and Trend of Video Game 2013-2023
  1.5.1 EMEA Video Game Market Status and Trend 2013-2023
  1.5.2 Regional Video Game Market Status and Trend 2013-2023

CHAPTER 2 EMEA MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Status of Video Game in EMEA 2013-2017
2.2 Consumption Market of Video Game in EMEA by Regions
  2.2.1 Consumption Volume of Video Game in EMEA by Regions
  2.2.2 Revenue of Video Game in EMEA by Regions
2.3 Market Analysis of Video Game in EMEA by Regions
  2.3.1 Market Analysis of Video Game in Europe 2013-2017
  2.3.2 Market Analysis of Video Game in Middle East 2013-2017
  2.3.3 Market Analysis of Video Game in Africa 2013-2017
2.4 Market Development Forecast of Video Game in EMEA 2018-2023
  2.4.1 Market Development Forecast of Video Game in EMEA 2018-2023
  2.4.2 Market Development Forecast of Video Game by Regions 2018-2023

CHAPTER 3 EMEA MARKET STATUS AND FORECAST BY TYPES

3.1 Whole EMEA Market Status by Types
  3.1.1 Consumption Volume of Video Game in EMEA by Types
  3.1.2 Revenue of Video Game in EMEA by Types
3.2 EMEA Market Status by Types in Major Countries
  3.2.1 Market Status by Types in Europe
  3.2.2 Market Status by Types in Middle East
  3.2.3 Market Status by Types in Africa
3.3 Market Forecast of Video Game in EMEA by Types

CHAPTER 4 EMEA MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Video Game in EMEA by Downstream Industry
4.2 Demand Volume of Video Game by Downstream Industry in Major Countries
  4.2.1 Demand Volume of Video Game by Downstream Industry in Europe
  4.2.2 Demand Volume of Video Game by Downstream Industry in Middle East
  4.2.3 Demand Volume of Video Game by Downstream Industry in Africa
4.3 Market Forecast of Video Game in EMEA by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF VIDEO GAME

5.1 EMEA Economy Situation and Trend Overview
5.2 Video Game Downstream Industry Situation and Trend Overview

CHAPTER 6 VIDEO GAME MARKET COMPETITION STATUS BY MAJOR PLAYERS IN EMEA

6.1 Sales Volume of Video Game in EMEA by Major Players
6.2 Revenue of Video Game in EMEA by Major Players
6.3 Basic Information of Video Game by Major Players
  6.3.1 Headquarters Location and Established Time of Video Game Major Players
  6.3.2 Employees and Revenue Level of Video Game Major Players
6.4 Market Competition News and Trend
  6.4.1 Merger, Consolidation or Acquisition News
  6.4.2 Investment or Disinvestment News
  6.4.3 New Product Development and Launch

CHAPTER 7 VIDEO GAME MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 Activision Blizzard
  7.1.1 Company profile
  7.1.2 Representative Video Game Product
  7.1.3 Video Game Sales, Revenue, Price and Gross Margin of Activision Blizzard
7.2 Electronic Arts
  7.2.1 Company profile
  7.2.2 Representative Video Game Product
  7.2.3 Video Game Sales, Revenue, Price and Gross Margin of Electronic Arts
7.3 GungHo
  7.3.1 Company profile
  7.3.2 Representative Video Game Product
  7.3.3 Video Game Sales, Revenue, Price and Gross Margin of GungHo
7.4 King
  7.4.1 Company profile
  7.4.2 Representative Video Game Product
  7.4.3 Video Game Sales, Revenue, Price and Gross Margin of King
7.5 Microsoft
  7.5.1 Company profile
  7.5.2 Representative Video Game Product
  7.5.3 Video Game Sales, Revenue, Price and Gross Margin of Microsoft
7.6 Nintendo
  7.6.1 Company profile
  7.6.2 Representative Video Game Product
  7.6.3 Video Game Sales, Revenue, Price and Gross Margin of Nintendo
7.7 Sony
  7.7.1 Company profile
  7.7.2 Representative Video Game Product
  7.7.3 Video Game Sales, Revenue, Price and Gross Margin of Sony
7.8 Take-Two Interactive
  7.8.1 Company profile
  7.8.2 Representative Video Game Product
  7.8.3 Video Game Sales, Revenue, Price and Gross Margin of Take-Two Interactive
7.9 Tencent
  7.9.1 Company profile
  7.9.2 Representative Video Game Product
  7.9.3 Video Game Sales, Revenue, Price and Gross Margin of Tencent
7.10 Ubisoft
  7.10.1 Company profile
  7.10.2 Representative Video Game Product
  7.10.3 Video Game Sales, Revenue, Price and Gross Margin of Ubisoft

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF VIDEO GAME

8.1 Industry Chain of Video Game
8.2 Upstream Market and Representative Companies Analysis
8.3 Downstream Market and Representative Companies Analysis

CHAPTER 9 COST AND GROSS MARGIN ANALYSIS OF VIDEO GAME

9.1 Cost Structure Analysis of Video Game
9.2 Raw Materials Cost Analysis of Video Game
9.3 Labor Cost Analysis of Video Game
9.4 Manufacturing Expenses Analysis of Video Game

CHAPTER 10 MARKETING STATUS ANALYSIS OF VIDEO GAME

10.1 Marketing Channel
  10.1.1 Direct Marketing
  10.1.2 Indirect Marketing
  10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
  10.2.1 Pricing Strategy
  10.2.2 Brand Strategy
  10.2.3 Target Client
10.3 Distributors/Traders List

CHAPTER 11 REPORT CONCLUSION

CHAPTER 12 RESEARCH METHODOLOGY AND REFERENCE

12.1 Methodology/Research Approach
  12.1.1 Research Programs/Design
  12.1.2 Market Size Estimation
  12.1.3 Market Breakdown and Data Triangulation
12.2 Data Source
  12.2.1 Secondary Sources
  12.2.2 Primary Sources
12.3 Reference


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