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Gaming Software-EMEA Market Status and Trend Report 2013-2023

February 2018 | 142 pages | ID: GDDC8955C64EN
MIReports Co., Limited

US$ 3,480.00

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Report Summary

Gaming Software-EMEA Market Status and Trend Report 2013-2023 offers a comprehensive analysis on Gaming Software 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 Gaming Software 2013-2017, and development forecast 2018-2023
Main market players of Gaming Software in EMEA, with company and product introduction, position in the Gaming Software market
Market status and development trend of Gaming Software by types and applications
Cost and profit status of Gaming Software, and marketing status
Market growth drivers and challenges

The report segments the EMEA Gaming Software market as:

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

Europe
Middle East
Africa

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

Kids
Adults

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

Entertainment
Educational

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

Activision Blizzard
Electronic Arts
Nintendo
Ubisoft Entertainment
2K Games
Disney Interactive
Petroglyph Games
Sony Computer Entertainment
Nexon
Tencent

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 GAMING SOFTWARE

1.1 Definition of Gaming Software in This Report
1.2 Commercial Types of Gaming Software
  1.2.1 Kids
  1.2.2 Adults
1.3 Downstream Application of Gaming Software
  1.3.1 Entertainment
  1.3.2 Educational
1.4 Development History of Gaming Software
1.5 Market Status and Trend of Gaming Software 2013-2023
  1.5.1 EMEA Gaming Software Market Status and Trend 2013-2023
  1.5.2 Regional Gaming Software Market Status and Trend 2013-2023

CHAPTER 2 EMEA MARKET STATUS AND FORECAST BY REGIONS

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

CHAPTER 4 EMEA MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

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

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF GAMING SOFTWARE

5.1 EMEA Economy Situation and Trend Overview
5.2 Gaming Software Downstream Industry Situation and Trend Overview

CHAPTER 6 GAMING SOFTWARE MARKET COMPETITION STATUS BY MAJOR PLAYERS IN EMEA

6.1 Sales Volume of Gaming Software in EMEA by Major Players
6.2 Revenue of Gaming Software in EMEA by Major Players
6.3 Basic Information of Gaming Software by Major Players
  6.3.1 Headquarters Location and Established Time of Gaming Software Major Players
  6.3.2 Employees and Revenue Level of Gaming Software 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 GAMING SOFTWARE MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 Activision Blizzard
  7.1.1 Company profile
  7.1.2 Representative Gaming Software Product
  7.1.3 Gaming Software Sales, Revenue, Price and Gross Margin of Activision Blizzard
7.2 Electronic Arts
  7.2.1 Company profile
  7.2.2 Representative Gaming Software Product
  7.2.3 Gaming Software Sales, Revenue, Price and Gross Margin of Electronic Arts
7.3 Nintendo
  7.3.1 Company profile
  7.3.2 Representative Gaming Software Product
  7.3.3 Gaming Software Sales, Revenue, Price and Gross Margin of Nintendo
7.4 Ubisoft Entertainment
  7.4.1 Company profile
  7.4.2 Representative Gaming Software Product
  7.4.3 Gaming Software Sales, Revenue, Price and Gross Margin of Ubisoft Entertainment
7.5 2K Games
  7.5.1 Company profile
  7.5.2 Representative Gaming Software Product
  7.5.3 Gaming Software Sales, Revenue, Price and Gross Margin of 2K Games
7.6 Disney Interactive
  7.6.1 Company profile
  7.6.2 Representative Gaming Software Product
  7.6.3 Gaming Software Sales, Revenue, Price and Gross Margin of Disney Interactive
7.7 Petroglyph Games
  7.7.1 Company profile
  7.7.2 Representative Gaming Software Product
  7.7.3 Gaming Software Sales, Revenue, Price and Gross Margin of Petroglyph Games
7.8 Sony Computer Entertainment
  7.8.1 Company profile
  7.8.2 Representative Gaming Software Product
  7.8.3 Gaming Software Sales, Revenue, Price and Gross Margin of Sony Computer Entertainment
7.9 Nexon
  7.9.1 Company profile
  7.9.2 Representative Gaming Software Product
  7.9.3 Gaming Software Sales, Revenue, Price and Gross Margin of Nexon
7.10 Tencent
  7.10.1 Company profile
  7.10.2 Representative Gaming Software Product
  7.10.3 Gaming Software Sales, Revenue, Price and Gross Margin of Tencent

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF GAMING SOFTWARE

8.1 Industry Chain of Gaming Software
8.2 Upstream Market and Representative Companies Analysis
8.3 Downstream Market and Representative Companies Analysis

CHAPTER 9 COST AND GROSS MARGIN ANALYSIS OF GAMING SOFTWARE

9.1 Cost Structure Analysis of Gaming Software
9.2 Raw Materials Cost Analysis of Gaming Software
9.3 Labor Cost Analysis of Gaming Software
9.4 Manufacturing Expenses Analysis of Gaming Software

CHAPTER 10 MARKETING STATUS ANALYSIS OF GAMING SOFTWARE

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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