モバイル&ウェアラブルゲームの世界市場規模・現状・予測2021年-2027年

QYResearchが発行した調査報告書(QY21JNE0577)
◆英語タイトル:Global Mobile and Wearable Gaming Market Size, Status and Forecast 2021-2027
◆商品コード:QY21JNE0577
◆発行会社(リサーチ会社):QYResearch
◆発行日:2021年6月(※2024年版があります。お問い合わせください。)
◆ページ数:99
◆レポート形式:英語 / PDF
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本調査資料では、モバイル&ウェアラブルゲームの世界市場(2016年~2027年)を対象に調査し、市場動向、主要企業の市場シェア、種類別市場規模(拡張現実、クラウドコンピューティング、バーチャルリアリティ)、用途別市場規模(12歳以下、12〜25歳、25〜40歳、40歳以上)、主要地域別市場規模(北米、アメリカ、欧州、アジア、日本、中国、韓国、インド、東南アジア、中南米、中東、アフリカ等)、企業情報などをまとめております。
・市場概要
・モバイル&ウェアラブルゲームの市場動向
・企業の競争状況、市場シェア
・モバイル&ウェアラブルゲームの種類別市場規模(拡張現実、クラウドコンピューティング、バーチャルリアリティ)
・モバイル&ウェアラブルゲームの用途別市場規模(12歳以下、12〜25歳、25〜40歳、40歳以上)
・モバイル&ウェアラブルゲームの北米市場規模2016-2027(アメリカ、カナダ)
・モバイル&ウェアラブルゲームの欧州市場規模2016-2027(ドイツ、フランス、イギリス等)
・モバイル&ウェアラブルゲームのアジア市場規模2016-2027(日本、中国、韓国、インド、東南アジア等)
・モバイル&ウェアラブルゲームの中南米市場規模2016-2027(メキシコ、ブラジル)
・モバイル&ウェアラブルゲームの中東・アフリカ市場規模2016-2027(トルコ、サウジアラビア等)
・主要企業情報(Apple、Samsung、Facebook、Google、HTC、Colopl、Dena Co. Ltd、Microsoft、Meta Technologies)
・結論
【レポートの概要】

Market Analysis and Insights: Global Mobile and Wearable Gaming Market
The global Mobile and Wearable Gaming market size is projected to reach US$ XX million by 2027, from US$ XX million in 2020, at a CAGR of XX% during 2021-2027.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Mobile and Wearable Gaming market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Mobile and Wearable Gaming market in terms of revenue.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Mobile and Wearable Gaming market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Mobile and Wearable Gaming market.

Global Mobile and Wearable Gaming Scope and Market Size
Mobile and Wearable Gaming market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Mobile and Wearable Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2016-2027.

Segment by Type
Augmented Reality
Cloud Computing
Virtual Reality

Segment by Application
Below 12 Years
12-25 Years
25-40 Years
Above 40 Years

By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA

By Company
Apple
Samsung
Facebook
Google
HTC
Colopl
Dena Co. Ltd
Microsoft
Meta Technologies

【レポートの目次】

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Mobile and Wearable Gaming Market Size Growth Rate by Type: 2016 VS 2021 VS 2027
1.2.2 Augmented Reality
1.2.3 Cloud Computing
1.2.4 Virtual Reality
1.3 Market by Application
1.3.1 Global Mobile and Wearable Gaming Market Share by Application: 2016 VS 2021 VS 2027
1.3.2 Below 12 Years
1.3.3 12-25 Years
1.3.4 25-40 Years
1.3.5 Above 40 Years
1.4 Study Objectives
1.5 Years Considered

2 Global Growth Trends
2.1 Global Mobile and Wearable Gaming Market Perspective (2016-2027)
2.2 Mobile and Wearable Gaming Growth Trends by Regions
2.2.1 Mobile and Wearable Gaming Market Size by Regions: 2016 VS 2021 VS 2027
2.2.2 Mobile and Wearable Gaming Historic Market Share by Regions (2016-2021)
2.2.3 Mobile and Wearable Gaming Forecasted Market Size by Regions (2022-2027)
2.3 Mobile and Wearable Gaming Industry Dynamic
2.3.1 Mobile and Wearable Gaming Market Trends
2.3.2 Mobile and Wearable Gaming Market Drivers
2.3.3 Mobile and Wearable Gaming Market Challenges
2.3.4 Mobile and Wearable Gaming Market Restraints

3 Competition Landscape by Key Players
3.1 Global Top Mobile and Wearable Gaming Players by Revenue
3.1.1 Global Top Mobile and Wearable Gaming Players by Revenue (2016-2021)
3.1.2 Global Mobile and Wearable Gaming Revenue Market Share by Players (2016-2021)
3.2 Global Mobile and Wearable Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Players Covered: Ranking by Mobile and Wearable Gaming Revenue
3.4 Global Mobile and Wearable Gaming Market Concentration Ratio
3.4.1 Global Mobile and Wearable Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Mobile and Wearable Gaming Revenue in 2020
3.5 Mobile and Wearable Gaming Key Players Head office and Area Served
3.6 Key Players Mobile and Wearable Gaming Product Solution and Service
3.7 Date of Enter into Mobile and Wearable Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans

4 Mobile and Wearable Gaming Breakdown Data by Type
4.1 Global Mobile and Wearable Gaming Historic Market Size by Type (2016-2021)
4.2 Global Mobile and Wearable Gaming Forecasted Market Size by Type (2022-2027)

5 Mobile and Wearable Gaming Breakdown Data by Application
5.1 Global Mobile and Wearable Gaming Historic Market Size by Application (2016-2021)
5.2 Global Mobile and Wearable Gaming Forecasted Market Size by Application (2022-2027)

6 North America
6.1 North America Mobile and Wearable Gaming Market Size (2016-2027)
6.2 North America Mobile and Wearable Gaming Market Size by Type
6.2.1 North America Mobile and Wearable Gaming Market Size by Type (2016-2021)
6.2.2 North America Mobile and Wearable Gaming Market Size by Type (2022-2027)
6.2.3 North America Mobile and Wearable Gaming Market Size by Type (2016-2027)
6.3 North America Mobile and Wearable Gaming Market Size by Application
6.3.1 North America Mobile and Wearable Gaming Market Size by Application (2016-2021)
6.3.2 North America Mobile and Wearable Gaming Market Size by Application (2022-2027)
6.3.3 North America Mobile and Wearable Gaming Market Size by Application (2016-2027)
6.4 North America Mobile and Wearable Gaming Market Size by Country
6.4.1 North America Mobile and Wearable Gaming Market Size by Country (2016-2021)
6.4.2 North America Mobile and Wearable Gaming Market Size by Country (2022-2027)
6.4.3 United States
6.4.4 Canada

7 Europe
7.1 Europe Mobile and Wearable Gaming Market Size (2016-2027)
7.2 Europe Mobile and Wearable Gaming Market Size by Type
7.2.1 Europe Mobile and Wearable Gaming Market Size by Type (2016-2021)
7.2.2 Europe Mobile and Wearable Gaming Market Size by Type (2022-2027)
7.2.3 Europe Mobile and Wearable Gaming Market Size by Type (2016-2027)
7.3 Europe Mobile and Wearable Gaming Market Size by Application
7.3.1 Europe Mobile and Wearable Gaming Market Size by Application (2016-2021)
7.3.2 Europe Mobile and Wearable Gaming Market Size by Application (2022-2027)
7.3.3 Europe Mobile and Wearable Gaming Market Size by Application (2016-2027)
7.4 Europe Mobile and Wearable Gaming Market Size by Country
7.4.1 Europe Mobile and Wearable Gaming Market Size by Country (2016-2021)
7.4.2 Europe Mobile and Wearable Gaming Market Size by Country (2022-2027)
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

8 Asia-Pacific
8.1 Asia-Pacific Mobile and Wearable Gaming Market Size (2016-2027)
8.2 Asia-Pacific Mobile and Wearable Gaming Market Size by Type
8.2.1 Asia-Pacific Mobile and Wearable Gaming Market Size by Type (2016-2021)
8.2.2 Asia-Pacific Mobile and Wearable Gaming Market Size by Type (2022-2027)
8.2.3 Asia-Pacific Mobile and Wearable Gaming Market Size by Type (2016-2027)
8.3 Asia-Pacific Mobile and Wearable Gaming Market Size by Application
8.3.1 Asia-Pacific Mobile and Wearable Gaming Market Size by Application (2016-2021)
8.3.2 Asia-Pacific Mobile and Wearable Gaming Market Size by Application (2022-2027)
8.3.3 Asia-Pacific Mobile and Wearable Gaming Market Size by Application (2016-2027)
8.4 Asia-Pacific Mobile and Wearable Gaming Market Size by Region
8.4.1 Asia-Pacific Mobile and Wearable Gaming Market Size by Region (2016-2021)
8.4.2 Asia-Pacific Mobile and Wearable Gaming Market Size by Region (2022-2027)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia

9 Latin America
9.1 Latin America Mobile and Wearable Gaming Market Size (2016-2027)
9.2 Latin America Mobile and Wearable Gaming Market Size by Type
9.2.1 Latin America Mobile and Wearable Gaming Market Size by Type (2016-2021)
9.2.2 Latin America Mobile and Wearable Gaming Market Size by Type (2022-2027)
9.2.3 Latin America Mobile and Wearable Gaming Market Size by Type (2016-2027)
9.3 Latin America Mobile and Wearable Gaming Market Size by Application
9.3.1 Latin America Mobile and Wearable Gaming Market Size by Application (2016-2021)
9.3.2 Latin America Mobile and Wearable Gaming Market Size by Application (2022-2027)
9.3.3 Latin America Mobile and Wearable Gaming Market Size by Application (2016-2027)
9.4 Latin America Mobile and Wearable Gaming Market Size by Country
9.4.1 Latin America Mobile and Wearable Gaming Market Size by Country (2016-2021)
9.4.2 Latin America Mobile and Wearable Gaming Market Size by Country (2022-2027)
9.4.3 Mexico
9.4.4 Brazil

10 Middle East & Africa
10.1 Middle East & Africa Mobile and Wearable Gaming Market Size (2016-2027)
10.2 Middle East & Africa Mobile and Wearable Gaming Market Size by Type
10.2.1 Middle East & Africa Mobile and Wearable Gaming Market Size by Type (2016-2021)
10.2.2 Middle East & Africa Mobile and Wearable Gaming Market Size by Type (2022-2027)
10.2.3 Middle East & Africa Mobile and Wearable Gaming Market Size by Type (2016-2027)
10.3 Middle East & Africa Mobile and Wearable Gaming Market Size by Application
10.3.1 Middle East & Africa Mobile and Wearable Gaming Market Size by Application (2016-2021)
10.3.2 Middle East & Africa Mobile and Wearable Gaming Market Size by Application (2022-2027)
10.3.3 Middle East & Africa Mobile and Wearable Gaming Market Size by Application (2016-2027)
10.4 Middle East & Africa Mobile and Wearable Gaming Market Size by Country
10.4.1 Middle East & Africa Mobile and Wearable Gaming Market Size by Country (2016-2021)
10.4.2 Middle East & Africa Mobile and Wearable Gaming Market Size by Country (2022-2027)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE

11 Key Players Profiles
11.1 Apple
11.1.1 Apple Company Details
11.1.2 Apple Business Overview
11.1.3 Apple Mobile and Wearable Gaming Introduction
11.1.4 Apple Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.1.5 Apple Recent Development
11.2 Samsung
11.2.1 Samsung Company Details
11.2.2 Samsung Business Overview
11.2.3 Samsung Mobile and Wearable Gaming Introduction
11.2.4 Samsung Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.2.5 Samsung Recent Development
11.3 Facebook
11.3.1 Facebook Company Details
11.3.2 Facebook Business Overview
11.3.3 Facebook Mobile and Wearable Gaming Introduction
11.3.4 Facebook Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.3.5 Facebook Recent Development
11.4 Google
11.4.1 Google Company Details
11.4.2 Google Business Overview
11.4.3 Google Mobile and Wearable Gaming Introduction
11.4.4 Google Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.4.5 Google Recent Development
11.5 HTC
11.5.1 HTC Company Details
11.5.2 HTC Business Overview
11.5.3 HTC Mobile and Wearable Gaming Introduction
11.5.4 HTC Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.5.5 HTC Recent Development
11.6 Colopl
11.6.1 Colopl Company Details
11.6.2 Colopl Business Overview
11.6.3 Colopl Mobile and Wearable Gaming Introduction
11.6.4 Colopl Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.6.5 Colopl Recent Development
11.7 Dena Co. Ltd
11.7.1 Dena Co. Ltd Company Details
11.7.2 Dena Co. Ltd Business Overview
11.7.3 Dena Co. Ltd Mobile and Wearable Gaming Introduction
11.7.4 Dena Co. Ltd Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.7.5 Dena Co. Ltd Recent Development
11.8 Microsoft
11.8.1 Microsoft Company Details
11.8.2 Microsoft Business Overview
11.8.3 Microsoft Mobile and Wearable Gaming Introduction
11.8.4 Microsoft Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.8.5 Microsoft Recent Development
11.9 Meta Technologies
11.9.1 Meta Technologies Company Details
11.9.2 Meta Technologies Business Overview
11.9.3 Meta Technologies Mobile and Wearable Gaming Introduction
11.9.4 Meta Technologies Revenue in Mobile and Wearable Gaming Business (2016-2021)
11.9.5 Meta Technologies Recent Development

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

...

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