Gaming Market Size to Grow by USD 102.13 Billion From 2022 to 2027, Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF and More Among the Key Companies in the Market - Technavio
Gaming Market Size to Grow by USD 102.13 Billion From 2022 to 2027, Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF and More Among the Key Companies in the Market - Technavio
NEW YORK, Oct. 30, 2023 /PRNewswire/ -- The gaming market size is forecast to increase by USD 102.13 billion from 2022 to 2027. The market is expected to be progressing at a CAGR of 9.12%, according to a recent market study by Technavio. The growth of the market will be driven by the growing adoption of AR and VR games, the rising popularity of e-sports, and the increasing number of strategic partnerships and acquisitions. Technavio has extensively analyzed 15 major vendors, including Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF, Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment, and Zeptolab UK Ltd.
NEW YORk, Oct. 30, 2023 /PRNewswire/ -- The gaming market size is forecast to increase by USD 1021.3億 from 2022 to 2027. The market is expected to be progressing at a CAGR of 9.12%, according to a recent market study by Technavio. The growth of the market will be driven by the growing adoption of AR and VR games, the rising popularity of e-sports, and the increasing number of strategic partnerships and acquisitions. Technavio has extensively analyzed 15 major vendors, including Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF, Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft CORP., NetEase Inc., Netmarble CORP., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment CORP., Sony Group CORP., SQUARE ENIX Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment, and Zeptolab Uk Ltd.
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Technavio has announced its latest market research report titled Global Gaming Market 2023-2027
Technavio has announced its latest market research report titled Global Gaming Market 2023-2027
Key Benefits for Industry Players & Stakeholders –
Key Benefits for Industry Players & Stakeholders –
The report offers information on the criticality of vendor inputs, including R&D, CAPEX, and technology.
It also provides detailed analyses of the market's competitive landscape and vendors' product offerings.
The report also provides a qualitative and quantitative analysis of vendors to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize vendors as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize vendors as dominant, leading, strong, tentative, and weak.
The report offers information on the criticality of vendor inputs, including R&D, CAPEX, and technology.
It also provides detailed analyses of the market's competitive landscape and vendors' product offerings.
The report also provides a qualitative and quantitative analysis of vendors to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize vendors as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize vendors as dominant, leading, strong, tentative, and weak.
Gaming Market 2023-2027: Market Dynamics
Gaming Market 2023-2027: Market Dynamics
Key Drivers
主要驅動因素
The growing adoption of AR and VR games significantly drives the gaming market growth.
AR/VR gaming is the integration of visual and audio game content into a real-time user environment and the adoption of AR/VR devices likely increases during the forecast period.
This is because AR games become more popular. Thus, game developers prefer AR and VR devices over traditional gaming devices.
Moreover, companies such as Sony and Microsoft use the latest in three-dimensional (3D) technology to develop gaming platforms.
Therefore, increasing adoption of AR and VR games will drive the growth of the market during the forecast period.
遊戲的逐漸普及顯著推動了遊戲市場的增長。
AR/VR遊戲是將視覺和音頻遊戲內容整合到實時用戶環境中,且在預測期內對AR/VR設備的採用可能會增加。
這因爲AR遊戲變得越來越受歡迎。因此,遊戲開發商更傾向於使用AR和VR設備,而非傳統遊戲設備。
此外,索尼和微軟等公司利用最新的三維(3D)技術開發遊戲平台。
因此,AR和VR遊戲的不斷普及將推動市場在預測期內的增長。
Significant Trends
重要趨勢
The growth in free-to-play models is an emerging trend that may fuel the gaming market growth.
The free-to-play model, also known as the freemium model, offers gaming service providers the opportunity to promote their games, which allows users to play games against virtual goods and virtual currencies.
Virtual currency is used to purchase virtual goods through in-game microtransactions and these virtual goods include various avatars.
Also, in some cases, the users use real money to purchase virtual goods such as coins, wands, houses, guns, and swords for their video games.
Hence, such trends influence the growth of the market during the forecast period.
免費遊戲模式的增長是一個新興趨勢,可能會促進遊戲市場的增長。
自由遊戲模式,也稱爲免費增值模式,爲遊戲服務提供商提供了推廣其遊戲的機會,使用戶能夠通過虛擬商品和虛擬貨幣進行遊戲。
虛擬貨幣用於通過遊戲內微交易購買虛擬商品,這些虛擬商品包括各種頭像。
此外,在某些情況下,用戶還使用真實貨幣購買虛擬商品,例如用於電子遊戲的金幣、魔杖、房屋、槍支和劍。
因此,這種趨勢影響了預測期內市場的增長。
Major Challenges
主要挑戰
The increasing risk of cybercrime through online gaming is a challenge for the gaming market growth.
As more people play games online, the opportunities for cybercriminals to exploit vulnerabilities to steal personal information and engage in other malicious activities also increase.
Such instances of cyber theft in the market are expected to impede the growth of the market.
A very common way cybercriminals target gamers is through phishing scams, where they send bogus emails or messages purporting to be from legitimate gaming companies, requesting login credentials or other personal information.
And once cybercriminals gain access to a gamer's account, they can steal virtual currency and valuable game items from gamers, or even sell the account to others on Black's Market.
Hence, such challenges impede the market growth of gaming during the forecast period.
網絡遊戲中網絡犯罪風險的增加是遊戲市場增長的一大挑戰。
隨着越來越多的人在線遊戲,網絡犯罪分子利用漏洞盜取個人信息並從事其他惡意活動的機會也在增加。
市場中此類網絡盜竊事件預計將阻礙市場的增長。
網絡犯罪分子針對遊戲玩家的一個非常常見的方法是網絡釣魚騙局,他們發送僞造的電子郵件或信息,僞稱是來自合法遊戲公司的,要求提供登錄憑據或其他個人信息。
一旦網絡犯罪分子獲得了遊戲玩家的賬戶,他們就可以竊取虛擬貨幣和有價值的遊戲物品,甚至將賬戶出售給黑市上的其他人。
因此,這些挑戰阻礙了預測期內遊戲市場的增長。
Gaming Market 2023-2027: Segmentation Analysis
遊戲市場2023-2027:細分分析
This gaming market report extensively covers market segmentation by type (casual gaming and professional gaming), platform (online and offline), device (mobile gaming, console gaming, and pc gaming), and geography (APAC, North America, Europe, Middle East and Africa, and South America).
該遊戲市場報告詳細覆蓋了按類型(休閒遊戲和專業遊戲)、平台(在線和離線)、設備(移動遊戲、主機遊戲和PC遊戲)以及地理位置(亞太地區、北美、歐洲、中東和非洲以及南美)進行的市場細分。
The market share growth by the casual gaming segment will be significant for overall market growth during the forecast period. The term casual gaming refers to games that don't require a great deal of time to be played, won, and earned, and casual gamers don't spend a lot of time playing video games. These service providers generate revenue by licensing gaming software to end users and the casual games segment grows with the spread of mobile games. Casual gamers don't spend money on gaming peripherals and they prefer mobile devices over PCs and consoles because of easy access to the games. Hence, such factors drive the segment growth during the forecast period.
休閒遊戲細分市場的市場份額增長將在預測期內對整體市場增長產生重要影響。休閒遊戲這個詞指的是那些不需要花費大量時間進行玩的遊戲,休閒玩家不會花費很多時間玩電子遊戲。這些服務提供商通過向最終用戶授權遊戲軟件來產生營業收入,隨着移動遊戲的傳播,休閒遊戲細分市場不斷增長。休閒玩家不會在遊戲外設上花費金錢,他們更喜歡移動設備而不是PC和主機,因爲移動設備更容易訪問遊戲。因此,這些因素驅動了該細分市場在預測期內的增長。
CAGR of the market during the forecast period
Detailed information on factors that will drive the growth of the gaming market between 2023 and 2027
Precise estimation of the size of the gaming market and its contribution to the market with a focus on the parent market
Accurate predictions about upcoming trends and changes in consumer behavior
Growth of the gaming market across APAC, North America, Europe, Middle East and Africa, and South America
A thorough analysis of the market's competitive landscape and detailed information about vendors
Comprehensive analysis of factors that will challenge the growth of gaming market vendors
預測期內市場的複合年增長率
關於將推動2023年至2027年遊戲市場增長的因素的詳細信息
精確估算電子遊戲市場的規模及其對市場的貢獻,重點關注母市場
準確預測即將到來的趨勢和消費行爲的變化
亞太地區、北美、歐洲、中東和非洲以及南美的電子遊戲市場增長
對市場競爭格局的全面分析及關於供應商的詳細信息
對將挑戰電子遊戲市場供應商增長的因素的綜合分析
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The subscription-based gaming market size is estimated to grow at a CAGR of 8.17% between 2022 and 2027. The market size is forecast to increase by USD 4,409.54 million. The subscription-based gaming market size is estimated to grow at a CAGR of 8.17% between 2022 and 2027. The market size is forecast to increase by USD 4,409.54 million. The enhanced features of next-generation gaming consoles are notably driving market growth.
基於訂閱的遊戲市場規模預計在2022年到2027年之間以8.17%的年均增長率增長。市場規模預計將增加440954萬美元。基於訂閱的遊戲市場規模預計在2022年到2027年之間以8.17%的年均增長率增長。市場規模預計將增加440954萬美元。下一代遊戲主機增強的功能顯著推動了市場增長。
The cloud gaming market size is estimated to grow at a CAGR of 10.54% between 2022 and 2027. The market size is forecast to increase by USD 1,619.32 million. This cloud gaming market report extensively covers market segmentation by application (video streaming and file streaming), device (gaming consoles, computing devices, smart TVs, and mobile devices), and geography (North America, APAC, Europe, South America, and the Middle East and Africa). The increased availability of high-speed Internet is notably driving the market growth.
雲遊戲市場規模預計在2022年到2027年之間以10.54%的年均增長率增長。市場規模預計將增加161932萬美元。本雲遊戲市場報告廣泛覆蓋了按應用(視頻流和文件流)、設備(遊戲主機、計算設備、智能電視和移動設備)以及地區(北美、亞太、歐洲、南美以及中東和非洲)進行的市場細分。高速Internet Plus-related的可用性增加顯著推動了市場增長。
Gaming Market Scope | |
Report Coverage |
Details |
Base year |
2022 |
Historic period |
2017-2021 |
Forecast period |
2023-2027 |
Growth momentum & CAGR |
Accelerate at a CAGR of 9.12% |
Market growth 2023-2027 |
USD 102.13 billion |
Market structure |
Fragmented |
YoY growth 2022-2023 (%) |
8.51 |
Regional analysis |
APAC, North America, Europe, Middle East and Africa, and South America |
Performing market contribution |
APAC at 53% |
Key countries |
US, China, Japan, South Korea, and Germany |
Competitive landscape |
Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks |
Key companies profiled |
Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF, Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment, and Zeptolab UK Ltd. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
遊戲市場範圍 | |
報告覆蓋範圍 |
詳情 |
基準年 |
2022 |
歷史時期 |
2017-2021 |
預測期 |
2023-2027 |
增長動能與複合年增長率 |
以9.12%的年均增長率加速 |
市場增長 2023-2027 |
美元指數1021.3億 |
市場結構 |
分散的 |
2022-2023年同比增長(%) |
8.51 |
區域分析 |
亞太地區、北美、歐洲、中東和非洲,以及南美洲 |
市場貢獻表現 |
亞太地區佔53% |
關鍵國家 |
美國、中國、日本、韓國和德國 |
競爭格局 |
領先供應商、供應商市場定位、競爭策略和行業風險 |
關鍵公司簡介 |
動視暴雪、蘋果、BANDAI NAMCO、Bowlmor AMF、芝加哥遊戲公司、DeNA、藝電、Epic Games、GungHo Online Entertainment、微軟、網易、Netmarble、Niantic、任天堂、憤怒的小鳥娛樂、索尼集團、史克威爾·艾尼克斯、迪士尼、育碧娛樂和Zeptolab UK |
市場動態 |
母市場分析、市場增長推導因素及障礙、快速增長與緩慢增長細分分析、COVID-19影響與恢復分析及未來消費動態、預測期市場控制項分析 |
定製範圍 |
如果我們的報告沒有包含您所尋找的數據,您可以聯繫分析師,定製所需的部分。 |
Table of Contents:
目錄:
1 Executive Summary
1 執行摘要
-
1.1 Market overview
Exhibit 01: Executive Summary – Chart on Market Overview
Exhibit 02: Executive Summary – Data Table on Market Overview
Exhibit 03: Executive Summary – Chart on Global Market Characteristics
Exhibit 04: Executive Summary – Chart on Market by Geography
Exhibit 05: Executive Summary – Chart on Market Segmentation by Type
Exhibit 06: Executive Summary – Chart on Market Segmentation by Platform
Exhibit 07: Executive Summary – Chart on Market Segmentation by Device
Exhibit 08: Executive Summary – Chart on Incremental Growth
Exhibit 09: Executive Summary – Data Table on Incremental Growth
Exhibit 10: Executive Summary – Chart on Vendor Market Positioning
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1.1 市場概況
圖表01:市場概況的執行摘要圖表
數據表02:市場概況的執行摘要數據表
圖表03:全球市場特徵的執行摘要圖表
展覽04:執行摘要 - 按地域板塊劃分的市場圖表
展覽05:執行摘要 – 按類型的市場細分圖
展覽06:執行摘要 – 按平台的市場細分圖
展覽07:執行摘要 – 按設備的市場細分圖
展覽08:執行摘要 – 增量增長圖
展覽09:執行摘要 – 增量增長數據表
展覽10:執行摘要 – 供應商市場定位圖
2 Market Landscape
2 市場格局
-
2.1 Market ecosystem
Exhibit 11: Parent market
Exhibit 12: Market Characteristics
-
2.1 市場生態系統
展覽11:母市場
展覽12:市場特徵
3 Market Sizing
3 市場規模
-
3.1 Market definition
Exhibit 13: Offerings of vendors included in the market definition
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3.1 市場定義
展覽13:市場定義中包括的供應商產品
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3.2 Market segment analysis
Exhibit 14: Market segments
-
3.2 市場細分分析
展覽14:市場細分
3.3 Market size 2022
3.3 2022年市場規模
-
3.4 Market outlook: Forecast for 2022-2027
Exhibit 15: Chart on Global - Market size and forecast 2022-2027 (USD billion)
Exhibit 16: Data Table on Global - Market size and forecast 2022-2027 (USD billion)
Exhibit 17: Chart on Global Market: Year-over-year growth 2022-2027 (%)
Exhibit 18: Data Table on Global Market: Year-over-year growth 2022-2027 (%)
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3.4 市場展望:2022-2027年預測
展覽15:全球市場規模及2022-2027年預測圖表(美元億元)
展覽16:全球市場規模及2022-2027年預測數據表(美元億元)
展覽17:全球市場:2022-2027年年度增長圖表(%)
展覽18:全球市場:2022-2027年年度增長數據表(%)
4 Historic Market Size
4 歷史市場規模
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4.1 Global gaming market 2017 - 2021
Exhibit 19: Historic Market Size – Data Table on global gaming market 2017 - 2021 (USD billion)
-
4.1 全球遊戲市場 2017 - 2021
展覽19:歷史市場規模 – 全球遊戲市場2017 - 2021數據表(美元億元)
-
4.2 Type Segment Analysis 2017 - 2021
Exhibit 20: Historic Market Size – Type Segment 2017 - 2021 (USD billion)
-
4.2 類型細分分析 2017 - 2021
圖表 20: 歷史市場規模 – 類型細分 2017 - 2021 (美元指數十億)
-
4.3 Platform Segment Analysis 2017 - 2021
Exhibit 21: Historic Market Size – Platform Segment 2017 - 2021 (USD billion)
-
4.3 平台細分分析 2017 - 2021
圖表 21: 歷史市場規模 – 平台細分 2017 - 2021 (美元指數十億)
-
4.4 Device Segment Analysis 2017 - 2021
Exhibit 22: Historic Market Size – Device Segment 2017 - 2021 (USD billion)
-
4.4 設備細分分析 2017 - 2021
圖表 22: 歷史市場規模 – 設備細分 2017 - 2021 (美元指數十億)
-
4.5 Geography Segment Analysis 2017 - 2021
Exhibit 23: Historic Market Size – Geography Segment 2017 - 2021 (USD billion)
-
4.5 地理細分分析 2017 - 2021
圖表 23: 歷史市場規模 – 地理細分 2017 - 2021 (美元指數十億)
-
4.6 Country Segment Analysis 2017 - 2021
Exhibit 24: Historic Market Size – Country Segment 2017 - 2021 (USD billion)
-
4.6 國家細分分析 2017 - 2021
展覽24:歷史市場規模 – 國家細分 2017 - 2021 (美元指數十億)
5 Five Forces Analysis
5 五力分析
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5.1 Five forces summary
Exhibit 25: Five forces analysis - Comparison between 2022 and 2027
-
5.1 五力概述
展覽25:五力分析 - 2022年與2027年的比較
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5.2 Bargaining power of buyers
Exhibit 26: Chart on Bargaining power of buyers – Impact of key factors 2022 and 2027
-
5.2 買方議價能力
展覽26:買方議價能力圖表 – 2022年與2027年關鍵因素的影響
-
5.3 Bargaining power of suppliers
Exhibit 27: Bargaining power of suppliers – Impact of key factors in 2022 and 2027
-
5.3 供應商議價能力
圖表27:供應商的議價能力 - 2022年和2027年關鍵因素的影響
-
5.4 Threat of new entrants
Exhibit 28: Threat of new entrants – Impact of key factors in 2022 and 2027
-
5.4 新進入者的威脅
圖表28:新進入者的威脅 - 2022年和2027年關鍵因素的影響
-
5.5 Threat of substitutes
Exhibit 29: Threat of substitutes – Impact of key factors in 2022 and 2027
-
5.5 替代品的威脅
圖表29:替代品的威脅 - 2022年和2027年關鍵因素的影響
-
5.6 Threat of rivalry
Exhibit 30: Threat of rivalry – Impact of key factors in 2022 and 2027
-
5.6 競爭的威脅
圖表30:競爭的威脅 - 2022年和2027年關鍵因素的影響
-
5.7 Market condition
Exhibit 31: Chart on Market condition - Five forces 2022 and 2027
-
5.7 市場控制項
附錄31:市場控制項圖 - 五力2022年與2027年
6 Market Segmentation by Type
6 按類型劃分市場
-
6.1 Market segments
Exhibit 32: Chart on Type - Market share 2022-2027 (%)
Exhibit 33: Data Table on Type - Market share 2022-2027 (%)
-
6.1 市場細分
附錄32:按類型劃分的市場份額圖 2022-2027 (%)
附錄33:按類型劃分的市場份額數據表 2022-2027 (%)
-
6.2 Comparison by Type
Exhibit 34: Chart on Comparison by Type
Exhibit 35: Data Table on Comparison by Type
-
6.2 按類型比較
附錄34:按類型比較的圖表
附錄35:按類型比較的數據表
-
6.3 Casual gaming - Market size and forecast 2022-2027
Exhibit 36: Chart on Casual gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 37: Data Table on Casual gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 38: Chart on Casual gaming - Year-over-year growth 2022-2027 (%)
Exhibit 39: Data Table on Casual gaming - Year-over-year growth 2022-2027 (%)
-
6.3 休閒遊戲 - 2022-2027年市場規模和預測
展覽36:關於休閒遊戲 - 2022-2027年市場規模和預測的圖表(美元指數十億)
展覽37:關於休閒遊戲 - 2022-2027年市場規模和預測的數據表(美元指數十億)
展覽38:關於休閒遊戲 - 2022-2027年同比增長的圖表(%)
展覽39:關於休閒遊戲 - 2022-2027年同比增長的數據表(%)
-
6.4 Professional gaming - Market size and forecast 2022-2027
Exhibit 40: Chart on Professional gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 41: Data Table on Professional gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 42: Chart on Professional gaming - Year-over-year growth 2022-2027 (%)
Exhibit 43: Data Table on Professional gaming - Year-over-year growth 2022-2027 (%)
-
6.4 職業遊戲 - 2022-2027年市場規模和預測
展覽40:關於職業遊戲 - 2022-2027年市場規模和預測的圖表(美元指數十億)
展覽41:關於職業遊戲 - 2022-2027年市場規模和預測的數據表(美元指數十億)
展覽42:專業遊戲的走勢圖 - 2022-2027年同比增長(%)
展覽43:專業遊戲的數據表 - 2022-2027年同比增長(%)
-
6.5 Market opportunity by Type
Exhibit 44: Market opportunity by Type (USD billion)
Exhibit 45: Data Table on Market opportunity by Type (USD billion)
-
6.5 按類型劃分的市場機會
展覽44:按類型劃分的市場機會(十億美元)
展覽45:按類型劃分的市場機會的數據表(十億美元)
7 Market Segmentation by Platform
7 按平台劃分的市場細分
-
7.1 Market segments
Exhibit 46: Chart on Platform - Market share 2022-2027 (%)
Exhibit 47: Data Table on Platform - Market share 2022-2027 (%)
-
7.1 市場細分
展覽46:平台的走勢圖 - 市場份額2022-2027(%)
展覽47:平台數據表 - 市場份額2022-2027 (%)
-
7.2 Comparison by Platform
Exhibit 48: Chart on Comparison by Platform
Exhibit 49: Data Table on Comparison by Platform
-
7.2 按平台比較
展覽48:按平台比較圖表
展覽49:按平台比較的數據表
-
7.3 Online - Market size and forecast 2022-2027
Exhibit 50: Chart on Online - Market size and forecast 2022-2027 (USD billion)
Exhibit 51: Data Table on Online - Market size and forecast 2022-2027 (USD billion)
Exhibit 52: Chart on Online - Year-over-year growth 2022-2027 (%)
Exhibit 53: Data Table on Online - Year-over-year growth 2022-2027 (%)
-
7.3 在線 - 市場規模及預測2022-2027
展覽50:在線 - 市場規模及預測2022-2027(十億美元)圖表
展覽51:在線 - 市場規模及預測2022-2027(十億美元)數據表
展覽52:在線 - 年增長率2022-2027 (%)圖表
展覽53:在線數據表 - 2022-2027年同比增長(%)
-
7.4 Offline - Market size and forecast 2022-2027
Exhibit 54: Chart on Offline - Market size and forecast 2022-2027 (USD billion)
Exhibit 55: Data Table on Offline - Market size and forecast 2022-2027 (USD billion)
Exhibit 56: Chart on Offline - Year-over-year growth 2022-2027 (%)
Exhibit 57: Data Table on Offline - Year-over-year growth 2022-2027 (%)
-
7.4 離線 - 2022-2027年市場規模與預測
展覽54:離線市場規模與預測圖表 2022-2027年(十億美元)
展覽55:離線市場規模與預測數據表 2022-2027年(十億美元)
展覽56:離線同比增長圖表 2022-2027年(%)
展覽57:離線同比增長數據表 2022-2027年(%)
-
7.5 Market opportunity by Platform
Exhibit 58: Market opportunity by Platform (USD billion)
Exhibit 59: Data Table on Market opportunity by Platform (USD billion)
-
7.5 按平台劃分的市場機會
展覽58:按平台劃分的市場機會(十億美元)
展覽59:平台市場機會數據表(美元指數十億)
8 Market Segmentation by Device
8 設備市場細分
-
8.1 Market segments
Exhibit 60: Chart on Device - Market share 2022-2027 (%)
Exhibit 61: Data Table on Device - Market share 2022-2027 (%)
-
8.1 市場細分
展覽60:設備 - 2022-2027年市場份額圖表(%)
展覽61:設備 - 2022-2027年市場份額數據表(%)
-
8.2 Comparison by Device
Exhibit 62: Chart on Comparison by Device
Exhibit 63: Data Table on Comparison by Device
-
8.2 按設備比較
展覽62:按設備比較圖表
展覽63:按設備比較數據表
-
8.3 Mobile gaming - Market size and forecast 2022-2027
Exhibit 64: Chart on Mobile gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 65: Data Table on Mobile gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 66: Chart on Mobile gaming - Year-over-year growth 2022-2027 (%)
Exhibit 67: Data Table on Mobile gaming - Year-over-year growth 2022-2027 (%)
-
8.3 移動遊戲 - 市場規模及預測 2022-2027
展覽 64: 移動遊戲 - 市場規模及預測 2022-2027 的圖表 (億美元)
展覽 65: 移動遊戲 - 市場規模及預測 2022-2027 的數據表 (億美元)
展覽 66: 移動遊戲 - 年度增長率 2022-2027 的圖表 (%)
展覽 67: 移動遊戲 - 年度增長率 2022-2027 的數據表 (%)
-
8.4 Console gaming - Market size and forecast 2022-2027
Exhibit 68: Chart on Console gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 69: Data Table on Console gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 70: Chart on Console gaming - Year-over-year growth 2022-2027 (%)
Exhibit 71: Data Table on Console gaming - Year-over-year growth 2022-2027 (%)
-
8.4 主機遊戲 - 市場規模及預測 2022-2027
展覽 68: 主機遊戲 - 市場規模及預測 2022-2027 的圖表 (億美元)
展覽 69: 主機遊戲 - 市場規模及預測 2022-2027 的數據表 (億美元)
展覽70:關於主機遊戲的圖表 - 2022-2027年同比增長(%)
展覽71:關於主機遊戲的數據表 - 2022-2027年同比增長(%)
-
8.5 PC gaming - Market size and forecast 2022-2027
Exhibit 72: Chart on PC gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 73: Data Table on PC gaming - Market size and forecast 2022-2027 (USD billion)
Exhibit 74: Chart on PC gaming - Year-over-year growth 2022-2027 (%)
Exhibit 75: Data Table on PC gaming - Year-over-year growth 2022-2027 (%)
-
8.5 PC遊戲 - 2022-2027年的市場規模和預測
展覽72:關於PC遊戲的圖表 - 2022-2027年的市場規模和預測(十億美元)
展覽73:關於PC遊戲的數據表 - 2022-2027年的市場規模和預測(十億美元)
展覽74:關於PC遊戲的圖表 - 2022-2027年同比增長(%)
展覽75:關於PC遊戲的數據表 - 2022-2027年同比增長(%)
-
8.6 Market opportunity by Device
Exhibit 76: Market opportunity by Device (USD billion)
Exhibit 77: Data Table on Market opportunity by Device (USD billion)
-
8.6 設備的市場機會
展覽76:按設備劃分的市場機會(十億美元)
展覽77:按設備劃分的市場機會的數據表(十億美元)
9 Customer Landscape
9 客戶景觀
-
9.1 Customer landscape overview
Exhibit 78: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
-
9.1 客戶景觀概述
展覽78:價格敏感度、生命週期、客戶購買籃子、採用率和購買標準的分析
10 Geographic Landscape
10 地理景觀
-
10.1 Geographic segmentation
Exhibit 79: Chart on Market share by geography 2022-2027 (%)
Exhibit 80: Data Table on Market share by geography 2022-2027 (%)
-
10.1 地理細分
展覽79:2022-2027年按地理劃分的市場份額圖表(%)
展覽80:2022-2027年各地區市場份額數據表(%)
-
10.2 Geographic comparison
Exhibit 81: Chart on Geographic comparison
Exhibit 82: Data Table on Geographic comparison
-
10.2 地理比較
展覽81:地理比較圖表
展覽82:地理比較數據表
-
10.3 APAC - Market size and forecast 2022-2027
Exhibit 83: Chart on APAC - Market size and forecast 2022-2027 (USD billion)
Exhibit 84: Data Table on APAC - Market size and forecast 2022-2027 (USD billion)
Exhibit 85: Chart on APAC - Year-over-year growth 2022-2027 (%)
Exhibit 86: Data Table on APAC - Year-over-year growth 2022-2027 (%)
-
10.3 亞太地區 - 市場規模和預測 2022-2027
展覽83:亞太地區 - 市場規模和預測 2022-2027(十億美元)
展覽84:亞太地區 - 市場規模和預測 2022-2027(十億美元)數據表
展覽85:亞太地區 - 年復一年增長 2022-2027(%)
附錄86:亞太地區的數據表 - 年度增長率2022-2027(%)
-
10.4 North America - Market size and forecast 2022-2027
Exhibit 87: Chart on North America - Market size and forecast 2022-2027 (USD billion)
Exhibit 88: Data Table on North America - Market size and forecast 2022-2027 (USD billion)
Exhibit 89: Chart on North America - Year-over-year growth 2022-2027 (%)
Exhibit 90: Data Table on North America - Year-over-year growth 2022-2027 (%)
-
10.4 北美 - 市場規模及預測2022-2027
附錄87:北美的圖表 - 市場規模及預測2022-2027(十億美元)
附錄88:北美的數據表 - 市場規模及預測2022-2027(十億美元)
附錄89:北美的圖表 - 年度增長率2022-2027(%)
附錄90:北美的數據表 - 年度增長率2022-2027(%)
-
10.5 Europe - Market size and forecast 2022-2027
Exhibit 91: Chart on Europe - Market size and forecast 2022-2027 (USD billion)
Exhibit 92: Data Table on Europe - Market size and forecast 2022-2027 (USD billion)
Exhibit 93: Chart on Europe - Year-over-year growth 2022-2027 (%)
Exhibit 94: Data Table on Europe - Year-over-year growth 2022-2027 (%)
-
10.5 歐洲 - 市場規模及預測2022-2027
附錄91:歐洲的圖表 - 市場規模及預測2022-2027(十億美元)
展覽92:歐洲的數據表 - 2022-2027年市場規模和預測(美元十億)
展覽93:歐洲的圖表 - 2022-2027年同比增長(%)
展覽94:歐洲的數據表 - 2022-2027年同比增長(%)
-
10.6 Middle East and Africa - Market size and forecast 2022-2027
Exhibit 95: Chart on Middle East and Africa - Market size and forecast 2022-2027 (USD billion)
Exhibit 96: Data Table on Middle East and Africa - Market size and forecast 2022-2027 (USD billion)
Exhibit 97: Chart on Middle East and Africa - Year-over-year growth 2022-2027 (%)
Exhibit 98: Data Table on Middle East and Africa - Year-over-year growth 2022-2027 (%)
-
10.6 中東和非洲 - 2022-2027年市場規模和預測
展覽95:中東和非洲的圖表 - 2022-2027年市場規模和預測(美元十億)
展覽96:中東和非洲的數據表 - 2022-2027年市場規模和預測(美元十億)
展覽97:中東和非洲的圖表 - 2022-2027年同比增長(%)
展覽98:中東和非洲的數據表 - 2022-2027年同比增長(%)
-
10.7 South America - Market size and forecast 2022-2027
Exhibit 99: Chart on South America - Market size and forecast 2022-2027 (USD billion)
Exhibit 100: Data Table on South America - Market size and forecast 2022-2027 (USD billion)
Exhibit 101: Chart on South America - Year-over-year growth 2022-2027 (%)
Exhibit 102: Data Table on South America - Year-over-year growth 2022-2027 (%)
-
10.7 南美 - 市場規模及預測 2022-2027
展覽99: 南美 - 市場規模及預測 2022-2027 圖表 (美元指數十億)
展覽100: 南美 - 市場規模及預測 2022-2027 數據表 (美元指數十億)
展覽101: 南美 - 年增長率 2022-2027 圖表 (%)
展覽102: 南美 - 年增長率 2022-2027 數據表 (%)
-
10.8 China - Market size and forecast 2022-2027
Exhibit 103: Chart on China - Market size and forecast 2022-2027 (USD billion)
Exhibit 104: Data Table on China - Market size and forecast 2022-2027 (USD billion)
Exhibit 105: Chart on China - Year-over-year growth 2022-2027 (%)
Exhibit 106: Data Table on China - Year-over-year growth 2022-2027 (%)
-
10.8 中國 - 市場規模及預測 2022-2027
展覽103: 中國 - 市場規模及預測 2022-2027 圖表 (美元指數十億)
展覽104: 中國 - 市場規模及預測 2022-2027 數據表 (美元指數十億)
附件105:關於中國的圖表 - 2022-2027年同比增長(%)
附件106:關於中國的數據表 - 2022-2027年同比增長(%)
-
10.9 US - Market size and forecast 2022-2027
Exhibit 107: Chart on US - Market size and forecast 2022-2027 (USD billion)
Exhibit 108: Data Table on US - Market size and forecast 2022-2027 (USD billion)
Exhibit 109: Chart on US - Year-over-year growth 2022-2027 (%)
Exhibit 110: Data Table on US - Year-over-year growth 2022-2027 (%)
-
10.9 美國 - 市場規模及預測2022-2027
附件107:關於美國的圖表 - 市場規模及預測2022-2027(億美元)
附件108:關於美國的數據表 - 市場規模及預測2022-2027(億美元)
附件109:關於美國的圖表 - 2022-2027年同比增長(%)
附件110:關於美國的數據表 - 2022-2027年同比增長(%)
-
10.10 Japan - Market size and forecast 2022-2027
Exhibit 111: Chart on Japan - Market size and forecast 2022-2027 (USD billion)
Exhibit 112: Data Table on Japan - Market size and forecast 2022-2027 (USD billion)
Exhibit 113: Chart on Japan - Year-over-year growth 2022-2027 (%)
Exhibit 114: Data Table on Japan - Year-over-year growth 2022-2027 (%)
-
10.10 日本 - 市場規模及預測2022-2027
展覽111:日本市場規模和2022-2027年預測(美元指數十億)
展覽112:日本市場規模和2022-2027年預測的數據表(美元指數十億)
展覽113:日本2022-2027年年度增長率圖表(%)
展覽114:日本2022-2027年年度增長率數據表(%)
-
10.11 South Korea - Market size and forecast 2022-2027
Exhibit 115: Chart on South Korea - Market size and forecast 2022-2027 (USD billion)
Exhibit 116: Data Table on South Korea - Market size and forecast 2022-2027 (USD billion)
Exhibit 117: Chart on South Korea - Year-over-year growth 2022-2027 (%)
Exhibit 118: Data Table on South Korea - Year-over-year growth 2022-2027 (%)
-
10.11 韓國 - 2022-2027年市場規模和預測
展覽115:韓國市場規模和2022-2027年預測(美元指數十億)
展覽116:韓國市場規模和2022-2027年預測的數據表(美元指數十億)
展覽117:韓國2022-2027年年度增長率圖表(%)
附錄118:韓國數據表 - 年增率2022-2027(%)
-
10.12 Germany - Market size and forecast 2022-2027
Exhibit 119: Chart on Germany - Market size and forecast 2022-2027 (USD billion)
Exhibit 120: Data Table on Germany - Market size and forecast 2022-2027 (USD billion)
Exhibit 121: Chart on Germany - Year-over-year growth 2022-2027 (%)
Exhibit 122: Data Table on Germany - Year-over-year growth 2022-2027 (%)
-
10.12 德國 - 市場規模與預測2022-2027
附錄119:德國市場規模與預測2022-2027(億美元)
附錄120:德國市場規模與預測2022-2027(億美元)
附錄121:德國年增率2022-2027(%)
附錄122:德國年增率2022-2027(%)
-
10.13 Market opportunity by geography
Exhibit 123: Market opportunity by geography (USD billion)
Exhibit 124: Data Tables on Market opportunity by geography (USD billion)
-
10.13 按地理區域的市場機會
附錄123:按地理區域的市場機會(億美元)
展覽124:按區域的市場機會數據表(美元指數十億)
11 Drivers, Challenges, and Trends
11 驅動因素、挑戰和趨勢
11.1 Market drivers
11.1 市場驅動因素
11.2 Market challenges
11.2 市場挑戰
-
11.3 Impact of drivers and challenges
Exhibit 125: Impact of drivers and challenges in 2022 and 2027
-
11.3 驅動因素和挑戰的影響
展覽125:2022年和2027年驅動因素與挑戰的影響
11.4 Market trends
11.4 市場趨勢
12 Vendor Landscape
12 供應商格局
12.1 Overview
12.1 概述
-
12.2 Vendor landscape
Exhibit 126: Overview on Criticality of inputs and Factors of differentiation
-
12.2 供應商格局
展覽 126: 輸入的關鍵性及差異化因素概述
-
12.3 Landscape disruption
Exhibit 127: Overview on factors of disruption
-
12.3 格局破壞
展覽 127: 破壞因素概述
-
12.4 Industry risks
Exhibit 128: Impact of key risks on business
-
12.4 行業風險
展覽 128: 關鍵風險對業務的影響
13 Vendor Analysis
13 供應商分析
-
13.1 Vendors covered
Exhibit 129: Vendors covered
-
13.1 涵蓋的供應商
圖表129: 涵蓋的供應商
-
13.2 Market positioning of vendors
Exhibit 130: Matrix on vendor position and classification
-
13.2 供應商的市場定位
圖表130: 供應商位置和分類矩陣
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13.3 Activision Blizzard Inc.
Exhibit 131: Activision Blizzard Inc. - Overview
Exhibit 132: Activision Blizzard Inc. - Business segments
Exhibit 133: Activision Blizzard Inc. - Key news
Exhibit 134: Activision Blizzard Inc. - Key offerings
Exhibit 135: Activision Blizzard Inc. - Segment focus
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13.3 動視暴雪
圖表131: 動視暴雪 - 概述
圖表132: 動視暴雪 - 業務板塊
圖表133: 動視暴雪 - 重要資訊
展示134:動視暴雪公司 - 關鍵產品
展示135:動視暴雪公司 - 細分關注
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13.4 Apple Inc.
Exhibit 136: Apple Inc. - Overview
Exhibit 137: Apple Inc. - Business segments
Exhibit 138: Apple Inc. - Key news
Exhibit 139: Apple Inc. - Key offerings
Exhibit 140: Apple Inc. - Segment focus
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13.4 蘋果公司
展示136:蘋果公司 - 概述
展示137:蘋果公司 - 業務板塊
展示138:蘋果公司 - 關鍵資訊
展示139:蘋果公司 - 關鍵產品
展示140:蘋果公司 - 細分關注
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13.5 Bandai Namco Holdings Inc.
Exhibit 141: Bandai Namco Holdings Inc. - Overview
Exhibit 142: Bandai Namco Holdings Inc. - Business segments
Exhibit 143: Bandai Namco Holdings Inc. - Key offerings
Exhibit 144: Bandai Namco Holdings Inc. - Segment focus
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13.5 BANDAI NAMCO
附件141:BANDAI NAMCO - 概況
附件142:BANDAI NAMCO - 業務板塊
附件143:BANDAI NAMCO - 主要產品
附件144:BANDAI NAMCO - 板塊聚焦
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13.6 DeNA Co. Ltd.
Exhibit 145: DeNA Co. Ltd. - Overview
Exhibit 146: DeNA Co. Ltd. - Product / Service
Exhibit 147: DeNA Co. Ltd. - Key offerings
-
13.6 DeNA有限公司
附件145:DeNA有限公司 - 概況
附件146:DeNA有限公司 - 產品/服務
展覽147:DeNA株式會社 - 主要產品
-
13.7 Electronic Arts Inc.
Exhibit 148: Electronic Arts Inc. - Overview
Exhibit 149: Electronic Arts Inc. - Product / Service
Exhibit 150: Electronic Arts Inc. - Key offerings
-
13.7 藝電
展覽148:藝電 - 概況
展覽149:藝電 - 產品/服務
展覽150:藝電 - 主要產品
-
13.8 Epic Games Inc.
Exhibit 151: Epic Games Inc. - Overview
Exhibit 152: Epic Games Inc. - Product / Service
Exhibit 153: Epic Games Inc. - Key offerings
-
13.8 Epic Games Inc.
展覽151:Epic Games Inc. - 概況
展覽152:Epic Games Inc. - 產品/服務
展覽153:Epic Games Inc. - 主要產品
-
13.9 GungHo Online Entertainment Inc.
Exhibit 154: GungHo Online Entertainment Inc. - Overview
Exhibit 155: GungHo Online Entertainment Inc. - Product / Service
Exhibit 156: GungHo Online Entertainment Inc. - Key offerings
-
13.9 GungHo Online Entertainment Inc.
展覽154:GungHo Online Entertainment Inc. - 概述
展覽155:GungHo Online Entertainment Inc. - 產品 / 服務
展覽156:GungHo Online Entertainment Inc. - 主要產品
-
13.10 Microsoft Corp.
Exhibit 157: Microsoft Corp. - Overview
Exhibit 158: Microsoft Corp. - Business segments
Exhibit 159: Microsoft Corp. - Key news
Exhibit 160: Microsoft Corp. - Key offerings
Exhibit 161: Microsoft Corp. - Segment focus
-
13.10 微軟CORP.
展覽157:微軟CORP. - 概述
展覽158:微軟CORP. - 業務模塊
展品159:微軟CORP - 關鍵資訊
展品160:微軟CORP - 關鍵產品
展品161:微軟CORP - 細分市場聚焦
-
13.11 NetEase Inc.
Exhibit 162: NetEase Inc. - Overview
Exhibit 163: NetEase Inc. - Business segments
Exhibit 164: NetEase Inc. - Key offerings
Exhibit 165: NetEase Inc. - Segment focus
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13.11 網易
展品162:網易 - 概述
展品163:網易 - 業務板塊
展品164:網易 - 關鍵產品
展品165:網易 - 細分市場聚焦
-
13.12 Netmarble Corp.
Exhibit 166: Netmarble Corp. - Overview
Exhibit 167: Netmarble Corp. - Product / Service
Exhibit 168: Netmarble Corp. - Key offerings
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13.12 網石公司。
展品166:網石公司 - 概況
展品167:網石公司 - 產品 / 服務
展品168:網石公司 - 主要產品
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13.13 Sony Group Corp.
Exhibit 169: Sony Group Corp. - Overview
Exhibit 170: Sony Group Corp. - Business segments
Exhibit 171: Sony Group Corp. - Key news
Exhibit 172: Sony Group Corp. - Key offerings
Exhibit 173: Sony Group Corp. - Segment focus
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13.13 索尼集團公司。
展品169:索尼集團公司 - 概況
展品170:索尼集團公司 - 業務板塊
展品171:索尼集團公司 - 重點新聞
展覽172:索尼集團CORP - 主要產品
展覽173:索尼集團CORP - 業務重點
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13.14 Square Enix Holdings Co. Ltd.
Exhibit 174: Square Enix Holdings Co. Ltd. - Overview
Exhibit 175: Square Enix Holdings Co. Ltd. - Business segments
Exhibit 176: Square Enix Holdings Co. Ltd. - Key offerings
Exhibit 177: Square Enix Holdings Co. Ltd. - Segment focus
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13.14 史克威爾艾尼克斯控股有限公司
展覽174:史克威爾艾尼克斯控股有限公司 - 概述
展覽175:史克威爾艾尼克斯控股有限公司 - 業務部門
展覽176:史克威爾艾尼克斯控股有限公司 - 主要產品
展覽177:史克威爾艾尼克斯控股有限公司 - 業務重點
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13.15 The Walt Disney Co.
Exhibit 178: The Walt Disney Co. - Overview
Exhibit 179: The Walt Disney Co. - Business segments
Exhibit 180: The Walt Disney Co. - Key offerings
Exhibit 181: The Walt Disney Co. - Segment focus
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13.15 迪士尼公司
附件178:華特迪士尼公司 - 概況
附件179:華特迪士尼公司 - 業務板塊
附件180:華特迪士尼公司 - 主要產品
附件181:華特迪士尼公司 - 板塊重點
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13.16 Ubisoft Entertainment
Exhibit 182: Ubisoft Entertainment - Overview
Exhibit 183: Ubisoft Entertainment - Business segments
Exhibit 184: Ubisoft Entertainment - Key news
Exhibit 185: Ubisoft Entertainment - Key offerings
Exhibit 186: Ubisoft Entertainment - Segment focus
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13.16 育碧娛樂
附件182:育碧娛樂 - 概況
附件183:育碧娛樂 - 業務板塊
附件184:育碧娛樂 - 重要資訊
附錄185:育碧娛樂 - 關鍵產品
附錄186:育碧娛樂 - 細分重點
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13.17 Zeptolab UK Ltd.
Exhibit 187: Zeptolab UK Ltd. - Overview
Exhibit 188: Zeptolab UK Ltd. - Product / Service
Exhibit 189: Zeptolab UK Ltd. - Key offerings
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13.17 Zeptolab英國有限公司
附錄187:Zeptolab英國有限公司 - 概述
附錄188:Zeptolab英國有限公司 - 產品/服務
附錄189:Zeptolab英國有限公司 - 關鍵產品
14 Appendix
14 附錄
14.1 Scope of the report
14.1 報告的範圍
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14.2 Inclusions and exclusions checklist
Exhibit 190: Inclusions checklist
Exhibit 191: Exclusions checklist
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14.2 包含與排除清單
展覽 190: 包含清單
展覽 191: 排除清單
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14.3 Currency conversion rates for USUSD
Exhibit 192: Currency conversion rates for USUSD
-
14.3 美元指數匯率轉換
展覽 192: 美元指數匯率轉換
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14.4 Research methodology
Exhibit 193: Research methodology
Exhibit 194: Validation techniques employed for market sizing
Exhibit 195: Information sources
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14.4 研究方法論
展覽 193: 研究方法論
展覽 194: 市場規模驗證技術
展品195:信息來源
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14.5 List of abbreviations
Exhibit 196: List of abbreviations
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14.5 縮略語列表
展品196:縮略語列表
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