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【 英文市場調査報告書 】
世界のビデオゲーム広告市場
Video Game Advertising: Getting to the Next Level
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※この商品は英文にてご提供いたします。 |
Abstract
It is no news that video games are hot, but what' s new is that they are
becoming a hot advertising medium. Globally, it' s estimated that video game
advertising will grow nearly 23% a year over the next five years. The main
reason? Everyone is playing.
The Video Game Advertising report analyzes the trends fueling the rise
of video game advertising.
The increasing online connectivity of game environments, greater percentages
of women and adults playing video games and technological advances that allow
greater flexibility in how, where and when ads are embedded into game titles
are already drawing marketers to the medium.
But as the in-game advertising industry evolves, game developers, console
manufacturers, advertisers and technology providers are experimenting with new
approaches that leverage the shifting demographics of the gaming population.
Key questions the "Video Game Advertising" report answers:
- How does in-game advertising play into the economics of the video game
development?
- How will shifts in demographics and consumer behavior affect video game
advertising?
- What is the outlook for "advergaming"?
- Are types of video games more conducive than others to advertising?
- And many others...
eMarketer Reports-On-Target and Up-to-Date
The Video Game Advertising report aggregates the latest data from a
wide range of marketing and communications researchers with eMarketer numbers,
projections and analysis to provide the information you need to make the right
business decisions.
Table of Contents
Executive Summary
- Worldwide Video Game Advertising Spending, 2006-2011 (millions)
- Issues & Questions
The eMarketer View
- Key eMarketer Numbers: Video Game Advertising
- Percent of Media Budget that US Advertising Executives Plan to Allocate to
Select New Online Media in 2007
- Planned Spending in the Next Year on Emerging Advertising Tactics
according to US Online Marketers*, 2005 & 2006 (% of respondents)
Worldwide Advertising Spending
- Worldwide Video Game Advertising Spending, 2006-2011 (millions)
- Worldwide Advergaming Spending, 2006-2011 (millions)
US Advertising Spending
- US Video Game Advertising Spending, 2006-2011 (millions)
- US Video Game Advertising Revenues, by Segment, 2005-2010 (millions)
- US In-Game Advertising* Revenues, 2004-2010 (millions)
- US Advergaming Spending, 2006-2011 (millions)
The Video Game Market
- Global Revenues
- Worldwide Video Game Revenues, 2006-2011 (billions)
- Worldwide Video Game Revenues, 2005 & 2010 (billions)
- Worldwide Video Game and Interactive Entertainment Industry Revenues,
2005 & 2011 (billions)
- Worldwide Video Game Sales, 2005 & 2011 (billions)
- US Revenues
- US Video Game Revenues, 2006-2011 (billions)
- US Video Game Sales*, 2006 & 2007 (billions and % increase vs. prior
year)
- Console and Handheld Video Game Software Revenues in the US, by
Platform, 2005-2010 (millions, % increase/decrease vs. prior year and CAGR*)
Consumer Behavior & Attitudes
- Number of Hours per Week that US Video Game Players* Spend Playing
Computer or Video Games, April 2006 (% of respondents)
- Attitudes of US Male Online Gamers Ages 18-34 toward In-Game Advertising,
2006 (% of respondents)
- Least Intrusive Approach to In-Game Advertising according to US Male
Online Gamers Ages 18-34, 2006 (% of respondents)
- US Consumers and Video Gamers Who Are Aware of and/or Have Seen In-Game
Advertisements, by Age, June 2006
- Level of Familiarity with In-Game Advertising among US Video Gamers, by
Usage, February 2006 (% of respondents in each group)
- Attitudes of US Video Gamers toward In-Game Advertising, by Usage,
February 2006 (% of respondents in each group)
Casual Games
- Favorite Type of Game according to US Video Game Players*, April 2006 (%
of respondents)
Online Games
- Worldwide Online Game Revenues, 2005 & 2011 (billions)
- Online Game Revenues in North America, 2005 & 2010 (billions)
- Online Game Revenues in China, 2005 & 2010 (billions)
- Online Game Revenues in the Asia-Pacific Region, 2005 & 2010 (billions)
- US Online Video Game Sales, 2006 & 2010 (% of total video games sales)
- Worldwide Online Game Revenues, by Type, 2005 (% market share)
- US Advertisers' Reactions to Select Innovations in the Media Landscape,
2006 (% of respondents)
Demographics
- US Computer or Video Game Players, by Age and Gender, 2006 (% of
respondents)
- US Gamers Who Play Games Online, by Gender, 2006 (% of respondents)
- Video Game Console Users in the US, by Age and Gender, Q4 2006 (thousands)
- US Adult Console Gamers, by Gender, 2006 (% of respondents)
- Casual Gamers Worldwide, by Gender, August 2006 (% of respondents)
- Casual Gamers Worldwide, by Age, August 2006 (% of respondents)
- Casual, Core and Hardcore PC Gamer Characteristics in the US, 2005
Measurability
Related Information and Links
- Related Links
- Contact
- Report Contributors
About eMarketer
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※この商品は英文にてご提供いたします。 |
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【 英文市場調査報告書 】
世界のビデオゲーム広告市場
Video Game Advertising: Getting to the Next Level
出版日 : 2007/04
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商品コード : 50966 |
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