著者
白神 浩志 シラガミ ヒロシ SHIRAGAMI Hiroshi
出版者
東北芸術工科大学
雑誌
東北芸術工科大学紀要 = Bulletin of Tohoku University of Art and Design
巻号頁・発行日
vol.18, pp.38-46, 2011-10-31

This report describes video game market trends by data on Japan, North America, and Europe, in 2001- 2010 ( based on "Famitsu Game Hakusyo 2005,..,2011") and shows the main factors of the trends. In this paper, the global video game market includes 1) household games, 2) online games, 3) mobile phone games and 4) pc package games. In 2004-2009, market size and share of 2)& 3) increased and 1)'s share decreased. Though 1) kept the major portion of the video game market, the market size increased to the 2008 peak, then decreased. In Japanese market analysis, in addition to above 1), 2) & 3) ategories, 4) commercial games and 5) social games are applied. 4) decreases but 5) is highly growing to almost exceed the household game market size in 2011/1st, 2nd quarter. NDS and Wii, evolutional game consoles, intended to expand gaming population achieved the peak of household game market in 2008 in the world, but it shrinks now. Recent market trends are the shift on delivery method from package type to online type and the shift on business model from fixed-fee model to freemium model. There seem to be two reasons for these trends. One is the 6 years model-change timing of game consoles. And the other is the shift of user's taste to the new play style known as "social game". Therefore the recent game market trends might continue to shrink traditional household game market. Keywords: ソーシャルゲーム、ゲーム市場、NDS, Wii, freemium model