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市場調查報告書
商品編碼
1752812

電玩遊戲領域的多樣化

Diversification of the Video Game Sector: Audiovisual, Serious Gaming and 3D Simulation

出版日期: | 出版商: IDATE | 英文 43 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

本研究探討了電子遊戲影響力在其傳統領域之外的擴張。它強調了遊戲相關智慧財產權 (IP) 的商業化開發,以及遊戲技術和能力在各個行業中日益增長的融合。

本報告首先分析了電子遊戲產業主要參與者可獲得的多元化機會。然後,它探討了遊戲與視聽內容日益融合的現象,尤其是跨媒體改編的興起。此外,它還涵蓋了商品銷售以及電子競技等傳統延伸。

本研究評估了串流媒體平台、電信業者和連網電視服務等多元服務娛樂供應商如何利用電子遊戲來豐富和差異化其產品,並提升使用者體驗。

本研究特別關注嚴肅遊戲,強調其在教育和職業訓練中日益重要的角色。

最後,我們將探討遊戲引擎在 3D 環境和擴展現實 (XR) 應用開發中的戰略價值,並對該領域在娛樂、沉浸式模擬和教育應用方面的未來前景進行展望。

目錄

第1章 摘要整理

第2章 相關的市場

  • 電玩遊戲和e運動
  • 電影和影音串流
  • 嚴肅遊戲
  • 3D模擬

第3章 電玩遊戲的IP的有效利用

  • 利用智慧財產權為電子遊戲產業創造額外收入
  • 電影製作中的智慧財產權多樣性
  • 電子遊戲音訊視覺化
  • 商品銷售及其他衍生產品
  • 電競

第4章 媒體與通訊服務的電玩遊戲內容

  • 影音串流服務整合電玩遊戲
  • 通訊業者的服務整合電玩遊戲
  • 聯網電視服務整合電玩遊戲

第5章 嚴肅遊戲的可能性

  • 嚴肅遊戲的背景
  • 教育與電玩遊戲
  • 職業訓練與電玩遊戲
  • 健康與電玩遊戲
  • 軍事與電玩遊戲

第6章 與遊戲引擎3D模擬

  • 背景:遊戲引擎與 3D 模擬
  • 遊戲引擎與 3D 模擬:工業
  • 遊戲引擎與 3D 模擬:智慧城市與建築
  • 遊戲引擎與 3D 模擬:視聽製作

第7章 結論與展望

  • 2030 年市場參考展望
  • 娛樂產業的機遇
  • 發展前景嚴肅遊戲
  • 3D 模擬產業的商業前景
簡介目錄
Product Code: M00173

This study examines the expanding influence of video games beyond their traditional domain. It highlights the commercial exploitation of gaming-related intellectual property (IP) and the increasing integration of gaming technologies and features across various industries.

The report opens with an analysis of diversification opportunities available to leading players in the video game industry. It then explores the growing convergence between gaming and audiovisual content, with a particular focus on the rise of cross-media adaptations. Traditional extensions such as merchandising and esports are also addressed.

The study proceeds to assess how multi-service entertainment providers, including streaming platforms, telecommunications operators, and connected TV services, are incorporating video games to enrich and differentiate their offerings, thereby enhancing the user experience.

Special attention is given to serious gaming, highlighting its expanding role in education and professional training contexts.

Finally, the report considers the strategic value of game engines in the development of 3D environments and extended reality (XR) applications, concluding with an outlook on the sector's future-both in entertainment and in immersive simulation and educational use cases.

Table of Contents

1. Executive Summary

2. The relevant markets

  • 2.1. Video games and Esports
  • 2.2 Cinema and video streaming
  • 2.3. Serious Games
  • 2.4. 3D simulation

3. Exploiting video games IP

  • 3.1. Exploitation of IP and additional revenues for the video games sector
  • 3.2. Variations in IP in film productions
  • 3.3. Audiovisual adaptations of video games
  • 3.4. Merchandising and other derivatives
  • 3.5. Esports

4. Video games contents in media and telecommunications offerings

  • 4.1. Integrating video games into video streaming services
  • 4.2. Integrating video games into telecom operators' offerings
  • 4.3. Integrating video games into connected TV offerings

5. The opportunities of serious gaming

  • 5.1. Context of serious gaming
  • 5.2. Education and video games
  • 5.3. Vocational training and video games
  • 5.4. Health and video games
  • 5.5. Military and video games

6. Game Engines and 3D Simulation

  • 6.1. Context: game engines and 3D simulation
  • 6.2. Game engines and 3D simulation: Industry
  • 6.3. Game engines and 3D simulation: Smart city & architecture
  • 6.4. Game engines and 3D simulation: Audiovisual production

7. Conclusions and outlook

  • 7.1. 2030 outlook for reference markets
  • 7.2. Opportunities in the entertainment sector
  • 7.3. Exploitation prospects in serious gaming
  • 7.4. Business prospects in the 3D simulation sector