▶ 調査レポート

二次元コミュニティプラットフォームの世界市場2023年:ビデオ、コミック、オーディオ、ソーシャル、情報、ゲーム、その他

• 英文タイトル:Global Two-dimensional Community Platform Market Research Report 2023

QYResearchが調査・発行した産業分析レポートです。二次元コミュニティプラットフォームの世界市場2023年:ビデオ、コミック、オーディオ、ソーシャル、情報、ゲーム、その他 / Global Two-dimensional Community Platform Market Research Report 2023 / MRC23Q36430資料のイメージです。• レポートコード:MRC23Q36430
• 出版社/出版日:QYResearch / 2023年3月
• レポート形態:英文、PDF、115ページ
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• 産業分類:新技術
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レポート概要
本調査レポートは世界の二次元コミュニティプラットフォーム市場について調査・分析し、世界の二次元コミュニティプラットフォーム市場概要、市場トレンド、主要企業別競争状況、タイプ別セグメント分析(ビデオ、コミック、オーディオ、ソーシャル、情報、ゲーム、その他)、用途別セグメント分析(コア二次元ユーザー、汎二次元ユーザー)、地域別市場規模、主要企業のプロファイルなどに関する情報を掲載しています。主要企業としては、BiliBili、AcFun Barrage Video Network、Half Dimension、Iqiyi Anime、Buka Comics、Missevan、Pixiv、KuaiKan、Stage1、KissAnime、Osu、Lofter、Niconico、Crunchyroll、Funimation、MyAnimeLis、WEBTOON、Viz、Discord、IGNなどが含まれています。世界の二次元コミュニティプラットフォーム市場は、2022年にXXX米ドル、2029年にはXXX米ドルに達すると予測され、予測期間の年平均成長率はXXX%です。COVID-19とロシア・ウクライナ戦争の影響は、二次元コミュニティプラットフォーム市場規模を推定する際に考慮しました。本レポートは、二次元コミュニティプラットフォームの世界市場を定量的・定性的な分析により包括的に提示し、読者がビジネス/成長戦略を策定し、市場競争状況を把握し、現在の市場における自社のポジションを分析し、二次元コミュニティプラットフォームに関するビジネス上の意思決定に役立てることを目的としています。

・二次元コミュニティプラットフォーム市場の概要
- 二次元コミュニティプラットフォームのタイプ別セグメント
- 世界の二次元コミュニティプラットフォーム市場規模:タイプ別分析(ビデオ、コミック、オーディオ、ソーシャル、情報、ゲーム、その他)
- 二次元コミュニティプラットフォームの用途別セグメント
- 世界の二次元コミュニティプラットフォーム市場規模:用途別分析(コア二次元ユーザー、汎二次元ユーザー)
- 世界の二次元コミュニティプラットフォーム市場規模予測(2018年-2029年)

・二次元コミュニティプラットフォーム市場の成長トレンド
- 二次元コミュニティプラットフォームの地域別市場規模(2018年-2029年)
- 二次元コミュニティプラットフォーム市場ダイナミクス
- 二次元コミュニティプラットフォームの業界動向
- 二次元コミュニティプラットフォーム市場の成長ドライバ、課題、阻害要因

・主要企業別競争状況
- 企業別市場シェア
- 世界の主要企業、業界ランキング分析
- 市場への参入、M&A動向

・タイプ別セグメント:ビデオ、コミック、オーディオ、ソーシャル、情報、ゲーム、その他
- 世界の二次元コミュニティプラットフォームのタイプ別市場規模(2018年-2023年)
- 世界の二次元コミュニティプラットフォームのタイプ別市場規模(2024年-2029年)

・用途別セグメント:コア二次元ユーザー、汎二次元ユーザー
- 世界の二次元コミュニティプラットフォームの用途別市場規模(2018年-2023年)
- 世界の二次元コミュニティプラットフォームの用途別市場規模(2024年-2029年)

・二次元コミュニティプラットフォームの地域別市場規模
- 北米の二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- アメリカの二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- ヨーロッパの二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- アジア太平洋の二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- 中国の二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- 日本の二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- 韓国の二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- インドの二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- オーストラリアの二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- 中南米の二次元コミュニティプラットフォーム市場規模(2018年-2029年)
- 中東・アフリカの二次元コミュニティプラットフォーム市場規模(2018年-2029年)

・主要企業のプロファイル:企業情報、事業概要、売上、動向
BiliBili、AcFun Barrage Video Network、Half Dimension、Iqiyi Anime、Buka Comics、Missevan、Pixiv、KuaiKan、Stage1、KissAnime、Osu、Lofter、Niconico、Crunchyroll、Funimation、MyAnimeLis、WEBTOON、Viz、Discord、IGN

・アナリストの観点/結論

・調査方法とデータソース

Two-dimensional community platform refers to a third party that provides related solutions and services for people who like animations, comics, games and other works composed of two-dimensional images.
Highlights
The global Two-dimensional Community Platform market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Two-dimensional Community Platform is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Two-dimensional Community Platform is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for Two-dimensional Community Platform in Core Two-dimensional Users is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of Two-dimensional Community Platform include BiliBili, AcFun Barrage Video Network, Half Dimension, Iqiyi Anime, Buka Comics, Missevan, Pixiv, KuaiKan and Stage1, etc. In 2022, the world’s top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Two-dimensional Community Platform, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Two-dimensional Community Platform.
The Two-dimensional Community Platform market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Two-dimensional Community Platform market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Two-dimensional Community Platform companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
BiliBili
AcFun Barrage Video Network
Half Dimension
Iqiyi Anime
Buka Comics
Missevan
Pixiv
KuaiKan
Stage1
KissAnime
Osu
Lofter
Niconico
Crunchyroll
Funimation
MyAnimeLis
WEBTOON
Viz
Discord
IGN
Segment by Type
Video
Comics
Audio
Social
Information
Games
Other
Segment by Application
Core Two-dimensional Users
Pan-two-dimensional Users
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
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
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Two-dimensional Community Platform companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.

レポート目次

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Two-dimensional Community Platform Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Video
1.2.3 Comics
1.2.4 Audio
1.2.5 Social
1.2.6 Information
1.2.7 Games
1.2.8 Other
1.3 Market by Application
1.3.1 Global Two-dimensional Community Platform Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Core Two-dimensional Users
1.3.3 Pan-two-dimensional Users
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Two-dimensional Community Platform Market Perspective (2018-2029)
2.2 Two-dimensional Community Platform Growth Trends by Region
2.2.1 Global Two-dimensional Community Platform Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Two-dimensional Community Platform Historic Market Size by Region (2018-2023)
2.2.3 Two-dimensional Community Platform Forecasted Market Size by Region (2024-2029)
2.3 Two-dimensional Community Platform Market Dynamics
2.3.1 Two-dimensional Community Platform Industry Trends
2.3.2 Two-dimensional Community Platform Market Drivers
2.3.3 Two-dimensional Community Platform Market Challenges
2.3.4 Two-dimensional Community Platform Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Two-dimensional Community Platform Players by Revenue
3.1.1 Global Top Two-dimensional Community Platform Players by Revenue (2018-2023)
3.1.2 Global Two-dimensional Community Platform Revenue Market Share by Players (2018-2023)
3.2 Global Two-dimensional Community Platform Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Two-dimensional Community Platform Revenue
3.4 Global Two-dimensional Community Platform Market Concentration Ratio
3.4.1 Global Two-dimensional Community Platform Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Two-dimensional Community Platform Revenue in 2022
3.5 Two-dimensional Community Platform Key Players Head office and Area Served
3.6 Key Players Two-dimensional Community Platform Product Solution and Service
3.7 Date of Enter into Two-dimensional Community Platform Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Two-dimensional Community Platform Breakdown Data by Type
4.1 Global Two-dimensional Community Platform Historic Market Size by Type (2018-2023)
4.2 Global Two-dimensional Community Platform Forecasted Market Size by Type (2024-2029)
5 Two-dimensional Community Platform Breakdown Data by Application
5.1 Global Two-dimensional Community Platform Historic Market Size by Application (2018-2023)
5.2 Global Two-dimensional Community Platform Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Two-dimensional Community Platform Market Size (2018-2029)
6.2 North America Two-dimensional Community Platform Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Two-dimensional Community Platform Market Size by Country (2018-2023)
6.4 North America Two-dimensional Community Platform Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Two-dimensional Community Platform Market Size (2018-2029)
7.2 Europe Two-dimensional Community Platform Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Two-dimensional Community Platform Market Size by Country (2018-2023)
7.4 Europe Two-dimensional Community Platform Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Two-dimensional Community Platform Market Size (2018-2029)
8.2 Asia-Pacific Two-dimensional Community Platform Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Two-dimensional Community Platform Market Size by Region (2018-2023)
8.4 Asia-Pacific Two-dimensional Community Platform Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Two-dimensional Community Platform Market Size (2018-2029)
9.2 Latin America Two-dimensional Community Platform Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Two-dimensional Community Platform Market Size by Country (2018-2023)
9.4 Latin America Two-dimensional Community Platform Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Two-dimensional Community Platform Market Size (2018-2029)
10.2 Middle East & Africa Two-dimensional Community Platform Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Two-dimensional Community Platform Market Size by Country (2018-2023)
10.4 Middle East & Africa Two-dimensional Community Platform Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 BiliBili
11.1.1 BiliBili Company Detail
11.1.2 BiliBili Business Overview
11.1.3 BiliBili Two-dimensional Community Platform Introduction
11.1.4 BiliBili Revenue in Two-dimensional Community Platform Business (2018-2023)
11.1.5 BiliBili Recent Development
11.2 AcFun Barrage Video Network
11.2.1 AcFun Barrage Video Network Company Detail
11.2.2 AcFun Barrage Video Network Business Overview
11.2.3 AcFun Barrage Video Network Two-dimensional Community Platform Introduction
11.2.4 AcFun Barrage Video Network Revenue in Two-dimensional Community Platform Business (2018-2023)
11.2.5 AcFun Barrage Video Network Recent Development
11.3 Half Dimension
11.3.1 Half Dimension Company Detail
11.3.2 Half Dimension Business Overview
11.3.3 Half Dimension Two-dimensional Community Platform Introduction
11.3.4 Half Dimension Revenue in Two-dimensional Community Platform Business (2018-2023)
11.3.5 Half Dimension Recent Development
11.4 Iqiyi Anime
11.4.1 Iqiyi Anime Company Detail
11.4.2 Iqiyi Anime Business Overview
11.4.3 Iqiyi Anime Two-dimensional Community Platform Introduction
11.4.4 Iqiyi Anime Revenue in Two-dimensional Community Platform Business (2018-2023)
11.4.5 Iqiyi Anime Recent Development
11.5 Buka Comics
11.5.1 Buka Comics Company Detail
11.5.2 Buka Comics Business Overview
11.5.3 Buka Comics Two-dimensional Community Platform Introduction
11.5.4 Buka Comics Revenue in Two-dimensional Community Platform Business (2018-2023)
11.5.5 Buka Comics Recent Development
11.6 Missevan
11.6.1 Missevan Company Detail
11.6.2 Missevan Business Overview
11.6.3 Missevan Two-dimensional Community Platform Introduction
11.6.4 Missevan Revenue in Two-dimensional Community Platform Business (2018-2023)
11.6.5 Missevan Recent Development
11.7 Pixiv
11.7.1 Pixiv Company Detail
11.7.2 Pixiv Business Overview
11.7.3 Pixiv Two-dimensional Community Platform Introduction
11.7.4 Pixiv Revenue in Two-dimensional Community Platform Business (2018-2023)
11.7.5 Pixiv Recent Development
11.8 KuaiKan
11.8.1 KuaiKan Company Detail
11.8.2 KuaiKan Business Overview
11.8.3 KuaiKan Two-dimensional Community Platform Introduction
11.8.4 KuaiKan Revenue in Two-dimensional Community Platform Business (2018-2023)
11.8.5 KuaiKan Recent Development
11.9 Stage1
11.9.1 Stage1 Company Detail
11.9.2 Stage1 Business Overview
11.9.3 Stage1 Two-dimensional Community Platform Introduction
11.9.4 Stage1 Revenue in Two-dimensional Community Platform Business (2018-2023)
11.9.5 Stage1 Recent Development
11.10 KissAnime
11.10.1 KissAnime Company Detail
11.10.2 KissAnime Business Overview
11.10.3 KissAnime Two-dimensional Community Platform Introduction
11.10.4 KissAnime Revenue in Two-dimensional Community Platform Business (2018-2023)
11.10.5 KissAnime Recent Development
11.11 Osu
11.11.1 Osu Company Detail
11.11.2 Osu Business Overview
11.11.3 Osu Two-dimensional Community Platform Introduction
11.11.4 Osu Revenue in Two-dimensional Community Platform Business (2018-2023)
11.11.5 Osu Recent Development
11.12 Lofter
11.12.1 Lofter Company Detail
11.12.2 Lofter Business Overview
11.12.3 Lofter Two-dimensional Community Platform Introduction
11.12.4 Lofter Revenue in Two-dimensional Community Platform Business (2018-2023)
11.12.5 Lofter Recent Development
11.13 Niconico
11.13.1 Niconico Company Detail
11.13.2 Niconico Business Overview
11.13.3 Niconico Two-dimensional Community Platform Introduction
11.13.4 Niconico Revenue in Two-dimensional Community Platform Business (2018-2023)
11.13.5 Niconico Recent Development
11.14 Crunchyroll
11.14.1 Crunchyroll Company Detail
11.14.2 Crunchyroll Business Overview
11.14.3 Crunchyroll Two-dimensional Community Platform Introduction
11.14.4 Crunchyroll Revenue in Two-dimensional Community Platform Business (2018-2023)
11.14.5 Crunchyroll Recent Development
11.15 Funimation
11.15.1 Funimation Company Detail
11.15.2 Funimation Business Overview
11.15.3 Funimation Two-dimensional Community Platform Introduction
11.15.4 Funimation Revenue in Two-dimensional Community Platform Business (2018-2023)
11.15.5 Funimation Recent Development
11.16 MyAnimeLis
11.16.1 MyAnimeLis Company Detail
11.16.2 MyAnimeLis Business Overview
11.16.3 MyAnimeLis Two-dimensional Community Platform Introduction
11.16.4 MyAnimeLis Revenue in Two-dimensional Community Platform Business (2018-2023)
11.16.5 MyAnimeLis Recent Development
11.17 WEBTOON
11.17.1 WEBTOON Company Detail
11.17.2 WEBTOON Business Overview
11.17.3 WEBTOON Two-dimensional Community Platform Introduction
11.17.4 WEBTOON Revenue in Two-dimensional Community Platform Business (2018-2023)
11.17.5 WEBTOON Recent Development
11.18 Viz
11.18.1 Viz Company Detail
11.18.2 Viz Business Overview
11.18.3 Viz Two-dimensional Community Platform Introduction
11.18.4 Viz Revenue in Two-dimensional Community Platform Business (2018-2023)
11.18.5 Viz Recent Development
11.19 Discord
11.19.1 Discord Company Detail
11.19.2 Discord Business Overview
11.19.3 Discord Two-dimensional Community Platform Introduction
11.19.4 Discord Revenue in Two-dimensional Community Platform Business (2018-2023)
11.19.5 Discord Recent Development
11.20 IGN
11.20.1 IGN Company Detail
11.20.2 IGN Business Overview
11.20.3 IGN Two-dimensional Community Platform Introduction
11.20.4 IGN Revenue in Two-dimensional Community Platform Business (2018-2023)
11.20.5 IGN 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