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Global Games Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

Global Games Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.

Scope of the Report:

This report studies the Games market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Games market by product type and applications/end industries.

China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period.

The global Games market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Games.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Market Segment by Companies, this report covers

Activision Blizzard

Electronic Arts

Microsoft

NetEase

Nintendo

Sony

Tencent

ChangYou

DeNA

GungHo

Apple

Google

Nexon

Sega

NetEase

Namco Bandai

Ubisoft

Square Enix

Take-Two Interactive

King Digital Entertainment

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers

Online Game

Offline Game

Market Segment by Applications, can be divided into

Amateur

Professional


1 Games Market Overview
1.1 Product Overview and Scope of Games
1.2 Classification of Games by Types
1.2.1 Global Games Revenue Comparison by Types (2017-2023)
1.2.2 Global Games Revenue Market Share by Types in 2017
1.2.3 Online Game
1.2.4 Offline Game
1.3 Global Games Market by Application
1.3.1 Global Games Market Size and Market Share Comparison by Applications (2013-2023)
1.3.2 Amateur
1.3.3 Professional
1.4 Global Games Market by Regions
1.4.1 Global Games Market Size (Million USD) Comparison by Regions (2013-2023)
1.4.1 North America (USA, Canada and Mexico) Games Status and Prospect (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy) Games Status and Prospect (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Games Status and Prospect (2013-2023)
1.4.4 South America (Brazil, Argentina, Colombia) Games Status and Prospect (2013-2023)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Games Status and Prospect (2013-2023)
1.5 Global Market Size of Games (2013-2023)
2 Manufacturers Profiles
2.1 Activision Blizzard
2.1.1 Business Overview
2.1.2 Games Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Activision Blizzard Games Revenue, Gross Margin and Market Share (2016-2017)
2.2 Electronic Arts
2.2.1 Business Overview
2.2.2 Games Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Electronic Arts Games Revenue, Gross Margin and Market Share (2016-2017)
2.3 Microsoft
2.3.1 Business Overview
2.3.2 Games Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Microsoft Games Revenue, Gross Margin and Market Share (2016-2017)
2.4 NetEase
2.4.1 Business Overview
2.4.2 Games Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 NetEase Games Revenue, Gross Margin and Market Share (2016-2017)
2.5 Nintendo
2.5.1 Business Overview
2.5.2 Games Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Nintendo Games Revenue, Gross Margin and Market Share (2016-2017)
2.6 Sony
2.6.1 Business Overview
2.6.2 Games Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Sony Games Revenue, Gross Margin and Market Share (2016-2017)
2.7 Tencent
2.7.1 Business Overview
2.7.2 Games Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 Tencent Games Revenue, Gross Margin and Market Share (2016-2017)
2.8 ChangYou
2.8.1 Business Overview
2.8.2 Games Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 ChangYou Games Revenue, Gross Margin and Market Share (2016-2017)
2.9 DeNA
2.9.1 Business Overview
2.9.2 Games Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 DeNA Games Revenue, Gross Margin and Market Share (2016-2017)
2.10 GungHo
2.10.1 Business Overview
2.10.2 Games Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 GungHo Games Revenue, Gross Margin and Market Share (2016-2017)
2.11 Apple
2.11.1 Business Overview
2.11.2 Games Type and Applications
2.11.2.1 Product A
2.11.2.2 Product B
2.11.3 Apple Games Revenue, Gross Margin and Market Share (2016-2017)
2.12 Google
2.12.1 Business Overview
2.12.2 Games Type and Applications
2.12.2.1 Product A
2.12.2.2 Product B
2.12.3 Google Games Revenue, Gross Margin and Market Share (2016-2017)
2.13 Nexon
2.13.1 Business Overview
2.13.2 Games Type and Applications
2.13.2.1 Product A
2.13.2.2 Product B
2.13.3 Nexon Games Revenue, Gross Margin and Market Share (2016-2017)
2.14 Sega
2.14.1 Business Overview
2.14.2 Games Type and Applications
2.14.2.1 Product A
2.14.2.2 Product B
2.14.3 Sega Games Revenue, Gross Margin and Market Share (2016-2017)
2.15 NetEase
2.15.1 Business Overview
2.15.2 Games Type and Applications
2.15.2.1 Product A
2.15.2.2 Product B
2.15.3 NetEase Games Revenue, Gross Margin and Market Share (2016-2017)
2.16 Namco Bandai
2.16.1 Business Overview
2.16.2 Games Type and Applications
2.16.2.1 Product A
2.16.2.2 Product B
2.16.3 Namco Bandai Games Revenue, Gross Margin and Market Share (2016-2017)
2.17 Ubisoft
2.17.1 Business Overview
2.17.2 Games Type and Applications
2.17.2.1 Product A
2.17.2.2 Product B
2.17.3 Ubisoft Games Revenue, Gross Margin and Market Share (2016-2017)
2.18 Square Enix
2.18.1 Business Overview
2.18.2 Games Type and Applications
2.18.2.1 Product A
2.18.2.2 Product B
2.18.3 Square Enix Games Revenue, Gross Margin and Market Share (2016-2017)
2.19 Take-Two Interactive
2.19.1 Business Overview
2.19.2 Games Type and Applications
2.19.2.1 Product A
2.19.2.2 Product B
2.19.3 Take-Two Interactive Games Revenue, Gross Margin and Market Share (2016-2017)
2.20 King Digital Entertainment
2.20.1 Business Overview
2.20.2 Games Type and Applications
2.20.2.1 Product A
2.20.2.2 Product B
2.20.3 King Digital Entertainment Games Revenue, Gross Margin and Market Share (2016-2017)
3 Global Games Market Competition, by Players
3.1 Global Games Revenue and Share by Players (2013-2018)
3.2 Market Concentration Rate
3.2.1 Top 5 Games Players Market Share
3.2.2 Top 10 Games Players Market Share
3.3 Market Competition Trend
4 Global Games Market Size by Regions
4.1 Global Games Revenue and Market Share by Regions
4.2 North America Games Revenue and Growth Rate (2013-2018)
4.3 Europe Games Revenue and Growth Rate (2013-2018)
4.4 Asia-Pacific Games Revenue and Growth Rate (2013-2018)
4.5 South America Games Revenue and Growth Rate (2013-2018)
4.6 Middle East and Africa Games Revenue and Growth Rate (2013-2018)
5 North America Games Revenue by Countries
5.1 North America Games Revenue by Countries (2013-2018)
5.2 USA Games Revenue and Growth Rate (2013-2018)
5.3 Canada Games Revenue and Growth Rate (2013-2018)
5.4 Mexico Games Revenue and Growth Rate (2013-2018)
6 Europe Games Revenue by Countries
6.1 Europe Games Revenue by Countries (2013-2018)
6.2 Germany Games Revenue and Growth Rate (2013-2018)
6.3 UK Games Revenue and Growth Rate (2013-2018)
6.4 France Games Revenue and Growth Rate (2013-2018)
6.5 Russia Games Revenue and Growth Rate (2013-2018)
6.6 Italy Games Revenue and Growth Rate (2013-2018)
7 Asia-Pacific Games Revenue by Countries
7.1 Asia-Pacific Games Revenue by Countries (2013-2018)
7.2 China Games Revenue and Growth Rate (2013-2018)
7.3 Japan Games Revenue and Growth Rate (2013-2018)
7.4 Korea Games Revenue and Growth Rate (2013-2018)
7.5 India Games Revenue and Growth Rate (2013-2018)
7.6 Southeast Asia Games Revenue and Growth Rate (2013-2018)
8 South America Games Revenue by Countries
8.1 South America Games Revenue by Countries (2013-2018)
8.2 Brazil Games Revenue and Growth Rate (2013-2018)
8.3 Argentina Games Revenue and Growth Rate (2013-2018)
8.4 Colombia Games Revenue and Growth Rate (2013-2018)
9 Middle East and Africa Revenue Games by Countries
9.1 Middle East and Africa Games Revenue by Countries (2013-2018)
9.2 Saudi Arabia Games Revenue and Growth Rate (2013-2018)
9.3 UAE Games Revenue and Growth Rate (2013-2018)
9.4 Egypt Games Revenue and Growth Rate (2013-2018)
9.5 Nigeria Games Revenue and Growth Rate (2013-2018)
9.6 South Africa Games Revenue and Growth Rate (2013-2018)
10 Global Games Market Segment by Type
10.1 Global Games Revenue and Market Share by Type (2013-2018)
10.2 Global Games Market Forecast by Type (2018-2023)
10.3 Online Game Revenue Growth Rate (2013-2023)
10.4 Offline Game Revenue Growth Rate (2013-2023)
11 Global Games Market Segment by Application
11.1 Global Games Revenue Market Share by Application (2013-2018)
11.2 Games Market Forecast by Application (2018-2023)
11.3 Amateur Revenue Growth (2013-2018)
11.4 Professional Revenue Growth (2013-2018)
12 Global Games Market Size Forecast (2018-2023)
12.1 Global Games Market Size Forecast (2018-2023)
12.2 Global Games Market Forecast by Regions (2018-2023)
12.3 North America Games Revenue Market Forecast (2018-2023)
12.4 Europe Games Revenue Market Forecast (2018-2023)
12.5 Asia-Pacific Games Revenue Market Forecast (2018-2023)
12.6 South America Games Revenue Market Forecast (2018-2023)
12.7 Middle East and Africa Games Revenue Market Forecast (2018-2023)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source

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