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Gaming Market Size, Share & Trends Analysis Report By Device (Console, Mobile, Computer), By Type (Online, Offline), By Region (North America, Europe, APAC, LATAM, MEA), And Segment Forecasts, 2014 - 2025

Gaming Market Size, Share & Trends Analysis Report By Device (Console, Mobile, Computer), By Type (Online, Offline), By Region (North America, Europe, APAC, LATAM, MEA), And Segment Forecasts, 2014 - 2025

The global gaming market size is anticipated to reach USD 171.96 billion by 2025, according to a new report by Grand View Research, Inc., registering a 6.5% CAGR during the forecast period. Technological advancements in gaming hardware and software are anticipated to accelerate market growth over the next eight years.

Gaming has emerged as one of the most lucrative industries in the entertainment sector, besides the music and film industries. Recent technological advancements, such as virtual reality and augmented reality, have been instrumental in opening up several avenues for market expansion.

The emergence of virtual reality (VR) headsets has significantly impacted the market owing to the immersive gaming experience they offer. Commercialization of VR headsets is on the rise and is increasingly prompting market players to generate VR content to capitalize on the opportunities created by this technology.

Substantial growth in the development of augmented reality (AR) and VR-related products, such as Head Mounted Displays (HMD) and Head-Up Displays (HUD), has remarkably enhanced gaming experience, making it more engaging. The emerging trend of game-based learning is anticipated to boost the adoption of video games in the academia vertical, as it not only helps in improving digital literacy but also facilitates skill development and cognitive growth.

Further key findings from the report suggest:

  • The mobile segment is projected to gain momentum and exhibit a CAGR of 7.3% over the forecast period, owing to increasing smartphone penetration across the globe
  • Use of tablet phones for improved viewing and playing experience is further expected to contribute to the growth of the mobile device segment
  • The online segment is estimated to witness substantial growth over the next eight years, expanding at a CAGR of 8.6% from 2017 to 2025. This can be attributed to increasing broadband penetration and growing online betting, gambling, and social network gaming
  • The Asia Pacific market is expected to gain traction, attaining a market size of USD 86.84 billion by 2025
  • Emerging countries such as China, India, and South Korea are offering lucrative growth opportunities for market augmentation, which can be partly attributed to growing smartphone and Internet penetration in these countries
  • Prominent players dominating the global gaming market include Tencent Holdings Limited, Nintendo Co., Ltd., Microsoft Corporation, and Sony Corporation


Chapter 1 Methodology and Scope
1.1 Research Methodology
1.2 Research Scope & Assumptions
1.3 List of Data Sources
Chapter 2 Executive Summary
2.1 Gaming Market - Industry Snapshot & Key Buying Criteria, 2014 - 2025
2.2 Global Gaming Market, 2014 - 2025 (USD Billion)
Chapter 3 Gaming Market - Industry Outlook
3.1 Market Segmentation
3.2 Market Size & Growth Prospects
3.3 Gaming Market - Value Chain Analysis
3.3.1 Vendor landscape
3.4 Gaming Market - Market Dynamics
3.4.1 Market driver analysis
3.4.1.1 Emergence of next-generation gaming consoles
3.4.1.2 Technological profliferation
3.4.2 Market challenges analysis
3.4.2.1 Piracy and fraud in online gaming transactions
3.5 Penetration and Growth Prospect Mapping
3.6 Gaming Market - Company Market Share Analysis, 2016
3.7 Gaming Market - Porter’s Five Forces Analysis
3.8 Gaming Market - PESTEL Analysis
3.9 Market Share of Leading Products (Gaming Consoles)
3.9.1. Sony Playstation 4
3.9.2. Sony Playstation 3
3.9.3. Sony PSP
3.9.4. Sony Playstation Vita
3.9.5. Xbox 360
3.9.6. Xbox One
3.9.7. Nintendo Wii
3.9.8. Nintendo Wii 2
3.9.9. Nintendo DS
3.9.10. Nintendo 3DS
3.10 Gaming Market - Regulatory Scenario
Chapter 4 Gaming Device Outlook
4.1 Console
4.1.1 Console gaming market, 2014 - 2025
4.2 Mobile
4.2.1 Mobile gaming market, 2014 - 2025
4.3 Computer
4.3.1 Computer gaming market, 2014 - 2025
Chapter 5 Gaming Type Outlook
5.1 Online
5.1.1 Online gaming market, 2014 - 2025
5.2 Offline
5.2.1 Offline gaming market, 2014 - 2025
Chapter 6 Gaming Regional Outlook
6.1 North America
6.1.1 North America gaming market, 2014 - 2025
6.1.2 North America gaming market, by device, 2014 - 2025
6.1.3 North America gaming market, by type, 2014 - 2025
6.1.4 U.S.
6.1.4.1 U.S. gaming market, by device, 2014 - 2025
6.1.4.2 U.S. gaming market, by type, 2014 - 2025
6.1.5 Canada
6.1.5.1 Canada gaming market, by device, 2014 - 2025
6.1.5.2 Canada gaming market, by type, 2014 - 2025
6.2 Europe
6.2.1 Europe gaming market, 2014 - 2025
6.2.2 Europe gaming market, by device, 2014 - 2025
6.2.3 Europe gaming market, by type, 2014 - 2025
6.2.4 Germany
6.2.4.1 Germany gaming market, by device, 2014 - 2025
6.2.4.2 Germany gaming market, by type, 2014 - 2025
6.2.5 U.K.
6.2.5.1 U.K. gaming market, by device, 2014 - 2025
6.2.5.2 U.K. gaming market, by type, 2014 - 2025
6.3 Asia Pacific
6.3.1 Asia Pacific gaming market, 2014 - 2025
6.3.2 Asia Pacific gaming market, by device, 2014 - 2025
6.3.3 Asia Pacific gaming market, by type, 2014 - 2025
6.3.4 China
6.3.4.1 China gaming market, by device, 2014 - 2025
6.3.4.2 China gaming market, by type, 2014 - 2025
6.3.5 Japan
6.3.5.1 Japan gaming market, by device, 2014 - 2025
6.3.5.2 Japan gaming market, by type, 2014 - 2025
6.3.6 South Korea
6.3.6.1 South Korea gaming market, by device, 2014 - 2025
6.3.6.2 South Korea gaming market, by type, 2014 - 2025
6.4 Latin America
6.4.1 Latin America gaming market, 2014 - 2025
6.4.2 Latin America gaming market, by device, 2014 - 2025
6.4.3 Latin America gaming market, by type, 2014 - 2025
6.4.4 Brazil
6.4.4.1 Brazil gaming market, by device, 2014 - 2025
6.4.4.2 Brazil gaming market, by type, 2014 - 2025
6.5 MEA
6.5.1 MEA gaming market, 2014 - 2025
6.5.2 MEA gaming, by device, 2014 - 2025
6.5.3 MEA gaming market, by type, 2014 - 2025
Chapter 7 Competitive Landscape
7.1 Activision Blizzard, Inc.
7.1.1 Company overview
7.1.2 Finacial performance
7.1.3 Product benchmarking
7.1.4 Strategic initiatives
7.2 Apple, Inc.
7.2.1 Company overview
7.2.2 Finacial performance
7.2.3 Product benchmarking
7.2.4 Strategic initiatives
7.3 Disney
7.3.1 Company overview
7.3.2 Finacial performance
7.3.3 Product benchmarking
7.3.4 Strategic initiatives
7.4 Electronic Arts Inc.
7.4.1 Company overview
7.4.2 Finacial performance
7.4.3 Product benchmarking
7.4.4 Strategic initiatives
7.5 Microsoft Corporation
7.5.1 Company overview
7.5.2 Finacial performance
7.5.3 Product benchmarking
7.5.4 Strategic initiatives
7.6 Nintendo Co., Ltd.
7.6.1 Company overview
7.6.2 Finacial performance
7.6.3 Product benchmarking
7.6.4 Strategic initiatives
7.7 Rovio Entertainment Corporation
7.7.1 Company overview
7.7.2 Finacial performance
7.7.3 Product benchmarking
7.7.4 Strategic initiatives
7.8 Sega
7.8.1 Company overview
7.8.2 Finacial performance
7.8.3 Product benchmarking
7.8.4 Strategic initiatives
7.9 Sony Corporation
7.9.1 Company overview
7.9.2 Finacial performance
7.9.3 Product benchmarking
7.9.4 Strategic initiatives
7.10 Tencent Holdings Ltd.
7.10.1 Company overview
7.10.2 Finacial performance
7.10.3 Product benchmarking
7.10.4 Strategic initiatives
List of Tables
TABLE 1 Gaming market - Industry snapshot & key buying criteria, 2014 - 2025
TABLE 2 Global gaming market, 2014 - 2025 (USD Billion)
TABLE 3 Global gaming market, by region, 2014 - 2025 (USD Billion)
TABLE 4 Global gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 5 Global gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 6 Vendor landscape
TABLE 7 Gaming market - Key market driver impact
TABLE 8 Gaming market - Key market challenge impact
TABLE 9 Console gaming market, 2014 - 2025 (USD Billion)
TABLE 10 Console gaming market, by region, 2014 - 2025 (USD Billion)
TABLE 11 Mobile gaming market, 2014 - 2025 (USD Billion)
TABLE 12 Mobile gaming market, by region, 2014 - 2025 (USD Billion)
TABLE 13 Computer gaming market, 2014 - 2025 (USD Billion)
TABLE 14 Computer gaming market, by region, 2014 - 2025 (USD Billion)
TABLE 15 Online gaming market, 2014 - 2025 (USD Billion)
TABLE 16 Online gaming market, by region, 2014 - 2025 (USD Billion)
TABLE 17 Offline gaming market, 2014 - 2025 (USD Billion)
TABLE 18 Offline gaming market, by region, 2014 - 2025 (USD Billion)
TABLE 19 North America gaming market, 2014 - 2025 (USD Billion)
TABLE 20 North America gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 21 North America gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 22 U.S. gaming market, 2014 - 2025 (USD Billion)
TABLE 23 U.S. gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 24 U.S. gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 25 Canada gaming market, 2014 - 2025 (USD Billion)
TABLE 26 Canada gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 27 Canada gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 28 Europe gaming market, 2014 - 2025 (USD Billion)
TABLE 29 Europe gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 30 Europe gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 31 Germany gaming market, 2014 - 2025 (USD Billion)
TABLE 32 Germany gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 33 Germany gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 34 U.K. gaming market, 2014 - 2025 (USD Billion)
TABLE 35 U.K. gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 36 U.K. gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 37 Asia Pacific gaming market, 2014 - 2025 (USD Billion)
TABLE 38 Asia Pacific gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 39 Asia Pacific gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 40 China gaming market, 2014 - 2025 (USD Billion)
TABLE 41 China gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 42 China gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 43 Japan gaming market, 2014 - 2025 (USD Billion)
TABLE 44 Japan gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 45 Japan gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 46 South Korea gaming market, 2014 - 2025 (USD Billion)
TABLE 47 South Korea gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 48 South Korea gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 49 Latin America gaming market, 2014 - 2025 (USD Billion)
TABLE 50 Latin America gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 51 Latin America gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 52 Brazil gaming market, 2014 - 2025 (USD Billion)
TABLE 53 Brazil gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 54 Brazil gaming market, by type, 2014 - 2025 (USD Billion)
TABLE 55 MEA gaming market, 2014 - 2025 (USD Billion)
TABLE 56 MEA gaming market, by device, 2014 - 2025 (USD Billion)
TABLE 57 MEA gaming market, by type, 2014 - 2025 (USD Billion)
List of Figures
FIG. 1 Market segmentation
FIG. 2 Gaming market, 2014 - 2025 (USD Billion)
FIG. 3 Gaming market - Value chain analysis
FIG. 4 Gaming market - Market dynamics
FIG. 5 Gaming company market, 2016
FIG. 6 Gaming market - Porter’s five forces analysis
FIG. 7 Gaming market - PESTEL analysis
FIG. 8 Market share of leading products (gaming consoles)
FIG. 9 Gaming market, by device, 2016 & 2025
FIG. 10 Gaming market, by type, 2016 & 2025
FIG. 11 Gaming market, by region, 2016 & 2025
FIG. 12 Regional - Key takeaways
FIG. 13 North America gaming market - Key takeaways
FIG. 14 Europe gaming market - Key takeaways
FIG. 15 Asia Pacific gaming market - Key takeaways
FIG. 16 Latin America gaming market - Key takeaways
FIG. 17 MEA gaming market - Key takeaways

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