Gaming Market by Platform, Type, Device, and Geography - Global Forecast and Analysis 2019-2023

Gaming Market by Platform, Type, Device, and Geography - Global Forecast and Analysis 2019-2023

Global Gaming Market: About this market

Technavio’s gaming market analysis considers sales from both casual gaming and professional gaming types. Our analysis also considers the sales of gaming in APAC, Europe, North America, South America, and MEA. In 2018, the casual gaming segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as the increasing adoption of mobile gaming will play a significant role in the casual gaming segment to maintain its market position. Also, our global gaming market report looks at factors such as the growing adoption of AR and VR games, the rising popularity of e-sports, and integration of blockchain technology. However, regulation over loot box, increasing risk of cybercrime through online gaming, and change in government regulations on net neutrality may hamper the growth of the gaming industry over the forecast period.

Global Gaming Market: Overview

Integration of blockchain technology

The integration of blockchain technology in gaming solution enables players to trade in-game virtual assets through contracts with other competing players and allows peer-to-peer transactions that can be accessed by anyone in the blockchain. The integration of blockchain technology also provides decentralized asset exchange, verifiable scarcity of virtual objects, fast and secure payment networks, and can enable game service providers or game developers to monetize their gaming services. Thus, it is expected that the integration of blockchain technology will lead to the expansion of the global gaming market at a CAGR of over 10% during the forecast period.

Growth in free-to-play model

Free-to-play model, also called a freemium model, provides an opportunity for gaming service providers to promote their games. This model allows users to play games in exchange for virtual goods and currencies. In some instances, users spend real money to purchase virtual products, such as coins, magic wands, houses, guns, and swords, in video games. The free-to-play model aims to convert free users to premium paid users by limiting the access up to a certain game level. Gaming service providers can monetize their services by providing access to many freemium games via social media and mobile platforms. This helps game service providers to increase their revenues, which will drive the growth of the global gaming market.

For the detailed list of factors that will drive the global gaming market during the forecast period 2019-2023, click here.

Competitive Landscape

With the presence of a few major players, the global gaming market is concentrated. Technavio’s robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of a few leading gaming manufacturers, that include Activision Blizzard Inc., Bandai Namco Entertainment Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co.

Also, the gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.


  • Executive summary
  • Scope of the report
    • Preface
    • Currency conversion rates for US$
  • Market landscape
    • Market ecosystem
      • Table Global media and entertainment market
      • Table Segments of global media and entertainment market
    • Market characteristics
      • Table Market characteristics
    • Market segmentation analysis
      • Table Market segments
  • Market sizing
    • Market definition
      • Table Market definition - Inclusions and exclusions checklist
    • Market sizing 2018
      • Table Market size 2018
    • Market size and forecast 2018-2023
      • Table Global market: Size and forecast 2018-2023 ($ billions)
      • Table Global market: Year-over-year growth 2019-2023 (%)
  • Five forces analysis
    • Table Five forces analysis 2018
    • Table Five forces analysis 2023
    • Bargaining power of buyers
      • Table Bargaining power of buyers
    • Bargaining power of suppliers
      • Table Bargaining power of suppliers
    • Threat of new entrants
      • Table Threat of new entrants
    • Threat of substitutes
      • Table Threat of substitutes
    • Threat of rivalry
      • Table Threat of rivalry
    • Market condition
      • Table Market condition - Five forces 2018
  • Market segmentation by platform
    • Table Platform - Market share 2018-2023 (%)
    • Comparison by platform
      • Table Comparison by platform
    • Online - Market size and forecast 2018-2023
      • Table Online - Market size and forecast 2018-2023 ($ billions)
      • Table Online - Year-over-year growth 2019-2023 (%)
    • Offline - Market size and forecast 2018-2023
      • Table Offline - Market size and forecast 2018-2023 ($ billions)
      • Table Offline - Year-over-year growth 2019-2023 (%)
    • Market opportunity by platform
      • Table Market opportunity by platform
  • Market segmentation by type
    • Table Type - Market share 2018-2023 (%)
    • Comparison by type
      • Table Comparison by type
    • Casual gaming - Market size and forecast 2018-2023
      • Table Casual gaming - Market size and forecast 2018-2023 ($ billions)
      • Table Casual gaming - Year-over-year growth 2019-2023 (%)
    • Professional gaming - Market size and forecast 2018-2023
      • Table Professional gaming - Market size and forecast 2018-2023 ($ billions)
      • Table Professional gaming - Year-over-year growth 2019-2023 (%)
    • Market opportunity by type
      • Table Market opportunity by type
  • Customer landscape
    • Table Customer landscape
  • Market segmentation by device
    • Table Device - Market share 2018-2023 (%)
    • Comparison by device
      • Table Comparison by device
    • Console gaming - Market size and forecast 2018-2023
      • Table Console gaming - Market size and forecast 2018-2023 ($ billions)
      • Table Console gaming - Year-over-year growth 2019-2023 (%)
    • Mobile gaming - Market size and forecast 2018-2023
      • Table Mobile gaming - Market size and forecast 2018-2023 ($ billions)
      • Table Mobile gaming - Year-over-year growth 2019-2023 (%)
    • PC gaming - Market size and forecast 2018-2023
      • Table PC gaming - Market size and forecast 2018-2023 ($ billions)
      • Table PC gaming - Year-over-year growth 2019-2023 (%)
    • Market opportunity by device
      • Table Market opportunity by device
  • Geographic landscape
    • Geographic segmentation
      • Table Market share by geography 2018-2023 (%)
    • Geographic comparison
      • Table Geographic comparison
    • APAC - Market size and forecast 2018-2023
      • Table APAC - Market size and forecast 2018-2023 ($ billions)
      • Table APAC - Year-over-year growth 2019-2023 (%)
    • North America - Market size and forecast 2018-2023
      • Table North America - Market size and forecast 2018-2023 ($ billions)
      • Table North America - Year-over-year growth 2019-2023 (%)
    • Europe - Market size and forecast 2018-2023
      • Table Europe - Market size and forecast 2018-2023 ($ billions)
      • Table Europe - Year-over-year growth 2019-2023 (%)
    • MEA - Market size and forecast 2018-2023
      • Table MEA - Market size and forecast 2018-2023 ($ billions)
      • Table MEA - Year-over-year growth 2019-2023 (%)
    • South America - Market size and forecast 2018-2023
      • Table South America - Market size and forecast 2018-2023 ($ billions)
      • Table South America - Year-over-year growth 2019-2023 (%)
    • Key leading countries
      • Table Key leading countries
    • Market opportunity
      • Table Market opportunity
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
      • Table Impact of drivers and challenges
  • Market trends
    • Increasing emergence of cloud gaming
    • Growth in free-to-play model
    • Rise in strategic partnerships and acquisitions
  • Vendor landscape
    • Overview
      • Table Vendor landscape
    • Landscape disruption
      • Table Landscape disruption
    • Competitive scenario
  • Vendor analysis
    • Vendors covered
      • Table Vendors covered
    • Vendor classification
      • Table Vendor classification
    • Market positioning of vendors
      • Table Market positioning of vendors
    • Activision Blizzard Inc.
      • Table Activision Blizzard Inc. - Vendor overview
      • Table Activision Blizzard Inc. - Business segments
      • Table Activision Blizzard Inc. - Organizational developments
      • Table Activision Blizzard Inc. - Geographic focus
      • Table Activision Blizzard Inc. - Segment focus
      • Table Activision Blizzard Inc. - Key offerings
    • Bandai Namco Entertainment Inc.
      • Table Bandai Namco Entertainment Inc. - Vendor overview
      • Table Bandai Namco Entertainment Inc. - Business segments
      • Table Bandai Namco Entertainment Inc. - Geographic focus
      • Table Bandai Namco Entertainment Inc. - Segment focus
      • Table Bandai Namco Entertainment Inc. - Key offerings
    • CyberAgent Inc.
      • Table CyberAgent Inc. - Vendor overview
      • Table CyberAgent Inc. - Business segments
      • Table CyberAgent Inc. - Organizational developments
      • Table CyberAgent Inc. - Segment focus
      • Table CyberAgent Inc. - Key offerings
    • Electronic Arts Inc.
      • Table Electronic Arts Inc. - Vendor overview
      • Table Electronic Arts Inc. - Organizational developments
      • Table Electronic Arts Inc. - Geographic focus
      • Table Electronic Arts Inc. - Key offerings
    • GungHo Online Entertainment Inc.
      • Table GungHo Online Entertainment Inc. - Vendor overview
      • Table GungHo Online Entertainment Inc. - Geographic focus
      • Table GungHo Online Entertainment Inc. - Key offerings
    • Microsoft Corp.
      • Table Microsoft Corp. - Vendor overview
      • Table Microsoft Corp. - Business segments
      • Table Microsoft Corp. - Organizational developments
      • Table Microsoft Corp. - Geographic focus
      • Table Microsoft Corp. - Segment focus
      • Table Microsoft Corp. - Key offerings
    • NetEase Inc.
      • Table NetEase Inc. - Vendor overview
      • Table NetEase Inc. - Business segments
      • Table NetEase Inc. - Organizational developments
      • Table NetEase Inc. - Segment focus
      • Table NetEase Inc. - Key offerings
    • Sony Corp.
      • Table Sony Corp. - Vendor overview
      • Table Sony Corp. - Business segments
      • Table Sony Corp. - Organizational developments
      • Table Sony Corp. - Geographic focus
      • Table Sony Corp. - Segment focus
      • Table Sony Corp. - Key offerings
    • Tencent Holdings Ltd.
      • Table Tencent Holdings Ltd. - Vendor overview
      • Table Tencent Holdings Ltd. - Business segments
      • Table Tencent Holdings Ltd. - Organizational developments
      • Table Tencent Holdings Ltd. - Geographic focus
      • Table Tencent Holdings Ltd. - Segment focus
      • Table Tencent Holdings Ltd. - Key offerings
    • The Walt Disney Co.
      • Table The Walt Disney Co. - Vendor overview
      • Table The Walt Disney Co. - Business segments
      • Table The Walt Disney Co. - Organizational developments
      • Table The Walt Disney Co. - Segment focus
      • Table The Walt Disney Co. - Geographic focus
      • Table The Walt Disney Co. - Key offerings
  • Appendix
    • Research methodology
      • Table Validation techniques employed for market sizing
    • List of abbreviations
    • Definition of market positioning of vendors
      • Table Definition of market positioning of vendors
  • Explore Technavio

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