Market Research Logo

Global Games Market 2015-2019

Global Games Market 2015-2019

About gaming

The popularity of PCs and electronic devices have led to the development and commercialization of gaming. Electronic systems used to play video games are known as platforms. The different types of platforms are TVs, consoles, mobile devices, PCs, and others. There are various types of games available for different gaming platforms. Video games are available in two major formats, physical and digital.

Technavio's analysts forecast the global gaming market to grow at a CAGR of 6.59% over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the global gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the following types of games:

  • TV console
  • MMO
  • Smartphones
  • Casual web games
  • PC games
  • Handheld gaming console
  • Tablets
The report excludes revenue generated from the hardware sales. It also presents the vendor landscape and a corresponding detailed analysis of the key market vendors in the global gaming market.

Technavio’s report, Global Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts.

Key regions
  • APAC
  • EMEA
  • Latin America
  • North America
Key vendors
  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • Sony
  • Tencent Holdings
Other prominent vendors
  • Apple
  • Changyou
  • DeNA
  • Disney
  • Facebook
  • Google
  • GREE
  • GungHo Entertainment
  • King Digital Entertainment
  • Konami
  • Namco Bandai
  • NCSoft
  • NetEase
  • NetEase
  • Nintendo
  • Sega
  • Square Enix
  • Take-Two Interactive
  • Ubisoft
  • Zynga
Market driver
  • Changing Demographics of Gamers
  • For a full, detailed list, view our report
Market challenge
  • High installation and upgrading cost of hardware
  • For a full, detailed list, view our report
Market trend
  • TV with gaming consoles
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2019 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global Gaming Market 2015-2019

Technavio recognizes the following companies as the key players in the Global Gaming Market: Activision Blizzard, Electronic Arts, Microsoft, Sony and Tencent Holdings

Other Prominent Vendors in the market are: Apple, Changyou, DeNA, Disney, Facebook, Google, GREE, GungHo Entertainment, King Digital Entertainment, Konami, Namco Bandai, NCSoft, NetEase, NetEase, Nintendo, Sega, Square Enix, Take-Two Interactive, Ubisoft and Zynga

Commenting on the report, an analyst from Technavio’s team said: “A major trend in the market is the increasing adoption of virtual reality (VR) and smartwatches, which is the fifth-most popular screen for gaming in the current market scenario after TV screens, PCs, floating screens, and personal screens.”

According to the report, the TV console games segment was the leading segment in the global gaming market in 2014, and will continue to dominate the market during the forecast period. These games have high penetration in developed countries like the US, Germany, and the UK. The hardware for the games is relatively expensive compared to computer or mobile screens. The varied demographics of end-users for TV console games is a huge driver — the segment caters to both children and adults, forcing marketers to find the best technique to reach every consumer segment. The improving lifestyle of gamers, with the availability of gaming specific peripherals, is another major factor contributing to the growth of the segment.

Further, the report states that the market has been facing stiff competition from mobile and PC platforms since 2009.

Companies Mentioned

Activision Blizzard, Electronic Arts, Microsoft, Sony, Tencent Holdings, Apple, Changyou, DeNA, Disney, Facebook, Google, GREE, GungHo Entertainment, King Digital Entertainment, Konami, Namco Bandai, NCSoft, NetEase, NetEase, Nintendo, Sega, Square Enix, Take-Two Interactive, Ubisoft, Zynga

  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
    • Base year
    • Vendor segmentation
    • Summation errors
    • Top-vendor offerings
      • Table Product offerings
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Market landscape
    • Market overview
      • Table Market segmentation based on type of screens
      • Table Market segmentation by type
    • Market size and forecast
      • Table Global gaming market 2014-2019 ($ billions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by type
    • Global gaming market by type 2014-2019
      • Table Global gaming market segmentation by type in 2014
      • Table Global gaming market segmentation by type 2019
    • Global TV console gaming market
      • Table Global TV console gaming market 2014-2019 ($ billions)
    • Global MMO gaming market
      • Table Global MMO gaming market 2014-2019 ($ billions)
    • Global smartphone gaming market
      • Table Global smartphone gaming market 2014-2019 ($ billions)
      • Table Percentage of smartphone gamers who made in-app purchases in 2014
    • Global casual web gaming market
      • Table Global casual web gaming market 2014-2019 ($ billions)
    • Global PC gaming market
      • Table Global PC gaming market 2014-2019 ($ billions)
    • Global tablet gaming market
      • Table Global tablet gaming market 2014-2019 ($ billions)
      • Table Percentage of tablet gamers who made in-app purchases in 2014
    • Global handheld console gaming market
      • Table Global handheld console gaming market 2014-2019 ($ billions)
  • Geographical segmentation by end-user
    • End-users by geography
      • Table gaming enthusiasts by geography 2014
      • Table Casual gamers by geography 2014
    • End-users in APAC by device
      • Table End-users in APAC by device (millions)
    • End-users in EMEA by device
      • Table End-users in EMEA by device (millions)
    • End-users in the Americas by device
      • Table End-users in the Americas by device (millions)
  • Geographical segmentation by revenue
    • Global gaming market by geography 2014-2019
      • Table Global gaming market by geography 2014
      • Table Global gaming market by geography 2019
    • Gaming market in APAC
      • Table Gaming market in APAC 2014-2019 ($ billions)
    • Gaming market in North America
      • Table Gaming market in North America 2014-2019 ($ billions)
    • Gaming market in EMEA
      • Table Gaming market in EMEA 2014-2019 ($ billions)
    • Gaming market in Latin America
      • Table Gaming market in Latin America 2014-2019 ($ billions)
  • Key leading countries
    • Table Key leading countries
    • US
    • China
    • Japan
      • Table Leading countries in gaming industry 2014
      • Table List of Top 10 Gaming countries in terms of revenue 2014
  • Vendor landscape
    • Competitive Scenario
    • Other prominent vendors
  • Key vendor analysis
    • Activision
    • Electronic Arts
    • Microsoft
    • Sony
    • Tencent
  • Appendix
    • List of abbreviations
  • Explore Technavio

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook

Share this report