Market Research Logo

Global Gaming Market 2018-2022

Global Gaming Market 2018-2022

About Gaming

This report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. The report explains the market with a detailed forecast of its revenue. To calculate the market size, the report considers the revenue generated from the gaming types that include casual and professional gaming.

Technavio’s analysts forecast the global gaming market to grow at a CAGR of 6.94% during the period 2018-2022.

Covered in this report

The report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA


Technavio's report, Global Gaming Market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • NetEase
  • Sony
  • Tencent
Market driver
  • Growing adoption of AR/VR gaming
  • For a full, detailed list, view our report
Market challenge
  • High cost of latest game applications
  • For a full, detailed list, view our report
Market trend
  • Emergence of free-to-play gaming for console platform
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2022 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?


Press Release

Technavio Announces the Publication of its Research Report – Global Gaming Market 2018-2022

Technavio recognizes the following companies as the key players in the global gaming market: Activision Blizzard, Electronic Arts, Microsoft, NetEase, Sony, and Tencent.

Commenting on the report, an analyst from Technavio’s team said: “One trend in the market is emergence of free-to-play gaming for console platform. Free-to-play business model is the one wherein the game is free to play for the gamers. However, the revenue is generated using in-app purchase which is used to upgrade the games or by ads shown in the game.”

According to the report, one driver in the market is growing adoption of AR/VR gaming. VR and AR technologies are gaining acceptance worldwide. The growing availability of headsets that support the technologies and the option to integrate these technologies in smartphones are key reasons for their rising popularity.

Further, the report states that one challenge in the market is high cost of latest game applications. The R&D cost involved in developing new and improved versions of games is generally very high. This increases the cost of the latest game applications. Hence, vendors sell these games at premium prices to gamers in order to transfer the burden of high cost to them.

Companies Mentioned

Activision Blizzard, Electronic Arts, Microsoft, NetEase, Sony, and Tencent.

  • Executive summary
  • Scope of the report
  • Research methodology
  • Market landscape
    • Market ecosystem
      • Table Parent market
      • Table Global gaming 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 2017
      • Table Market size 2017
      • Table Validation techniques employed for market sizing 2017
    • Market size and forecast 2017-2022
      • Table Global - Market size and forecast 2017-2022 ($ bn)
      • Table Global - Year over year growth 2018-2022 (%)
  • Five forces analysis
    • Table Five forces analysis 2017
    • Table Five forces analysis 2022
    • 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 2017
  • Market segmentation by device
    • Segmentation by device
      • Table Device - Market share 2017-2022 (%)
    • Comparison by device
      • Table Comparison by device
    • Console gaming - Market size and forecast 2017-2022
      • Table Console gaming - Market size and forecast 2017-2022 ($ bn)
      • Table Console gaming - Market share 2017 and 2022 (%)
      • Table Console gaming - Year over year growth 2018-2022 (%)
    • Mobile gaming - Market size and forecast 2017-2022
      • Table Mobile gaming - Market size and forecast 2017-2022 ($ bn)
      • Table Mobile gaming - Market share 2017 and 2022 (%)
      • Table Mobile gaming - Year over year growth 2018-2022 (%)
    • PC gaming - Market size and forecast 2017-2022
      • Table PC gaming - Market size and forecast 2017-2022 ($ bn)
      • Table PC gaming - Market share 2017 and 2022 (%)
      • Table PC gaming - Year over year growth 2018-2022 (%)
    • Market opportunity by device
      • Table Market opportunity by device
  • Market segmentation by platform
    • Segmentation by platform
      • Table Platform - Market share 2017-2022 (%)
    • Comparison by platform
      • Table Comparison by platform
    • Online gaming - Market size and forecast 2017-2022
      • Table Online gaming - Market size and forecast 2017-2022 ($ bn)
      • Table Online gaming - Year over year growth 2018-2022 (%)
    • Offline gaming - Market size and forecast 2017-2022
      • Table Offline gaming - Market size and forecast 2017-2022 ($ bn)
      • Table Offline gaming - Year over year growth 2018-2022 (%)
    • Market opportunity by platform
      • Table Market opportunity by platform
  • Market segmentation by type
    • Segmentation by type
      • Table Type - Market share 2017-2022 (%)
    • Comparison by type
      • Table Comparison by type
    • Casual gaming - Market size and forecast 2017-2022
      • Table Casual gaming - Market size and forecast 2017-2022 ($ bn)
      • Table Casual gaming - Year over year growth 2018-2022 (%)
    • Professional gaming - Market size and forecast 2017-2022
      • Table Professional gaming - Market size and forecast 2017-2022 ($ bn)
      • Table Professional gaming - Year over year growth 2018-2022 (%)
    • Market opportunity by type
      • Table Market opportunity by type
  • Customer landscape
    • Table Customer landscape
  • Buying criteria
    • Buying criteria of gaming
  • Regional landscape
    • Geographical segmentation
      • Table Global - Market share by geography 2017-2022 (%)
    • Regional comparison
      • Table Regional comparison
    • APAC - Market size and forecast 2017-2022
      • Table APAC - Market size and forecast 2017-2022 ($ bn)
      • Table APAC - Year over year growth 2018-2022 (%)
      • Table Top 3 countries in APAC
    • Americas - Market size and forecast 2017-2022
      • Table Americas - Market size and forecast 2017-2022 ($ bn)
      • Table Americas - Market share 2017 and 2022 (%)
      • Table Americas - Year over year growth 2018-2022 (%)
      • Table Top 3 countries in Americas
    • EMEA - Market size and forecast 2017-2022
      • Table EMEA - Market size and forecast 2017-2022 ($ bn)
      • Table EMEA - Year over year growth 2018-2022 (%)
      • Table EMEA - Market share 2017 and 2022 (%)
      • Table Top 3 countries in EMEA
    • Key leading countries
      • Table Key leading countries
    • Market opportunity
      • Table Market opportunity
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
  • 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
      • Table Vendor overview
      • Table Activision Blizzard - Business segments
      • Table Activision Blizzard - Organizational developments
      • Table Activision Blizzard - Geographic focus
      • Table Activision Blizzard - Segment focus
      • Table Activision Blizzard - Key offerings
    • Electronic Arts
      • Table Vendor overview
      • Table Electronic Arts - Business segments
      • Table Electronic Arts - Organizational developments
      • Table Electronic Arts - Geographic focus
      • Table Electronic Arts - Segment focus
      • Table Electronic Arts - Key offerings
    • Microsoft
      • Table Vendor overview
      • Table Microsoft - Business segments
      • Table Microsoft - Organizational developments
      • Table Microsoft - Geographic focus
      • Table Microsoft - Segment focus
      • Table Microsoft - Key offerings
    • NetEase
      • Table Vendor overview
      • Table NetEase - Business segments
      • Table NetEase - Organizational developments
      • Table NetEase - Geographic focus
      • Table NetEase - Segment focus
      • Table NetEase - Key offerings
    • Sony
      • Table Vendor overview
      • Table Sony - Business segments
      • Table Sony - Organizational developments
      • Table Sony - Geographic focus
      • Table Sony - Segment focus
      • Table Sony - Key offerings
    • Tencent
      • Table Vendor overview
      • Table Tencent - Business segments
      • Table Tencent - Organizational developments
      • Table Tencent - Geographic focus
      • Table Tencent - Segment focus
      • Table Tencent - Key offerings
  • 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