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Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2015-2020

Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2015-2020

The growing digital gaming demand from the social, casual and core gamers, increase penetration of the portable gaming devices such as smartphones and tablets and preference for paymium and freemium subscription models are supporting the growth of the digital gaming market especially in the emerging markets of Asia Pacific, Middle East and Africa (MEA). Despite, certain factors like piracy, games utilizing lot of space and traditional systems not capable of supporting the AAA games may still impact the growth of the digital gaming market.

The Digital Gaming market is one of the rapidly growing market across the globe. The Digital Gaming market is expected to grow at a CAGR of 17.2% during the period of 2015-2020.The growth of gaming market is due to an increasing demand for the freemium subscription model and is expected to grow at a CAGR of 20.3% during the period of 2015-2020. The market is growing due to increasing in the use of smartphones and tablets for gaming. In addition, the growing audience of gaming especially youngsters is fostering the demand for the market.

One of the major trend in the market seen is integration of virtual technologies into the gaming. Nowadays, vendors are coming up the mobile gaming applications integrated with virtual technologies that will help the customer in offering easy controls. Moreover, Apple’s new product was launched with the concept of virtual technologies that attracted all gadgets lovers to use it. However, the internet bandwidth and increasing government policies in some countries is impacting the growth of the market.

The Digital Gaming market is analysed in six regions – North America, Western Europe, Central Eastern Europe, Middle East & Africa, Latin America and Asia-Pacific. The Middle East & Africa (MEA) region is one of the emerging regions for the digital gaming market growth resulting in huge business investments from most of the players. MEA’s digital gaming market is expected to grow at a CAGR of 25.4% during the period of 2015 to 2020. The vendors present in US are trying to capture the market for gaming in APAC as there is less competition present and there is an increase in the young population in countries such as Vietnam and India. Some of the players present in the market are Microsoft, Nintendo, Samsung, and Sony.

This study covers and analyses “Digital Gaming market” globally. Bringing out the complete key insights of this industry, this report aims to provide an opportunity for players to understand the latest trends, current market scenario, government initiative and technologies related to the market. In addition, helps the venture capitalist in understanding the companies better and take informed decisions.


1 Industry Outlook
1.1 Industry Overview
1.2 Industry Trends
1.3 Pest Analysis
2 Report Outline
2.1 Report Scope
2.2 Report Summary
2.3 Research Methodology
2.4 Report Assumptions
3 Market Snapshot
3.1 Total Addressable Market (TAM)
3.2 Segmented Addressable Market (SAM)
3.3 Parent/Related Markets
3.3.1 Smartphones and Tablets Gaming Market
3.3.2 Cloud Gaming Market
3.3.3 Online Gaming Market
4 Market Outlook
4.1 Market Overview
4.2 Market Trends & Impact
4.3 Market Segmentation
4.4 Technology Roadmap
4.5 Porter 5 (Five) Forces
5 Market Characteristics
5.1 Ecosystem
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Increase in Gaming Audience
5.2.1.2 Retail Games
5.2.1.3 Low Cost Games
5.2.2 Restraints
5.2.2.1 Growing Piracy
5.2.2.2 Utilizes lot of Space in the System
5.2.2.3 Traditional Systems not Capable of Supporting Heavy Games
5.2.3 Opportunities
5.2.3.1 For Game Publishers and Developers
5.2.3.2 Upcoming Technology Friendly Gaming Devices
5.2.3.3 Cloud Gaming
5.2.4 DRO – Impact Analysis
5.2.5 Key stakeholders
6 Gaming Audience: Market Size & Analysis
6.1 Overview
6.1.1 Market Size and Analysis
6.2 Social Gamers
6.2.1 By Market Size and Analysis
6.3 Serious Gamers
6.3.1 Market Size and Analysis
6.4 Core Gamers
6.4.1 Market Size and Analysis
7 Devices: Market Size & Analysis
7.1 Overview
7.1.1 Market Size and Analysis
7.2 Featured Phones and Smartphones
7.2.1 Market Size & Analysis
7.3 Tablets
7.3.1 Market Size & Analysis by Tablets
7.4 PC
7.4.1 Market Size & Analysis by PC
7.5 Laptops
7.5.1 Market Size & Analysis by Laptops
7.6 Console Units
7.6.1 Market Size & Analysis by Console Units
7.7 Vendor Profiles
7.7.1 Sony Corporation
7.7.1.1 Overview
7.7.1.2 Financial Health
7.7.1.3 Business Units
7.7.1.3.1 Overall
7.7.1.3.2 Market Specific
7.7.1.4 SWOT Analysis
7.7.1.5 Key Business Priorities
7.7.1.6 Business Strategy & View
7.7.2 Microsoft Corporation
7.7.2.1 Overview
7.7.2.2 Financial Health
7.7.2.3 Business Units
7.7.2.3.1 Overall
7.7.2.3.2 Market Specific
7.7.2.4 SWOT Analysis
7.7.2.5 Key Business Priorities
7.7.2.6 Business Strategy & Views
7.7.3 Nintendo Co., Ltd.
7.7.3.1 Overview
7.7.3.2 Financial Health
7.7.3.3 Business Units
7.7.3.3.1 Overall
7.7.3.3.2 Market Specific
7.7.3.4 SWOT Analysis
7.7.3.5 Key Business Priorities
7.7.3.6 Business Strategy & View
7.7.4 Samsung Electronics Co Ltd
7.7.4.1 Overview
7.7.4.2 Financial Health
7.7.4.3 Business Units
7.7.4.3.1 Overall
7.7.4.3.2 Market Specific
7.7.4.4 SWOT Analysis
7.7.4.5 Key Business Priorities
7.7.4.6 Business Strategy & View
7.7.5 LG Electronics Inc.
7.7.5.1 Overview
7.7.5.2 Financial Health
7.7.5.3 Business Units
7.7.5.3.1 Overall
7.7.5.3.2 Market Specific
7.7.5.4 SWOT Analysis
7.7.5.5 Key Business Priorities
7.7.5.6 Business Strategy & View
8 Gaming Platform: Market Size & Analysis
8.1 Overview
8.1.1 Market Size & Analysis
8.2 Flash
8.2.1 Market Size & Analysis
8.3 iOS
8.3.1 Drivers of iOS Platform
8.3.2 Market Size & Analysis
8.4 Android
8.4.1 Drivers of Android Platform
8.4.2 Gaming Audience Spend Time on Android Phone
8.4.3 Market Size & Analysis
8.5 Social Network
8.5.1 Drivers of Social Network Gaming Platform
8.5.2 Market Size & Analysis
8.6 Vendor Profiles
8.6.1 Zynga Inc.
8.6.1.1 Overview
8.6.1.2 Financial Health
8.6.1.3 Business Units
8.6.1.3.1 Overall
8.6.1.3.2 Market Specific
8.6.1.4 SWOT Analysis
8.6.1.5 Key Business Priorities
8.6.1.6 Business Strategy & Views
8.6.2 Electronic Arts Inc. (EA)
8.6.2.1 Overview
8.6.2.2 Financial Health
8.6.2.3 Business Units
8.6.2.3.1 Market Specific
8.6.2.4 SWOT Analysis
8.6.2.5 Key Business Priorities
8.6.2.6 Business Strategy & Views
8.6.3 King Digital Entertainment Plc
8.6.3.1 Overview
8.6.3.2 Financial Health
8.6.3.3 Business Units
8.6.3.3.1 Market Specific
8.6.3.4 SWOT Analysis
8.6.3.5 Key Business Priorities
8.6.3.6 Business Strategy & Views
8.6.4 Sega Games Co. Ltd
8.6.4.1 Overview
8.6.4.2 Financial Health
8.6.4.3 Business Units
8.6.4.3.1 Market Specific
8.6.4.4 SWOT Analysis
8.6.4.5 Key Business Priorities
8.6.4.6 Business Strategy & Views
8.6.5 NVidia Corporation
8.6.5.1 Overview
8.6.5.2 Financial Health
8.6.5.3 Business Units
8.6.5.3.1 Overall
8.6.5.3.2 Market Specific
8.6.5.4 SWOT Analysis
8.6.5.5 Key Business Priorities
8.6.5.6 Business Strategy & Views
9 Gaming Subscription Model: Market Size & Analysis
9.1 Overview
9.1.1 Market Size & Analysis
9.2 Premium Model
9.2.1 Drivers of Premium Subscription Model
9.2.2 Market Size & Analysis
9.3 Paymium Model
9.3.1 Drivers of Paymium Subscription Model
9.3.2 Market Size & Analysis
9.4 Freemium Model
9.4.1 Drivers of the Freemium Model
9.4.2 Market Size & Analysis
10 Regions: Market Size & Analysis
10.1 Overview
10.1.1 Market Size & Analysis
10.2 North America
10.2.1 Drivers of North America Digital Gaming Market
10.2.2 United States
10.2.3 Canada
10.2.4 Market Size & Analysis
10.3 Western Europe
10.3.1 Drivers of Western Europe Digital Gaming
10.3.2 UK
10.3.3 Germany
10.3.4 France
10.3.5 Market Size & Analysis
10.4 Asia-Pacific
10.4.1 Drivers of Asia Pacific Digital Gaming
10.4.2 China
10.4.3 Japan
10.4.4 South Korea
10.4.5 Market Size & Analysis
10.5 Central Eastern Europe
10.5.1 Drivers of CEE Digital Gaming Market
10.5.2 Market Size & Analysis
10.6 Middle East and Africa (MEA)
10.6.1 Drivers of MEA Digital Gaming Market
10.6.2 Market Size & Analysis
10.7 Latin America
10.7.1 Drivers of Latin America Digital Gaming Market
10.7.2 Market Size & Analysis
11 Competitive Landscape
11.1 Competitor Comparison Analysis
11.1.1 Competitor Analysis (Console device Manufacturer’s)
11.1.2 Analysis By Gaming Subscription Model
11.1.3 Analysis By Gaming Platform
11.2 Market Landscape
11.2.1 Mergers & Acquisitions (M&A)
11.2.2 Venture Capital (VC) Funding
11.2.3 Joint Ventures & Collaborations
12 End-User Analysis
13 Global Generalists
13.1 Google Inc
13.1.1 Overview
13.1.2 Key Offerings
13.1.3 Objectives and Progress
13.2 Amazon.com, Inc.
13.2.1 Overview
13.2.2 Key Offerings
13.2.3 Objectives and Progress
13.3 International Business Machines Corp.
13.3.1 Overview
13.3.2 Key Offerings
13.3.3 Objectives and Progress
13.4 Apple Inc
13.4.1 Overview
13.4.2 Key Offerings
13.4.3 Objectives and Progress
13.5 Facebook Inc
13.5.1 Overview
13.5.2 Key Offerings
13.5.3 Objectives and Progress
14 Companies to Watch For
14.1 APAR GAMES
14.1.1 Overview
14.1.2 Key Offerings
14.1.3 Objective and Progress
14.2 Zatun
14.2.1 Overview
14.2.2 Key Offerings
14.2.3 Objective And Progress
14.3 Kabam
14.3.1 Overview
14.3.2 Key Offerings
14.3.3 Objective and Progress
14.4 Rolocule
14.4.1 Overview
14.4.2 Key Offerings
14.4.3 Objective and Progress
14.5 Tapinator, Inc.
14.5.1 Overview
14.5.2 Key Offerings
14.5.3 Objective and Progress
Annexure
Acronyms

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