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Europe Gaming Market Forecast 2019-2027

Europe Gaming Market Forecast 2019-2027

KEY FINDINGS

The Europe gaming market is mostly centered on the freemium model that is the key driver for market growth at 5.15% CAGR during the forecasting period of 2019-2027. Notable adoption of smartphones with internet access will also drive the market during the forecasting years.

MARKET INSIGHTS

Europe gaming market will continue to escalate in terms of revenue which is expected to reach up to $XX million by 2027. Germany dominated the gaming market in Europe with revenue of $XX million in 2018. The other countries who are contributing to the regional market growth by revenue are the United Kingdom, France, Germany, Spain, Italy and the collective countries from the Rest of Europe.

COMPETITIVE INSIGHTS

Rockstar Games Inc., Gameloft (acquired by Vivendi), Microsoft Corporation, Nexon Co, Ltd., Nvidia Computer Game Company, Bethesda Softworks LLC, Sony Corporation, Sega, Square Enix Holdings Co., Ltd., Electronic Arts Inc., Tencent Games, Activision Blizzard, Ubisoft Entertainment S.A., Zynga and Nintendo Co., Ltd. are the eminent corporations functioning the Europe region.


1. Research Scope
1.1. Study Goals
1.2. Scope Of The Market Study
1.3. Who Will Find This Report Useful?
1.4. Study & Forecasting Years
2. Research Methodology
2.1. Sources Of Data
2.1.1. Secondary Data
2.1.2. Primary Data
2.2. Top-down Approach
2.3. Bottom-up Approach
2.4. Data Triangulation
3. Executive Summary
3.1. Market Summary
3.2. Key Findings
3.2.1. Mobile Gaming Dominates The Device Type Segment
3.2.2. Emergence Of Games As A Service
3.2.3. Surge In The Revenue Generation From Gaming Industry
3.2.4. Online Gaming Is Anticipated To Advance Dynamically
3.2.5. Software Segment To Grow With The Highest Cagr
4. Market Dynamics
4.1. Timeline Of Gaming Industry
4.2. Parent Market Analysis: Media & Entertainment
4.3. Market Scope & Definition
4.4. Market Drivers
4.4.1. Emergence Of Next Generation Gaming Consoles
4.4.2. Growing Internet Penetration
4.4.3. Surge In The Number Of Smartphone Users
4.4.4. Easy Availability Of Games At Free Of Cost
4.4.5. Huge & Loyal Consumer Base Of Digital Games
4.5. Market Restraints
4.5.1. High Cost Of Game Development
4.5.2. Piracy Issues
4.6. Market Opportunities
4.6.1. Growing Adoption Of Augmented & Virtual Reality In Gaming Industry
4.6.2. Development In Worldwide E-sports Market
4.7. Market Challenges
4.7.1. Increasing Prevalence Of Counterfeit Gaming Products
4.7.2. Complexity Of Localization Of Games
4.7.3. Difficulties Related To Hardware Compatibility
5. Market By Type
5.1. Online
5.2. Offline
6. Market By Components
6.1. Software
6.2. Hardware
7. Market By Device Type
7.1. Console
7.2. Mobile
7.2.1. Action
7.2.2. Arcade
7.2.3. Strategy & Brain Games
7.2.4. Casino
7.2.5. Casual
7.2.6. Sports
7.2.7. Rpg
7.3. Computer
8. Key Analytics
8.1. Porter’s Five Force Model
8.1.1. Threat Of New Entrants
8.1.2. Threat Of Substitute
8.1.3. Bargaining Power Of Suppliers
8.1.4. Bargaining Power Of Buyers
8.1.5. Threat Of Competitive Rivalry
8.2. Key Buying Criteria
8.2.1. Game Ratings
8.2.2. Price
8.2.3. Exclusivity
8.2.4. Online Service
8.2.5. Device Type & Compatibility
8.2.5.1. Performance
8.2.5.2. Backward Compatibility
8.2.5.3. Peripherals
8.2.5.4. Storage
8.2.5.5. Media Support
8.3. Opportunity Matrix
8.4. Vendor Landscape
8.5. Value Chain Analysis
8.5.1. Suppliers
8.5.2. Research & Development
8.5.3. Hardware Manufacturing, Software Development & Publishing
8.5.4. Distributors
8.6. Investment Analysis
8.6.1. By Type
8.6.2. By Device Type
9. Geographical Analysis - Europe
9.1. United Kingdom
9.2. Germany
9.3. France
9.4. Spain
9.5. Italy
9.6. Rest Of Europe
10. Competitive Landscape
10.1. Market Share Analysis
10.2. Key Company Analysis
10.3. Corporate Strategies
10.3.1. Product Launch, Innovation & Product Upgradation
10.3.2. Partnership & Collaboration
10.3.3. Merger & Acquisition
10.3.4. Other Key Strategies
10.4. Company Profiles
10.4.1. Activision Blizzard
10.4.2. Bethesda Softworks Llc
10.4.3. Electronic Arts Inc.
10.4.4. Gameloft (Acquired By Vivendi)
10.4.5. Microsoft Corporation
10.4.6. Nexon Co, Ltd
10.4.7. Nintendo Co., Ltd
10.4.8. Nvidia
10.4.9. Rockstar Games Inc.
10.4.10. Sega
10.4.11. Sony Corporation
10.4.12. Square Enix Holdings Co., Ltd.
10.4.13. Tencent Games
10.4.14. Ubisoft Entertainment Sa
10.4.15. Zynga
List Of Tables
Table 1: Europe Gaming Market, By Country, 2019-2027 (In $ Billion)
Table 2: Revenue Generated By Major Players Of Gaming Industry In 2017 (In $ Million)
Table 3: Timeline Of Gaming Industry
Table 4: Eighth Generation Gaming Consoles
Table 5: Most Pirated Games As Of 2017
Table 6: Europe Gaming Market, By Type, 2019-2027, (In $ Billion)
Table 7: Europe Gaming Market, By Components, 2019-2027, (In $ Billion)
Table 8: Europe Gaming Market, By Device Type, 2019-2027, (In $ Billion)
Table 9: Europe Mobile Gaming Market, By Game Genre 2019-2027, (In $ Billion)
Table 10: Some Of The Most Popular Action Games
Table 11: Some Of The Most Popular Arcade Games
Table 12: Some Of The Most Popular Strategy & Brain Games
Table 13: Some Of The Most Popular Casino Games
Table 14: Some Of The Most Popular Casual Games
Table 15: Some Of The Most Popular Sports Games
Table 16: Some Of The Most Popular Rpg Games
Table 17: Opportunity Matrix
Table 18: Vendor Landscape
Table 19: Leading Distributors Of Digital Games Worldwide
Table 20: Europe Gaming Market, By Country, 2019-2027 (In $ Billion)
Table 21: List Of Product Launches
Table 22: List Of Partnership & Collaboration
Table 23: List Of Merger & Acquisition
Table 24: List Of Other Key Strategies
List Of Figure
Figure 1: Europe Gaming Market, By Device Type, 2018 & 2027 (In %)
Figure 2: Mobile-cellular Telephone Subscriptions Across Geographies, 2010-2017, (In Million)
Figure 3: Internet Penetration Rate Across Key Geographies In 2017 (In %)
Figure 4: Smartphone Users Across The World, 2016-2020 (In Billion)
Figure 5: Rising Number Of Software Piracy Rate Of Key Countries, 2010-2016 (In %)
Figure 6: Average Rate Of Unlicensed Software Used Across Key Geographies In 2017 (In %)
Figure 7: Worldwide Growth In Unit Shipments Of Augmented Reality Headset, 2016-2021 (In Million)
Figure 8: Europe Gaming Market, By Online, 2019-2027 (In $ Billion)
Figure 9: Europe Gaming Market, By Offline, 2019-2027 (In $ Billion)
Figure 10: Europe Gaming Market, By Software, 2019-2027 (In $ Billion)
Figure 11: Europe Gaming Market, By Hardware, 2019-2027 (In $ Billion)
Figure 12: Europe Gaming Market, By Console, 2019-2027 (In $ Billion)
Figure 13: Europe Gaming Market, By Mobile, 2019-2027 (In $ Billion)
Figure 14: Europe Mobile Gaming Market, By Action Games, 2019-2027 (In $ Billion)
Figure 15: Europe Mobile Gaming Market, By Arcade Games, 2019-2027 (In $ Billion)
Figure 16: Europe Mobile Gaming Market, By Strategy & Brain Games, 2019-2027 (In $ Billion)
Figure 17: Europe Mobile Gaming Market, By Casino Games, 2019-2027 (In $ Billion)
Figure 18: Europe Mobile Gaming Market, By Casual Games, 2019-2027 (In $ Billion)
Figure 19: Europe Mobile Gaming Market, By Sports Games, 2019-2027 (In $ Billion)
Figure 20: Europe Mobile Gaming Market, By Rpg Games, 2019-2027 (In $ Billion)
Figure 21: Europe Gaming Market, By Computer, 2019-2027 (In $ Billion)
Figure 22: Porter’s Five Force Analysis
Figure 23: Key Buying Impact Analysis Of Gaming Market
Figure 24: Key Buying Impact Analysis Of Gaming Devices
Figure 25: Value Chain Analysis
Figure 26: Investment Analysis Of Gaming Market, By Device Type, In 2018
Figure 27: Investment Analysis Of Gaming Market, By Type, In 2018
Figure 28: Europe Gaming Market, Regional Outlook, 2018 & 2027 (In %)
Figure 29: United Kingdom Gaming Market, 2019-2027 (In $ Billion)
Figure 30: Germany Gaming Market, 2019-2027 (In $ Billion)
Figure 31: France Gaming Market, 2019-2027 (In $ Billion)
Figure 32: Spain Gaming Market, 2019-2027 (In $ Billion)
Figure 33: Italy Gaming Market, 2019-2027 (In $ Billion)
Figure 34: Rest Of Europe Gaming Market, 2019-2027 (In $ Billion)
Figure 35: Market Share Analysis Of Key Players In 2018 (In %)

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