Global Gaming Market Forecast 2019-2027

Global Gaming Market Forecast 2019-2027

KEY FINDINGS

Video games are the specialized application that involves an interface or a screen, where independent players can interact in a structured form of play. Nowadays, the total number of gaming companies across the world has reached a point from where they can easily provide wider options for video games on the basis of price, genres, platform, etc. The global market for gaming is mainly driven by the enhanced penetration of the internet to a majority of the global customers at an affordable price and an increase in the availability of smartphones along with their easy adoption. These factors are going to drive the market to proliferate at 6.06% CAGR during 2019-2027 forecasting years, is expected to push the global market value by its revenue to reach a staggering sum of $ XX billion.

MARKET INSIGHTS

Fresh ideas, interactive features and the better-cum-high tech graphics of the video games are the mains reasons influencing the adoption of such throughout the world at many platforms, be it smartphones, PlayStation or Nintendo. Thus, generating huge revenues for the gaming industry in the current scenario, although, the newer approach of characterizing as well as rapid updating the development, deployment and the operations of a video game based on the customer behavior can reap more revenues for this industry in the upcoming years. There will be a dominance of the mobile gaming segment in the worldwide gaming industry soon due to the introduction of graphics intensive mobile games, plummeting prices of the smartphones, etc. The global gaming market is segmented by its type, component and the device type where they are played.

REGIONAL INSIGHTS

The global market for gaming is geographically segregated into North America, Asia Pacific, Europe and the collective countries under the Rest of World category. The Asia Pacific region holds the largest share by revenue for the gaming market in 2018 and also is expected to have the most rapid market growth during the forecast years. The gradual shift towards social gaming by the large percentage of the population that uses social networking sites and the easy availability of multiple genre based games are expected to exact a huge customer base in the Asia Pacific region from 2019-2027 forecasting years.

COMPETITIVE INSIGHTS

There are multiple companies who have major contribution to the global gaming market, and they are Rockstar Games Inc., Activision Blizzard, Bethesda Softworks LLC, Electronic Arts Inc., Gameloft (acquired by Vivendi), Microsoft Corporation, Nexon Co, Ltd., Nintendo Co., Ltd., Nvidia Computer Game Company, Sony Corporation, Sega, Square Enix Holdings Co., Ltd., Tencent Games, Ubisoft Entertainment S.A. and Zynga.


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 At 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. Porters 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 Region
8.6.2. By Type
8.6.3. By Device Type
9. Geographical Analysis
9.1. North America
9.1.1. United States
9.1.2. Canada
9.2. Europe
9.2.1. United Kingdom
9.2.2. Germany
9.2.3. France
9.2.4. Spain
9.2.5. Italy
9.2.6. Rest Of Europe
9.3. Asia Pacific
9.3.1. China
9.3.2. Japan
9.3.3. India
9.3.4. South Korea
9.3.5. Australia
9.3.6. Rest Of Asia Pacific
9.4. Rest Of World
9.4.1. Latin America
9.4.2. Middle East & Africa
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 Table
s
Table 1: Global Gaming Market, By Geography, 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: Global Gaming Market, By Type, 2019-2027, (In $ Billion)
Table 7: Global Online Gaming Market, By Region, 2019-2027 (In $ Billion)
Table 8: Global Offline Gaming Market, By Region, 2019-2027 (In $ Billion)
Table 9: Global Gaming Market, By Components, 2019-2027, (In $ Billion)
Table 10: Global Software Market, By Region, 2019-2027 (In $ Billion)
Table 11: Global Hardware Market, By Region, 2019-2027 (In $ Billion)
Table 12: Global Gaming Market, By Device Type, 2019-2027, (In $ Billion)
Table 13: Global Console Gaming Market, By Region, 2019-2027 (In $ Billion)
Table 14: Global Mobile Market, By Region, 2019-2027 (In $ Billion)
Table 15: Global Mobile Gaming Market, By Game Genre 2019-2027, (In $ Billion)
Table 16: Some Of The Most Popular Action Games
Table 17: Global Action Games Market, By Region, 2019-2027 (In $ Billion)
Table 18: Some Of The Most Popular Arcade Games
Table 19: Global Arcade Games Market, By Region, 2019-2027 (In $ Billion)
Table 20: Some Of The Most Popular Strategy & Brain Games
Table 21: Global Strategy & Brain Games Market, By Region, 2019-2027 (In $ Billion)
Table 22: Some Of The Most Popular Casino Games
Table 23: Global Casino Games Market, By Region, 2019-2027 (In $ Billion)
Table 24: Some Of The Most Popular Casual Games
Table 25: Global Casual Games Market, By Region, 2019-2027 (In $ Billion)
Table 26: Some Of The Most Popular Sports Games
Table 27: Global Sports Games Market, By Region, 2019-2027 (In $ Billion)
Table 28: Some Of The Most Popular Rpg Games
Table 29: Global Rpg Games Market, By Region, 2019-2027 (In $ Billion)
Table 30: Global Computer Gaming Market, By Region, 2019-2027 (In $ Billion)
Table 31: Opportunity Matrix
Table 32: Vendor Landscape
Table 33: Leading Distributors Of Digital Games Worldwide
Table 34: Global Gaming Market, By Geography, 2019-2027, (In $ Billion)
Table 35: North America Gaming Market, By Country, 2019-2027 (In $ Billion)
Table 36: Europe Gaming Market, By Country, 2019-2027 (In $ Billion)
Table 37: Asia Pacific Gaming Market, By Country, 2019-2027 (In $ Billion)
Table 38: Rest Of World Gaming Market, By Region, 2019-2027 (In $ Billion)
Table 39: List Of Product Launches
Table 40: List Of Partnership & Collaboration
Table 41: List Of Merger & Acquisition
Table 42: List Of Other Key Strategies
List Of Figures
Figure 1: Global 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: Global Gaming Market, By Online, 2019-2027 (In $ Billion)
Figure 9: Global Gaming Market, By Offline, 2019-2027 (In $ Billion)
Figure 10: Global Gaming Market, By Software, 2019-2027 (In $ Billion)
Figure 11: Global Gaming Market, By Hardware, 2019-2027 (In $ Billion)
Figure 12: Global Gaming Market, By Console, 2019-2027 (In $ Billion)
Figure 13: Global Gaming Market, By Mobile, 2019-2027 (In $ Billion)
Figure 14: Global Mobile Gaming Market, By Action Games, 2019-2027 (In $ Billion)
Figure 15: Global Mobile Gaming Market, By Arcade Games, 2019-2027 (In $ Billion)
Figure 16: Global Mobile Gaming Market, By Strategy & Brain Games, 2019-2027 (In $ Billion)
Figure 17: Global Mobile Gaming Market, By Casino Games, 2019-2027 (In $ Billion)
Figure 18: Global Mobile Gaming Market, By Casual Games, 2019-2027 (In $ Billion)
Figure 19: Global Mobile Gaming Market, By Sports Games, 2019-2027 (In $ Billion)
Figure 20: Global Mobile Gaming Market, By Rpg Games, 2019-2027 (In $ Billion)
Figure 21: Global 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 Region, In 2018
Figure 27: Investment Analysis Of Gaming Market, By Device Type, In 2018
Figure 28: Investment Analysis Of Gaming Market, By Type, In 2018
Figure 29: Global Gaming Market, Regional Outlook, 2018 & 2027 (In %)
Figure 30: United States Gaming Market, 2019-2027 (In $ Billion)
Figure 31: Canada Gaming Market, 2019-2027 (In $ Billion)
Figure 32: United Kingdom Gaming Market, 2019-2027 (In $ Billion)
Figure 33: Germany Gaming Market, 2019-2027 (In $ Billion)
Figure 34: France Gaming Market, 2019-2027 (In $ Billion)
Figure 35: Spain Gaming Market, 2019-2027 (In $ Billion)
Figure 36: Italy Gaming Market, 2019-2027 (In $ Billion)
Figure 37: Rest Of Europe Gaming Market, 2019-2027 (In $ Billion)
Figure 38: China Gaming Market, 2019-2027 (In $ Billion)
Figure 39: Japan Gaming Market, 2019-2027 (In $ Billion)
Figure 40: India Gaming Market, 2019-2027 (In $ Billion)
Figure 41: South Korea Gaming Market, 2019-2027 (In $ Billion)
Figure 42: Australia Gaming Market, 2019-2027 (In $ Billion)
Figure 43: Rest Of Asia Pacific Gaming Market, 2019-2027 (In $ Billion)
Figure 44: Latin America Gaming Market, 2019-2027 (In $ Billion)
Figure 45: Middle East & Africa Gaming Market, 2019-2027 (In $ Billion)
Figure 46: Market Share Analysis Of Key Players In 2018 (In %)

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