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Global Gaming Market Software, Hardware, Smart Phones, Computers, Animation regional analysis, Share, Global Trends, Opportunities, Segmentation and Forecast 2014-2021

Global Gaming Market Software, Hardware, Smart Phones, Computers, Animation regional analysis, Share, Global Trends, Opportunities, Segmentation and Forecast 2014-2021

The Global Gaming Market is set to record huge revenues in the future With increase in customer base and global penetration of internet and smart phones, the gaming industry is poised to have incremental growth in the near future

The gaming market is shifting to masses from classes. With rising number of smart phone users, and decreasing age of beginners and surging interests of adults and elderly in gaming irrespective of age, gender and gaming expertise, there is a sharp increase in the overall gaming population. Apart from this, companies adopting freemium models of gaming are also attracting huge customer base. The global gaming market is estimated to reach over $130 Billion by 2021. With technological advancements such as virtual reality and introduction of new genres in games such as educational games and health games, the companies are focused on enhancing gaming experiences for their customers.

Health concerns, social and psychological consequences of excessive gaming can have a negative impact on the market growth’. Another major restraint to the gaming industry is threat of piracy. Copyright infringements causing damage of millions of dollars to the gaming industry. The gaming industry faces stiff competition from emerging developers due to low barriers to entry. Major players in the market have adopted mergers and Acquisition as a key strategy to expand their product portfolio and leverage each other’s potential to increase their profit margins.

Companies profiled include

1. Aardman Animations Ltd
2. Activision Blizzard
3. Capcom Co Ltd
4. DQ Entertainment
5. Electronic Arts
6. GungHo Entertainment
7. Kingcom
8. The Lego Group
9. Microsoft Corporation
10. Microsoft Corporation
11. Rockstar Games
12. Sega Sammy Holdings
13. Sony Corporation
14. Tencent Holdings Limited
15. Ubisoft Entertainment
16. Zynga Inc

This report covers

  • The market growth from the period 2014-2021 in different countries and regions including coverage of regulations
  • The CAGR upto 2021 of market segments by application and type
  • Market Size, Share, Trends, Opportunities, Regional and Global Demand to understand the fastest growing markets and the factors for growth.
  • Insights and Analysis of the market
  • The report covers the market landscape and its growth prospects in the coming years.
  • Profiling of both established as well as upcoming companies in the market.
  • Tables, graphs and figures to for a better visceral understanding of the market
Please note: The delivery time for the electronic version of this report is between 1-3 business days to allow the preparation of an updated version prior to dispatch.

This report covers the online gaming market giving a detailed analysis of the market with respect to Gaming softwares, platforms and demographics of the gaming population from 2013-2021. The key motivators for the market are expansion of customer base along with intense penetration of internet and widespread reach of smart phones. What The report gives a detailed analysis of the gaming market size and growth expectations from 2013 to 2021, including highlights of key growth stimulators. It also positions the industry against key global markets and provides detailed understanding of emerging opportunities in various segments.

Chap 1. Executive Summary
Chap 2. Market Overview
2.1. Key Buying Criteria
2.1.1. Price
2.1.2. Portability
2.1.3. Purpose
2.1.4. Genre
2.1.5. Recommendation
Chap 3. Strategic Analysis of Gaming Market Worldwide (Key Findings)
3.1. Android gaming leading the worldwide market
3.2. Adult female gamers are leading the market
3.3. Smartphone Games
3.4. Windows is Fastest Growing Platform in Mobile Gaming Market
3.5. Game developers are targeting Developing Regions
3.6. Virtual Reality Revolution to break out
3.7. Mergers & Acquisitions (M&As) Fuelling Growth in the Industry
Chap 4. Market Determinants
4.1. Key Motivators
4.1.1. Freemium Games to cater wider range of audiences
4.1.2. Rising Internet penetration drives the online gaming market
4.1.3. Expanding Customer Base tapping various developments in the industry
4.1.4. Growing number of smartphone users unleashing new market opportunities
4.1.5. Movies marketed through gaming and animation
4.1.6. Technological Developments to enhance customer experience & distribution Cloud Computing – Gaming as a Service Virtual Reality in Gaming
4.1.7. New Emerging Areas in Gaming Market Health Games Learning Games
4.2. Restraints in Gaming Market
4.2.1. Violent gaming features
4.2.2. Health Concerns
4.2.3. Social Consequences
4.2.4. Threat of Piracy
4.3. Challenges
4.3.1. Easy Entry Fuelling Competition in the Industry
4.3.2. Core gamers criticizing freemium model
Chap 5. Competitive Intelligence
5.1. Market Share Analysis
5.2. Key Market Strategies
5.3. Targeting Wider Customer Segments
5.4. Focusing on existing titles and their sequels
5.5. In-house development of software titles
5.6. Leverage emerging technologies, platforms, and digitally delivered content
5.7. Product Release Schedule
Chap 6. Global Gaming Market Segmentation by Platform
6.1. Console
6.1.1. Global Console Games Market by Type
6.1.2. Global Console Games Market by Geography
6.1.3. Console Players targeting Developing Regions
6.2. PC Gaming
6.2.1. Global PC Games Market by Geography
6.2.2. Global PC Games Market by Operating System
6.3. Mobile Games (IOS, Windows, Android, Java, & Others)
6.3.1. Global Mobile Games Market by Geography
6.3.2. Global Mobile Games Market by OS Platform
6.4. Tablet Games
6.4.1. Global Tablet Gaming Market by Geography
6.4.2. Global Tablet Games Market by OS Platform
6.5. Web Games
6.5.1. Web Games Market by Geography
6.5.2. Social media to boost the growth of Web games
Chap 7. Gaming Market Segmentation by Demography
7.1. Global Gaming Market By Age Group
7.1.1. Under 18
7.1.2. 18 to 35 years
7.1.3. 35 years and above
7.2. By Gender
7.2.1. Male Gamers
7.2.2. Female Gamers
Chap 8. Regional Analysis
8.1. North America
8.1.1. The U.S.
8.1.2. Canada
8.2. Europe
8.2.1. Germany
8.2.2. France
8.2.3. U.K.
8.3. Asia
8.3.1. China
8.3.2. India
8.4. RoW
Chap 9. Company profiling
9.1. Aardman Animations Ltd
9.1.1. Overview
9.1.2. Product Portfolio
9.1.3. Strategic Moves
9.1.4. SCOT Analysis
9.2. Activision Blizzard
9.2.1. Overview
9.2.2. Product Portfolio
9.2.3. Revenue Analysis
9.2.4. SCOT Analysis
9.2.5. Strategic Analysis
9.3. Capcom Co. Ltd
9.3.1. Overview
9.3.2. Product Portfolio
9.3.3. Revenue Analysis
9.3.4. Strategic Moves
9.3.5. SCOT Analysis
9.3.6. Strategic Analysis
9.4. DQ Entertainment
9.4.1. Overview
9.4.2. Product Portfolio
9.4.3. Strategic Moves
9.4.4. SCOT Analysis
9.5. Electronic Arts
9.5.1. Overview
9.5.2. Product Portfolio
9.5.3. Revenue Analysis
9.5.4. SCOT Analysis
9.5.5. Strategic Analysis
9.6. GungHo Entertainment
9.6.1. Overview
9.6.2. Product Portfolio
9.6.3. Revenue Analysis
9.6.4. Strategic Moves
9.6.5. SCOT Analysis
9.6.6. Strategic Analysis
9.7.1. Overview
9.7.2. Product Portfolio
9.7.3. Revenue Analysis
9.7.4. Strategic Moves
9.7.5. SCOT Analysis
9.7.6. Strategic Analysis
9.8. The Lego Group
9.8.1. Overview
9.8.2. Product Portfolio
9.8.3. Revenue Analysis
9.8.4. Strategic Moves
9.8.5. SCOT Analysis
9.8.6. Strategic Analysis
9.9. Microsoft Corporation
9.9.1. Overview
9.9.2. Product Portfolio
9.9.3. Revenue Analysis
9.9.4. Strategic Moves
9.9.5. SCOT Analysis
9.9.6. Strategic Analysis
9.10. Nintendo Entertainment Systems
9.10.1. Overview
9.10.2. Product Portfolio
9.10.3. Revenue Analysis
9.10.4. SCOT Analysis 134
9.10.5. Strategic Analysis
9.11. Rockstar Games
9.11.1. Overview
9.11.2. Product Portfolio
9.11.3. Revenue Analysis
9.11.4. SCOT Analysis
9.11.5. Strategic Analysis
9.12. Sega Sammy Holdings
9.12.1. Overview
9.12.2. Product Portfolio
9.12.3. Revenue Analysis
9.12.4. Strategic Moves
9.12.5. SCOT Analysis
9.12.6. Strategic Analysis
9.13. Sony Corporation
9.13.1. Overview
9.13.2. Product Portfolio
9.13.3. SCOT Analysis
9.13.4. Strategic Analysis
9.14. Tencent Holdings Limited
9.14.1. Overview
9.14.2. Product Portfolio
9.14.3. Revenue Analysis
9.14.4. Strategic Moves
9.14.5. SCOT Analysis
9.14.6. Strategic Analysis
9.15. Ubisoft Entertainment
9.15.1. Overview
9.15.2. Product Portfolio
9.15.3. Revenue Analysis
9.15.4. Strategic Moves
9.15.5. SCOT Analysis
9.15.6. Strategic Analysis
9.16. Zynga Inc
9.16.1. Overview
9.16.2. Product Portfolio
9.16.3. Revenue Analysis
9.16.4. Strategic Moves
9.16.5. SCOT Analysis
9.16.6. Strategic Analysis
Table List
TABLE 1 Global Gaming Market by gamer’s age group in $ billion (2013-2021)
TABLE 2 Region wise Average Annual Spending by Gaming Consumer ($) in 2013
TABLE 3 Some Popular VR Devices expected to be launched in 2015
TABLE 4 Recent M&As in Gaming Industry
TABLE 5 Top Grossing Games on play stores
TABLE 6 Global Gaming Market by Device Type in $billion (2013-2021)
TABLE 7 Global Console Games Market by Type in $billion (2013-2021)
TABLE 8 Global Console Games Market by Geography in $billion (2013-2021)
TABLE 9 Global PC Games Market by Geography in $billion (2013-2021)
TABLE 10 Global PC Games Market by Operating System in $billion (2013-2021)
TABLE 11 Global Mobile Games Market by geography in $billion (2013-2021)
TABLE 12 Global Tablet Games Market by Geography in $billion (2013-2021)
TABLE 13 Global Tablet Games Market by Operating System in $billion (2013-2021)
TABLE 14 List of top 5 Social Game Companies based on Monthly Active Users
TABLE 15 Global Web Games Market by geography in $billion (2013-2021)
TABLE 16 Global Gaming Market Segmentation by Gamers’ Age in $billion (2013-2021)
TABLE 17 Gaming Geography Market by age group in $billion (2013-2021)
TABLE 18 Gaming Geography Market by age group (18-35years) in $billion (2013-2021)
TABLE 19 Gaming Geography Market by age group (Above 35years) in $billion (2013-2021)
TABLE 20 Global Gaming Device Market by Age Group (Above35 years) in $billion (2013-2021)
TABLE 21 Global Gaming Market by geography in $billion (2013-2021)
TABLE 22 North America Gaming Market by Geography in $billion (2013-2021)
TABLE 23 North America Gaming Market by Device Type in $billion (2013-2021)
TABLE 24 Video game developers’ platform preferences (at GDC 2013)
TABLE 25 Europe Gaming Market in $billion (2013-2021)
TABLE Europe Gaming Market by Device Type in $billion (2013-2021)
TABLE 27 Asian Gaming Market in $billion (2013-2021)
TABLE 28 Asia Gaming Market by Device Type in $billion (2013-2021)
TABLE 29 Gaming Market for RoW in $billion (2013-2021)
TABLE 30 RoW Gaming Market by Device Type in $billion (2013-2021)
Figures List
FIGURE 1 Global Gaming Market: Facts & Figures
FIGURE 2 Hardcore Gamers Vs Casual Gamers
FIGURE 3 Popularity of Game Genres (%) in 2013
FIGURE 4 Global Gaming Market Share Penetration by Gender in % (2011-2013)
FIGURE 5 Percentage of Paying Gamers Vs Total Mobile Gamers (%) on various platforms in 2013
FIGURE 6 Global Gaming Market Share Penetration by OS Platform in % (2013-2021)
FIGURE 7 Gamers preference for game selection by Gender
FIGURE 8 Mobile & Smartphone Users Worldwide in $billion (2012-2021)
FIGURE 9 Distribution of heath games by platforms in 2013
FIGURE 10 Global Gaming Market Share Analysis
FIGURE 11 Key Strategies followed in gaming industry
FIGURE 12 Global Console Games Market in $billion (2013-2021)
FIGURE 13 Global PC Games Market in $billion (2013-2021)
FIGURE 14 Global Mobile Games Market in $billion (2013-2021)
FIGURE 15 Global Mobile Gaming Market by OS platform in $billion (2013-2021)
FIGURE 16 Global Tablet Games Market in $billion (2013-2021)
FIGURE 17 Global Web Games Market in $billion (2013-2021)
FIGURE 18 Percentage rise in social media users globally from 2007-08 to 2011-12
FIGURE 19 Global Gaming Market for under-18 years in $billion (2013-2021)
FIGURE 20 Global Gaming Device Market by Age Group (Under-18 years) in $billion (2013-2021)
FIGURE 21 Global Gaming Market for 18-35 years in $billion (2013-2021)
FIGURE 22 Global Gaming Device Market by Age Group (18-35 years) in $billion (2013-2021)
FIGURE 23 Global Gaming Market for 35 years and above years in $billion (2013-2021)
FIGURE 24 Gaming market penetration by gender
FIGURE 25 U.S. Gaming Market Share Penetration by Age Group in % (2013-2021)
FIGURE Canada Gaming Market in $billion (2013-2021)
FIGURE 27 German Gaming Market by Screen in $millions in 2013
FIGURE 28 France Gaming Market in $billion (2013-2021)
FIGURE 29 U.K. Gaming Market in $billion (2013-2021)
FIGURE 30 Popularity of Game Genre in China in 2013

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