Global Gaming Market Overview

Global Gaming Market was valued at USD 190.44 Billion in 2021 and is expected to reach USD 362.69 Billion by the year 2028, at a CAGR of 9.64%.

Gaming, for this report, is referred as to as playing electronic games conducted through several varieties of means, such as through the application of computers, mobile phones, consoles, or other mediums altogether. There is the rising prevalence of high-speed internet connections, primarily in developing economies, which has made online gaming practical for more individuals in recent years. Game developers over the developing countries are continually striving to improve the gamer's experience by launching and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, incorporated into a standalone product provided to gamers through a cloud platform.

Cloud gaming is an emerging technology across the industry that allows users to stream high-end games across hand-held devices, such as laptops, tablets, and mobiles, with fast network connectivity, eliminating the need for a dedicated gaming console/PC. Cloud gaming services are focused on leveraging hyper-scale cloud capabilities, global content delivery networks, and streaming media services to build the next generation of social entertainment platforms. Such factors have an anticipated positive impact on market growth. In addition, leveraging cloud technology in the gaming industry is expected to boost the demand and engagement of multi-players for various games, accelerating the market growth over the forecast period.

COVID-19 Impact on Gaming Market

Due to global lockdown, people are staying home, and some are driving to the gaming platforms to pass the time. These platforms are enchanting more than hundreds and thousands of new visitors in online traffic. Although the COVID-19 pandemic has led people to turn to at-home entertainment options, much of the Chinese manufacturing is still in idle mode, leaving the global market in a lurch. In February 2020, Nintendo's official Taiwan website announced that the Coronavirus outbreak affected its Chinese console and accessory makers. It stated that production and distribution were affected, and the shipments will be delayed. Further, the mobile platform is witnessing a significant growth rate, as people facing lockdowns and travel bans across the globe led to a substantial increase in consumer engagement with the mobile-based gaming platforms, primarily in mobile-first markets, like Asia, the Middle East, and Latin America. Additionally, the portability and availability of smartphones have increased the platform dominance across other platforms.

Market Dynamics And Factors

Drivers:

The recent advancement in advanced cloud technology has turned the idea of cloud gaming into a real scenario. Cloud gaming provides the multimedia gaming application remotely in the cloud and then streaming the scenes as a video sequence back to the player over the internet. This is the advantage for less powerful computational devices that are otherwise incapable of running high-quality games. Industrial pioneers, such as OnLive and Gaikai, witnessed success in the market with large user bases.

In cloud gaming, the vital server (where all the games are stored) does the computation work, including game scene rendering, game logic processing, video encoding, and video streaming. Cloud gaming is anticipated to be the fastest-growing game industry sector in China and has accumulated significant momentum. For instance, Cloud Union reportedly has a subscriber base of up to 20 million, which reveals cloud gaming's bright expectation in the nation. Additionally, the strong similarity of cloud gaming with IPTV and the existing technical constraints on the flow encircle the game's potential market on-demand to households in China. A significant advantage of cloud-based gaming is that games are available at any time from almost any device, including thin clients, such as smartphones and tablets. Also, mobile cloud gaming is a promising paradigm for gaming delivery, as users can play games on any OS or device.

Restraints:

Copyright infringement and piracy have been among the most controversial issues of the digital era. Certainly, many of the current copyright problems were played out in the PC and games software markets in the last two decades.

Most of the PC pirates have an easily accessible tool to use, called BitTorrent. They can download practically any game of choice with this tool. For example, the game Spore had nearly 2 million illegal downloads within two months. Also, with Nintendo Wii, pirates have reportedly begun installing mod chips into their systems that allow the use of the illegally reproduced game.

Despite evolving prevention methods, pirated games, and financial frauds related to gaming are increasing and are further hindering the anticipated growth in the gaming industry, globally. Pirates affect sales coming into the gaming industry and creates a multitude of harmful effects, mainly lower revenues for game developers, and a smaller budget for future games.

Opportunities:

Artificial intelligence (AI) has been marked as a significant growth parameter to improve the overall gaming experience. Stakeholders in the gaming industry have shown evolvement in their offerings such as the addition of multi-player game formats.

The need to make the AI determine team building based on personalized choices has attracted the likes of gamers to leverage immersive and interactive gaming. Mainstreamed application of real-time customization of gaming scenarios is therefore expected to form a strong impact on how games are played and simultaneously widening who are playing.

These gaming developments and advancements are closely tied to creating technologies, like AI, 5G, and high-performance computing (HPC). The growth of these technologies and the growth of gaming in the future are expected to go hand in hand, helping to advance the way people live, work, and play.

Another significant trend highlighting the market studied is the gradual phase-out of consoles. With the peripheral game design trend reducing, a considerable shift to asset lite gaming experience is expected to grow. Changing gameplay formats have been a highlight for the past two years and is expected to consolidate in the next 5 years. This is evident from current player investments, acquisitions, and product launches.

Market Segmentation

Segmentation Insights

Based on the Gaming Type, the smartphone segment accounted for the largest share of 42.27% in the market in 2020. The segment is also expected to witness a high CAGR in the projected period. Smartphone gaming has gained popularity in the past couple of years. Worldwide, there has been the development of a global average of 1.5 million mobile game players in 2020. This increasing demand for mobile games is a direct result of various technological advancements such as AR, VR, cloud gaming, 5G. In the gaming industry, gaming hardware, such as consoles, is expected to hold significant demand in the market. This demand for console games is not only limited to hardcore gamers who spend a substantial amount of time gaming and generate a significant share of the gaming industry, globally.

Regional Insights

The Asia-Pacific region accounted for the largest share of 48.50% in the market in 2020.  Further in the Asia-Pacific gaming market, China accounted for the largest share in 2020. The rest of Asia-Pacific is anticipated to witness the fastest CAGR over the forecast period. China is one of the major countries in Asia-Pacific, which has a growing technological adoption. The country is home to one of the fastest internet bands and strong players like Tencent and NetEase, Tencent, and others. The country's growing exports and constant innovation practices in new games and consoles are major drivers of gaming in the country.

The increased adoption of video streaming apps on mobile devices and televisions, to watch movies, TV shows, and live events on-demand, has driven the demand for the gaming industry in the United States country.

The French gaming industry is a significant market among other European countries. The prime edge that the country has is in terms of the French government giving special tax breaks to video game companies. The Middle East & Africa region is anticipated to witness the highest CAGR over the forecast period.

Key Industry Developments

  • October 2020 - JetsSynthesys declared a 100% accession of mobile gaming development studio Nautilus Mobile. With the accession, JetSynthesys affirmed to have become the number one skill-based gaming franchise worldwide with 100 million downloads and 10 million MAUs. As the online gaming sector is booming up, the accession also builds to depth their incursion into cricket esports.
  • April 2020 - Sony introduced the first look of the DualSense wireless controller, which comes together with the Playstation 5 that is going to be revealed at the end of 2020. DualSense, and PS5's Tempest 3D AudioTech, will provide a new feeling of ingress to players due to their useful features.

Players Covered in Gaming market are :

Global Gaming Market

Base Year:

2021

Forecast Period:

2022-2028

Historical Data:

2016 to 2020

Market Size in 2021:

USD 190.44 Bn.

Forecast Period 2022-28 CAGR:

9.64%

Market Size in 2028:

USD 362.69 Bn.

Segments Covered:

By Type

  • Online
  • Offline

By Application

  • Men
  • Women

By Device Type           

  • Mobile Phones
  • Console
  • Computer
  • Tablets
  • Others

By Region

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Rising Global Expenditure on Home Entertainment Systems Serves Driving the Growth of Market

Key Market Restraints:

  • Increasing Screen Timing Causes Health Related Disorders that Hamper the Growth of Market

Key Opportunities:

  • Inclination of Population Towards Gaming as a Career

Companies Covered in the report:

  • Apple Inc., 37 Interactive Entertainment, Take-Two Interactive Software Inc., NetEase Inc., Sony Corporation, Google LLC (Alphabet Inc.), Beijing Kunlun Technology Co. Ltd, and Other Major Players

Chapter 1: Introduction
 1.1 Research Objectives
 1.2 Research Methodology
 1.3 Research Process
 1.4 Scope and Coverage
  1.4.1 Market Definition
  1.4.2 Key Questions Answered
 1.5 Market Segmentation

Chapter 2:Executive Summary

Chapter 3:Growth Opportunities By Segment
 3.1 By Type
 3.2 By Application
 3.3 By Device Type

Chapter 4: Market Landscape
 4.1 Porter's Five Forces Analysis
  4.1.1 Bargaining Power of Supplier
  4.1.2 Threat of New Entrants
  4.1.3 Threat of Substitutes
  4.1.4 Competitive Rivalry
  4.1.5 Bargaining Power Among Buyers
 4.2 Industry Value Chain Analysis
 4.3 Market Dynamics
  4.3.1 Drivers
  4.3.2 Restraints
  4.3.3 Opportunities
  4.5.4 Challenges
 4.4 Pestle Analysis
 4.5 Technological Roadmap
 4.6 Regulatory Landscape
 4.7 SWOT Analysis
 4.8 Price Trend Analysis
 4.9 Patent Analysis
 4.10 Analysis of the Impact of Covid-19
  4.10.1 Impact on the Overall Market
  4.10.2 Impact on the Supply Chain
  4.10.3 Impact on the Key Manufacturers
  4.10.4 Impact on the Pricing

Chapter 5: Gaming Market by Type
 5.1 Gaming Market Overview Snapshot and Growth Engine
 5.2 Gaming Market Overview
 5.3 Online
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size (2016-2028F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 Online: Grographic Segmentation
 5.4 Offline
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size (2016-2028F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 Offline: Grographic Segmentation

Chapter 6: Gaming Market by Application
 6.1 Gaming Market Overview Snapshot and Growth Engine
 6.2 Gaming Market Overview
 6.3 Men
  6.3.1 Introduction and Market Overview
  6.3.2 Historic and Forecasted Market Size (2016-2028F)
  6.3.3 Key Market Trends, Growth Factors and Opportunities
  6.3.4 Men: Grographic Segmentation
 6.4 Women
  6.4.1 Introduction and Market Overview
  6.4.2 Historic and Forecasted Market Size (2016-2028F)
  6.4.3 Key Market Trends, Growth Factors and Opportunities
  6.4.4 Women: Grographic Segmentation

Chapter 7: Gaming Market by Device Type
 7.1 Gaming Market Overview Snapshot and Growth Engine
 7.2 Gaming Market Overview
 7.3 Mobile Phones
  7.3.1 Introduction and Market Overview
  7.3.2 Historic and Forecasted Market Size (2016-2028F)
  7.3.3 Key Market Trends, Growth Factors and Opportunities
  7.3.4 Mobile Phones: Grographic Segmentation
 7.4 Console
  7.4.1 Introduction and Market Overview
  7.4.2 Historic and Forecasted Market Size (2016-2028F)
  7.4.3 Key Market Trends, Growth Factors and Opportunities
  7.4.4 Console: Grographic Segmentation
 7.5 Computer
  7.5.1 Introduction and Market Overview
  7.5.2 Historic and Forecasted Market Size (2016-2028F)
  7.5.3 Key Market Trends, Growth Factors and Opportunities
  7.5.4 Computer: Grographic Segmentation
 7.6 Tablets
  7.6.1 Introduction and Market Overview
  7.6.2 Historic and Forecasted Market Size (2016-2028F)
  7.6.3 Key Market Trends, Growth Factors and Opportunities
  7.6.4 Tablets: Grographic Segmentation
 7.7 Others
  7.7.1 Introduction and Market Overview
  7.7.2 Historic and Forecasted Market Size (2016-2028F)
  7.7.3 Key Market Trends, Growth Factors and Opportunities
  7.7.4 Others: Grographic Segmentation

Chapter 8: Company Profiles and Competitive Analysis
 8.1 Competitive Landscape
  8.1.1 Competitive Positioning
  8.1.2 Gaming Sales and Market Share By Players
  8.1.3 Industry BCG Matrix
  8.1.4 Ansoff Matrix
  8.1.5 Gaming Industry Concentration Ratio (CR5 and HHI)
  8.1.6 Top 5 Gaming Players Market Share
  8.1.7 Mergers and Acquisitions
  8.1.8 Business Strategies By Top Players
 8.2 APPLE INC.
  8.2.1 Company Overview
  8.2.2 Key Executives
  8.2.3 Company Snapshot
  8.2.4 Operating Business Segments
  8.2.5 Product Portfolio
  8.2.6 Business Performance
  8.2.7 Key Strategic Moves and Recent Developments
  8.2.8 SWOT Analysis
 8.3 37 INTERACTIVE ENTERTAINMENT
 8.4 TAKE-TWO INTERACTIVE SOFTWARE INC.
 8.5 NETEASE INC.
 8.6 SONY CORPORATION
 8.7 GOOGLE LLC (ALPHABET INC.)
 8.8 BEIJING KUNLUN TECHNOLOGY CO. LTD
 8.9 BANDAI NAMCO ENTERTAINMENT INC.
 8.10 NEXON COMPANY
 8.11 NINTENDO CO. LTD
 8.12 ACTIVISION BLIZZARD INC.
 8.13 ELECTRONIC ARTS INC.
 8.14 UBISOFT ENTERTAINMENT SA
 8.15 SQUARE ENIX HOLDINGS CO. LTD
 8.16 ZEPTOLAB
 8.17 TENCENT HOLDINGS LTD
 8.18 SEGA GAMES CO. LTD
 8.19 CAPCOM CO. LTD
 8.20 MICROSOFT CORPORATION
 8.21 OTHER MAJOR PLAYERS

Chapter 9: Global Gaming Market Analysis, Insights and Forecast, 2016-2028
 9.1 Market Overview
 9.2 Historic and Forecasted Market Size By Type
  9.2.1 Online
  9.2.2 Offline
 9.3 Historic and Forecasted Market Size By Application
  9.3.1 Men
  9.3.2 Women
 9.4 Historic and Forecasted Market Size By Device Type
  9.4.1 Mobile Phones
  9.4.2 Console
  9.4.3 Computer
  9.4.4 Tablets
  9.4.5 Others

Chapter 10: North America Gaming Market Analysis, Insights and Forecast, 2016-2028
 10.1 Key Market Trends, Growth Factors and Opportunities
 10.2 Impact of Covid-19
 10.3 Key Players
 10.4 Key Market Trends, Growth Factors and Opportunities
 10.4 Historic and Forecasted Market Size By Type
  10.4.1 Online
  10.4.2 Offline
 10.5 Historic and Forecasted Market Size By Application
  10.5.1 Men
  10.5.2 Women
 10.6 Historic and Forecasted Market Size By Device Type
  10.6.1 Mobile Phones
  10.6.2 Console
  10.6.3 Computer
  10.6.4 Tablets
  10.6.5 Others
 10.7 Historic and Forecast Market Size by Country
  10.7.1 U.S.
  10.7.2 Canada
  10.7.3 Mexico

Chapter 11: Europe Gaming Market Analysis, Insights and Forecast, 2016-2028
 11.1 Key Market Trends, Growth Factors and Opportunities
 11.2 Impact of Covid-19
 11.3 Key Players
 11.4 Key Market Trends, Growth Factors and Opportunities
 11.4 Historic and Forecasted Market Size By Type
  11.4.1 Online
  11.4.2 Offline
 11.5 Historic and Forecasted Market Size By Application
  11.5.1 Men
  11.5.2 Women
 11.6 Historic and Forecasted Market Size By Device Type
  11.6.1 Mobile Phones
  11.6.2 Console
  11.6.3 Computer
  11.6.4 Tablets
  11.6.5 Others
 11.7 Historic and Forecast Market Size by Country
  11.7.1 Germany
  11.7.2 U.K.
  11.7.3 France
  11.7.4 Italy
  11.7.5 Russia
  11.7.6 Spain
  11.7.7 Rest of Europe

Chapter 12: Asia-Pacific Gaming Market Analysis, Insights and Forecast, 2016-2028
 12.1 Key Market Trends, Growth Factors and Opportunities
 12.2 Impact of Covid-19
 12.3 Key Players
 12.4 Key Market Trends, Growth Factors and Opportunities
 12.4 Historic and Forecasted Market Size By Type
  12.4.1 Online
  12.4.2 Offline
 12.5 Historic and Forecasted Market Size By Application
  12.5.1 Men
  12.5.2 Women
 12.6 Historic and Forecasted Market Size By Device Type
  12.6.1 Mobile Phones
  12.6.2 Console
  12.6.3 Computer
  12.6.4 Tablets
  12.6.5 Others
 12.7 Historic and Forecast Market Size by Country
  12.7.1 China
  12.7.2 India
  12.7.3 Japan
  12.7.4 Singapore
  12.7.5 Australia
  12.7.6 New Zealand
  12.7.7 Rest of APAC

Chapter 13: Middle East & Africa Gaming Market Analysis, Insights and Forecast, 2016-2028
 13.1 Key Market Trends, Growth Factors and Opportunities
 13.2 Impact of Covid-19
 13.3 Key Players
 13.4 Key Market Trends, Growth Factors and Opportunities
 13.4 Historic and Forecasted Market Size By Type
  13.4.1 Online
  13.4.2 Offline
 13.5 Historic and Forecasted Market Size By Application
  13.5.1 Men
  13.5.2 Women
 13.6 Historic and Forecasted Market Size By Device Type
  13.6.1 Mobile Phones
  13.6.2 Console
  13.6.3 Computer
  13.6.4 Tablets
  13.6.5 Others
 13.7 Historic and Forecast Market Size by Country
  13.7.1 Turkey
  13.7.2 Saudi Arabia
  13.7.3 Iran
  13.7.4 UAE
  13.7.5 Africa
  13.7.6 Rest of MEA

Chapter 14: South America Gaming Market Analysis, Insights and Forecast, 2016-2028
 14.1 Key Market Trends, Growth Factors and Opportunities
 14.2 Impact of Covid-19
 14.3 Key Players
 14.4 Key Market Trends, Growth Factors and Opportunities
 14.4 Historic and Forecasted Market Size By Type
  14.4.1 Online
  14.4.2 Offline
 14.5 Historic and Forecasted Market Size By Application
  14.5.1 Men
  14.5.2 Women
 14.6 Historic and Forecasted Market Size By Device Type
  14.6.1 Mobile Phones
  14.6.2 Console
  14.6.3 Computer
  14.6.4 Tablets
  14.6.5 Others
 14.7 Historic and Forecast Market Size by Country
  14.7.1 Brazil
  14.7.2 Argentina
  14.7.3 Rest of SA

Chapter 15 Investment Analysis

Chapter 16 Analyst Viewpoint and Conclusion

Global Gaming Market

Base Year:

2021

Forecast Period:

2022-2028

Historical Data:

2016 to 2020

Market Size in 2021:

USD 190.44 Bn.

Forecast Period 2022-28 CAGR:

9.64%

Market Size in 2028:

USD 362.69 Bn.

Segments Covered:

By Type

  • Online
  • Offline

By Application

  • Men
  • Women

By Device Type           

  • Mobile Phones
  • Console
  • Computer
  • Tablets
  • Others

By Region

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Rising Global Expenditure on Home Entertainment Systems Serves Driving the Growth of Market

Key Market Restraints:

  • Increasing Screen Timing Causes Health Related Disorders that Hamper the Growth of Market

Key Opportunities:

  • Inclination of Population Towards Gaming as a Career

Companies Covered in the report:

  • Apple Inc., 37 Interactive Entertainment, Take-Two Interactive Software Inc., NetEase Inc., Sony Corporation, Google LLC (Alphabet Inc.), Beijing Kunlun Technology Co. Ltd, and Other Major Players

LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. GAMING MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. GAMING MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. GAMING MARKET COMPETITIVE RIVALRY
TABLE 005. GAMING MARKET THREAT OF NEW ENTRANTS
TABLE 006. GAMING MARKET THREAT OF SUBSTITUTES
TABLE 007. GAMING MARKET BY TYPE
TABLE 008. ONLINE MARKET OVERVIEW (2016-2028)
TABLE 009. OFFLINE MARKET OVERVIEW (2016-2028)
TABLE 010. GAMING MARKET BY APPLICATION
TABLE 011. MEN MARKET OVERVIEW (2016-2028)
TABLE 012. WOMEN MARKET OVERVIEW (2016-2028)
TABLE 013. GAMING MARKET BY DEVICE TYPE
TABLE 014. MOBILE PHONES MARKET OVERVIEW (2016-2028)
TABLE 015. CONSOLE MARKET OVERVIEW (2016-2028)
TABLE 016. COMPUTER MARKET OVERVIEW (2016-2028)
TABLE 017. TABLETS MARKET OVERVIEW (2016-2028)
TABLE 018. OTHERS MARKET OVERVIEW (2016-2028)
TABLE 019. NORTH AMERICA GAMING MARKET, BY TYPE (2016-2028)
TABLE 020. NORTH AMERICA GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 021. NORTH AMERICA GAMING MARKET, BY DEVICE TYPE (2016-2028)
TABLE 022. N GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 023. EUROPE GAMING MARKET, BY TYPE (2016-2028)
TABLE 024. EUROPE GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 025. EUROPE GAMING MARKET, BY DEVICE TYPE (2016-2028)
TABLE 026. GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 027. ASIA PACIFIC GAMING MARKET, BY TYPE (2016-2028)
TABLE 028. ASIA PACIFIC GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 029. ASIA PACIFIC GAMING MARKET, BY DEVICE TYPE (2016-2028)
TABLE 030. GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 031. MIDDLE EAST & AFRICA GAMING MARKET, BY TYPE (2016-2028)
TABLE 032. MIDDLE EAST & AFRICA GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 033. MIDDLE EAST & AFRICA GAMING MARKET, BY DEVICE TYPE (2016-2028)
TABLE 034. GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 035. SOUTH AMERICA GAMING MARKET, BY TYPE (2016-2028)
TABLE 036. SOUTH AMERICA GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 037. SOUTH AMERICA GAMING MARKET, BY DEVICE TYPE (2016-2028)
TABLE 038. GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 039. APPLE INC.: SNAPSHOT
TABLE 040. APPLE INC.: BUSINESS PERFORMANCE
TABLE 041. APPLE INC.: PRODUCT PORTFOLIO
TABLE 042. APPLE INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 042. 37 INTERACTIVE ENTERTAINMENT: SNAPSHOT
TABLE 043. 37 INTERACTIVE ENTERTAINMENT: BUSINESS PERFORMANCE
TABLE 044. 37 INTERACTIVE ENTERTAINMENT: PRODUCT PORTFOLIO
TABLE 045. 37 INTERACTIVE ENTERTAINMENT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 045. TAKE-TWO INTERACTIVE SOFTWARE INC.: SNAPSHOT
TABLE 046. TAKE-TWO INTERACTIVE SOFTWARE INC.: BUSINESS PERFORMANCE
TABLE 047. TAKE-TWO INTERACTIVE SOFTWARE INC.: PRODUCT PORTFOLIO
TABLE 048. TAKE-TWO INTERACTIVE SOFTWARE INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 048. NETEASE INC.: SNAPSHOT
TABLE 049. NETEASE INC.: BUSINESS PERFORMANCE
TABLE 050. NETEASE INC.: PRODUCT PORTFOLIO
TABLE 051. NETEASE INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 051. SONY CORPORATION: SNAPSHOT
TABLE 052. SONY CORPORATION: BUSINESS PERFORMANCE
TABLE 053. SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 054. SONY CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 054. GOOGLE LLC (ALPHABET INC.): SNAPSHOT
TABLE 055. GOOGLE LLC (ALPHABET INC.): BUSINESS PERFORMANCE
TABLE 056. GOOGLE LLC (ALPHABET INC.): PRODUCT PORTFOLIO
TABLE 057. GOOGLE LLC (ALPHABET INC.): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 057. BEIJING KUNLUN TECHNOLOGY CO. LTD: SNAPSHOT
TABLE 058. BEIJING KUNLUN TECHNOLOGY CO. LTD: BUSINESS PERFORMANCE
TABLE 059. BEIJING KUNLUN TECHNOLOGY CO. LTD: PRODUCT PORTFOLIO
TABLE 060. BEIJING KUNLUN TECHNOLOGY CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 060. BANDAI NAMCO ENTERTAINMENT INC.: SNAPSHOT
TABLE 061. BANDAI NAMCO ENTERTAINMENT INC.: BUSINESS PERFORMANCE
TABLE 062. BANDAI NAMCO ENTERTAINMENT INC.: PRODUCT PORTFOLIO
TABLE 063. BANDAI NAMCO ENTERTAINMENT INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 063. NEXON COMPANY: SNAPSHOT
TABLE 064. NEXON COMPANY: BUSINESS PERFORMANCE
TABLE 065. NEXON COMPANY: PRODUCT PORTFOLIO
TABLE 066. NEXON COMPANY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 066. NINTENDO CO. LTD: SNAPSHOT
TABLE 067. NINTENDO CO. LTD: BUSINESS PERFORMANCE
TABLE 068. NINTENDO CO. LTD: PRODUCT PORTFOLIO
TABLE 069. NINTENDO CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 069. ACTIVISION BLIZZARD INC.: SNAPSHOT
TABLE 070. ACTIVISION BLIZZARD INC.: BUSINESS PERFORMANCE
TABLE 071. ACTIVISION BLIZZARD INC.: PRODUCT PORTFOLIO
TABLE 072. ACTIVISION BLIZZARD INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 072. ELECTRONIC ARTS INC.: SNAPSHOT
TABLE 073. ELECTRONIC ARTS INC.: BUSINESS PERFORMANCE
TABLE 074. ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
TABLE 075. ELECTRONIC ARTS INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 075. UBISOFT ENTERTAINMENT SA: SNAPSHOT
TABLE 076. UBISOFT ENTERTAINMENT SA: BUSINESS PERFORMANCE
TABLE 077. UBISOFT ENTERTAINMENT SA: PRODUCT PORTFOLIO
TABLE 078. UBISOFT ENTERTAINMENT SA: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 078. SQUARE ENIX HOLDINGS CO. LTD: SNAPSHOT
TABLE 079. SQUARE ENIX HOLDINGS CO. LTD: BUSINESS PERFORMANCE
TABLE 080. SQUARE ENIX HOLDINGS CO. LTD: PRODUCT PORTFOLIO
TABLE 081. SQUARE ENIX HOLDINGS CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 081. ZEPTOLAB: SNAPSHOT
TABLE 082. ZEPTOLAB: BUSINESS PERFORMANCE
TABLE 083. ZEPTOLAB: PRODUCT PORTFOLIO
TABLE 084. ZEPTOLAB: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 084. TENCENT HOLDINGS LTD: SNAPSHOT
TABLE 085. TENCENT HOLDINGS LTD: BUSINESS PERFORMANCE
TABLE 086. TENCENT HOLDINGS LTD: PRODUCT PORTFOLIO
TABLE 087. TENCENT HOLDINGS LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 087. SEGA GAMES CO. LTD: SNAPSHOT
TABLE 088. SEGA GAMES CO. LTD: BUSINESS PERFORMANCE
TABLE 089. SEGA GAMES CO. LTD: PRODUCT PORTFOLIO
TABLE 090. SEGA GAMES CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 090. CAPCOM CO. LTD: SNAPSHOT
TABLE 091. CAPCOM CO. LTD: BUSINESS PERFORMANCE
TABLE 092. CAPCOM CO. LTD: PRODUCT PORTFOLIO
TABLE 093. CAPCOM CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 093. MICROSOFT CORPORATION: SNAPSHOT
TABLE 094. MICROSOFT CORPORATION: BUSINESS PERFORMANCE
TABLE 095. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 096. MICROSOFT CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 096. OTHER MAJOR PLAYERS: SNAPSHOT
TABLE 097. OTHER MAJOR PLAYERS: BUSINESS PERFORMANCE
TABLE 098. OTHER MAJOR PLAYERS: PRODUCT PORTFOLIO
TABLE 099. OTHER MAJOR PLAYERS: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. GAMING MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. GAMING MARKET OVERVIEW BY TYPE
FIGURE 012. ONLINE MARKET OVERVIEW (2016-2028)
FIGURE 013. OFFLINE MARKET OVERVIEW (2016-2028)
FIGURE 014. GAMING MARKET OVERVIEW BY APPLICATION
FIGURE 015. MEN MARKET OVERVIEW (2016-2028)
FIGURE 016. WOMEN MARKET OVERVIEW (2016-2028)
FIGURE 017. GAMING MARKET OVERVIEW BY DEVICE TYPE
FIGURE 018. MOBILE PHONES MARKET OVERVIEW (2016-2028)
FIGURE 019. CONSOLE MARKET OVERVIEW (2016-2028)
FIGURE 020. COMPUTER MARKET OVERVIEW (2016-2028)
FIGURE 021. TABLETS MARKET OVERVIEW (2016-2028)
FIGURE 022. OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 023. NORTH AMERICA GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 024. EUROPE GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 025. ASIA PACIFIC GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 026. MIDDLE EAST & AFRICA GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 027. SOUTH AMERICA GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)

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Frequently Asked Questions :

What would be the forecast period in the Gaming Market research report?

The forecast period in the Gaming Market research report is 2022-2028.

Who are the key players in Gaming Market?

Apple Inc., 37 Interactive Entertainment, Take-Two Interactive Software Inc., NetEase Inc., Sony Corporation, Google LLC (Alphabet Inc.), Beijing Kunlun Technology Co. Ltd, Bandai Namco Entertainment Inc., Nexon Company, Nintendo Co. Ltd, Activision Blizzard Inc., Electronic Arts Inc., Ubisoft Entertainment SA, Square Enix Holdings Co. Ltd, ZeptoLab OOO, Tencent Holdings Ltd, Sega Games Co. Ltd, Capcom Co. Ltd, Microsoft Corporation, and Other Major Players.

What are the segments of Gaming Market?

Gaming Market is segmented into Type, Application, Device Type, and region. By Type, the market is categorized into Online, Offline. By Application, the market is categorized into Men, Women. By Device Type the market is categorized into Mobile Phones, Console, Computer, Tablets, Others. By region, it is analysed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain, etc.), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).

What is the Gaming Market?

Large populations around the world regard gaming as one of their primary forms of enjoyment. Playing video games relieves stress. Furthermore, it provides players with the experience of working in a team and aids in providing a sense of accomplishment.

How big is Gaming Market?

Global Gaming Market was valued at USD 190.44 Billion in 2021 and is expected to reach USD 362.69 Billion by the year 2028, at a CAGR of 9.64%.