Global Gaming Market Overview
The Global Gaming Market was valued at USD 173.70 Billion in 2020, and it is anticipated to gain a value of USD 314.40 Billion by 2027, recording a CAGR of 9.64% over 2021-2027.
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 :
- 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 others.
Gaming Market 2021 - Size, Share & Outlook Growth | Forecast Upto 2027 | |||
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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 Platform
3.4 By Revenue 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
3.5.1 Drivers
3.5.2 Restraints
3.5.3 Opportunities
3.5.4 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 4: Gaming Market by Type
4.1 Gaming Market Overview Snapshot and Growth Engine
4.2 Gaming Market Overview
4.3 Console
4.3.1 Introduction and Market Overview
4.3.2 Historic and Forecasted Market Size (2016-2028F)
4.3.3 Key Market Trends, Growth Factors and Opportunities
4.3.4 Console: Grographic Segmentation
4.4 Tablet
4.4.1 Introduction and Market Overview
4.4.2 Historic and Forecasted Market Size (2016-2028F)
4.4.3 Key Market Trends, Growth Factors and Opportunities
4.4.4 Tablet: Grographic Segmentation
4.5 Smartphone
4.5.1 Introduction and Market Overview
4.5.2 Historic and Forecasted Market Size (2016-2028F)
4.5.3 Key Market Trends, Growth Factors and Opportunities
4.5.4 Smartphone: Grographic Segmentation
4.6 Downloaded/Box Pc
4.6.1 Introduction and Market Overview
4.6.2 Historic and Forecasted Market Size (2016-2028F)
4.6.3 Key Market Trends, Growth Factors and Opportunities
4.6.4 Downloaded/Box Pc: Grographic Segmentation
4.7 Browser Pc
4.7.1 Introduction and Market Overview
4.7.2 Historic and Forecasted Market Size (2016-2028F)
4.7.3 Key Market Trends, Growth Factors and Opportunities
4.7.4 Browser Pc: Grographic Segmentation
4.8 Social Games
4.8.1 Introduction and Market Overview
4.8.2 Historic and Forecasted Market Size (2016-2028F)
4.8.3 Key Market Trends, Growth Factors and Opportunities
4.8.4 Social Games: Grographic Segmentation
4.9 Strategy
4.9.1 Introduction and Market Overview
4.9.2 Historic and Forecasted Market Size (2016-2028F)
4.9.3 Key Market Trends, Growth Factors and Opportunities
4.9.4 Strategy: Grographic Segmentation
4.10 Simulation
4.10.1 Introduction and Market Overview
4.10.2 Historic and Forecasted Market Size (2016-2028F)
4.10.3 Key Market Trends, Growth Factors and Opportunities
4.10.4 Simulation: Grographic Segmentation
4.11 And Others
4.11.1 Introduction and Market Overview
4.11.2 Historic and Forecasted Market Size (2016-2028F)
4.11.3 Key Market Trends, Growth Factors and Opportunities
4.11.4 And Others: Grographic Segmentation
Chapter 5: Gaming Market by Application
5.1 Gaming Market Overview Snapshot and Growth Engine
5.2 Gaming Market Overview
5.3 Amateur
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 Amateur: Grographic Segmentation
5.4 Professional
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 Professional: Grographic Segmentation
Chapter 6: Gaming Market by Platform
6.1 Gaming Market Overview Snapshot and Growth Engine
6.2 Gaming Market Overview
6.3 Online
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 Online: Grographic Segmentation
6.4 Offline
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 Offline: Grographic Segmentation
Chapter 7: Gaming Market by Revenue Type
7.1 Gaming Market Overview Snapshot and Growth Engine
7.2 Gaming Market Overview
7.3 In-Game Purchase
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 In-Game Purchase: Grographic Segmentation
7.4 Game Purchase
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 Game Purchase: Grographic Segmentation
7.5 Advertising
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 Advertising: 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 OOO
8.17 TENCENT HOLDINGS LTD
8.18 SEGA GAMES CO. LTD
8.19 CAPCOM CO. LTD
8.20 MICROSOFT CORPORATION
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 Console
9.2.2 Tablet
9.2.3 Smartphone
9.2.4 Downloaded/Box Pc
9.2.5 Browser Pc
9.2.6 Social Games
9.2.7 Strategy
9.2.8 Simulation
9.2.9 And Others
9.3 Historic and Forecasted Market Size By Application
9.3.1 Amateur
9.3.2 Professional
9.4 Historic and Forecasted Market Size By Platform
9.4.1 Online
9.4.2 Offline
9.5 Historic and Forecasted Market Size By Revenue Type
9.5.1 In-Game Purchase
9.5.2 Game Purchase
9.5.3 Advertising
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 Console
10.4.2 Tablet
10.4.3 Smartphone
10.4.4 Downloaded/Box Pc
10.4.5 Browser Pc
10.4.6 Social Games
10.4.7 Strategy
10.4.8 Simulation
10.4.9 And Others
10.5 Historic and Forecasted Market Size By Application
10.5.1 Amateur
10.5.2 Professional
10.6 Historic and Forecasted Market Size By Platform
10.6.1 Online
10.6.2 Offline
10.7 Historic and Forecasted Market Size By Revenue Type
10.7.1 In-Game Purchase
10.7.2 Game Purchase
10.7.3 Advertising
10.8 Historic and Forecast Market Size by Country
10.8.1 U.S.
10.8.2 Canada
10.8.3 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 Console
11.4.2 Tablet
11.4.3 Smartphone
11.4.4 Downloaded/Box Pc
11.4.5 Browser Pc
11.4.6 Social Games
11.4.7 Strategy
11.4.8 Simulation
11.4.9 And Others
11.5 Historic and Forecasted Market Size By Application
11.5.1 Amateur
11.5.2 Professional
11.6 Historic and Forecasted Market Size By Platform
11.6.1 Online
11.6.2 Offline
11.7 Historic and Forecasted Market Size By Revenue Type
11.7.1 In-Game Purchase
11.7.2 Game Purchase
11.7.3 Advertising
11.8 Historic and Forecast Market Size by Country
11.8.1 Germany
11.8.2 U.K.
11.8.3 France
11.8.4 Italy
11.8.5 Russia
11.8.6 Spain
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 Console
12.4.2 Tablet
12.4.3 Smartphone
12.4.4 Downloaded/Box Pc
12.4.5 Browser Pc
12.4.6 Social Games
12.4.7 Strategy
12.4.8 Simulation
12.4.9 And Others
12.5 Historic and Forecasted Market Size By Application
12.5.1 Amateur
12.5.2 Professional
12.6 Historic and Forecasted Market Size By Platform
12.6.1 Online
12.6.2 Offline
12.7 Historic and Forecasted Market Size By Revenue Type
12.7.1 In-Game Purchase
12.7.2 Game Purchase
12.7.3 Advertising
12.8 Historic and Forecast Market Size by Country
12.8.1 China
12.8.2 India
12.8.3 Japan
12.8.4 Southeast Asia
Chapter 13: South America 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 Console
13.4.2 Tablet
13.4.3 Smartphone
13.4.4 Downloaded/Box Pc
13.4.5 Browser Pc
13.4.6 Social Games
13.4.7 Strategy
13.4.8 Simulation
13.4.9 And Others
13.5 Historic and Forecasted Market Size By Application
13.5.1 Amateur
13.5.2 Professional
13.6 Historic and Forecasted Market Size By Platform
13.6.1 Online
13.6.2 Offline
13.7 Historic and Forecasted Market Size By Revenue Type
13.7.1 In-Game Purchase
13.7.2 Game Purchase
13.7.3 Advertising
13.8 Historic and Forecast Market Size by Country
13.8.1 Brazil
13.8.2 Argentina
Chapter 14: Middle East & Africa 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 Console
14.4.2 Tablet
14.4.3 Smartphone
14.4.4 Downloaded/Box Pc
14.4.5 Browser Pc
14.4.6 Social Games
14.4.7 Strategy
14.4.8 Simulation
14.4.9 And Others
14.5 Historic and Forecasted Market Size By Application
14.5.1 Amateur
14.5.2 Professional
14.6 Historic and Forecasted Market Size By Platform
14.6.1 Online
14.6.2 Offline
14.7 Historic and Forecasted Market Size By Revenue Type
14.7.1 In-Game Purchase
14.7.2 Game Purchase
14.7.3 Advertising
14.8 Historic and Forecast Market Size by Country
14.8.1 Saudi Arabia
14.8.2 South Africa
Chapter 15 Investment Analysis
Chapter 16 Analyst Viewpoint and Conclusion
Gaming Market 2021 - Size, Share & Outlook Growth | Forecast Upto 2027 | |||
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Segmentations | by Type |
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by Application |
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by Platform |
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by Revenue Type |
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by Region |
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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. CONSOLE MARKET OVERVIEW (2016-2028)
TABLE 009. TABLET MARKET OVERVIEW (2016-2028)
TABLE 010. SMARTPHONE MARKET OVERVIEW (2016-2028)
TABLE 011. DOWNLOADED/BOX PC MARKET OVERVIEW (2016-2028)
TABLE 012. BROWSER PC MARKET OVERVIEW (2016-2028)
TABLE 013. SOCIAL GAMES MARKET OVERVIEW (2016-2028)
TABLE 014. STRATEGY MARKET OVERVIEW (2016-2028)
TABLE 015. SIMULATION MARKET OVERVIEW (2016-2028)
TABLE 016. AND OTHERS MARKET OVERVIEW (2016-2028)
TABLE 017. GAMING MARKET BY APPLICATION
TABLE 018. AMATEUR MARKET OVERVIEW (2016-2028)
TABLE 019. PROFESSIONAL MARKET OVERVIEW (2016-2028)
TABLE 020. GAMING MARKET BY PLATFORM
TABLE 021. ONLINE MARKET OVERVIEW (2016-2028)
TABLE 022. OFFLINE MARKET OVERVIEW (2016-2028)
TABLE 023. GAMING MARKET BY REVENUE TYPE
TABLE 024. IN-GAME PURCHASE MARKET OVERVIEW (2016-2028)
TABLE 025. GAME PURCHASE MARKET OVERVIEW (2016-2028)
TABLE 026. ADVERTISING MARKET OVERVIEW (2016-2028)
TABLE 027. NORTH AMERICA GAMING MARKET, BY TYPE (2016-2028)
TABLE 028. NORTH AMERICA GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 029. NORTH AMERICA GAMING MARKET, BY PLATFORM (2016-2028)
TABLE 030. NORTH AMERICA GAMING MARKET, BY REVENUE TYPE (2016-2028)
TABLE 031. N GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 032. EUROPE GAMING MARKET, BY TYPE (2016-2028)
TABLE 033. EUROPE GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 034. EUROPE GAMING MARKET, BY PLATFORM (2016-2028)
TABLE 035. EUROPE GAMING MARKET, BY REVENUE TYPE (2016-2028)
TABLE 036. GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 037. ASIA PACIFIC GAMING MARKET, BY TYPE (2016-2028)
TABLE 038. ASIA PACIFIC GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 039. ASIA PACIFIC GAMING MARKET, BY PLATFORM (2016-2028)
TABLE 040. ASIA PACIFIC GAMING MARKET, BY REVENUE TYPE (2016-2028)
TABLE 041. GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 042. MIDDLE EAST & AFRICA GAMING MARKET, BY TYPE (2016-2028)
TABLE 043. MIDDLE EAST & AFRICA GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 044. MIDDLE EAST & AFRICA GAMING MARKET, BY PLATFORM (2016-2028)
TABLE 045. MIDDLE EAST & AFRICA GAMING MARKET, BY REVENUE TYPE (2016-2028)
TABLE 046. GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 047. SOUTH AMERICA GAMING MARKET, BY TYPE (2016-2028)
TABLE 048. SOUTH AMERICA GAMING MARKET, BY APPLICATION (2016-2028)
TABLE 049. SOUTH AMERICA GAMING MARKET, BY PLATFORM (2016-2028)
TABLE 050. SOUTH AMERICA GAMING MARKET, BY REVENUE TYPE (2016-2028)
TABLE 051. GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 052. APPLE INC.: SNAPSHOT
TABLE 053. APPLE INC.: BUSINESS PERFORMANCE
TABLE 054. APPLE INC.: PRODUCT PORTFOLIO
TABLE 055. APPLE INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 055. 37 INTERACTIVE ENTERTAINMENT: SNAPSHOT
TABLE 056. 37 INTERACTIVE ENTERTAINMENT: BUSINESS PERFORMANCE
TABLE 057. 37 INTERACTIVE ENTERTAINMENT: PRODUCT PORTFOLIO
TABLE 058. 37 INTERACTIVE ENTERTAINMENT: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 058. TAKE-TWO INTERACTIVE SOFTWARE INC.: SNAPSHOT
TABLE 059. TAKE-TWO INTERACTIVE SOFTWARE INC.: BUSINESS PERFORMANCE
TABLE 060. TAKE-TWO INTERACTIVE SOFTWARE INC.: PRODUCT PORTFOLIO
TABLE 061. TAKE-TWO INTERACTIVE SOFTWARE INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 061. NETEASE INC.: SNAPSHOT
TABLE 062. NETEASE INC.: BUSINESS PERFORMANCE
TABLE 063. NETEASE INC.: PRODUCT PORTFOLIO
TABLE 064. NETEASE INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 064. SONY CORPORATION: SNAPSHOT
TABLE 065. SONY CORPORATION: BUSINESS PERFORMANCE
TABLE 066. SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 067. SONY CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 067. GOOGLE LLC (ALPHABET INC.): SNAPSHOT
TABLE 068. GOOGLE LLC (ALPHABET INC.): BUSINESS PERFORMANCE
TABLE 069. GOOGLE LLC (ALPHABET INC.): PRODUCT PORTFOLIO
TABLE 070. GOOGLE LLC (ALPHABET INC.): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 070. BEIJING KUNLUN TECHNOLOGY CO. LTD: SNAPSHOT
TABLE 071. BEIJING KUNLUN TECHNOLOGY CO. LTD: BUSINESS PERFORMANCE
TABLE 072. BEIJING KUNLUN TECHNOLOGY CO. LTD: PRODUCT PORTFOLIO
TABLE 073. BEIJING KUNLUN TECHNOLOGY CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 073. BANDAI NAMCO ENTERTAINMENT INC.: SNAPSHOT
TABLE 074. BANDAI NAMCO ENTERTAINMENT INC.: BUSINESS PERFORMANCE
TABLE 075. BANDAI NAMCO ENTERTAINMENT INC.: PRODUCT PORTFOLIO
TABLE 076. BANDAI NAMCO ENTERTAINMENT INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 076. NEXON COMPANY: SNAPSHOT
TABLE 077. NEXON COMPANY: BUSINESS PERFORMANCE
TABLE 078. NEXON COMPANY: PRODUCT PORTFOLIO
TABLE 079. NEXON COMPANY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 079. NINTENDO CO. LTD: SNAPSHOT
TABLE 080. NINTENDO CO. LTD: BUSINESS PERFORMANCE
TABLE 081. NINTENDO CO. LTD: PRODUCT PORTFOLIO
TABLE 082. NINTENDO CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 082. ACTIVISION BLIZZARD INC.: SNAPSHOT
TABLE 083. ACTIVISION BLIZZARD INC.: BUSINESS PERFORMANCE
TABLE 084. ACTIVISION BLIZZARD INC.: PRODUCT PORTFOLIO
TABLE 085. ACTIVISION BLIZZARD INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 085. ELECTRONIC ARTS INC.: SNAPSHOT
TABLE 086. ELECTRONIC ARTS INC.: BUSINESS PERFORMANCE
TABLE 087. ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
TABLE 088. ELECTRONIC ARTS INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 088. UBISOFT ENTERTAINMENT SA: SNAPSHOT
TABLE 089. UBISOFT ENTERTAINMENT SA: BUSINESS PERFORMANCE
TABLE 090. UBISOFT ENTERTAINMENT SA: PRODUCT PORTFOLIO
TABLE 091. UBISOFT ENTERTAINMENT SA: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 091. SQUARE ENIX HOLDINGS CO. LTD: SNAPSHOT
TABLE 092. SQUARE ENIX HOLDINGS CO. LTD: BUSINESS PERFORMANCE
TABLE 093. SQUARE ENIX HOLDINGS CO. LTD: PRODUCT PORTFOLIO
TABLE 094. SQUARE ENIX HOLDINGS CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 094. ZEPTOLAB OOO: SNAPSHOT
TABLE 095. ZEPTOLAB OOO: BUSINESS PERFORMANCE
TABLE 096. ZEPTOLAB OOO: PRODUCT PORTFOLIO
TABLE 097. ZEPTOLAB OOO: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 097. TENCENT HOLDINGS LTD: SNAPSHOT
TABLE 098. TENCENT HOLDINGS LTD: BUSINESS PERFORMANCE
TABLE 099. TENCENT HOLDINGS LTD: PRODUCT PORTFOLIO
TABLE 100. TENCENT HOLDINGS LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 100. SEGA GAMES CO. LTD: SNAPSHOT
TABLE 101. SEGA GAMES CO. LTD: BUSINESS PERFORMANCE
TABLE 102. SEGA GAMES CO. LTD: PRODUCT PORTFOLIO
TABLE 103. SEGA GAMES CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 103. CAPCOM CO. LTD: SNAPSHOT
TABLE 104. CAPCOM CO. LTD: BUSINESS PERFORMANCE
TABLE 105. CAPCOM CO. LTD: PRODUCT PORTFOLIO
TABLE 106. CAPCOM CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 106. MICROSOFT CORPORATION: SNAPSHOT
TABLE 107. MICROSOFT CORPORATION: BUSINESS PERFORMANCE
TABLE 108. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 109. MICROSOFT CORPORATION: 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. CONSOLE MARKET OVERVIEW (2016-2028)
FIGURE 013. TABLET MARKET OVERVIEW (2016-2028)
FIGURE 014. SMARTPHONE MARKET OVERVIEW (2016-2028)
FIGURE 015. DOWNLOADED/BOX PC MARKET OVERVIEW (2016-2028)
FIGURE 016. BROWSER PC MARKET OVERVIEW (2016-2028)
FIGURE 017. SOCIAL GAMES MARKET OVERVIEW (2016-2028)
FIGURE 018. STRATEGY MARKET OVERVIEW (2016-2028)
FIGURE 019. SIMULATION MARKET OVERVIEW (2016-2028)
FIGURE 020. AND OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 021. GAMING MARKET OVERVIEW BY APPLICATION
FIGURE 022. AMATEUR MARKET OVERVIEW (2016-2028)
FIGURE 023. PROFESSIONAL MARKET OVERVIEW (2016-2028)
FIGURE 024. GAMING MARKET OVERVIEW BY PLATFORM
FIGURE 025. ONLINE MARKET OVERVIEW (2016-2028)
FIGURE 026. OFFLINE MARKET OVERVIEW (2016-2028)
FIGURE 027. GAMING MARKET OVERVIEW BY REVENUE TYPE
FIGURE 028. IN-GAME PURCHASE MARKET OVERVIEW (2016-2028)
FIGURE 029. GAME PURCHASE MARKET OVERVIEW (2016-2028)
FIGURE 030. ADVERTISING MARKET OVERVIEW (2016-2028)
FIGURE 031. NORTH AMERICA GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 032. EUROPE GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 033. ASIA PACIFIC GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 034. MIDDLE EAST & AFRICA GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 035. SOUTH AMERICA GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)