Gaming Market Synopsis

Gaming Market Size Was Valued at USD 226.2 Billion in 2022, and is Projected to Reach USD 434.4 Billion by 2030, Growing at a CAGR of 8.5% From 2023-2030.

Gaming is referred 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 a 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 in 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.

  • The gaming market is experiencing significant growth due to several interconnected factors that have converged to create a thriving industry. Technological advancements have played a pivotal role in shaping the landscape of gaming, with the continuous improvement of hardware capabilities and graphics rendering technologies. This has allowed developers to create more immersive and visually stunning gaming experiences, attracting a broader audience.
  • The proliferation of high-speed internet and the widespread availability of online gaming platforms have facilitated the rise of multiplayer and online gaming. This connectivity has transformed gaming from a solitary activity to a social experience, enabling players to connect and compete with others globally. The rise of esports, organized competitive gaming, has further fueled the growth by turning gaming into a spectator sport, drawing millions of viewers and creating lucrative opportunities for sponsors and advertisers.
  • Additionally, the gaming industry has embraced diverse business models such as free-to-play, microtransactions, and subscription services. These models have not only increased revenue streams but have also made gaming more accessible to a wider audience, lowering the barrier to entry.

Gaming Market Trend Analysis

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

  • the advancements in technology have led to the development of sophisticated gaming consoles, high-performance PCs, and virtual reality (VR) systems, providing users with an immersive gaming experience within the comfort of their homes. These cutting-edge technologies have not only enhanced the overall gaming quality but have also spurred interest among a broader demographic, attracting both seasoned gamers and newcomers alike. ​
  • Furthermore, the global shift towards remote work and entertainment due to various factors, including the COVID-19 pandemic, has led to an increased focus on home-based leisure activities. As individuals spend more time at home, there is a growing inclination to invest in entertainment systems that offer diverse and engaging experiences, with gaming being a prime choice. Home entertainment systems have evolved beyond traditional gaming consoles to include streaming services, cloud gaming platforms, and mobile gaming, providing a versatile array of options for consumers. ​
  • The rise of esports has also played a pivotal role in driving the gaming market. Esports has transformed from niche competitions to mainstream entertainment, with a dedicated fan base and lucrative sponsorship deals. As a result, individuals are investing in high-quality gaming setups to not only play but also spectate and participate in esports events from the comfort of their homes. This has contributed to the growth of the gaming ecosystem, encouraging manufacturers to produce innovative and competitive gaming hardware.

Inclination of Population Towards Gaming as a Career

  • Esports, or competitive video gaming, has evolved from a niche subculture into a mainstream phenomenon with a massive global audience. The allure of professional gaming has captivated individuals, primarily the younger demographic, who see it not just as a form of entertainment but as a viable career path. Tournaments for popular games like League of Legends, Dota 2, and Counter-Strike: Global Offensive now boast multimillion-dollar prize pools, providing players with the potential for substantial earnings.
  • Moreover, the rise of online streaming platforms, such as Twitch and YouTube Gaming, has democratized the process of becoming a gaming influencer or content creator. Aspiring gamers can now showcase their skills, engage with an audience, and monetize their content through various channels. This avenue has not only attracted gamers but has also created a new breed of celebrities within the gaming community, further fueling the desire for a career in gaming.
  • The increasing recognition of gaming as a legitimate sport by educational institutions has further legitimized pursuing a career in gaming. Some universities now offer scholarships for esports athletes, acknowledging the skill, dedication, and strategic thinking required to succeed in competitive gaming. This academic validation has contributed to a shift in societal perceptions, encouraging individuals to pursue gaming not just as a hobby but as a legitimate and respected profession.

Gaming Market Segment Analysis:

Gaming Market Segmented on the basis of type, application, and device type.

By Type, Online segment is expected to dominate the market during the forecast period

  • Advancements in technology have facilitated seamless online connectivity, enabling gamers to engage in multiplayer experiences with ease. The rise of high-speed internet and widespread access to reliable connections has further fueled this growth. Additionally, the popularity of esports and competitive gaming has attracted a massive audience, driving increased participation in online multiplayer games. The proliferation of digital distribution platforms and the shift towards subscription-based models have also contributed to the online gaming boom.

By End-User, Men segment held the largest share of 56.2% in 2022

  • The widespread accessibility of gaming platforms, including consoles, PCs, and mobile devices, has expanded the user base. Additionally, advancements in technology have led to more immersive and high-quality gaming experiences, attracting a broader audience. The rise of online multiplayer games and social gaming has also contributed to the growth, fostering a sense of community and collaboration among players. Furthermore, the COVID-19 pandemic accelerated the trend, with lockdowns prompting increased interest in at-home entertainment.

Gaming Market Regional Insights:

Asia Pacific is Expected to Dominate the Market Over the Forecast period

  • The Asia-Pacific region accounted for the largest share in the market in 2022.  Further in the Asia-Pacific gaming market, China accounted for the largest share in 2022. 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.

Gaming Market Top Key Players:

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

Key Industry Developments in the Gaming Market:

  • In January 2023, the biggest gaming news of 2023 was undoubtedly the closing of Microsoft's mammoth $68.7 billion acquisition of Activision Blizzard. This deal, initially announced in 2022, grants Microsoft ownership of iconic franchises like Call of Duty, Overwatch, and World of Warcraft, significantly boosting its position in the console and mobile gaming markets.
  • In January 2023, Take-Two Interactive concluded its $12.7 billion acquisition of Zynga, the company behind FarmVille and Words with Friends. This deal solidifies Take-Two's position as a leader in mobile gaming and diversifies its portfolio within the casual games space.

Global Gaming Market

Base Year:

2022

Forecast Period:

2023-2030

Historical Data:

2017 to 2022

Market Size in 2022:

USD 226.2 Bn.

Forecast Period 2023-30 CAGR:

8.5 %

Market Size in 2030:

USD 434.4 Bn.

Segments Covered:

By Type

  • Online
  • Offline

By End User

  • Men
  • Women

By Device Type

  • Mobile Phones
  • Console
  • Computer
  • Tablets

By Region

  • North America (U.S., Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New-Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
  • 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. (USA), 37 Interactive Entertainment (China), Take-Two Interactive Software Inc. (USA), NetEase Inc.  (China), Sony Corporation (Japan), and Other Major Players.
  1. INTRODUCTION
    1. RESEARCH OBJECTIVES
    2. RESEARCH METHODOLOGY
    3. RESEARCH PROCESS
    4. SCOPE AND COVERAGE
      1. Market Definition
      2. Key Questions Answered
    5. MARKET SEGMENTATION
  2. EXECUTIVE SUMMARY
  3. MARKET OVERVIEW
  4. GROWTH OPPORTUNITIES BY SEGMENT
  5. MARKET LANDSCAPE
    1. PORTER’S FIVE FORCES ANALYSIS
      1. Bargaining Power Of Supplier
      2. Threat Of New Entrants
      3. Threat Of Substitutes
      4. Competitive Rivalry
      5. Bargaining Power Among Buyers
    2. INDUSTRY VALUE CHAIN ANALYSIS
    3. MARKET DYNAMICS
      1. Drivers
      2. Restraints
      3. Opportunities
      4. Challenges
    4. MARKET TREND ANALYSIS
    5. REGULATORY LANDSCAPE
    6. PESTLE ANALYSIS
    7. PRICE TREND ANALYSIS
    8. PATENT ANALYSIS
    9. TECHNOLOGY EVALUATION
    10. MARKET IMPACT OF THE RUSSIA-UKRAINE WAR
      1. Geopolitical Market Disruptions
      2. Supply Chain Disruptions
      3. Instability in Emerging Markets
    11. ECOSYSTEM
  6. GAMING MARKET BY TYPE (2016-2030)
    1. GAMING MARKET SNAPSHOT AND GROWTH ENGINE
    2. MARKET OVERVIEW
    3. ONLINE
      1. Introduction And Market Overview
      2. Historic And Forecasted Market Size in Value (2016 – 2030F)
      3. Historic And Forecasted Market Size in Volume (2016 – 2030F)
      4. Key Market Trends, Growth Factors And Opportunities
      5. Geographic Segmentation Analysis
    4. OFFLINE
  7. GAMING MARKET BY END USER (2016-2030)
    1. GAMING MARKET SNAPSHOT AND GROWTH ENGINE
    2. MARKET OVERVIEW
    3. MEN
      1. Introduction And Market Overview
      2. Historic And Forecasted Market Size in Value (2016 – 2030F)
      3. Historic And Forecasted Market Size in Volume (2016 – 2030F)
      4. Key Market Trends, Growth Factors And Opportunities
      5. Geographic Segmentation Analysis
    4. WOMEN
  8. GAMING MARKET BY DEVICE TYPE (2016-2030)
    1. GAMING MARKET SNAPSHOT AND GROWTH ENGINE
    2. MARKET OVERVIEW
    3. MOBILE PHONES
      1. Introduction And Market Overview
      2. Historic And Forecasted Market Size in Value (2016 – 2030F)
      3. Historic And Forecasted Market Size in Volume (2016 – 2030F)
      4. Key Market Trends, Growth Factors And Opportunities
      5. Geographic Segmentation Analysis
    4. CONSOLE
    5. COMPUTER
    6. TABLETS
  9. COMPANY PROFILES AND COMPETITIVE ANALYSIS
    1. COMPETITIVE LANDSCAPE
      1. Competitive Positioning
      2. GAMING Market Share By Manufacturer (2022)
      3. Industry BCG Matrix
      4. Heat Map Analysis
      5. Mergers & Acquisitions
    2. APPLE INC. (USA)
      1. Company Overview
      2. Key Executives
      3. Company Snapshot
      4. Role of the Company in the Market
      5. Sustainability and Social Responsibility
      6. Operating Business Segments
      7. Product Portfolio
      8. Business Performance (Production Volume, Sales Volume, Sales Margin, Production Capacity, Capacity Utilization Rate)
      9. Key Strategic Moves And Recent Developments
      10. SWOT Analysis
    3. COMPANYB37 INTERACTIVE ENTERTAINMENT (CHINA)
    4. TAKE-TWO INTERACTIVE SOFTWARE INC. (USA)
    5. NETEASE INC.  (CHINA)
    6. SONY CORPORATION (JAPAN)
    7. GOOGLE LLC (ALPHABET INC.) (USA)
    8. BEIJING KUNLUN TECHNOLOGY CO. LTD (CHINA)
    9. BANDAI NAMCO ENTERTAINMENT INC. (JAPAN)
    10. NEXON COMPANY (JAPAN)
    11. NINTENDO CO. LTD (JAPAN)
    12. ACTIVISION BLIZZARD INC. (USA)
    13. ELECTRONIC ARTS INC. (USA)
    14. UBISOFT ENTERTAINMENT SA (FRANCE)
    15. SQUARE ENIX HOLDINGS CO. LTD (JAPAN)
    16. ZEPTOLAB OOO (RUSSIA)
    17. TENCENT HOLDINGS LTD (CHINA)
    18. SEGA GAMES CO. LTD (JAPAN)
    19. CAPCOM CO. LTD (JAPAN)
    20. MICROSOFT CORPORATION (USA)
  10. GLOBAL GAMING MARKET BY REGION
    1. OVERVIEW
    2. NORTH AMERICA
      1. Key Market Trends, Growth Factors And Opportunities
      2. Key Manufacturers
      3. Historic And Forecasted Market Size By Type
      4. Historic And Forecasted Market Size By End-User
      5. Historic And Forecasted Market Size By Device Type
      6. Historic And Forecasted Market Size By Country
        1. USA
        2. Canada
        3. Mexico
    3. EASTERN EUROPE
      1. Key Market Trends, Growth Factors And Opportunities
      2. Key Manufacturers
      3. Historic And Forecasted Market Size By Segments
      4. Historic And Forecasted Market Size By Country
        1. Russia
        2. Bulgaria
        3. The Czech Republic
        4. Hungary
        5. Poland
        6. Romania
        7. Rest Of Eastern Europe
    4. WESTERN EUROPE
      1. Key Market Trends, Growth Factors And Opportunities
      2. Key Manufacturers
      3. Historic And Forecasted Market Size By Segments
      4. Historic And Forecasted Market Size By Country
        1. Germany
        2. United Kingdom
        3. France
        4. The Netherlands
        5. Italy
        6. Spain
        7. Rest Of Western Europe
    5. ASIA PACIFIC
      1. Key Market Trends, Growth Factors And Opportunities
      2. Key Manufacturers
      3. Historic And Forecasted Market Size By Segments
      4. Historic And Forecasted Market Size By Country
        1. China
        2. India
        3. Japan
        4. South Korea
        5. Malaysia
        6. Thailand
        7. Vietnam
        8. The Philippines
        9. Australia
        10. New-Zealand
        11. Rest Of APAC
    6. MIDDLE EAST & AFRICA
      1. Key Market Trends, Growth Factors And Opportunities
      2. Key Manufacturers
      3. Historic And Forecasted Market Size By Segments
      4. Historic And Forecasted Market Size By Country
        1. Turkey
        2. Bahrain
        3. Kuwait
        4. Saudi Arabia
        5. Qatar
        6. UAE
        7. Israel
        8. South Africa
    7. SOUTH AMERICA
      1. Key Market Trends, Growth Factors And Opportunities
      2. Key Manufacturers
      3. Historic And Forecasted Market Size By Segments
      4. Historic And Forecasted Market Size By Country
        1. Brazil
        2. Argentina
        3. Rest of South America
  11. INVESTMENT ANALYSIS
  12. ANALYST VIEWPOINT AND CONCLUSION
    1. Recommendations and Concluding Analysis
    2. Potential Market Strategies

Global Gaming Market

Base Year:

2022

Forecast Period:

2023-2030

Historical Data:

2017 to 2022

Market Size in 2022:

USD 226.2 Bn.

Forecast Period 2023-30 CAGR:

8.5 %

Market Size in 2030:

USD 434.4 Bn.

Segments Covered:

By Type

  • Online
  • Offline

By End User

  • Men
  • Women

By Device Type

  • Mobile Phones
  • Console
  • Computer
  • Tablets

By Region

  • North America (U.S., Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New-Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
  • 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. (USA), 37 Interactive Entertainment (China), Take-Two Interactive Software Inc. (USA), NetEase Inc.  (China), Sony Corporation (Japan), 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 2023-2030.

Who are the key players in Gaming Market?

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

What are the segments of Gaming Market?

Gaming Market is segmented into Type, End-User, Device Type, and region. By Type, the market is categorized into Online and offline. By Application, the market is categorized into Men and women. By Device Type, the market is categorized into Mobile Phones, Console, Computer, Tablets. By region, it is analyzed across North America (U.S.; Canada; Mexico), Eastern Europe (Bulgaria; The Czech Republic; Hungary; Poland; Romania; Rest of Eastern Europe), Western Europe (Germany; UK; France; Netherlands; Italy; Russia; Spain; Rest of Western Europe), 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?

Gaming is referred 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 a 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 in 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.

How big is Gaming Market?

Gaming Market Size Was Valued at USD 226.2 Billion in 2022, and is Projected to Reach USD 434.4 Billion by 2030, Growing at a CAGR of 8.5% From 2023-2030.