Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Gaming Market by Type (Mobile Gaming, Console Gaming, PC Gaming), By Application (Amateur, Professional, ) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Gaming Market by Type (Mobile Gaming, Console Gaming, PC Gaming), By Application (Amateur, Professional, ) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 147497 3300 Consumer Goods 377 238 Pages 4.8 (44)
                                          

The global gaming market is expected to grow at a CAGR of 8.2% during the forecast period, from USD $137.5 billion in 2018 to USD $202.3 billion by 2030. The growth of the global gaming market is driven by factors such as increasing adoption of mobile games, growing popularity of eSports and VR games, and increasing number of gamers across the globe. Mobile gaming accounted for over 50% share in 2018 and is expected to continue its dominance with a CAGR of 9% during the forecast period from USD $70 billion in 2018 to USD $101 billion by 2030. Mobile gaming has been witnessing significant growth due to increased adoption among casual gamers who are looking for an affordable way to play games on their smartphones or tablets without having any additional hardware requirements such as consoles or PCs.

Some Of The Growth Factors Of This Market:

  1. The gaming market is growing because of the increase in the number of people who are playing games.
  2. The gaming market is growing because of the increase in the number of people who are buying consoles and other gaming devices.
  3. The gaming market is growing because there are more games being released every year, which means that there will be more gamers to buy them and play them.
  4. The gaming market is growing because it has become easier for gamers to find new games to play online or on their phones, which means that they will be able to find new games without having to go out and buy a console or a game themselves, which saves money for both gamers and game developers alike.
  5. The gaming market is also growing due to the fact that many popular TV shows have been incorporating video game elements into their plots, such as "The Big Bang Theory" or "Stranger Things".

Industry Growth Insights published a new data on “Gaming Market”. The research report is titled “Gaming Market research by Types (Mobile Gaming, Console Gaming, PC Gaming), By Applications (Amateur, Professional, ), By Players/Companies Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony, Tencent, ChangYou, DeNA, GungHo, Apple, Google, Nexon, Sega, Warner Bros, Namco Bandai, Ubisoft, Square Enix, Take-Two Interactive, King Digital Entertainment, ”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Gaming Market Research Report

By Type

Mobile Gaming, Console Gaming, PC Gaming

By Application

Amateur, Professional,

By Companies

Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony, Tencent, ChangYou, DeNA, GungHo, Apple, Google, Nexon, Sega, Warner Bros, Namco Bandai, Ubisoft, Square Enix, Take-Two Interactive, King Digital Entertainment,

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

238

Number of Tables & Figures

167

Customization Available

Yes, the report can be customized as per your need.


Global Gaming Industry Outlook


Global Gaming Market Report Segments:

The global Gaming market is segmented on the basis of:

Types

Mobile Gaming, Console Gaming, PC Gaming

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Amateur, Professional,

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Activision Blizzard
  2. Electronic Arts
  3. Microsoft
  4. NetEase
  5. Nintendo
  6. Sony
  7. Tencent
  8. ChangYou
  9. DeNA
  10. GungHo
  11. Apple
  12. Google
  13. Nexon
  14. Sega
  15. Warner Bros
  16. Namco Bandai
  17. Ubisoft
  18. Square Enix
  19. Take-Two Interactive
  20. King Digital Entertainment

Global Gaming Market Overview


Highlights of The Gaming Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Mobile Gaming
    2. Console Gaming
    3. PC Gaming
  1. By Application:

    1. Amateur
    2. Professional
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Gaming Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Gaming Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Gaming is a broad term that can refer to any activity or hobby that involves using electronic devices and/or software to engage in entertainment. This can include playing video games, watching movies or television shows, participating in online communities, and more.

Some of the key players operating in the gaming market are Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony, Tencent, ChangYou, DeNA, GungHo, Apple, Google, Nexon, Sega, Warner Bros, Namco Bandai, Ubisoft, Square Enix, Take-Two Interactive, King Digital Entertainment.

The gaming market is expected to register a CAGR of 8.2%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Gaming Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Gaming Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Gaming Market - Supply Chain
   4.5. Global Gaming Market Forecast
      4.5.1. Gaming Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Gaming Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Gaming Market Absolute $ Opportunity

5. Global Gaming Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Gaming Market Size and Volume Forecast by Type
      5.3.1. Mobile Gaming
      5.3.2. Console Gaming
      5.3.3. PC Gaming
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Gaming Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Gaming Market Size and Volume Forecast by Application
      6.3.1. Amateur
      6.3.2. Professional
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Gaming Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Gaming Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Gaming Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Gaming Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Gaming Demand Share Forecast, 2019-2026

9. North America Gaming Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Gaming Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Gaming Market Size and Volume Forecast by Application
      9.4.1. Amateur
      9.4.2. Professional
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Gaming Market Size and Volume Forecast by Type
      9.7.1. Mobile Gaming
      9.7.2. Console Gaming
      9.7.3. PC Gaming
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Gaming Demand Share Forecast, 2019-2026

10. Latin America Gaming Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Gaming Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Gaming Market Size and Volume Forecast by Application
      10.4.1. Amateur
      10.4.2. Professional
    10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Gaming Market Size and Volume Forecast by Type
      10.7.1. Mobile Gaming
      10.7.2. Console Gaming
      10.7.3. PC Gaming
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Gaming Demand Share Forecast, 2019-2026

11. Europe Gaming Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Gaming Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Gaming Market Size and Volume Forecast by Application
      11.4.1. Amateur
      11.4.2. Professional
    11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Gaming Market Size and Volume Forecast by Type
      11.7.1. Mobile Gaming
      11.7.2. Console Gaming
      11.7.3. PC Gaming
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Gaming Demand Share, 2019-2026

12. Asia Pacific Gaming Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Gaming Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Gaming Market Size and Volume Forecast by Application
      12.4.1. Amateur
      12.4.2. Professional
    12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Gaming Market Size and Volume Forecast by Type
      12.7.1. Mobile Gaming
      12.7.2. Console Gaming
      12.7.3. PC Gaming
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Gaming Demand Share, 2019-2026

13. Middle East & Africa Gaming Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Gaming Market Size and Volume Forecast by Country
      13.2.1. Saudi Arabia
      13.2.2. South Africa
      13.2.3. UAE
      13.2.4. Rest of Middle East & Africa (MEA)
   13.3. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Gaming Market Size and Volume Forecast by Application
      13.4.1. Amateur
      13.4.2. Professional
    13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Gaming Market Size and Volume Forecast by Type
      13.7.1. Mobile Gaming
      13.7.2. Console Gaming
      13.7.3. PC Gaming
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Gaming Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Gaming Market: Market Share Analysis
   14.2. Gaming Distributors and Customers
   14.3. Gaming Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Activision Blizzard
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Electronic Arts
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. Microsoft
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. NetEase
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Nintendo
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Sony
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Tencent
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. ChangYou
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. DeNA
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. GungHo
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Apple
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. Google
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. Nexon
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. Sega
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. Warner Bros
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. Namco Bandai
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. Ubisoft
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. Square Enix
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. Take-Two Interactive
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. King Digital Entertainment
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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