Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Advanced Digital Gaming Market by Type (Massively Multiplayer Online (MMO), Simulations, Adventure, Real-Time Strategy (RTS), Puzzle), By Application (< 18 Years Old, 18-50 Years Old, >50 Years Old) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Advanced Digital Gaming Market by Type (Massively Multiplayer Online (MMO), Simulations, Adventure, Real-Time Strategy (RTS), Puzzle), By Application (< 18 Years Old, 18-50 Years Old, >50 Years Old) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 319858 4200 Service & Software 377 133 Pages 5 (40)
                                          

Industry Growth Insights published a new data on “Advanced Digital Gaming Market”. The research report is titled “Advanced Digital Gaming Market research by Types (Massively Multiplayer Online (MMO), Simulations, Adventure, Real-Time Strategy (RTS), Puzzle), By Applications (< 18 Years Old, 18-50 Years Old, >50 Years Old), By Players/Companies Sony, Nintendo, Nexon Co. Ltd, Konami Holdings Corporations, GungHo Online, Sega Games Co. Ltd, Square Enix Holdings Co., Ltd, Capcom Company Ltd, Bandai Namco Entertainment, Game Freak, Bungie, Microsoft Corporation, Epic Games, Insomniac Games Inc, ZeniMax Media Inc, Gameloft, NCSOFT, Zynga”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Advanced Digital Gaming Market Research Report

By Type

Massively Multiplayer Online (MMO), Simulations, Adventure, Real-Time Strategy (RTS), Puzzle

By Application

< 18 Years Old, 18-50 Years Old, >50 Years Old

By Companies

Sony, Nintendo, Nexon Co. Ltd, Konami Holdings Corporations, GungHo Online, Sega Games Co. Ltd, Square Enix Holdings Co., Ltd, Capcom Company Ltd, Bandai Namco Entertainment, Game Freak, Bungie, Microsoft Corporation, Epic Games, Insomniac Games Inc, ZeniMax Media Inc, Gameloft, NCSOFT, Zynga

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

133

Number of Tables & Figures

94

Customization Available

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


Global Advanced Digital Gaming Industry Outlook


Global Advanced Digital Gaming Market Report Segments:

The global Advanced Digital Gaming market is segmented on the basis of:

Types

Massively Multiplayer Online (MMO), Simulations, Adventure, Real-Time Strategy (RTS), Puzzle

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

< 18 Years Old, 18-50 Years Old, >50 Years Old

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. Sony
  2. Nintendo
  3. Nexon Co. Ltd
  4. Konami Holdings Corporations
  5. GungHo Online
  6. Sega Games Co. Ltd
  7. Square Enix Holdings Co., Ltd
  8. Capcom Company Ltd
  9. Bandai Namco Entertainment
  10. Game Freak
  11. Bungie
  12. Microsoft Corporation
  13. Epic Games
  14. Insomniac Games Inc
  15. ZeniMax Media Inc
  16. Gameloft
  17. NCSOFT
  18. Zynga

Global Advanced Digital Gaming Market Overview


Highlights of The Advanced Digital 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. Massively Multiplayer Online (MMO)
    2. Simulations
    3. Adventure
    4. Real-Time Strategy (RTS)
    5. Puzzle
  1. By Application:

    1. < 18 Years Old
    2. 18-50 Years Old
    3. >50 Years Old
  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 Advanced Digital 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 Advanced Digital 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?


Advanced Digital Gaming (ADG) is a global technology company that provides innovative gaming solutions and services to the video game industry. ADG's products include software, hardware, and services that enable developers to create, market, distribute and monetize their games worldwide.

Some of the major players in the advanced digital gaming market are Sony, Nintendo, Nexon Co. Ltd, Konami Holdings Corporations, GungHo Online, Sega Games Co. Ltd, Square Enix Holdings Co., Ltd, Capcom Company Ltd, Bandai Namco Entertainment, Game Freak, Bungie, Microsoft Corporation, Epic Games, Insomniac Games Inc, ZeniMax Media Inc, Gameloft, NCSOFT, Zynga.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Advanced Digital Gaming Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Advanced Digital Gaming Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Advanced Digital Gaming Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Advanced Digital Gaming Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Advanced Digital Gaming Market Size & Forecast, 2020-2028       4.5.1 Advanced Digital Gaming Market Size and Y-o-Y Growth       4.5.2 Advanced Digital Gaming Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 Massively Multiplayer Online (MMO)
      5.2.2 Simulations
      5.2.3 Adventure
      5.2.4 Real-Time Strategy (RTS)
      5.2.5 Puzzle
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 < 18 Years Old
      6.2.2 18-50 Years Old
      6.2.3 >50 Years Old
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Advanced Digital Gaming Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Advanced Digital Gaming Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 Massively Multiplayer Online (MMO)
      9.6.2 Simulations
      9.6.3 Adventure
      9.6.4 Real-Time Strategy (RTS)
      9.6.5 Puzzle
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 < 18 Years Old
      9.10.2 18-50 Years Old
      9.10.3 >50 Years Old
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 Massively Multiplayer Online (MMO)
      10.6.2 Simulations
      10.6.3 Adventure
      10.6.4 Real-Time Strategy (RTS)
      10.6.5 Puzzle
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 < 18 Years Old
      10.10.2 18-50 Years Old
      10.10.3 >50 Years Old
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 Massively Multiplayer Online (MMO)
      11.6.2 Simulations
      11.6.3 Adventure
      11.6.4 Real-Time Strategy (RTS)
      11.6.5 Puzzle
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 < 18 Years Old
      11.10.2 18-50 Years Old
      11.10.3 >50 Years Old
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 Massively Multiplayer Online (MMO)
      12.6.2 Simulations
      12.6.3 Adventure
      12.6.4 Real-Time Strategy (RTS)
      12.6.5 Puzzle
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 < 18 Years Old
      12.10.2 18-50 Years Old
      12.10.3 >50 Years Old
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size 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 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 Massively Multiplayer Online (MMO)
      13.6.2 Simulations
      13.6.3 Adventure
      13.6.4 Real-Time Strategy (RTS)
      13.6.5 Puzzle
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 < 18 Years Old
      13.10.2 18-50 Years Old
      13.10.3 >50 Years Old
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Advanced Digital Gaming Market: Competitive Dashboard
   14.2 Global Advanced Digital Gaming Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Sony
      14.3.2 Nintendo
      14.3.3 Nexon Co. Ltd
      14.3.4 Konami Holdings Corporations
      14.3.5 GungHo Online
      14.3.6 Sega Games Co. Ltd
      14.3.7 Square Enix Holdings Co., Ltd
      14.3.8 Capcom Company Ltd
      14.3.9 Bandai Namco Entertainment
      14.3.10 Game Freak
      14.3.11 Bungie
      14.3.12 Microsoft Corporation
      14.3.13 Epic Games
      14.3.14 Insomniac Games Inc
      14.3.15 ZeniMax Media Inc
      14.3.16 Gameloft
      14.3.17 NCSOFT
      14.3.18 Zynga

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