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 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:
- 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
Highlights of The Advanced Digital Gaming Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the 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
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- 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
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- 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