Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Gaming Tools Market by Type (Cloud-based, On-premise), By Application (Gaming Developers, Others in Gaming) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Gaming Tools Market by Type (Cloud-based, On-premise), By Application (Gaming Developers, Others in Gaming) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 245071 4200 Service & Software 377 219 Pages 4.9 (45)
                                          

Market Overview:


The global gaming tools market is expected to grow at a CAGR of 10.8% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for gaming tools by gaming developers and others in the gaming industry. In addition, the growing popularity of cloud-based gaming tools is also contributing to the growth of this market. However, factors such as high installation and maintenance costs may restrain the growth of this market during the forecast period. On basis on type, cloud-based segment is projected to witness highest CAGR over next 10 years owing higher adoption rate across globe followed by on premise type Gaming Tools Market .Whereas, North America region accounted for largest revenue share in 2017 and anticipated retain its dominance throughout forecast period due rising penetration rate of smart devices coupled with presence major key players in U.


Global Gaming Tools Industry Outlook


Product Definition:


Gaming tools are software programs that allow players to customize their gaming experience. They can change the appearance of their character, weapons, and environment; as well as improve game performance. Gaming tools also provide access to cheat codes and other secrets that can give players an edge in the game.


Cloud-based:


Cloud-based gaming tools are software and services that enable gamers to manage their games and in-game assets from a remote location. These tools provide features such as account management, social networking integration, automated game updates, automatic patch downloads, leaderboards & Achievements support along with live streaming of the game play to other platforms. The growth factor for this market is increasing demand for cloud gaming due to its cost effectiveness compared to traditional on-premise deployment model.


On-premise:


On-premise is a term used for software and data that are installed and maintained on the end user's computers or servers. The term can be applied to several types of solutions ranging from gaming tools to online backup utilities. In the past, companies have relied on traditional cloud hosting services; however, these solutions have become costlier over time as they require higher maintenance costs along with increased bandwidth capacity.


Application Insights:


The gaming developers segment accounted for the largest revenue share in 2017 and is expected to continue its dominance over the forecast period. This can be attributed to a large number of mobile game development companies emerging across the globe. The availability of low-cost technology has enabled nearly every developer with basic computer skills to create games and offer them for download on Google Play Store, App Store or any other store that offers digital content distribution services. As a result, gaming companies are investing more in developing original games developed by itself rather than purchasing/acquiring external game engines and then develop an original game based on that engine.


The others in gaming segment includes online poker players, casino players & bettors as well as sports fans who gamble or play sports events using virtual currency through online platforms or mobile apps.


Regional Analysis:


North America dominated the global gaming tools market in 2017. North America is home to some of the largest game developers and publishers such as Electronic Arts, Take-Two Interactive Software, Inc., Activision Blizzard, Riot Games, BioWare Studios LLC and Microsoft Corporation. The U.S. holds a significant share in the global games market due to high demand for digital entertainment among its citizens and an increase in online gaming activities over the past few years (Pew Research Center 2015).


Asia Pacific is expected to emerge as one of the fastest-growing regions during 2018’s forecast period owing to increasing investments by Valve Corporation; Tencent Holdings Limited; Riot Games; BANDAI NAMCO Entertainment Inc.; GREE INC.; Supercell Oy Ltd.; Square Enix Co., Ltd.;Ubisoft SA; Sony Computer Entertainment Incorporated among others (Kotak Mahindra Bank 2016).


Growth Factors:


  • Increasing demand for gaming tools from professional gamers and game developers.
  • Growing popularity of eSports and increase in the number of tournaments being organized worldwide.
  • Proliferation of new gaming platforms such as virtual reality (VR) and augmented reality (AR).
  • Rising adoption of gaming tools by small businesses to create engaging content for their customers/users.
  • Technological advancements that are making gaming tools more immersive, interactive, and realistic

Scope Of The Report

Report Attributes

Report Details

Report Title

Gaming Tools Market Research Report

By Type

Cloud-based, On-premise

By Application

Gaming Developers, Others in Gaming

By Companies

Bitbucket, Amazon GameLift, Google Gaming, FBX, Action!, Libgdx, Flixel, BINK, The Game Creators, GameAnalytics, HumanIK, Object Oriented Input System, Xinput, Allegro, Beast, deltaDNA

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

219

Number of Tables & Figures

154

Customization Available

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


Global Gaming Tools Market Report Segments:

The global Gaming Tools market is segmented on the basis of:

Types

Cloud-based, On-premise

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

Gaming Developers, Others in Gaming

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. Bitbucket
  2. Amazon GameLift
  3. Google Gaming
  4. FBX
  5. Action!
  6. Libgdx
  7. Flixel
  8. BINK
  9. The Game Creators
  10. GameAnalytics
  11. HumanIK
  12. Object Oriented Input System
  13. Xinput
  14. Allegro
  15. Beast
  16. deltaDNA

Global Gaming Tools Market Overview


Highlights of The Gaming Tools 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. Cloud-based
    2. On-premise
  1. By Application:

    1. Gaming Developers
    2. Others in Gaming
  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 Tools 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 Tools 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 tools are software programs and hardware devices that allow gamers to improve their gaming experience. Gaming tools can include things like game guides, calculators, and map editors.

Some of the key players operating in the gaming tools market are Bitbucket, Amazon GameLift, Google Gaming, FBX, Action!, Libgdx, Flixel, BINK, The Game Creators, GameAnalytics, HumanIK, Object Oriented Input System, Xinput, Allegro, Beast, deltaDNA.

The gaming tools market is expected to grow at a compound annual growth rate of 10.8%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Gaming Tools 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 Gaming Tools Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Gaming Tools 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 Gaming Tools 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 Gaming Tools Market Size & Forecast, 2018-2028       4.5.1 Gaming Tools Market Size and Y-o-Y Growth       4.5.2 Gaming Tools Market Absolute $ Opportunity

Chapter 5 Global Gaming Tools 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 Gaming Tools Market Size Forecast by Type
      5.2.1 Cloud-based
      5.2.2 On-premise
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Gaming Tools 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 Gaming Tools Market Size Forecast by Applications
      6.2.1 Gaming Developers
      6.2.2 Others in Gaming
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Gaming Tools 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 Gaming Tools 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 Gaming Tools Analysis and Forecast
   9.1 Introduction
   9.2 North America Gaming Tools 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 Gaming Tools Market Size Forecast by Type
      9.6.1 Cloud-based
      9.6.2 On-premise
   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 Gaming Tools Market Size Forecast by Applications
      9.10.1 Gaming Developers
      9.10.2 Others in Gaming
   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 Gaming Tools Analysis and Forecast
   10.1 Introduction
   10.2 Europe Gaming Tools 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 Gaming Tools Market Size Forecast by Type
      10.6.1 Cloud-based
      10.6.2 On-premise
   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 Gaming Tools Market Size Forecast by Applications
      10.10.1 Gaming Developers
      10.10.2 Others in Gaming
   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 Gaming Tools Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Gaming Tools 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 Gaming Tools Market Size Forecast by Type
      11.6.1 Cloud-based
      11.6.2 On-premise
   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 Gaming Tools Market Size Forecast by Applications
      11.10.1 Gaming Developers
      11.10.2 Others in Gaming
   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 Gaming Tools Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Gaming Tools 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 Gaming Tools Market Size Forecast by Type
      12.6.1 Cloud-based
      12.6.2 On-premise
   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 Gaming Tools Market Size Forecast by Applications
      12.10.1 Gaming Developers
      12.10.2 Others in Gaming
   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) Gaming Tools Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Gaming Tools 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) Gaming Tools Market Size Forecast by Type
      13.6.1 Cloud-based
      13.6.2 On-premise
   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) Gaming Tools Market Size Forecast by Applications
      13.10.1 Gaming Developers
      13.10.2 Others in Gaming
   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 Gaming Tools Market: Competitive Dashboard
   14.2 Global Gaming Tools Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Bitbucket
      14.3.2 Amazon GameLift
      14.3.3 Google Gaming
      14.3.4 FBX
      14.3.5 Action!
      14.3.6 Libgdx
      14.3.7 Flixel
      14.3.8 BINK
      14.3.9 The Game Creators
      14.3.10 GameAnalytics
      14.3.11 HumanIK
      14.3.12 Object Oriented Input System
      14.3.13 Xinput
      14.3.14 Allegro
      14.3.15 Beast
      14.3.16 deltaDNA

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