Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global PC Games Market by Type (MMO, Adventure, Action, Shooter, Combat, Sports, Role-Playing, Others), By Application (Game Mall, Personal, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global PC Games Market by Type (MMO, Adventure, Action, Shooter, Combat, Sports, Role-Playing, Others), By Application (Game Mall, Personal, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 306068 4200 Service & Software 377 204 Pages 4.8 (50)
                                          

Market Overview:


The global PC games market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The growth in the market can be attributed to factors such as increasing demand for multiplayer and online games, rising popularity of eSports, and growing penetration of gaming consoles. In terms of type, the MMO segment is expected to lead the global PC games market during the forecast period. This can be attributed to increasing demand for multiplayer online games with a large player base. In terms of application, the game mall segment is expected to lead the global PC games market during the forecast period.


Global PC Games Industry Outlook


Product Definition:


PC games are video games that are played on a personal computer, rather than a dedicated video game console. PC games were once dominant in the gaming market, but their popularity has waned in recent years as more people move to playing games on mobile devices. However, there is still a large and dedicated PC gaming community, and new PC games continue to be released regularly.


PC gaming is important because it offers gamers more flexibility and control than console gaming does. Gamers can use mouse and keyboard controls or play with controllers if they choose; they can also customize the look of their game environments and characters more easily than they can on consoles. Additionally, many PC gamers enjoy playing online with others, which is not possible on most consoles.


MMO:


What are the challenges faced by this industry and how will they impact the growth of online games market over the next seven years? Can a Massively multiplayer online game (MMO) be successful on personal computers as well as on console/ handheld platforms? If so, why do console manufacturers continue to focus only on handheld devices when it comes to gaming consoles? These are some of the key questions that need an urgent answers if developers and publishers want to make money from massively multiplayer online games.


Adventure:


The adventure is a significant element in the games that refers to events that take place within the game world. It can be described as an event or series of events which are usually unexpected and involve physical as well as psychological challenges for the character. The player controls only one character throughout all adventures, but it can be challenging at times owing to its unpredictable nature.


It's different from quest in which there are many characters involved and each with their own goal, motive.


Application Insights:


The game mall application segment accounted for the largest revenue share of over 50% in 2017. The growth can be attributed to the increasing adoption of online gaming platforms by both casual and hardcore gamers. Furthermore, rising demand for mobile games has been driving a large number of players to shift from console/PC games to web-based games. This trend is expected to continue over the forecast period as internet cafes are declining rapidly across countries such as China, Japan, and South Korea owing to shifting preference towards personal computers at home due to increased usage of smart devices among young population.


Personal computer gaming is growing significantly across regions with high internet penetration rates such as North America and Europe despite presence of consoles like Xbox One and PlayStation 4 which are preferred by most gamers for playing their favourite video game titles at home rather than going online or offline respectively.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The U.S.-based companies are focusing on developing and launching new games, which is expected to drive the regional growth over the forecast period. Asia Pacific is projected to be one of the fastest-growing regions owing to increasing disposable income levels and growing adoption of technology among players. Moreover, a significant number of MMO gamers reside in this region due to availability of high-speed internet connectivity at an affordable cost coupled with rising smartphone penetration rates; these factors are expected to contribute toward industry growth over the next eight years.


The European market for global PC games has been witnessing steady growth since 2013, when digital distribution platforms first entered into mainstream gaming industry distribution channels worldwide (Steam & Desura). In 2016, Germany emerged as a major contributor towards regional sales through both retail stores as well as digital distributors (Uplay/Ubisoft Store & GOG Galaxy).


Growth Factors:


  • Increasing demand for PC games from emerging markets such as China and India.
  • Proliferation of new gaming platforms and devices, such as mobile phones, tablets, and social networks that are fuelling the growth of the PC games market.
  • Rising number of free-to-play (F2P) online PC games that are attracting a large number of gamers worldwide.
  • Growing popularity of eSports tournaments which is helping to drive the growth in sales of high end gaming hardware and peripherals among hardcore gamers.

Scope Of The Report

Report Attributes

Report Details

Report Title

PC Games Market Research Report

By Type

MMO, Adventure, Action, Shooter, Combat, Sports, Role-Playing, Others

By Application

Game Mall, Personal, Others

By Companies

Blizzard Entertainment, Electronic Arts, Tencent, UBISOFT, THQ, CAPCOM, Microsoft Game Studios, EIDOS, ROCKSTAR, SIERRA, KONAMI

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

204

Number of Tables & Figures

143

Customization Available

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


Global PC Games Market Report Segments:

The global PC Games market is segmented on the basis of:

Types

MMO, Adventure, Action, Shooter, Combat, Sports, Role-Playing, Others

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

Game Mall, Personal, Others

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. Blizzard Entertainment
  2. Electronic Arts
  3. Tencent
  4. UBISOFT
  5. THQ
  6. CAPCOM
  7. Microsoft Game Studios
  8. EIDOS
  9. ROCKSTAR
  10. SIERRA
  11. KONAMI

Global PC Games Market Overview


Highlights of The PC Games 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. MMO
    2. Adventure
    3. Action
    4. Shooter
    5. Combat
    6. Sports
    7. Role-Playing
    8. Others
  1. By Application:

    1. Game Mall
    2. Personal
    3. Others
  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 PC Games 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:

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  • Market Entry Strategies
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Global PC Games 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?


PC Games is a term used to describe video games that are played on personal computers.

Some of the key players operating in the pc games market are Blizzard Entertainment, Electronic Arts, Tencent, UBISOFT, THQ, CAPCOM, Microsoft Game Studios, EIDOS, ROCKSTAR, SIERRA, KONAMI.

The pc games market is expected to register a CAGR of 5.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 PC Games 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 PC Games Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 PC Games 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 PC Games 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 PC Games Market Size & Forecast, 2020-2028       4.5.1 PC Games Market Size and Y-o-Y Growth       4.5.2 PC Games 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 MMO
      5.2.2 Adventure
      5.2.3 Action
      5.2.4 Shooter
      5.2.5 Combat
      5.2.6 Sports
      5.2.7 Role-Playing
      5.2.8 Others
   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 Game Mall
      6.2.2 Personal
      6.2.3 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global PC Games 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 PC Games 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 MMO
      9.6.2 Adventure
      9.6.3 Action
      9.6.4 Shooter
      9.6.5 Combat
      9.6.6 Sports
      9.6.7 Role-Playing
      9.6.8 Others
   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 Game Mall
      9.10.2 Personal
      9.10.3 Others
   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 MMO
      10.6.2 Adventure
      10.6.3 Action
      10.6.4 Shooter
      10.6.5 Combat
      10.6.6 Sports
      10.6.7 Role-Playing
      10.6.8 Others
   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 Game Mall
      10.10.2 Personal
      10.10.3 Others
   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 MMO
      11.6.2 Adventure
      11.6.3 Action
      11.6.4 Shooter
      11.6.5 Combat
      11.6.6 Sports
      11.6.7 Role-Playing
      11.6.8 Others
   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 Game Mall
      11.10.2 Personal
      11.10.3 Others
   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 MMO
      12.6.2 Adventure
      12.6.3 Action
      12.6.4 Shooter
      12.6.5 Combat
      12.6.6 Sports
      12.6.7 Role-Playing
      12.6.8 Others
   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 Game Mall
      12.10.2 Personal
      12.10.3 Others
   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 MMO
      13.6.2 Adventure
      13.6.3 Action
      13.6.4 Shooter
      13.6.5 Combat
      13.6.6 Sports
      13.6.7 Role-Playing
      13.6.8 Others
   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 Game Mall
      13.10.2 Personal
      13.10.3 Others
   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 PC Games Market: Competitive Dashboard
   14.2 Global PC Games Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Blizzard Entertainment
      14.3.2 Electronic Arts
      14.3.3 Tencent
      14.3.4 UBISOFT
      14.3.5 THQ
      14.3.6 CAPCOM
      14.3.7 Microsoft Game Studios
      14.3.8 EIDOS
      14.3.9 ROCKSTAR
      14.3.10 SIERRA
      14.3.11 KONAMI

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