1. Executive Summary |
2. Global Gaming Market Introduction |
2.1. Global Gaming Market – Taxonomy |
2.2. Global Gaming Market –Definitions |
2.2.1. By Console Type |
2.2.2. Purchase Type |
2.2.3. By Region |
3. Global Gaming Market Dynamics |
3.1. Drivers |
3.2. Restraints |
3.3. Opportunities/Unmet Needs of the Market |
3.4. Trends |
3.5. Global Gaming Market Dynamic Factors – Impact Analysis |
3.6. Impact of COVID-19 on The Market |
3.7. Three Forecast Scenarios – Pessimistic, Conservative, and Opportunistic |
3.8. Mapping Market Players’ Activities |
3.9. Recent Key Developments |
3.10. Financial Status of the Market Players |
3.11. Recent Acquisitions, Collaborations, and Mergers |
4. Global Gaming Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 |
4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) |
4.3. Market Opportunity Analysis |
5. Global Gaming Market Forecast, By Device Type, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
5.1. Consoles |
5.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
5.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.1.3. Market Opportunity Analysis |
5.2. Mobiles and Tablets |
5.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
5.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.2.3. Market Opportunity Analysis |
5.3. Computers |
5.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
5.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.3.3. Market Opportunity Analysis |
6. Global Gaming Market Forecast, By Age Group, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
6.1. Adult |
6.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
6.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.1.3. Market Opportunity Analysis |
6.2. Children |
6.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
6.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.2.3. Market Opportunity Analysis |
7. Global Gaming Market Forecast, By Region, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
7.1. North America |
7.1.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
7.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.1.3. Market Opportunity Analysis |
7.2. Europe |
7.2.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
7.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.2.3. Market Opportunity Analysis |
7.3. Asia-Pacific |
7.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
7.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.3.3. Market Opportunity Analysis |
7.4. Latin America |
7.4.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
7.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.4.3. Market Opportunity Analysis |
7.5. Middle East and Africa |
7.5.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
7.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.5.3. Market Opportunity Analysis |
7.6. Global Gaming Market – Opportunity Analysis Index, By Device Type, Age Group, and Region, 2022 – 2028 |
8. North America Gaming Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
8.1. Device Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
8.1.1. Consoles |
8.1.2. Mobiles and Tablets |
8.1.3. Computers |
8.2. Age Group Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
8.2.1. Adult |
8.2.2. Children |
8.3. Country Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million) Y-o-Y Growth (%) and Market Share (%) |
8.3.1. U.S. |
8.3.2. Canada |
8.4. North America Gaming Market – Opportunity Analysis Index, By Device Type, Age Group and Country, 2022 – 2028 |
8.5. North America Gaming Market Dynamics – Trends |
9. Europe Gaming Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
9.1. Device Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
9.1.1. Consoles |
9.1.2. Mobiles and Tablets |
9.1.3. Computers |
9.2. Age Group Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
9.2.1. Adult |
9.2.2. Children |
9.3. Country Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million) Y-o-Y Growth (%) and Market Share (%) |
9.3.1. Germany |
9.3.2. UK |
9.3.3. France |
9.3.4. Italy |
9.3.5. Spain |
9.3.6. Rest of Europe |
9.4. Europe Gaming Market – Opportunity Analysis Index, By Device Type, Age Group and Country, 2022 – 2028 |
9.5. Europe Gaming Market Dynamics – Trends |
10. Asia-Pacific Gaming Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
10.1. Device Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
10.1.1. Consoles |
10.1.2. Mobiles and Tablets |
10.1.3. Computers |
10.2. Age Group Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
10.2.1. Adult |
10.2.2. Children |
10.3. Country Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million) Y-o-Y Growth (%) and Market Share (%) |
10.3.1. Japan |
10.3.2. China |
10.3.3. India |
10.3.4. ASEAN |
10.3.5. Rest of Asia-Pacific |
10.4. Asia-Pacific Gaming Market – Opportunity Analysis Index, By Device Type, Age Group and Country, 2022 – 2028 |
10.5. Asia-Pacific Gaming Market Dynamics – Trends |
11. Latin America Gaming Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
11.1. Device Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
11.1.1. Consoles |
11.1.2. Mobiles and Tablets |
11.1.3. Computers |
11.2. Age Group Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
11.2.1. Adult |
11.2.2. Children |
11.3. Country Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million) Y-o-Y Growth (%) and Market Share (%) |
11.3.1. Brazil |
11.3.2. Argentina |
11.3.3. Rest of Latin America |
11.4. Latin America Gaming Market – Opportunity Analysis Index, By Device Type, Age Group and Country, 2022 – 2028 |
11.5. Latin America Gaming Market Dynamics – Trends |
12. Middle East and Africa Gaming Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Million) |
12.1. Device Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
12.1.1. Consoles |
12.1.2. Mobiles and Tablets |
12.1.3. Computers |
12.2. Age Group Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million), Y-o-Y Growth (%), and Market Share (%) |
12.2.1. Adult |
12.2.2. Children |
12.3. Country Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Million) Y-o-Y Growth (%) and Market Share (%) |
12.3.1. Saudi Arabia |
12.3.2. GCC Countries |
12.3.3. South Africa |
12.3.4. Rest of MEA |
12.4. MEA Gaming Market – Opportunity Analysis Index, By Device Type, Age Group and Country, 2022 – 2028 |
12.5. MEA Gaming Market Dynamics – Trends |
13. Competition Landscape |
13.1. Strategic Dashboard of Top Market Players |
13.2. Company Profiles (Introduction, Financial Analysis, Device Type Offerings, Key Developments, Strategies, and SWOT Analysis) |
13.2.1. Sony Corporation |
13.2.2. Ubisoft |
13.2.3. Microsoft Corporation |
13.2.4. Apple Inc. |
13.2.5. Google LLC |
13.2.6. Electronic Arts Inc. |
13.2.7. Nintendo Co. Ltd |
13.2.8. Nitro Games Plc |
13.2.9. Rovio Entertainment Corp. |
13.2.10. Supercell |
13.2.11. Remedy Entertainment Plc |
14. Research Methodology |
15. Key Assumptions and Acronyms |
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