Gaming Market: Global Estimation, Dynamics, Regional Share, Trends, Competitor Analysis 2017-2021 and Forecast 2022-2028

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Gaming Market by Console Type (Mobile Gaming, Social / Casual Gaming, TV / Gaming Console, Computer Gaming, Online Mmo Gaming, and Others.), Purchase Type (In-App Purchase Based, Shareware, Box/CD Game Purchase, Freeware, and Other.), and Geography

 

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Report

Description

Gaming Market Size is valued at USD 212.8 billion in 2021 and poised to grow at significant CAGR of 12.6% over 2022-2028. Gaming is described as the act of playing electronic games using a variety of devices such as computers, cell phones, and consoles. High-speed internet connections are becoming more common, particularly in emerging nations, making online gaming more accessible in recent years. Based on console type, the mobile gaming segment is anticipated to hold the largest market share in the forecasting period owing to the growing number of mobile users together with the advancement of 5G technology in smartphones. For instance, according to World Economic Forum 2020, mobile games attract around 48 percent of video game gamers. Furthermore, expanding cellular subscriptions are significantly increasing demand for mobile games. According to statistics provided by the World Bank, the global mobile cellular subscriber rate in 2019 was 109.397 per one hundred persons. Based on console type the mobile gaming is estimated to be valued approximately 35.6% of overall revenue and the market is expected to grow significantly over 2022-2027 owing to the increased incorporation of 4g technology in smartphones, surge in the manufacture of appealing online interactive games and increase in the subscriptions for gaming apps. For instance, in March 2019, Apple Inc. launched a video game subscription service called Apple Arcade for iPadOS, iOS, macOS, and tvOS.Moreover, the booming mobile cellular subscription has also played significant role in expanding the demand for mobile gaming over the forecast years. Gaming Market is surging owing to frequent acquisitions and launchings by the market players. Strategic alliances by the players such as acquisitions, mergers, expansions, and new product launches may enhance the company’s growth.

Key Development:

In January 2022, Microsoft Corporation planned to acquire Activision Blizzard Inc., a leader in game development and interactive entertainment content publisher to accelerate the growth in Microsoft’s gaming business across mobile, PC, console and cloud and will provide building blocks for the metaverse

Gaming Market

MARKET SUMMARY
-
12.6%
  • Study Period– 2022-2028
  • Base Year– 2021
  • CAGR– 12.6%
  • Largest Market– North-America
  • Fastest Growing Market– Asia-Pacific

Gaming Market

  • The gaming market report gives comprehensive outlook across the region with special emphasis on key regions such as North America, Europe, Asia Pacific, Latin America and Middle East and Africa.
  • The gaming market is segmented based on console type, purchase type and geography.
Key Players
  • Nexon Company
  • Nintendo Co. Ltd
  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Ubisoft Entertainment SA
Gaming Market Drivers

Rising internet penetration, integration of blockchain technology in traditional gaming, emergence of cloud gaming, technological advancements are the key factors that are driving the growth of the global gaming market.


Asia-Pacific Got Significant Share

Gaming Market

Among all the regions, Asia Pacific accounted to have largest share in in global gaming market and the same trend is expected over the forecast years owing to the increasing popularity of online gaming competitions and the growing number of online gamers in Asia Pacific especially in India, China, Japan, and South Korea. Moreover, companies focus to expand their services in APAC region also immense boost to the market in the future. For instance, in December 2021, Tencent Holdings Limited collaborated with NVIDIA Corporation to create START, a new cloud gaming service that allows gamers to play AAA games on low-powered devices. In addition, North America market expected to grow at highest CAGR over the forecast years owing to rise in R&D by the market players to develop advanced gaming products.

Latin America
Latin-America
North-America
North-America
Europe
Europe
Asia Pacific
Asia-Pacific
Middle East
Middle East

Key

Features of the Report

  • The gaming market report provides granular level information about the market size, regional market share, historic market (2017-2021) and forecast (2022-2028)
  • The report covers in-detail insights about the competitor’s overview, company share analysis, key market developments, and their key strategies
  • The report outlines drivers, restraints, unmet needs, and trends that are currently affecting the market
  • The report tracks recent innovations, key developments, and start-up details that are actively working in the market
  • The report provides a plethora of information about market entry strategies, regulatory framework, and reimbursement scenario
Gaming Market Segmentation


Location

GEOGRAPHY

Frequently Asked Questions

The gaming market is projected to expand at a CAGR of 12.6% during the forecast period.

Sony Corporation, Microsoft Corporation, Apple Inc., Google LLC (Alphabet Inc.), Bandai Namco Entertainment Inc.

Asia-Pacific is the fastest-growing region for gaming market


Report

Table Of Content

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

Report

Company Profile

  • Sony Corporation
  • Microsoft Corporation
  • Apple Inc.
  • Google LLC (Alphabet Inc.)
  • Bandai Namco Entertainment Inc.
  • Take-Two Interactive Software Inc.
  • Nexon Company
  • Nintendo Co. Ltd
  • Activision Blizzard Inc.
  • Electronic Arts Inc.
  • Ubisoft Entertainment SA
  • Square Enix Holdings Co. Ltd
  • ZeptoLab OOO
  • Tencent Holdings Ltd
  • Sega Games Co. Ltd
  • Capcom Co. Ltd
  • NetEase Inc.
  • Interactive Entertainment
  • Beijing Kunlun Technology Co. Ltd

Description

Gaming Market Size is valued at USD 212.8 billion in 2021 and poised to grow at significant CAGR of 12.6% over 2022-2028. Gaming is described as the act of playing electronic games using a variety of devices such as computers, cell phones, and consoles. High-speed internet connections are becoming more common, particularly in emerging nations, making online gaming more accessible in recent years. Based on console type, the mobile gaming segment is anticipated to hold the largest market share in the forecasting period owing to the growing number of mobile users together with the advancement of 5G technology in smartphones. For instance, according to World Economic Forum 2020, mobile games attract around 48 percent of video game gamers. Furthermore, expanding cellular subscriptions are significantly increasing demand for mobile games. According to statistics provided by the World Bank, the global mobile cellular subscriber rate in 2019 was 109.397 per one hundred persons. Based on console type the mobile gaming is estimated to be valued approximately 35.6% of overall revenue and the market is expected to grow significantly over 2022-2027 owing to the increased incorporation of 4g technology in smartphones, surge in the manufacture of appealing online interactive games and increase in the subscriptions for gaming apps. For instance, in March 2019, Apple Inc. launched a video game subscription service called Apple Arcade for iPadOS, iOS, macOS, and tvOS.Moreover, the booming mobile cellular subscription has also played significant role in expanding the demand for mobile gaming over the forecast years. Gaming Market is surging owing to frequent acquisitions and launchings by the market players. Strategic alliances by the players such as acquisitions, mergers, expansions, and new product launches may enhance the company’s growth.

Key Development:

In January 2022, Microsoft Corporation planned to acquire Activision Blizzard Inc., a leader in game development and interactive entertainment content publisher to accelerate the growth in Microsoft’s gaming business across mobile, PC, console and cloud and will provide building blocks for the metaverse

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