Global Gaming Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2024

  • receipt Report ID : 171920
  • calendar_today Published On: Apr, 2019
  • file_copy Pages: 153
  • list Business Services

A gaming is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.

Scope of the Report:

This report studies the Gaming market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Gaming market by product type and applications/end industries.

China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period.

The global Gaming market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Gaming.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Market Segment by Companies, this report covers

Activision Blizzard

Electronic Arts

Microsoft

NetEase

Nintendo

Sony

Tencent

ChangYou

DeNA

GungHo

Apple

Google

Nexon

Sega

NetEase

Namco Bandai

Ubisoft

Square Enix

Take-Two Interactive

King Digital Entertainment

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers

Console Gaming

Mobile Gaming

PC Gaming

Market Segment by Applications, can be divided into

Amateur

Professional

Frequently Asked Questions

The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.

Market is segmented on the basis:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.

The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.

Table of Contents

1 Gaming Market Overview

1.1 Product Overview and Scope of Gaming

1.2 Classification of Gaming by Types

1.2.1 Global Gaming Revenue Comparison by Types (2017-2023)

1.2.2 Global Gaming Revenue Market Share by Types in 2017

1.2.3 Console Gaming

1.2.4 Mobile Gaming

1.2.5 PC Gaming

1.3 Global Gaming Market by Application

1.3.1 Global Gaming Market Size and Market Share Comparison by Applications (2013-2023)

1.3.2 Amateur

1.3.3 Professional

1.4 Global Gaming Market by Regions

1.4.1 Global Gaming Market Size (Million USD) Comparison by Regions (2013-2023)

1.4.1 North America (USA, Canada and Mexico) Gaming Status and Prospect (2013-2023)

1.4.2 Europe (Germany, France, UK, Russia and Italy) Gaming Status and Prospect (2013-2023)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Gaming Status and Prospect (2013-2023)

1.4.4 South America (Brazil, Argentina, Colombia) Gaming Status and Prospect (2013-2023)

1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Gaming Status and Prospect (2013-2023)

1.5 Global Market Size of Gaming (2013-2023)

2 Manufacturers Profiles

2.1 Activision Blizzard

2.1.1 Business Overview

2.1.2 Gaming Type and Applications

2.1.2.1 Product A

2.1.2.2 Product B

2.1.3 Activision Blizzard Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.2 Electronic Arts

2.2.1 Business Overview

2.2.2 Gaming Type and Applications

2.2.2.1 Product A

2.2.2.2 Product B

2.2.3 Electronic Arts Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.3 Microsoft

2.3.1 Business Overview

2.3.2 Gaming Type and Applications

2.3.2.1 Product A

2.3.2.2 Product B

2.3.3 Microsoft Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.4 NetEase

2.4.1 Business Overview

2.4.2 Gaming Type and Applications

2.4.2.1 Product A

2.4.2.2 Product B

2.4.3 NetEase Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.5 Nintendo

2.5.1 Business Overview

2.5.2 Gaming Type and Applications

2.5.2.1 Product A

2.5.2.2 Product B

2.5.3 Nintendo Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.6 Sony

2.6.1 Business Overview

2.6.2 Gaming Type and Applications

2.6.2.1 Product A

2.6.2.2 Product B

2.6.3 Sony Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.7 Tencent

2.7.1 Business Overview

2.7.2 Gaming Type and Applications

2.7.2.1 Product A

2.7.2.2 Product B

2.7.3 Tencent Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.8 ChangYou

2.8.1 Business Overview

2.8.2 Gaming Type and Applications

2.8.2.1 Product A

2.8.2.2 Product B

2.8.3 ChangYou Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.9 DeNA

2.9.1 Business Overview

2.9.2 Gaming Type and Applications

2.9.2.1 Product A

2.9.2.2 Product B

2.9.3 DeNA Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.10 GungHo

2.10.1 Business Overview

2.10.2 Gaming Type and Applications

2.10.2.1 Product A

2.10.2.2 Product B

2.10.3 GungHo Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.11 Apple

2.11.1 Business Overview

2.11.2 Gaming Type and Applications

2.11.2.1 Product A

2.11.2.2 Product B

2.11.3 Apple Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.12 Google

2.12.1 Business Overview

2.12.2 Gaming Type and Applications

2.12.2.1 Product A

2.12.2.2 Product B

2.12.3 Google Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.13 Nexon

2.13.1 Business Overview

2.13.2 Gaming Type and Applications

2.13.2.1 Product A

2.13.2.2 Product B

2.13.3 Nexon Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.14 Sega

2.14.1 Business Overview

2.14.2 Gaming Type and Applications

2.14.2.1 Product A

2.14.2.2 Product B

2.14.3 Sega Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.15 NetEase

2.15.1 Business Overview

2.15.2 Gaming Type and Applications

2.15.2.1 Product A

2.15.2.2 Product B

2.15.3 NetEase Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.16 Namco Bandai

2.16.1 Business Overview

2.16.2 Gaming Type and Applications

2.16.2.1 Product A

2.16.2.2 Product B

2.16.3 Namco Bandai Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.17 Ubisoft

2.17.1 Business Overview

2.17.2 Gaming Type and Applications

2.17.2.1 Product A

2.17.2.2 Product B

2.17.3 Ubisoft Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.18 Square Enix

2.18.1 Business Overview

2.18.2 Gaming Type and Applications

2.18.2.1 Product A

2.18.2.2 Product B

2.18.3 Square Enix Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.19 Take-Two Interactive

2.19.1 Business Overview

2.19.2 Gaming Type and Applications

2.19.2.1 Product A

2.19.2.2 Product B

2.19.3 Take-Two Interactive Gaming Revenue, Gross Margin and Market Share (2016-2017)

2.20 King Digital Entertainment

2.20.1 Business Overview

2.20.2 Gaming Type and Applications

2.20.2.1 Product A

2.20.2.2 Product B

2.20.3 King Digital Entertainment Gaming Revenue, Gross Margin and Market Share (2016-2017)

3 Global Gaming Market Competition, by Players

3.1 Global Gaming Revenue and Share by Players (2013-2018)

3.2 Market Concentration Rate

3.2.1 Top 5 Gaming Players Market Share

3.2.2 Top 10 Gaming Players Market Share

3.3 Market Competition Trend

4 Global Gaming Market Size by Regions

4.1 Global Gaming Revenue and Market Share by Regions

4.2 North America Gaming Revenue and Growth Rate (2013-2018)

4.3 Europe Gaming Revenue and Growth Rate (2013-2018)

4.4 Asia-Pacific Gaming Revenue and Growth Rate (2013-2018)

4.5 South America Gaming Revenue and Growth Rate (2013-2018)

4.6 Middle East and Africa Gaming Revenue and Growth Rate (2013-2018)

5 North America Gaming Revenue by Countries

5.1 North America Gaming Revenue by Countries (2013-2018)

5.2 USA Gaming Revenue and Growth Rate (2013-2018)

5.3 Canada Gaming Revenue and Growth Rate (2013-2018)

5.4 Mexico Gaming Revenue and Growth Rate (2013-2018)

6 Europe Gaming Revenue by Countries

6.1 Europe Gaming Revenue by Countries (2013-2018)

6.2 Germany Gaming Revenue and Growth Rate (2013-2018)

6.3 UK Gaming Revenue and Growth Rate (2013-2018)

6.4 France Gaming Revenue and Growth Rate (2013-2018)

6.5 Russia Gaming Revenue and Growth Rate (2013-2018)

6.6 Italy Gaming Revenue and Growth Rate (2013-2018)

7 Asia-Pacific Gaming Revenue by Countries

7.1 Asia-Pacific Gaming Revenue by Countries (2013-2018)

7.2 China Gaming Revenue and Growth Rate (2013-2018)

7.3 Japan Gaming Revenue and Growth Rate (2013-2018)

7.4 Korea Gaming Revenue and Growth Rate (2013-2018)

7.5 India Gaming Revenue and Growth Rate (2013-2018)

7.6 Southeast Asia Gaming Revenue and Growth Rate (2013-2018)

8 South America Gaming Revenue by Countries

8.1 South America Gaming Revenue by Countries (2013-2018)

8.2 Brazil Gaming Revenue and Growth Rate (2013-2018)

8.3 Argentina Gaming Revenue and Growth Rate (2013-2018)

8.4 Colombia Gaming Revenue and Growth Rate (2013-2018)

9 Middle East and Africa Revenue Gaming by Countries

9.1 Middle East and Africa Gaming Revenue by Countries (2013-2018)

9.2 Saudi Arabia Gaming Revenue and Growth Rate (2013-2018)

9.3 UAE Gaming Revenue and Growth Rate (2013-2018)

9.4 Egypt Gaming Revenue and Growth Rate (2013-2018)

9.5 Nigeria Gaming Revenue and Growth Rate (2013-2018)

9.6 South Africa Gaming Revenue and Growth Rate (2013-2018)

10 Global Gaming Market Segment by Type

10.1 Global Gaming Revenue and Market Share by Type (2013-2018)

10.2 Global Gaming Market Forecast by Type (2018-2023)

10.3 Console Gaming Revenue Growth Rate (2013-2023)

10.4 Mobile Gaming Revenue Growth Rate (2013-2023)

10.5 PC Gaming Revenue Growth Rate (2013-2023)

11 Global Gaming Market Segment by Application

11.1 Global Gaming Revenue Market Share by Application (2013-2018)

11.2 Gaming Market Forecast by Application (2018-2023)

11.3 Amateur Revenue Growth (2013-2018)

11.4 Professional Revenue Growth (2013-2018)

12 Global Gaming Market Size Forecast (2018-2023)

12.1 Global Gaming Market Size Forecast (2018-2023)

12.2 Global Gaming Market Forecast by Regions (2018-2023)

12.3 North America Gaming Revenue Market Forecast (2018-2023)

12.4 Europe Gaming Revenue Market Forecast (2018-2023)

12.5 Asia-Pacific Gaming Revenue Market Forecast (2018-2023)

12.6 South America Gaming Revenue Market Forecast (2018-2023)

12.7 Middle East and Africa Gaming Revenue Market Forecast (2018-2023)

13 Research Findings and Conclusion

14 Appendix

14.1 Methodology

14.2 Data Source

List of Tables and Figures

Figure Gaming Picture

Table Product Specifications of Gaming

Table Global Gaming and Revenue (Million USD) Market Split by Product Type

Figure Global Gaming Re

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