Global Gaming Market 2019 by Company, Regions, Type and Application, Forecast to 2024

  • receipt Report ID : 181338
  • calendar_today Published On: Jul, 2019
  • file_copy Pages: 139
  • list Consumer Goods

Gaming refers to playing electronic games, whether through consoles, computers, mobile phones or another medium altogether. Gaming is a nuanced term that suggests regular gameplay, possibly as a hobby. Although traditionally a solitary form of relaxation, online multiplayer video games have made gaming a popular group activity as well.

Scope of the Report:

Asia-Pacific is the largest countries of Gaming in the world in the past few years and it will keep increasing in the next few years. Asia-Pacific market took up about 46.94%% the global market in 2017, while North America and Europe were about 24.85%, 21.78%.

Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony, Tencent, ChangYou, DeNA, GungHo, Apple, Google, Nexon, Sega, Warner Bros, Namco Bandai, Ubisoft, Square Enix, Take-Two Interactive, King Digital Entertainment, etc. are the key suppliers in the global Gaming market. Top 5 took up more than 46% of the global market in 2017. Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony, Tencent, etc. which have leading technology and market position, are well-known suppliers around the world.

Although market of Gaming brings a lot of opportunities, the study group recommends the new entrants who just have money but without technical advantage and downstream support, do not enter the Gaming field hastily.

The global Gaming market is valued at 142010 million USD in 2018 and is expected to reach 234240 million USD by the end of 2024, growing at a CAGR of 10.5% between 2019 and 2024.

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 2019 and will be xx million USD in 2024, with a CAGR of xx%.

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.

Market Segment by Companies, this report covers

Activision Blizzard

Electronic Arts

Microsoft

NetEase

Nintendo

Sony

Tencent

ChangYou

DeNA

GungHo

Apple

Google

Nexon

Sega

Warner Bros

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

Mobile Gaming

Console 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 (2019-2024)

1.2.2 Global Gaming Revenue Market Share by Types in 2018

1.2.3 Mobile Gaming

1.2.4 Console 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 (2014-2024)

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 (2014-2024)

1.4.1 North America (USA, Canada and Mexico) Gaming Status and Prospect (2014-2024)

1.4.2 Europe (Germany, France, UK, Russia and Italy) Gaming Status and Prospect (2014-2024)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Gaming Status and Prospect (2014-2024)

1.4.4 South America (Brazil, Argentina, Colombia) Gaming Status and Prospect (2014-2024)

1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Gaming Status and Prospect (2014-2024)

1.5 Global Market Size of Gaming (2014-2024)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

2.15 Warner Bros

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 Warner Bros Gaming Revenue, Gross Margin and Market Share (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

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 (2017-2018)

3 Global Gaming Market Competition, by Players

3.1 Global Gaming Revenue and Share by Players (2014-2019)

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 (2014-2019)

4.3 Europe Gaming Revenue and Growth Rate (2014-2019)

4.4 Asia-Pacific Gaming Revenue and Growth Rate (2014-2019)

4.5 South America Gaming Revenue and Growth Rate (2014-2019)

4.6 Middle East and Africa Gaming Revenue and Growth Rate (2014-2019)

5 North America Gaming Revenue by Countries

5.1 North America Gaming Revenue by Countries (2014-2019)

5.2 USA Gaming Revenue and Growth Rate (2014-2019)

5.3 Canada Gaming Revenue and Growth Rate (2014-2019)

5.4 Mexico Gaming Revenue and Growth Rate (2014-2019)

6 Europe Gaming Revenue by Countries

6.1 Europe Gaming Revenue by Countries (2014-2019)

6.2 Germany Gaming Revenue and Growth Rate (2014-2019)

6.3 UK Gaming Revenue and Growth Rate (2014-2019)

6.4 France Gaming Revenue and Growth Rate (2014-2019)

6.5 Russia Gaming Revenue and Growth Rate (2014-2019)

6.6 Italy Gaming Revenue and Growth Rate (2014-2019)

7 Asia-Pacific Gaming Revenue by Countries

7.1 Asia-Pacific Gaming Revenue by Countries (2014-2019)

7.2 China Gaming Revenue and Growth Rate (2014-2019)

7.3 Japan Gaming Revenue and Growth Rate (2014-2019)

7.4 Korea Gaming Revenue and Growth Rate (2014-2019)

7.5 India Gaming Revenue and Growth Rate (2014-2019)

7.6 Southeast Asia Gaming Revenue and Growth Rate (2014-2019)

8 South America Gaming Revenue by Countries

8.1 South America Gaming Revenue by Countries (2014-2019)

8.2 Brazil Gaming Revenue and Growth Rate (2014-2019)

8.3 Argentina Gaming Revenue and Growth Rate (2014-2019)

8.4 Colombia Gaming Revenue and Growth Rate (2014-2019)

9 Middle East and Africa Revenue Gaming by Countries

9.1 Middle East and Africa Gaming Revenue by Countries (2014-2019)

9.2 Saudi Arabia Gaming Revenue and Growth Rate (2014-2019)

9.3 UAE Gaming Revenue and Growth Rate (2014-2019)

9.4 Egypt Gaming Revenue and Growth Rate (2014-2019)

9.5 Nigeria Gaming Revenue and Growth Rate (2014-2019)

9.6 South Africa Gaming Revenue and Growth Rate (2014-2019)

10 Global Gaming Market Segment by Type

10.1 Global Gaming Revenue and Market Share by Type (2014-2019)

10.2 Global Gaming Market Forecast by Type (2019-2024)

10.3 Mobile Gaming Revenue Growth Rate (2014-2024)

10.4 Console Gaming Revenue Growth Rate (2014-2024)

10.5 PC Gaming Revenue Growth Rate (2014-2024)

11 Global Gaming Market Segment by Application

11.1 Global Gaming Revenue Market Share by Application (2014-2019)

11.2 Gaming Market Forecast by Application (2019-2024)

11.3 Amateur Revenue Growth (2014-2019)

11.4 Professional Revenue Growth (2014-2019)

12 Global Gaming Market Size Forecast (2019-2024)

12.1 Global Gaming Market Size Forecast (2019-2024)

12.2 Global Gaming Market Forecast by Regions (2019-2024)

12.3 North America Gaming Revenue Market Forecast (2019-2024)

12.4 Europe Gaming Revenue Market Forecast (2019-2024)

12.5 Asia-Pacific Gaming Revenue Market Forecast (2019-2024)

12.6 South America Gaming Revenue Market Forecast (2019-2024)

12.7 Middle East and Africa Gaming Revenue Market Forecast (2019-2024)

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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