Global Gaming Market Growth (Status and Outlook) 2019-2024

  • receipt Report ID : 175574
  • calendar_today Published On: Jul, 2019
  • file_copy Pages: 130
  • 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.

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.

According to this study, over the next five years the Gaming market will register a 11.4% CAGR in terms of revenue, the global market size will reach US$ 231750 million by 2024, from US$ 135010 million in 2019. In particular, this report presents the global revenue market share of key companies in Gaming business, shared in Chapter 3.

This report presents a comprehensive overview, market shares and growth opportunities of Gaming market by product type, application, key companies and key regions.

This study considers the Gaming value generated from the sales of the following segments:

Segmentation by product type: breakdown data from 2014 to 2019 in Section 2.3; and forecast to 2024 in section 10.7.

Mobile Gaming

Console Gaming

Segmentation by application: breakdown data from 2014 to 2019, in Section 2.4; and forecast to 2024 in section 10.8.

Amateur

Professional

This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.

Americas

United States

Canada

Mexico

Brazil

APAC

China

Japan

Korea

Southeast Asia

India

Australia

Europe

Germany

France

UK

Italy

Russia

Spain

Middle East & Africa

Egypt

South Africa

Israel

Turkey

GCC Countries

The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.

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

In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.

Research objectives

To study and analyze the global Gaming market size by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.

To understand the structure of Gaming market by identifying its various subsegments.

Focuses on the key global Gaming players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.

To analyze the Gaming with respect to individual growth trends, future prospects, and their contribution to the total market.

To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

To project the size of Gaming submarkets, with respect to key regions (along with their respective key countries).

To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.

To strategically profile the key players and comprehensively analyze their growth strategies.

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

2019-2024 Global Gaming Market Report (Status and Outlook)

1 Scope of the Report

1.1 Market Introduction

1.2 Research Objectives

1.3 Years Considered

1.4 Market Research Methodology

1.5 Economic Indicators

1.6 Currency Considered

2 Executive Summary

2.1 World Market Overview

2.1.1 Global Gaming Market Size 2014-2024

2.1.2 Gaming Market Size CAGR by Region

2.2 Gaming Segment by Type

2.2.1 Mobile Gaming

2.2.2 Console Gaming

2.2.3 PC Gaming

2.3 Gaming Market Size by Type

2.3.1 Global Gaming Market Size Market Share by Type (2014-2019)

2.3.2 Global Gaming Market Size Growth Rate by Type (2014-2019)

2.4 Gaming Segment by Application

2.4.1 Amateur

2.4.2 Professional

2.5 Gaming Market Size by Application

2.5.1 Global Gaming Market Size Market Share by Application (2014-2019)

2.5.2 Global Gaming Market Size Growth Rate by Application (2014-2019)

3 Global Gaming by Players

3.1 Global Gaming Market Size Market Share by Players

3.1.1 Global Gaming Market Size by Players (2017-2019)

3.1.2 Global Gaming Market Size Market Share by Players (2017-2019)

3.2 Global Gaming Key Players Head office and Products Offered

3.3 Market Concentration Rate Analysis

3.3.1 Competition Landscape Analysis

3.3.2 Concentration Ratio (CR3, CR5 and CR10) (2017-2019)

3.4 New Products and Potential Entrants

3.5 Mergers & Acquisitions, Expansion

4 Gaming by Regions

4.1 Gaming Market Size by Regions

4.2 Americas Gaming Market Size Growth

4.3 APAC Gaming Market Size Growth

4.4 Europe Gaming Market Size Growth

4.5 Middle East & Africa Gaming Market Size Growth

5 Americas

5.1 Americas Gaming Market Size by Countries

5.2 Americas Gaming Market Size by Type

5.3 Americas Gaming Market Size by Application

5.4 United States

5.5 Canada

5.6 Mexico

5.7 Key Economic Indicators of Few Americas Countries

6 APAC

6.1 APAC Gaming Market Size by Countries

6.2 APAC Gaming Market Size by Type

6.3 APAC Gaming Market Size by Application

6.4 China

6.5 Japan

6.6 Korea

6.7 Southeast Asia

6.8 India

6.9 Australia

6.10 Key Economic Indicators of Few APAC Countries

7 Europe

7.1 Europe Gaming by Countries

7.2 Europe Gaming Market Size by Type

7.3 Europe Gaming Market Size by Application

7.4 Germany

7.5 France

7.6 UK

7.7 Italy

7.8 Russia

7.9 Spain

7.10 Key Economic Indicators of Few Europe Countries

8 Middle East & Africa

8.1 Middle East & Africa Gaming by Countries

8.2 Middle East & Africa Gaming Market Size by Type

8.3 Middle East & Africa Gaming Market Size by Application

8.4 Egypt

8.5 South Africa

8.6 Israel

8.7 Turkey

8.8 GCC Countries

9 Market Drivers, Challenges and Trends

9.1 Market Drivers and Impact

9.1.1 Growing Demand from Key Regions

9.1.2 Growing Demand from Key Applications and Potential Industries

9.2 Market Challenges and Impact

9.3 Market Trends

10 Global Gaming Market Forecast

10.1 Global Gaming Market Size Forecast (2019-2024)

10.2 Global Gaming Forecast by Regions

10.2.1 Global Gaming Forecast by Regions (2019-2024)

10.2.2 Americas Market Forecast

10.2.3 APAC Market Forecast

10.2.4 Europe Market Forecast

10.2.5 Middle East & Africa Market Forecast

10.3 Americas Forecast by Countries

10.3.1 United States Market Forecast

10.3.2 Canada Market Forecast

10.3.3 Mexico Market Forecast

10.3.4 Brazil Market Forecast

10.4 APAC Forecast by Countries

10.4.1 China Market Forecast

10.4.2 Japan Market Forecast

10.4.3 Korea Market Forecast

10.4.4 Southeast Asia Market Forecast

10.4.5 India Market Forecast

10.4.6 Australia Market Forecast

10.5 Europe Forecast by Countries

10.5.1 Germany Market Forecast

10.5.2 France Market Forecast

10.5.3 UK Market Forecast

10.5.4 Italy Market Forecast

10.5.5 Russia Market Forecast

10.5.6 Spain Market Forecast

10.6 Middle East & Africa Forecast by Countries

10.6.1 Egypt Market Forecast

10.6.2 South Africa Market Forecast

10.6.3 Israel Market Forecast

10.6.4 Turkey Market Forecast

10.6.5 GCC Countries Market Forecast

10.7 Global Gaming Forecast by Type

10.8 Global Gaming Forecast by Application

11 Key Players Analysis

11.1 Activision Blizzard

11.1.1 Company Details

11.1.2 Gaming Product Offered

11.1.3 Activision Blizzard Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.1.4 Main Business Overview

11.1.5 Activision Blizzard News

11.2 Electronic Arts

11.2.1 Company Details

11.2.2 Gaming Product Offered

11.2.3 Electronic Arts Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.2.4 Main Business Overview

11.2.5 Electronic Arts News

11.3 Microsoft

11.3.1 Company Details

11.3.2 Gaming Product Offered

11.3.3 Microsoft Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.3.4 Main Business Overview

11.3.5 Microsoft News

11.4 NetEase

11.4.1 Company Details

11.4.2 Gaming Product Offered

11.4.3 NetEase Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.4.4 Main Business Overview

11.4.5 NetEase News

11.5 Nintendo

11.5.1 Company Details

11.5.2 Gaming Product Offered

11.5.3 Nintendo Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.5.4 Main Business Overview

11.5.5 Nintendo News

11.6 Sony

11.6.1 Company Details

11.6.2 Gaming Product Offered

11.6.3 Sony Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.6.4 Main Business Overview

11.6.5 Sony News

11.7 Tencent

11.7.1 Company Details

11.7.2 Gaming Product Offered

11.7.3 Tencent Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.7.4 Main Business Overview

11.7.5 Tencent News

11.8 ChangYou

11.8.1 Company Details

11.8.2 Gaming Product Offered

11.8.3 ChangYou Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.8.4 Main Business Overview

11.8.5 ChangYou News

11.9 DeNA

11.9.1 Company Details

11.9.2 Gaming Product Offered

11.9.3 DeNA Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.9.4 Main Business Overview

11.9.5 DeNA News

11.10 GungHo

11.10.1 Company Details

11.10.2 Gaming Product Offered

11.10.3 GungHo Gaming Revenue, Gross Margin and Market Share (2017-2019)

11.10.4 Main Business Overview

11.10.5 GungHo News

11.11 Apple

11.12 Google

11.13 Nexon

11.14 Sega

11.15 Warner Bros

11.16 Namco Bandai

11.17 Ubisoft

11.18 Square Enix

11.19 Take-Two Interactive

11.20 King Digital Entertainment

12 Research Findings and Conclusion

List of Tables and Figures

Table Product Specifications of Gaming

Figure Gaming Report Years Considered

Figure Market Research Methodology

Figure Global Gaming Market Siz

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