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
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.
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:
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