Global Gaming Market 2016-2020

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Date: 23-Sep-2016
No. of pages: 64
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Earlier, gaming was limited to board games and handheld video games. The growing popularity of PCs and electronic devices aided by the increased internet penetration has led to the development and commercialization of games. Consumers are now heavily dependent on interactive entertainment such as video games. Video games are electronic games that require a video interface for human interaction. Video devices may vary depending on the game. These devices/screens include TVs, PC monitors, and mobile displays. Depending on the type of screen, the market is segmented by type of device.

The analysts forecast global gaming market to grow at a CAGR of 6.42% during the period 2016-2020.

Covered in this report

This report covers the present scenario and the growth prospects of the global gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from consumers spending on playing games.

The market is divided into the following segments based on geography:


  • Americas

  • APAC

  • EMEA


The report, Global Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. This report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors


  • Activision Blizzard

  • Electronic Arts

  • Microsoft Studios

  • Sony

  • Tencent


Other prominent vendors


  • Apple

  • Changyou

  • DeNA

  • Disney

  • Facebook

  • Google

  • GREE

  • GungHo Entertainment

  • King Digital Entertainment

  • Konami

  • Namco Bandai

  • NCSOFT

  • NetEase

  • Nexon

  • Nintendo

  • Sega

  • Square Enix

  • Take-Two Interactive

  • Telltale Games

  • Ubisoft Entertainment

  • Zynga


Market driver


  • Growth in global e-sports market

  • For a full, detailed list, view our report


Market challenge


  • Concerns associated with piracy

  • For a full, detailed list, view our report


Market trend


  • Increased penetration of VR headsets

  • For a full, detailed list, view our report


Key questions answered in this report


  • What will the market size be in 2020 and what will the growth rate be?

  • What are the key market trends?

  • What is driving this market?

  • What are the challenges to market growth?

  • Who are the key vendors in this market space?

  • What are the market opportunities and threats faced by the key vendors?

  • What are the strengths and weaknesses of the key vendors?

Global Gaming Market 2016-2020

Table of Contents

PART 01: Executive summary
Highlights

PART 02: Scope of the report
Market overview
Base year
Vendor segmentation
Summation errors
Top vendor offerings

PART 03: Market research methodology
Research methodology
Economic indicators

PART 04: Introduction
Key market highlights

PART 05: Market landscape
Market overview
Value chain
Market size and forecast
Five forces analysis

PART 06: Market segmentation by gaming type
Global gaming market by gaming type
Global gaming market by TV consoles
Global gaming market by MMO
Global gaming market by smartphones
Global gaming market by tablets
Global gaming market by boxed PCs
Global gaming market by online games
Global gaming market by handheld gaming consoles

PART 07: Market segmentation by type of gamers
Global gaming market by type of gamers
Gaming market by type of gamers in APAC
Gaming market by type of gamers in Americas
Gaming market by type of gamers in EMEA

PART 08: Geographical segmentation
Global gaming market by geography
APAC gaming market
Americas gaming market
EMEA gaming market

PART 09: Key leading countries
Top 10 countries in global gaming market
China
US
Japan

PART 10: Buying criterion

PART 11: Market drivers

PART 12: Impact of drivers

PART 13: Market challenges

PART 14: Impact of drivers and challenges

PART 15: Market trends

PART 16: Vendor landscape
Competitive scenario
Other prominent vendors

PART 17: Appendix
List of abbreviations

List of Exhibits

Exhibit 01: Top vendor offerings in global gaming market 2015
Exhibit 02: Key market highlights in global gaming market
Exhibit 03: Overview of global gaming market
Exhibit 04: Value chain of global gaming market
Exhibit 05: Global gaming market 2015-2020 ($ billions)
Exhibit 06: Five forces analysis
Exhibit 07: Global gaming market by gaming type 2015 and 2020
Exhibit 08: Global gaming market by TV consoles 2015-2020 ($ billions)
Exhibit 09: Global gaming market by MMO 2015-2020 ($ billions)
Exhibit 10: Global gaming market by smartphones 2015-2020 ($ billions)
Exhibit 11: Percentage of smartphone gamers making in-app purchases 2015
Exhibit 12: Global gaming market by tablets 2015-2020 ($ billions)
Exhibit 13: Percentage of tablet gamers making in-app purchases 2015
Exhibit 14: Global gaming market by boxed PCs 2015-2020 ($ billions)
Exhibit 15: Global gaming market by online games 2015-2020 ($ billions)
Exhibit 16: Global gaming market by handheld gaming consoles 2015-2020 ($ billions)
Exhibit 17: Global gaming market by type of gamers in various regions (% share)
Exhibit 18: Gaming market by type of gamers in APAC 2015 (millions of gamers)
Exhibit 19: Gaming market by type of gamers in Americas 2015 (millions of gamers)
Exhibit 20: Gaming market by type of gamers in EMEA 2015 (millions of gamers)
Exhibit 21: Global gaming market by geography 2015 and 2020 (% share)
Exhibit 22: APAC gaming market 2015-2020 ($ billions)
Exhibit 23: Americas gaming market 2015-2020 ($ billions)
Exhibit 24: EMEA gaming market 2015-2020 ($ billions)
Exhibit 25: Top 10 countries in global gaming market 2015 (% share)
Exhibit 26: Market share and revenue of top 10 countries in global gaming market 2015
Exhibit 27: Buying criteria for games
Exhibit 28: Global shipment of desktops, smartphones, and tablets 2011-2015 (millions of units)
Exhibit 29: Impact of drivers
Exhibit 30: Impact of drivers and challenges
Exhibit 31: Other prominent vendors in global gaming market

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