Global Gaming Market Forecast 2019-2027

Publisher Name :
Date: 17-Dec-2018
No. of pages: 140

KEY FINDINGS

Video games are the specialized application that involves an interface or a screen, where independent players can interact in a structured form of play. Nowadays, the total number of gaming companies across the world has reached a point from where they can easily provide wider options for video games on the basis of price, genres, platform, etc. The global market for gaming is mainly driven by the enhanced penetration of the internet to a majority of the global customers at an affordable price and an increase in the availability of smartphones along with their easy adoption. These factors are going to drive the market to proliferate at 6.06% CAGR during 2019-2027 forecasting years, is expected to push the global market value by its revenue to reach a staggering sum of $ XX billion.

MARKET INSIGHTS

Fresh ideas, interactive features and the better-cum-high tech graphics of the video games are the mains reasons influencing the adoption of such throughout the world at many platforms, be it smartphones, PlayStation or Nintendo. Thus, generating huge revenues for the gaming industry in the current scenario, although, the newer approach of characterizing as well as rapid updating the development, deployment and the operations of a video game based on the customer behavior can reap more revenues for this industry in the upcoming years. There will be a dominance of the mobile gaming segment in the worldwide gaming industry soon due to the introduction of graphics intensive mobile games, plummeting prices of the smartphones, etc. The global gaming market is segmented by its type, component and the device type where they are played.

REGIONAL INSIGHTS

The global market for gaming is geographically segregated into North America, Asia Pacific, Europe and the collective countries under the Rest of World category. The Asia Pacific region holds the largest share by revenue for the gaming market in 2018 and also is expected to have the most rapid market growth during the forecast years. The gradual shift towards social gaming by the large percentage of the population that uses social networking sites and the easy availability of multiple genre based games are expected to exact a huge customer base in the Asia Pacific region from 2019-2027 forecasting years.

COMPETITIVE INSIGHTS

There are multiple companies who have major contribution to the global gaming market, and they are Rockstar Games Inc., Activision Blizzard, Bethesda Softworks LLC, Electronic Arts Inc., Gameloft (acquired by Vivendi), Microsoft Corporation, Nexon Co, Ltd., Nintendo Co., Ltd., Nvidia Computer Game Company, Sony Corporation, Sega, Square Enix Holdings Co., Ltd., Tencent Games, Ubisoft Entertainment S.A. and Zynga.

Global Gaming Market Forecast 2019-2027

Table of Contents

1.RESEARCHSCOPE
1.1.STUDYGOALS
1.2.SCOPEOFTHEMARKETSTUDY
1.3.WHOWILLFINDTHISREPORTUSEFUL?
1.4.STUDY&FORECASTINGYEARS
2.RESEARCHMETHODOLOGY
2.1.SOURCESOFDATA
2.1.1.SECONDARYDATA
2.1.2.PRIMARYDATA
2.2.TOP-DOWNAPPROACH
2.3.BOTTOM-UPAPPROACH
2.4.DATATRIANGULATION
3.EXECUTIVESUMMARY
3.1.MARKETSUMMARY
3.2.KEYFINDINGS
3.2.1.MOBILEGAMINGDOMINATESTHEDEVICETYPESEGMENT
3.2.2.EMERGENCEOFGAMESASASERVICE
3.2.3.SURGEINTHEREVENUEGENERATIONFROMGAMINGINDUSTRY
3.2.4.ONLINEGAMINGISANTICIPATEDTOADVANCEDYNAMICALLY
3.2.5.SOFTWARESEGMENTTOGROWATHIGHESTCAGR
4.MARKETDYNAMICS
4.1.TIMELINEOFGAMINGINDUSTRY
4.2.PARENTMARKETANALYSIS:MEDIA&ENTERTAINMENT
4.3.MARKETSCOPE&DEFINITION
4.4.MARKETDRIVERS
4.4.1.EMERGENCEOFNEXTGENERATIONGAMINGCONSOLES
4.4.2.GROWINGINTERNETPENETRATION
4.4.3.SURGEINTHENUMBEROFSMARTPHONEUSERS
4.4.4.EASYAVAILABILITYOFGAMESATFREEOFCOST
4.4.5.HUGE&LOYALCONSUMERBASEOFDIGITALGAMES
4.5.MARKETRESTRAINTS
4.5.1.HIGHCOSTOFGAMEDEVELOPMENT
4.5.2.PIRACYISSUES
4.6.MARKETOPPORTUNITIES
4.6.1.GROWINGADOPTIONOFAUGMENTED&VIRTUALREALITYINGAMINGINDUSTRY
4.6.2.DEVELOPMENTINWORLDWIDEE-SPORTSMARKET
4.7.MARKETCHALLENGES
4.7.1.INCREASINGPREVALENCEOFCOUNTERFEITGAMINGPRODUCTS
4.7.2.COMPLEXITYOFLOCALIZATIONOFGAMES
4.7.3.DIFFICULTIESRELATEDTOHARDWARECOMPATIBILITY
5.MARKETBYTYPE
5.1.ONLINE
5.2.OFFLINE
6.MARKETBYCOMPONENTS
6.1.SOFTWARE
6.2.HARDWARE
7.MARKETBYDEVICETYPE
7.1.CONSOLE
7.2.MOBILE
7.2.1.ACTION
7.2.2.ARCADE
7.2.3.STRATEGY&BRAINGAMES
7.2.4.CASINO
7.2.5.CASUAL
7.2.6.SPORTS
7.2.7.RPG
7.3.COMPUTER
8.KEYANALYTICS
8.1.PORTERSFIVEFORCEMODEL
8.1.1.THREATOFNEWENTRANTS
8.1.2.THREATOFSUBSTITUTE
8.1.3.BARGAININGPOWEROFSUPPLIERS
8.1.4.BARGAININGPOWEROFBUYERS
8.1.5.THREATOFCOMPETITIVERIVALRY
8.2.KEYBUYINGCRITERIA
8.2.1.GAMERATINGS
8.2.2.PRICE
8.2.3.EXCLUSIVITY
8.2.4.ONLINESERVICE
8.2.5.DEVICETYPE&COMPATIBILITY
8.2.5.1.PERFORMANCE
8.2.5.2.BACKWARDCOMPATIBILITY
8.2.5.3.PERIPHERALS
8.2.5.4.STORAGE
8.2.5.5.MEDIASUPPORT
8.3.OPPORTUNITYMATRIX
8.4.VENDORLANDSCAPE
8.5.VALUECHAINANALYSIS
8.5.1.SUPPLIERS
8.5.2.RESEARCH&DEVELOPMENT
8.5.3.HARDWAREMANUFACTURING,SOFTWAREDEVELOPMENT&PUBLISHING
8.5.4.DISTRIBUTORS
8.6.INVESTMENTANALYSIS
8.6.1.BYREGION
8.6.2.BYTYPE
8.6.3.BYDEVICETYPE
9.GEOGRAPHICALANALYSIS
9.1.NORTHAMERICA
9.1.1.UNITEDSTATES
9.1.2.CANADA
9.2.EUROPE
9.2.1.UNITEDKINGDOM
9.2.2.GERMANY
9.2.3.FRANCE
9.2.4.SPAIN
9.2.5.ITALY
9.2.6.RESTOFEUROPE
9.3.ASIAPACIFIC
9.3.1.CHINA
9.3.2.JAPAN
9.3.3.INDIA
9.3.4.SOUTHKOREA
9.3.5.AUSTRALIA
9.3.6.RESTOFASIAPACIFIC
9.4.RESTOFWORLD
9.4.1.LATINAMERICA
9.4.2.MIDDLEEAST&AFRICA
10.COMPETITIVELANDSCAPE
10.1.MARKETSHAREANALYSIS
10.2.KEYCOMPANYANALYSIS
10.3.CORPORATESTRATEGIES
10.3.1.PRODUCTLAUNCH,INNOVATION&PRODUCTUPGRADATION
10.3.2.PARTNERSHIP&COLLABORATION
10.3.3.MERGER&ACQUISITION
10.3.4.OTHERKEYSTRATEGIES
10.4.COMPANYPROFILES
10.4.1.ACTIVISIONBLIZZARD
10.4.2.BETHESDASOFTWORKSLLC
10.4.3.ELECTRONICARTSINC.
10.4.4.GAMELOFT(ACQUIREDBYVIVENDI)
10.4.5.MICROSOFTCORPORATION
10.4.6.NEXONCO,LTD
10.4.7.NINTENDOCO.,LTD
10.4.8.NVIDIA
10.4.9.ROCKSTARGAMESINC.
10.4.10.SEGA
10.4.11.SONYCORPORATION
10.4.12.SQUAREENIXHOLDINGSCO.,LTD.
10.4.13.TENCENTGAMES
10.4.14.UBISOFTENTERTAINMENTSA
10.4.15.ZYNGA



List Of Tables

TABLE1:GLOBALGAMINGMARKET,BYGEOGRAPHY,2019-2027(IN$BILLION)
TABLE2:REVENUEGENERATEDBYMAJORPLAYERSOFGAMINGINDUSTRYIN2017(IN$MILLION)
TABLE3:TIMELINEOFGAMINGINDUSTRY
TABLE4:EIGHTHGENERATIONGAMINGCONSOLES
TABLE5:MOSTPIRATEDGAMESASOF2017
TABLE6:GLOBALGAMINGMARKET,BYTYPE,2019-2027,(IN$BILLION)
TABLE7:GLOBALONLINEGAMINGMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE8:GLOBALOFFLINEGAMINGMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE9:GLOBALGAMINGMARKET,BYCOMPONENTS,2019-2027,(IN$BILLION)
TABLE10:GLOBALSOFTWAREMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE11:GLOBALHARDWAREMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE12:GLOBALGAMINGMARKET,BYDEVICETYPE,2019-2027,(IN$BILLION)
TABLE13:GLOBALCONSOLEGAMINGMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE14:GLOBALMOBILEMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE15:GLOBALMOBILEGAMINGMARKET,BYGAMEGENRE2019-2027,(IN$BILLION)
TABLE16:SOMEOFTHEMOSTPOPULARACTIONGAMES
TABLE17:GLOBALACTIONGAMESMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE18:SOMEOFTHEMOSTPOPULARARCADEGAMES
TABLE19:GLOBALARCADEGAMESMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE20:SOMEOFTHEMOSTPOPULARSTRATEGY&BRAINGAMES
TABLE21:GLOBALSTRATEGY&BRAINGAMESMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE22:SOMEOFTHEMOSTPOPULARCASINOGAMES
TABLE23:GLOBALCASINOGAMESMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE24:SOMEOFTHEMOSTPOPULARCASUALGAMES
TABLE25:GLOBALCASUALGAMESMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE26:SOMEOFTHEMOSTPOPULARSPORTSGAMES
TABLE27:GLOBALSPORTSGAMESMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE28:SOMEOFTHEMOSTPOPULARRPGGAMES
TABLE29:GLOBALRPGGAMESMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE30:GLOBALCOMPUTERGAMINGMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE31:OPPORTUNITYMATRIX
TABLE32:VENDORLANDSCAPE
TABLE33:LEADINGDISTRIBUTORSOFDIGITALGAMESWORLDWIDE
TABLE34:GLOBALGAMINGMARKET,BYGEOGRAPHY,2019-2027,(IN$BILLION)
TABLE35:NORTHAMERICAGAMINGMARKET,BYCOUNTRY,2019-2027(IN$BILLION)
TABLE36:EUROPEGAMINGMARKET,BYCOUNTRY,2019-2027(IN$BILLION)
TABLE37:ASIAPACIFICGAMINGMARKET,BYCOUNTRY,2019-2027(IN$BILLION)
TABLE38:RESTOFWORLDGAMINGMARKET,BYREGION,2019-2027(IN$BILLION)
TABLE39:LISTOFPRODUCTLAUNCHES
TABLE40:LISTOFPARTNERSHIP&COLLABORATION
TABLE41:LISTOFMERGER&ACQUISITION
TABLE42:LISTOFOTHERKEYSTRATEGIES



List Of Figures

FIGURE1:GLOBALGAMINGMARKET,BYDEVICETYPE,2018&2027(IN%)
FIGURE2:MOBILE-CELLULARTELEPHONESUBSCRIPTIONSACROSSGEOGRAPHIES,2010-2017,(INMILLION)
FIGURE3:INTERNETPENETRATIONRATEACROSSKEYGEOGRAPHIESIN2017(IN%)
FIGURE4:SMARTPHONEUSERSACROSSTHEWORLD,2016-2020(INBILLION)
FIGURE5:RISINGNUMBEROFSOFTWAREPIRACYRATEOFKEYCOUNTRIES,2010-2016(IN%)
FIGURE6:AVERAGERATEOFUNLICENSEDSOFTWAREUSEDACROSSKEYGEOGRAPHIESIN2017(IN%)
FIGURE7:WORLDWIDEGROWTHINUNITSHIPMENTSOFAUGMENTEDREALITYHEADSET,2016-2021(INMILLION)
FIGURE8:GLOBALGAMINGMARKET,BYONLINE,2019-2027(IN$BILLION)
FIGURE9:GLOBALGAMINGMARKET,BYOFFLINE,2019-2027(IN$BILLION)
FIGURE10:GLOBALGAMINGMARKET,BYSOFTWARE,2019-2027(IN$BILLION)
FIGURE11:GLOBALGAMINGMARKET,BYHARDWARE,2019-2027(IN$BILLION)
FIGURE12:GLOBALGAMINGMARKET,BYCONSOLE,2019-2027(IN$BILLION)
FIGURE13:GLOBALGAMINGMARKET,BYMOBILE,2019-2027(IN$BILLION)
FIGURE14:GLOBALMOBILEGAMINGMARKET,BYACTIONGAMES,2019-2027(IN$BILLION)
FIGURE15:GLOBALMOBILEGAMINGMARKET,BYARCADEGAMES,2019-2027(IN$BILLION)
FIGURE16:GLOBALMOBILEGAMINGMARKET,BYSTRATEGY&BRAINGAMES,2019-2027(IN$BILLION)
FIGURE17:GLOBALMOBILEGAMINGMARKET,BYCASINOGAMES,2019-2027(IN$BILLION)
FIGURE18:GLOBALMOBILEGAMINGMARKET,BYCASUALGAMES,2019-2027(IN$BILLION)
FIGURE19:GLOBALMOBILEGAMINGMARKET,BYSPORTSGAMES,2019-2027(IN$BILLION)
FIGURE20:GLOBALMOBILEGAMINGMARKET,BYRPGGAMES,2019-2027(IN$BILLION)
FIGURE21:GLOBALGAMINGMARKET,BYCOMPUTER,2019-2027(IN$BILLION)
FIGURE22:PORTER'SFIVEFORCEANALYSIS
FIGURE23:KEYBUYINGIMPACTANALYSISOFGAMINGMARKET
FIGURE24:KEYBUYINGIMPACTANALYSISOFGAMINGDEVICES
FIGURE25:VALUECHAINANALYSIS
FIGURE26:INVESTMENTANALYSISOFGAMINGMARKET,BYREGION,IN2018
FIGURE27:INVESTMENTANALYSISOFGAMINGMARKET,BYDEVICETYPE,IN2018
FIGURE28:INVESTMENTANALYSISOFGAMINGMARKET,BYTYPE,IN2018
FIGURE29:GLOBALGAMINGMARKET,REGIONALOUTLOOK,2018&2027(IN%)
FIGURE30:UNITEDSTATESGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE31:CANADAGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE32:UNITEDKINGDOMGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE33:GERMANYGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE34:FRANCEGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE35:SPAINGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE36:ITALYGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE37:RESTOFEUROPEGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE38:CHINAGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE39:JAPANGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE40:INDIAGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE41:SOUTHKOREAGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE42:AUSTRALIAGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE43:RESTOFASIAPACIFICGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE44:LATINAMERICAGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE45:MIDDLEEAST&AFRICAGAMINGMARKET,2019-2027(IN$BILLION)
FIGURE46:MARKETSHAREANALYSISOFKEYPLAYERSIN2018(IN%)
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