The global gaming market size was US$ 210.65 billion in 2021. The global gaming market size is forecast to reach US$ 953.77 billion by 2030, growing at a compound annual growth rate (CAGR) of 18.27% during the forecast period from 2022 to 2030.
Gaming is the act of playing electronic games using various techniques and means such as computers, mobile phones, consoles, or another method entirely. High-speed Internet is becoming more prevalent, especially in emerging economies, which has made online gaming more accessible to more people. "Gaming" has a wide range of applications and is especially popular in educational and professional settings. The various types of consoles used in gaming include TV / Gaming Consoles, Computer Games, Mobile Games, Social / Casual Games, Online MMO Games, and Others. In gaming, the following types of purchases are available: Box/CD Game Purchases, Shareware, Freeware, In-App Purchases, and Other.
Factors Influencing Market Growth
Impact Analysis of COVID-19
The majority of the global population took the necessary precautions to prevent the COVID-19 from spreading, causing many people to spend most of their time at home. The gloomy situation created stress, anxiety, and fear among people. Furthermore, people were unable to participate in outdoor activities or social gatherings. This combination of factors contributed significantly to the consumption of different online games, which led to the coping of various mental conditions. Thus, these factors significantly affect the growth of the global gaming market.
Regional Insights
The Asia Pacific is forecast to dominate the gaming industry, with countries such as China, Japan, and South Korea exhibiting high market growth potential. China is one of the largest economies in the Asia Pacific with the growing use of technology. Exports and innovation in new games and consoles are major factors driving the gaming industry. In addition, mobile games have fundamentally changed the gaming industry, providing a consistent level of enjoyment using cloud-based games and offline apps. People in emerging economies like China will continue to turn to on-the-go entertainment. Additionally, the growth of mini-games played within mobile apps, such as WeChat, without installing another application has forced the gaming industry in China to grow.
Leading Competitors
The leading prominent companies profiled in the global gaming market are:
Scope of the Report
The global gaming market segmentation focuses on Console, Purchase Type, and Region.
Segmentation based on Console
Segmentation based on Purchase
Segmentation based on Region
[TABLE OF CONTENTS]
1 INTRODUCTION OF GLOBAL GAMING MARKET
1.1 OVERVIEW OF THE MARKET
1.2 SCOPE OF REPORT
1.3 ASSUMPTIONS
2 EXECUTIVE SUMMARY
3 RESEARCH METHODOLOGY
3.1 DATA MINING
3.2 VALIDATION
3.3 PRIMARY INTERVIEWS
3.4 LIST OF DATA SOURCES
4 GLOBAL GAMING MARKET OUTLOOK
4.1 OVERVIEW
4.2 MARKET DYNAMICS
4.2.1 DRIVERS
4.2.2 RESTRAINTS
4.2.3 OPPORTUNITIES
4.3 PORTERS FIVE FORCE MODEL
4.4 VALUE CHAIN ANALYSIS
5 GLOBAL GAMING MARKET, BY CONSOLE
5.1 OVERVIEW
5.2 TV / GAMING CONSOLE
5.3 COMPUTER GAMING
5.4 MOBILE GAMING
5.5 SOCIAL / CASUAL GAMING
5.6 MASSIVELY MULTIPLAYER ONLINE GAME
6 GLOBAL GAMING MARKET, BY PURCHASE
6.1 OVERVIEW
6.2 BOX/ CD GAME PURCHASE
6.3 SHAREWARE
6.4 FREEWARE
6.5 IN-APP PURCHASE BASED
7 GLOBAL GAMING MARKET, BY GEOGRAPHY
7.1 OVERVIEW
7.2 NORTH AMERICA
7.2.1 NORTH AMERICA MARKET SNAPSHOT
7.2.2 U.S.
7.2.3 CANADA
7.2.4 MEXICO
7.3 EUROPE
7.3.1 EUROPE MARKET SNAPSHOT
7.3.2 WESTERN EUROPE
7.3.2.1 THE UK
7.3.2.2 GERMANY
7.3.2.3 FRANCE
7.3.2.4 ITALY
7.3.2.5 SPAIN
7.3.2.6 REST OF WESTERN EUROPE
7.3.3 EASTERN EUROPE
7.3.3.1 POLAND
7.3.3.2 RUSSIA
7.3.3.3 REST OF EASTERN EUROPE
7.4 ASIA PACIFIC
7.4.1 ASIA PACIFIC MARKET SNAPSHOT
7.4.2 CHINA
7.4.3 JAPAN
7.4.4 INDIA
7.4.5 AUSTRALIA & NEW ZEALAND
7.4.6 ASEAN
7.4.7 REST OF ASIA PACIFIC
7.5 MIDDLE EAST & AFRICA
7.5.1 MIDDLE EAST & AFRICA MARKET SNAPSHOT
7.5.2 UAE
7.5.3 SAUDI ARABIA
7.5.4 SOUTH AFRICA
7.5.5 REST OF MEA
7.6 SOUTH AMERICA
7.6.1 SOUTH AMERICA MARKET SNAPSHOT
7.6.2 BRAZIL
7.6.3 ARGENTINA
7.6.4 REST OF SOUTH AMERICA
8 GLOBAL GAMING MARKET COMPETITIVE LANDSCAPE
8.1 OVERVIEW
8.2 COMPANY MARKET RANKING
8.3 KEY DEVELOPMENT STRATEGIES
9 COMPANY PROFILES
9.1 ROCKSTAR GAMES INCORPORATED
9.1.1 OVERVIEW
9.1.2 FINANCIAL PERFORMANCE
9.1.3 PRODUCT OUTLOOK
9.1.4 KEY DEVELOPMENTS
9.2 ACTIVISION BLIZZARD
9.2.1 OVERVIEW
9.2.2 FINANCIAL PERFORMANCE
9.2.3 PRODUCT OUTLOOK
9.2.4 KEY DEVELOPMENTS
9.3 BETHESDA SOFTWORKS LLC
9.3.1 OVERVIEW
9.3.2 FINANCIAL PERFORMANCE
9.3.3 PRODUCT OUTLOOK
9.3.4 KEY DEVELOPMENTS
9.4 ELECTRONIC ARTS INCORPORATED
9.4.1 OVERVIEW
9.4.2 FINANCIAL PERFORMANCE
9.4.3 PRODUCT OUTLOOK
9.4.4 KEY DEVELOPMENTS
9.5 GAMELOFT (ACQUIRED BY VIVENDI)
9.5.1 OVERVIEW
9.5.2 FINANCIAL PERFORMANCE
9.5.3 PRODUCT OUTLOOK
9.5.4 KEY DEVELOPMENTS
9.6 MICROSOFT CORPORATION
9.6.1 OVERVIEW
9.6.2 FINANCIAL PERFORMANCE
9.6.3 PRODUCT OUTLOOK
9.6.4 KEY DEVELOPMENTS
9.7 NEXON CO, LIMITED
9.7.1 OVERVIEW
9.7.2 FINANCIAL PERFORMANCE
9.7.3 PRODUCT OUTLOOK
9.7.4 KEY DEVELOPMENTS
9.8 NINTENDO CO., LIMITED
9.8.1 OVERVIEW
9.8.2 FINANCIAL PERFORMANCE
9.8.3 PRODUCT OUTLOOK
9.8.4 KEY DEVELOPMENTS
9.9 NVIDIA COMPUTER GAME COMPANY
9.9.1 OVERVIEW
9.9.2 FINANCIAL PERFORMANCE
9.9.3 PRODUCT OUTLOOK
9.9.4 KEY DEVELOPMENTS
9.10 SONY CORPORATION
9.10.1 OVERVIEW
9.10.2 FINANCIAL PERFORMANCE
9.10.3 PRODUCT OUTLOOK
9.10.4 KEY DEVELOPMENTS
9.11 UBISOFT ENTERTAINMENT S.A.
9.11.1 OVERVIEW
9.11.2 FINANCIAL PERFORMANCE
9.11.3 PRODUCT OUTLOOK
9.11.4 KEY DEVELOPMENTS
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