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Global Gaming Market Size By Segmentations, Top Key Players, Trend, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 11/23/2022
  • NO OF PAGES
  • 222
  • CATEGORY
  • Retails & Consumer
The competitive landscape analysis of Gaming Market uncovers detailed company profiles, revenue shares, portfolio innovations, regional product footprint, key developmental strategies, pricing structure, target markets, and near-term plans of market leaders. This entire section helps readers gain an essence of what is driving competition and what would help them stand out to win new target markets.

Market estimates and forecast are backed by an extensive primary research, further complemented by on-point secondary research of Gaming Market. The research analysts have invested significant time and effort in gathering critical industry information from KIPs such as OEMs, top suppliers and distributors, and government bodies.

Market Segmentations:
Global Gaming Market: Top Key Players
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
Gaming Breakdown Data by Type
Mobile Gaming
Console Gaming
PC Gaming
Gaming Breakdown Data by Application
Amateur
Professional


Global Gaming Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Reasons to Purchase Gaming Market Report
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
• What are the Merger & Acquisition, New Product Launch, Recent Development within each of the Markets?
• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Gaming Revenue
1.4 Market Analysis by Type
1.4.1 Global Gaming Market Size Growth Rate by Type: 2022 VS 2030
1.4.2 Mobile Gaming
1.4.3 Console Gaming
1.4.4 PC Gaming
1.5 Market by Application
1.5.1 Global Gaming Market Share by Application: 2022 VS 2030
1.5.2 Amateur
1.5.3 Professional
1.6 Coronavirus Disease 2019 (Covid-19): Gaming Industry Impact
1.6.1 How the Covid-19 is Affecting the Gaming Industry
1.6.1.1 Gaming Business Impact Assessment - Covid-19
1.6.1.2 Supply Chain Challenges
1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
1.6.2 Market Trends and Gaming Potential Opportunities in the COVID-19 Landscape
1.6.3 Measures / Proposal against Covid-19
1.6.3.1 Government Measures to Combat Covid-19 Impact
1.6.3.2 Proposal for Gaming Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered

2 Global Growth Trends by Regions
2.1 Gaming Market Perspective (2016-2030)
2.2 Gaming Growth Trends by Regions
2.2.1 Gaming Market Size by Regions: 2016 VS 2022 VS 2030
2.2.2 Gaming Historic Market Share by Regions (2016-2021)
2.2.3 Gaming Forecasted Market Size by Regions (2022-2030)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porter’s Five Forces Analysis
2.3.5 Gaming Market Growth Strategy
2.3.6 Primary Interviews with Key Gaming Players (Opinion Leaders)

3 Competition Landscape by Key Players
3.1 Global Top Gaming Players by Market Size
3.1.1 Global Top Gaming Players by Revenue (2016-2021)
3.1.2 Global Gaming Revenue Market Share by Players (2016-2021)
3.1.3 Global Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Gaming Market Concentration Ratio
3.2.1 Global Gaming Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by Gaming Revenue in 2021
3.3 Gaming Key Players Head office and Area Served
3.4 Key Players Gaming Product Solution and Service
3.5 Date of Enter into Gaming Market
3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2016-2030)
4.1 Global Gaming Historic Market Size by Type (2016-2021)
4.2 Global Gaming Forecasted Market Size by Type (2022-2030)

5 Gaming Breakdown Data by Application (2016-2030)
5.1 Global Gaming Market Size by Application (2016-2021)
5.2 Global Gaming Forecasted Market Size by Application (2022-2030)

6 North America
6.1 North America Gaming Market Size (2016-2021)
6.2 Gaming Key Players in North America (2016-2021)
6.3 North America Gaming Market Size by Type (2016-2021)
6.4 North America Gaming Market Size by Application (2016-2021)

7 Europe
7.1 Europe Gaming Market Size (2016-2021)
7.2 Gaming Key Players in Europe (2016-2021)
7.3 Europe Gaming Market Size by Type (2016-2021)
7.4 Europe Gaming Market Size by Application (2016-2021)

8 China
8.1 China Gaming Market Size (2016-2021)
8.2 Gaming Key Players in China (2016-2021)
8.3 China Gaming Market Size by Type (2016-2021)
8.4 China Gaming Market Size by Application (2016-2021)

9 Japan
9.1 Japan Gaming Market Size (2016-2021)
9.2 Gaming Key Players in Japan (2016-2021)
9.3 Japan Gaming Market Size by Type (2016-2021)
9.4 Japan Gaming Market Size by Application (2016-2021)

10 Southeast Asia
10.1 Southeast Asia Gaming Market Size (2016-2021)
10.2 Gaming Key Players in Southeast Asia (2016-2021)
10.3 Southeast Asia Gaming Market Size by Type (2016-2021)
10.4 Southeast Asia Gaming Market Size by Application (2016-2021)

11 India
11.1 India Gaming Market Size (2016-2021)
11.2 Gaming Key Players in India (2016-2021)
11.3 India Gaming Market Size by Type (2016-2021)
11.4 India Gaming Market Size by Application (2016-2021)

12 Central & South America
12.1 Central & South America Gaming Market Size (2016-2021)
12.2 Gaming Key Players in Central & South America (2016-2021)
12.3 Central & South America Gaming Market Size by Type (2016-2021)
12.4 Central & South America Gaming Market Size by Application (2016-2021)

13 Key Players Profiles
13.1 Activision Blizzard
13.1.1 Activision Blizzard Company Details
13.1.2 Activision Blizzard Business Overview and Its Total Revenue
13.1.3 Activision Blizzard Gaming Introduction
13.1.4 Activision Blizzard Revenue in Gaming Business (2016-2021)
13.1.5 Activision Blizzard Recent Development
13.2 Electronic Arts
13.2.1 Electronic Arts Company Details
13.2.2 Electronic Arts Business Overview and Its Total Revenue
13.2.3 Electronic Arts Gaming Introduction
13.2.4 Electronic Arts Revenue in Gaming Business (2016-2021)
13.2.5 Electronic Arts Recent Development
13.3 Microsoft
13.3.1 Microsoft Company Details
13.3.2 Microsoft Business Overview and Its Total Revenue
13.3.3 Microsoft Gaming Introduction
13.3.4 Microsoft Revenue in Gaming Business (2016-2021)
13.3.5 Microsoft Recent Development
13.4 NetEase
13.4.1 NetEase Company Details
13.4.2 NetEase Business Overview and Its Total Revenue
13.4.3 NetEase Gaming Introduction
13.4.4 NetEase Revenue in Gaming Business (2016-2021)
13.4.5 NetEase Recent Development
13.5 Nintendo
13.5.1 Nintendo Company Details
13.5.2 Nintendo Business Overview and Its Total Revenue
13.5.3 Nintendo Gaming Introduction
13.5.4 Nintendo Revenue in Gaming Business (2016-2021)
13.5.5 Nintendo Recent Development
13.6 Sony
13.6.1 Sony Company Details
13.6.2 Sony Business Overview and Its Total Revenue
13.6.3 Sony Gaming Introduction
13.6.4 Sony Revenue in Gaming Business (2016-2021)
13.6.5 Sony Recent Development
13.7 Tencent
13.7.1 Tencent Company Details
13.7.2 Tencent Business Overview and Its Total Revenue
13.7.3 Tencent Gaming Introduction
13.7.4 Tencent Revenue in Gaming Business (2016-2021)
13.7.5 Tencent Recent Development
13.8 ChangYou
13.8.1 ChangYou Company Details
13.8.2 ChangYou Business Overview and Its Total Revenue
13.8.3 ChangYou Gaming Introduction
13.8.4 ChangYou Revenue in Gaming Business (2016-2021)
13.8.5 ChangYou Recent Development
13.9 DeNA
13.9.1 DeNA Company Details
13.9.2 DeNA Business Overview and Its Total Revenue
13.9.3 DeNA Gaming Introduction
13.9.4 DeNA Revenue in Gaming Business (2016-2021)
13.9.5 DeNA Recent Development
13.10 GungHo
13.10.1 GungHo Company Details
13.10.2 GungHo Business Overview and Its Total Revenue
13.10.3 GungHo Gaming Introduction
13.10.4 GungHo Revenue in Gaming Business (2016-2021)
13.10.5 GungHo Recent Development
13.11 Apple
10.11.1 Apple Company Details
10.11.2 Apple Business Overview and Its Total Revenue
10.11.3 Apple Gaming Introduction
10.11.4 Apple Revenue in Gaming Business (2016-2021)
10.11.5 Apple Recent Development
13.12 Google
10.12.1 Google Company Details
10.12.2 Google Business Overview and Its Total Revenue
10.12.3 Google Gaming Introduction
10.12.4 Google Revenue in Gaming Business (2016-2021)
10.12.5 Google Recent Development
13.13 Nexon
10.13.1 Nexon Company Details
10.13.2 Nexon Business Overview and Its Total Revenue
10.13.3 Nexon Gaming Introduction
10.13.4 Nexon Revenue in Gaming Business (2016-2021)
10.13.5 Nexon Recent Development
13.14 Sega
10.14.1 Sega Company Details
10.14.2 Sega Business Overview and Its Total Revenue
10.14.3 Sega Gaming Introduction
10.14.4 Sega Revenue in Gaming Business (2016-2021)
10.14.5 Sega Recent Development
13.15 Warner Bros
10.15.1 Warner Bros Company Details
10.15.2 Warner Bros Business Overview and Its Total Revenue
10.15.3 Warner Bros Gaming Introduction
10.15.4 Warner Bros Revenue in Gaming Business (2016-2021)
10.15.5 Warner Bros Recent Development
13.16 Namco Bandai
10.16.1 Namco Bandai Company Details
10.16.2 Namco Bandai Business Overview and Its Total Revenue
10.16.3 Namco Bandai Gaming Introduction
10.16.4 Namco Bandai Revenue in Gaming Business (2016-2021)
10.16.5 Namco Bandai Recent Development
13.17 Ubisoft
10.17.1 Ubisoft Company Details
10.17.2 Ubisoft Business Overview and Its Total Revenue
10.17.3 Ubisoft Gaming Introduction
10.17.4 Ubisoft Revenue in Gaming Business (2016-2021)
10.17.5 Ubisoft Recent Development
13.18 Square Enix
10.18.1 Square Enix Company Details
10.18.2 Square Enix Business Overview and Its Total Revenue
10.18.3 Square Enix Gaming Introduction
10.18.4 Square Enix Revenue in Gaming Business (2016-2021)
10.18.5 Square Enix Recent Development
13.19 Take-Two Interactive
10.19.1 Take-Two Interactive Company Details
10.19.2 Take-Two Interactive Business Overview and Its Total Revenue
10.19.3 Take-Two Interactive Gaming Introduction
10.19.4 Take-Two Interactive Revenue in Gaming Business (2016-2021)
10.19.5 Take-Two Interactive Recent Development
13.20 King Digital Entertainment
10.20.1 King Digital Entertainment Company Details
10.20.2 King Digital Entertainment Business Overview and Its Total Revenue
10.20.3 King Digital Entertainment Gaming Introduction
10.20.4 King Digital Entertainment Revenue in Gaming Business (2016-2021)
10.20.5 King Digital Entertainment Recent Development

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details

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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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