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Global Game Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 10/11/2022
  • NO OF PAGES
  • 200
  • CATEGORY
  • Electronics & Communication
The Game market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Game market. On the basis of historic growth analysis and current scenario of Game market place, the report intends to offer actionable insights and outlook on global / regional market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tool that facilitate deeper understanding of multiple aspects of global Game market. These further helps users with their developmental strategy.

This report examines all the key factors influencing growth of global Game market, including demand-supply scenario, pricing structure, profit margins, production and value chain / ecosystem analysis. Regional assessment of global Game market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.



Global Game Market: Major Players
GungHo Entertainment
Konami
Square Enix
Bandai Namco
TakeTwo Interactive
DeNA
Google
Apple
Warner Bros
Electronic Arts (EA)
Ubisoft
Nexon
Tencent
Cyber Agent
Sony
Zynga
Microsoft
Netmarble
Mixi
NCSoft
Nintendo
Sega Sammy Holdings (formerly just Sega)
NetEase
Activision Blizzard

Global Game Market: By Types
Smartphone
Tablet
Console Gaming
Browser PC (Casual Web Games)
Boxed/Downloaded PC (PC/MMO)

Global Game Market: By Applications
Online Game
Console Game



Global Game Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Game market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.

Global Game 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.

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 Game Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of Game
1.3 Game Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of Game
1.4.2 Applications of Game
1.5 Market Exchange Rate

2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source

3 Market Competition Analysis
3.1 GungHo Entertainment Market Performance Analysis
3.1.1 GungHo Entertainment Basic Information
3.1.2 Product and Service Analysis
3.1.3 Strategies for Company to Deal with the Impact of COVID-19
3.1.4 GungHo Entertainment Sales, Value, Price, Gross Margin 2016-2021
3.2 Konami Market Performance Analysis
3.2.1 Konami Basic Information
3.2.2 Product and Service Analysis
3.2.3 Strategies for Company to Deal with the Impact of COVID-19
3.2.4 Konami Sales, Value, Price, Gross Margin 2016-2021
3.3 Square Enix Market Performance Analysis
3.3.1 Square Enix Basic Information
3.3.2 Product and Service Analysis
3.3.3 Strategies for Company to Deal with the Impact of COVID-19
3.3.4 Square Enix Sales, Value, Price, Gross Margin 2016-2021
3.4 Bandai Namco Market Performance Analysis
3.4.1 Bandai Namco Basic Information
3.4.2 Product and Service Analysis
3.4.3 Strategies for Company to Deal with the Impact of COVID-19
3.4.4 Bandai Namco Sales, Value, Price, Gross Margin 2016-2021
3.5 TakeTwo Interactive Market Performance Analysis
3.5.1 TakeTwo Interactive Basic Information
3.5.2 Product and Service Analysis
3.5.3 Strategies for Company to Deal with the Impact of COVID-19
3.5.4 TakeTwo Interactive Sales, Value, Price, Gross Margin 2016-2021
3.6 DeNA Market Performance Analysis
3.6.1 DeNA Basic Information
3.6.2 Product and Service Analysis
3.6.3 Strategies for Company to Deal with the Impact of COVID-19
3.6.4 DeNA Sales, Value, Price, Gross Margin 2016-2021
3.7 Google Market Performance Analysis
3.7.1 Google Basic Information
3.7.2 Product and Service Analysis
3.7.3 Strategies for Company to Deal with the Impact of COVID-19
3.7.4 Google Sales, Value, Price, Gross Margin 2016-2021
3.8 Apple Market Performance Analysis
3.8.1 Apple Basic Information
3.8.2 Product and Service Analysis
3.8.3 Strategies for Company to Deal with the Impact of COVID-19
3.8.4 Apple Sales, Value, Price, Gross Margin 2016-2021
3.9 Warner Bros Market Performance Analysis
3.9.1 Warner Bros Basic Information
3.9.2 Product and Service Analysis
3.9.3 Strategies for Company to Deal with the Impact of COVID-19
3.9.4 Warner Bros Sales, Value, Price, Gross Margin 2016-2021
3.10 Electronic Arts (EA) Market Performance Analysis
3.10.1 Electronic Arts (EA) Basic Information
3.10.2 Product and Service Analysis
3.10.3 Strategies for Company to Deal with the Impact of COVID-19
3.10.4 Electronic Arts (EA) Sales, Value, Price, Gross Margin 2016-2021
3.11 Ubisoft Market Performance Analysis
3.11.1 Ubisoft Basic Information
3.11.2 Product and Service Analysis
3.11.3 Strategies for Company to Deal with the Impact of COVID-19
3.11.4 Ubisoft Sales, Value, Price, Gross Margin 2016-2021
3.12 Nexon Market Performance Analysis
3.12.1 Nexon Basic Information
3.12.2 Product and Service Analysis
3.12.3 Strategies for Company to Deal with the Impact of COVID-19
3.12.4 Nexon Sales, Value, Price, Gross Margin 2016-2021
3.13 Tencent Market Performance Analysis
3.13.1 Tencent Basic Information
3.13.2 Product and Service Analysis
3.13.3 Strategies for Company to Deal with the Impact of COVID-19
3.13.4 Tencent Sales, Value, Price, Gross Margin 2016-2021
3.14 Cyber Agent Market Performance Analysis
3.14.1 Cyber Agent Basic Information
3.14.2 Product and Service Analysis
3.14.3 Strategies for Company to Deal with the Impact of COVID-19
3.14.4 Cyber Agent Sales, Value, Price, Gross Margin 2016-2021
3.15 Sony Market Performance Analysis
3.15.1 Sony Basic Information
3.15.2 Product and Service Analysis
3.15.3 Strategies for Company to Deal with the Impact of COVID-19
3.15.4 Sony Sales, Value, Price, Gross Margin 2016-2021
3.16 Zynga Market Performance Analysis
3.16.1 Zynga Basic Information
3.16.2 Product and Service Analysis
3.16.3 Strategies for Company to Deal with the Impact of COVID-19
3.16.4 Zynga Sales, Value, Price, Gross Margin 2016-2021
3.17 Microsoft Market Performance Analysis
3.17.1 Microsoft Basic Information
3.17.2 Product and Service Analysis
3.17.3 Strategies for Company to Deal with the Impact of COVID-19
3.17.4 Microsoft Sales, Value, Price, Gross Margin 2016-2021
3.18 Netmarble Market Performance Analysis
3.18.1 Netmarble Basic Information
3.18.2 Product and Service Analysis
3.18.3 Strategies for Company to Deal with the Impact of COVID-19
3.18.4 Netmarble Sales, Value, Price, Gross Margin 2016-2021
3.19 Mixi Market Performance Analysis
3.19.1 Mixi Basic Information
3.19.2 Product and Service Analysis
3.19.3 Strategies for Company to Deal with the Impact of COVID-19
3.19.4 Mixi Sales, Value, Price, Gross Margin 2016-2021
3.20 NCSoft Market Performance Analysis
3.20.1 NCSoft Basic Information
3.20.2 Product and Service Analysis
3.20.3 Strategies for Company to Deal with the Impact of COVID-19
3.20.4 NCSoft Sales, Value, Price, Gross Margin 2016-2021
3.21 Nintendo Market Performance Analysis
3.21.1 Nintendo Basic Information
3.21.2 Product and Service Analysis
3.21.3 Strategies for Company to Deal with the Impact of COVID-19
3.21.4 Nintendo Sales, Value, Price, Gross Margin 2016-2021
3.22 Sega Sammy Holdings (formerly just Sega) Market Performance Analysis
3.22.1 Sega Sammy Holdings (formerly just Sega) Basic Information
3.22.2 Product and Service Analysis
3.22.3 Strategies for Company to Deal with the Impact of COVID-19
3.22.4 Sega Sammy Holdings (formerly just Sega) Sales, Value, Price, Gross Margin 2016-2021
3.23 NetEase Market Performance Analysis
3.23.1 NetEase Basic Information
3.23.2 Product and Service Analysis
3.23.3 Strategies for Company to Deal with the Impact of COVID-19
3.23.4 NetEase Sales, Value, Price, Gross Margin 2016-2021
3.24 Activision Blizzard Market Performance Analysis
3.24.1 Activision Blizzard Basic Information
3.24.2 Product and Service Analysis
3.24.3 Strategies for Company to Deal with the Impact of COVID-19
3.24.4 Activision Blizzard Sales, Value, Price, Gross Margin 2016-2021

4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global Game Production and Value by Type
4.1.1 Global Game Production by Type 2016-2021
4.1.2 Global Game Market Value by Type 2016-2021
4.2 Global Game Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 Smartphone Market Production, Value and Growth Rate
4.2.2 Tablet Market Production, Value and Growth Rate
4.2.3 Console Gaming Market Production, Value and Growth Rate
4.2.4 Browser PC (Casual Web Games) Market Production, Value and Growth Rate
4.2.5 Boxed/Downloaded PC (PC/MMO) Market Production, Value and Growth Rate
4.3 Global Game Production and Value Forecast by Type
4.3.1 Global Game Production Forecast by Type 2022-2030
4.3.2 Global Game Market Value Forecast by Type 2022-2030
4.4 Global Game Market Production, Value and Growth Rate by Type Forecast 2022-2030
4.4.1 Smartphone Market Production, Value and Growth Rate Forecast
4.4.2 Tablet Market Production, Value and Growth Rate Forecast
4.4.3 Console Gaming Market Production, Value and Growth Rate Forecast
4.4.4 Browser PC (Casual Web Games) Market Production, Value and Growth Rate Forecast
4.4.5 Boxed/Downloaded PC (PC/MMO) Market Production, Value and Growth Rate Forecast

5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global Game Consumption and Value by Application
5.1.1 Global Game Consumption by Application 2016-2021
5.1.2 Global Game Market Value by Application 2016-2021
5.2 Global Game Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 Online Game Market Consumption, Value and Growth Rate
5.2.2 Console Game Market Consumption, Value and Growth Rate
5.3 Global Game Consumption and Value Forecast by Application
5.3.1 Global Game Consumption Forecast by Application 2022-2030
5.3.2 Global Game Market Value Forecast by Application 2022-2030
5.4 Global Game Market Consumption, Value and Growth Rate by Application Forecast 2022-2030
5.4.1 Online Game Market Consumption, Value and Growth Rate Forecast
5.4.2 Console Game Market Consumption, Value and Growth Rate Forecast

6 Global Game by Region, Historical Data and Market Forecasts
6.1 Global Game Sales by Region 2016-2021
6.2 Global Game Market Value by Region 2016-2021
6.3 Global Game Market Sales, Value and Growth Rate by Region 2016-2021
6.3.1 North America
6.3.2 Europe
6.3.3 Asia Pacific
6.3.4 South America
6.3.5 Middle East and Africa
6.4 Global Game Sales Forecast by Region 2022-2030
6.5 Global Game Market Value Forecast by Region 2022-2030
6.6 Global Game Market Sales, Value and Growth Rate Forecast by Region 2022-2030
6.6.1 North America
6.6.2 Europe
6.6.3 Asia Pacific
6.6.4 South America
6.6.5 Middle East and Africa

7 United State Market Size Analysis 2016-2026
7.1 United State Game Value and Market Growth 2016-2021
7.2 United State Game Sales and Market Growth 2016-2021
7.3 United State Game Market Value Forecast 2022-2030

8 Canada Market Size Analysis 2016-2026
8.1 Canada Game Value and Market Growth 2016-2021
8.2 Canada Game Sales and Market Growth 2016-2021
8.3 Canada Game Market Value Forecast 2022-2030

9 Germany Market Size Analysis 2016-2026
9.1 Germany Game Value and Market Growth 2016-2021
9.2 Germany Game Sales and Market Growth 2016-2021
9.3 Germany Game Market Value Forecast 2022-2030

10 UK Market Size Analysis 2016-2026
10.1 UK Game Value and Market Growth 2016-2021
10.2 UK Game Sales and Market Growth 2016-2021
10.3 UK Game Market Value Forecast 2022-2030

11 France Market Size Analysis 2016-2026
11.1 France Game Value and Market Growth 2016-2021
11.2 France Game Sales and Market Growth 2016-2021
11.3 France Game Market Value Forecast 2022-2030

12 Italy Market Size Analysis 2016-2026
12.1 Italy Game Value and Market Growth 2016-2021
12.2 Italy Game Sales and Market Growth 2016-2021
12.3 Italy Game Market Value Forecast 2022-2030

13 Spain Market Size Analysis 2016-2026
13.1 Spain Game Value and Market Growth 2016-2021
13.2 Spain Game Sales and Market Growth 2016-2021
13.3 Spain Game Market Value Forecast 2022-2030

14 Russia Market Size Analysis 2016-2026
14.1 Russia Game Value and Market Growth 2016-2021
14.2 Russia Game Sales and Market Growth 2016-2021
14.3 Russia Game Market Value Forecast 2022-2030

15 China Market Size Analysis 2016-2026
15.1 China Game Value and Market Growth 2016-2021
15.2 China Game Sales and Market Growth 2016-2021
15.3 China Game Market Value Forecast 2022-2030

16 Japan Market Size Analysis 2016-2026
16.1 Japan Game Value and Market Growth 2016-2021
16.2 Japan Game Sales and Market Growth 2016-2021
16.3 Japan Game Market Value Forecast 2022-2030

17 South Korea Market Size Analysis 2016-2026
17.1 South Korea Game Value and Market Growth 2016-2021
17.2 South Korea Game Sales and Market Growth 2016-2021
17.3 South Korea Game Market Value Forecast 2022-2030

18 Australia Market Size Analysis 2016-2026
18.1 Australia Game Value and Market Growth 2016-2021
18.2 Australia Game Sales and Market Growth 2016-2021
18.3 Australia Game Market Value Forecast 2022-2030

19 Thailand Market Size Analysis 2016-2026
19.1 Thailand Game Value and Market Growth 2016-2021
19.2 Thailand Game Sales and Market Growth 2016-2021
19.3 Thailand Game Market Value Forecast 2022-2030

20 Brazil Market Size Analysis 2016-2026
20.1 Brazil Game Value and Market Growth 2016-2021
20.2 Brazil Game Sales and Market Growth 2016-2021
20.3 Brazil Game Market Value Forecast 2022-2030

21 Argentina Market Size Analysis 2016-2026
21.1 Argentina Game Value and Market Growth 2016-2021
21.2 Argentina Game Sales and Market Growth 2016-2021
21.3 Argentina Game Market Value Forecast 2022-2030

22 Chile Market Size Analysis 2016-2026
22.1 Chile Game Value and Market Growth 2016-2021
22.2 Chile Game Sales and Market Growth 2016-2021
22.3 Chile Game Market Value Forecast 2022-2030

23 South Africa Market Size Analysis 2016-2026
23.1 South Africa Game Value and Market Growth 2016-2021
23.2 South Africa Game Sales and Market Growth 2016-2021
23.3 South Africa Game Market Value Forecast 2022-2030

24 Egypt Market Size Analysis 2016-2026
24.1 Egypt Game Value and Market Growth 2016-2021
24.2 Egypt Game Sales and Market Growth 2016-2021
24.3 Egypt Game Market Value Forecast 2022-2030

25 UAE Market Size Analysis 2016-2026
25.1 UAE Game Value and Market Growth 2016-2021
25.2 UAE Game Sales and Market Growth 2016-2021
25.3 UAE Game Market Value Forecast 2022-2030

26 Saudi Arabia Market Size Analysis 2016-2026
26.1 Saudi Arabia Game Value and Market Growth 2016-2021
26.2 Saudi Arabia Game Sales and Market Growth 2016-2021
26.3 Saudi Arabia Game Market Value Forecast 2022-2030

27 Market Dynamic Analysis and Development Suggestions
27.1 Market Drivers
27.2 Market Development Constraints
27.3 PEST Analysis
27.3.1 Political Factors
27.3.2 Economic Factors
27.3.3 Social Factors
27.3.4 Technological Factors
27.4 Industry Trends Under COVID-19
27.4.1 Risk Assessment on COVID-19
27.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
27.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
27.5 Market Entry Strategy Analysis
27.5.1 Market Definition
27.5.2 Client
27.5.3 Distribution Model
27.5.4 Product Messaging and Positioning
27.5.5 Price
27.6 Advice on Entering the Market

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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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