MEDIA & ENTERTAINMENT
Global Gaming Market - Industry Trends and Forecast to 2032
REPORT OVERVIEW
Global Gaming Market, By Device Type (Mobile Games, Console Games, Downloaded/Box PC Games, and Browser PC Games), Game Type (Shooter, Action, Sports, Role Playing, and Others), End-User (Male and Female), Connection Type (Online and Offline), Region (North America, Europe, Asia-Pacific, South America, Middle East and Africa) – Industry Trends and Forecast to 2032.
Market Insights
Market Dynamics
- Emergence of cloud gaming
- Expansion of Virtual Reality (VR) and Augmented Reality (AR)
- Supply chain disruptions
- Cybersecurity threats
- Metaverse development
- Monetization models innovation
- Societal concerns
- Market saturation and competition
SEGMENTATION
- Device Type
- Mobile Games
- Console Games
- Downloaded/Box PC Games
- Browser PC Games
- Game Type
- Shooter
- Action
- Sports
- Role Playing
- Others
- End-User
- Male
- Female
- Connection Type
- Online
- Offline
- North America
- U.S.
- Canada
- Mexico
- Rest of North America
- Europe
- Germany
- U.K.
- France
- Italy
- Spain
- Russia
- The Netherlands
- Belgium
- Turkey
- Rest of Europe
- Asia-Pacific
- China
- India
- Japan
- South Korea
- Singapore
- Malaysia
- Australia
- Thailand
- Philippines
- Rest of Asia-Pacific
- South America
- Brazil
- Argentina
- Chile
- Colombia
- Rest of South America
- Middle East and Africa
- Kingdom of Saudi Arabia
- South Africa
- U.A.E.
- Egypt
- Rest of Middle East and Africa
KEY MARKET PLAYERS
- Sony corporation
- Microsoft corporation
- Apple Inc.
- Bandai Namco Entertainment
- Nexon company
- Nintendo
- Activision Blizzard
- Electronic arts Inc.
- Ubisoft Entertainment
Table OF CONTENTS
- SECTION 1 - INTRODUCTION
- 1.1 Taxonomy
- 1.2 Market Overview
- 1.3 Currency and Limitations
- 1.3.1 Currency
- 1.3.2 Limitations
- 1.4 Key Competitors
- SECTION 2 - RESEARCH METHODOLOGY
- 2.1 Research Approach
- 2.2 Data Collection and Validation
- 2.2.1 Secondary Research
- 2.2.2 Primary Research
- 2.3 Market Assessment
- 2.3.1 Market Size Estimation
- 2.3.2 Bottom-up Approach
- 2.3.3 Top-down Approach
- 2.3.4 Growth Forecast
- 2.4 Market Study Assumptions
- 2.5 Data Sources
- SECTION 3 - EXECUTIVE SUMMARY
- 3.1 Global Gaming Market, by Device Type
- 3.2 Global Gaming Market, by Game Type
- 3.3 Global Gaming Market, by End-User
- 3.4 Global Gaming Market, by Connection Type
- 3.5 Global Gaming Market, by Geography
- 3.6 Market Position Grid
- SECTION 4 - PREMIUM INSIGHTS
- 4.1 Regulatory Framework
- 4.1.1 Standards
- 4.1.2 Regulatory Landscape
- 4.2 Value Chain Analysis
- 4.3 Supply Chain Analysis
- 4.4 COVID-19 Impact
- 4.5 Russia-Ukraine War Impact
- 4.6 PORTER's Five Force Analysis
- 4.7 PESTLE Analysis
- 4.8 SWOT Analysis
- 4.9 Go to Market Strategy
- 4.10 Opportunity Orbit
- 4.11 Multivariate Modelling
- 4.12 Pricing Analysis
- SECTION 5 - MARKET DYNAMICS
- 5.1 Trends
- 5.1.1 Cross-platform play and progression
- 5.1.2 Emergence of GameFi
- 5.1.3 Trend 3
- 5.2 Drivers
- 5.2.1 Emergence of cloud gaming
- 5.2.2 Expansion of Virtual Reality (VR) and Augmented Reality (AR)
- 5.2.3 Driver 3
- 5.2.4 Driver 4
- 5.3 Restraints
- 5.3.1 Supply chain disruptions
- 5.3.2 Cybersecurity threats
- 5.3.3 Restraint 3
- 5.4 Opportunities
- 5.4.1 Metaverse development
- 5.4.2 Monetization models innovation
- 5.4.3 Opportunity 3
- 5.4.4 Opportunity 4
- 5.5 Challenges
- 5.5.1 Societal concerns
- 5.5.2 Market saturation and competition
- 5.5.3 Challenge 3
- SECTION 6 - GLOBAL GAMING MARKET, BY DEVICE TYPE
- 6.1 Device Type Summary
- 6.2 Market Attractive Index
- 6.3 Global Gaming Market, by Device Type (2019-2032)
- SECTION 7 - GLOBAL GAMING MARKET, BY GAME TYPE
- 7.1 Game Type Summary
- 7.2 Market Attractive Index
- 7.3 Global Gaming Market, by Game Type (2019-2032)
- SECTION 8 - GLOBAL GAMING MARKET, BY END-USER
- 8.1 End-User Summary
- 8.2 Market Attractive Index
- 8.3 Global Gaming Market, by End-User (2019-2032)
- SECTION 9 - GLOBAL GAMING MARKET, BY CONNECTION TYPE
- 9.1 Connection Type Summary
- 9.2 Market Attractive Index
- 9.3 Global Gaming Market, by Connection Type (2019-2032)
- SECTION 10 - GLOBAL GAMING MARKET, BY GEOGRAPHY
- 10.1 Regional Summary
- 10.2 Market Attractive Index
- 10.3 Global Gaming Market, by Geography (2019-2032)
- SECTION 11 - NORTH AMERICA GAMING MARKET
- 11.1 North America Summary
- 11.2 Market Attractive Index
- 11.3 North America Gaming Market, by Device Type (2019-2032)
- 11.4 North America Gaming Market, by Game Type (2019-2032)
- 11.5 North America Gaming Market, by End-User (2019-2032)
- 11.6 North America Gaming Market, by Connection Type (2019-2032)
- 11.7 North America Gaming Market, by Country (2019-2032)
- 11.7.1 U.S.
- 11.7.2 Canada
- 11.7.3 Mexico
- 11.7.4 Rest of North America
- SECTION 12 - EUROPE GAMING MARKET
- 12.1 Europe Summary
- 12.2 Market Attractive Index
- 12.3 Europe Gaming Market, by Device Type (2019-2032)
- 12.4 Europe Gaming Market, by Game Type (2019-2032)
- 12.5 Europe Gaming Market, by End-User (2019-2032)
- 12.6 Europe Gaming Market, by Connection Type (2019-2032)
- 12.7 Europe Gaming Market, by Country (2019-2032)
- 12.7.1 Germany
- 12.7.2 U.K.
- 12.7.3 France
- 12.7.4 Italy
- 12.7.5 Spain
- 12.7.6 Russia
- 12.7.7 The Netherlands
- 12.7.8 Belgium
- 12.7.9 Turkey
- 12.7.10 Rest of Europe
- SECTION 13 - ASIA-PACIFIC GAMING MARKET
- 13.1 Asia-Pacific Summary
- 13.2 Market Attractive Index
- 13.3 Asia-Pacific Gaming Market, by Device Type (2019-2032)
- 13.4 Asia-Pacific Gaming Market, by Game Type (2019-2032)
- 13.5 Asia-Pacific Gaming Market, by End-User (2019-2032)
- 13.6 Asia-Pacific Gaming Market, by Connection Type (2019-2032)
- 13.7 Asia-Pacific Gaming Market, by Country (2019-2032)
- 13.7.1 China
- 13.7.2 India
- 13.7.3 Japan
- 13.7.4 South Korea
- 13.7.5 Singapore
- 13.7.6 Malaysia
- 13.7.7 Australia
- 13.7.8 Thailand
- 13.7.9 Philippines
- 13.7.10 Rest of Asia-Pacific
- SECTION 14 - SOUTH AMERICA GAMING MARKET
- 14.1 South America Summary
- 14.2 Market Attractive Index
- 14.3 South America Gaming Market, by Device Type (2019-2032)
- 14.4 South America Gaming Market, by Game Type (2019-2032)
- 14.5 South America Gaming Market, by End-User (2019-2032)
- 14.6 South America Gaming Market, by Connection Type (2019-2032)
- 14.7 South America Gaming Market, by Country (2019-2032)
- 14.7.1 Brazil
- 14.7.2 Argentina
- 14.7.3 Chile
- 14.7.4 Colombia
- 14.7.5 Rest of South America
- SECTION 15 - MIDDLE EAST AND AFRICA GAMING MARKET
- 15.1 Middle East and Africa Summary
- 15.2 Market Attractive Index
- 15.3 Middle East and Africa Gaming Market, by Device Type (2019-2032)
- 15.4 Middle East and Africa Gaming Market, by Game Type (2019-2032)
- 15.5 Middle East and Africa Gaming Market, by End-User (2019-2032)
- 15.6 Middle East and Africa Gaming Market, by Connection Type (2019-2032)
- 15.7 Middle East and Africa Gaming Market, by Country (2019-2032)
- 15.7.1 Kingdom of Saudi Arabia
- 15.7.2 South Africa
- 15.7.3 U.A.E.
- 15.7.4 Egypt
- 15.7.5 Rest of Middle East and Africa
- SECTION 16 - COMPANY SHARE ANALYSIS
- 16.1 Global Gaming Market, Company Share Analysis
- 16.2 North America Gaming Market, Company Share Analysis
- 16.3 Europe Gaming Market, Company Share Analysis
- 16.4 Asia-Pacific Gaming Market, Company Share Analysis
- SECTION 17 - COMPANY PROFILES
- 17.1 Sony corporation
- 17.1.1 Company Snapshot
- 17.1.2 Financial Overview
- 17.1.3 Product Portfolio
- 17.1.4 Recent Developments
- 17.2 Microsoft corporation
- 17.2.1 Company Snapshot
- 17.2.2 Financial Overview
- 17.2.3 Product Portfolio
- 17.2.4 Recent Developments
- 17.3 Apple Inc.
- 17.3.1 Company Snapshot
- 17.3.2 Financial Overview
- 17.3.3 Product Portfolio
- 17.3.4 Recent Developments
- 17.4 Google
- 17.4.1 Company Snapshot
- 17.4.2 Financial Overview
- 17.4.3 Product Portfolio
- 17.4.4 Recent Developments
- 17.5 Bandai Namco Entertainment
- 17.5.1 Company Snapshot
- 17.5.2 Financial Overview
- 17.5.3 Product Portfolio
- 17.5.4 Recent Developments
- 17.6 Nexon company
- 17.6.1 Company Snapshot
- 17.6.2 Financial Overview
- 17.6.3 Product Portfolio
- 17.6.4 Recent Developments
- 17.7 Nintendo
- 17.7.1 Company Snapshot
- 17.7.2 Financial Overview
- 17.7.3 Product Portfolio
- 17.7.4 Recent Developments
- 17.8 Activision Blizzard
- 17.8.1 Company Snapshot
- 17.8.2 Financial Overview
- 17.8.3 Product Portfolio
- 17.8.4 Recent Developments
- 17.9 Electronic arts Inc.
- 17.9.1 Company Snapshot
- 17.9.2 Financial Overview
- 17.9.3 Product Portfolio
- 17.9.4 Recent Developments
- 17.10 Ubisoft Entertainment
- 17.10.1 Company Snapshot
- 17.10.2 Financial Overview
- 17.10.3 Product Portfolio
- 17.10.4 Recent Developments
- SECTION 18 - RELATED REPORTS
- SECTION 19 - DISCLAIMER
RESEARCH METHODOLOGY
RESEARCH AND DATA COLLECTION
- Research articles published on Technium
- Science and MDPI
- Research publications by government approved associations and societies
DATA PRE-PROCESSING
The term "data pre-processing" refers to the collection of procedures and methods used to clean, modify, and make ready for analysis the raw data gathered during research and data collection. The completion of this phase is necessary to guarantee that the data are reliable, consistent, and appropriate for statistical analysis and other data-driven tasks. The data pre-processing ensures that the information gathered from research and data collection is comparable and expressed in standard units, by the integration of missing data pointers and algorithmic approaches.
MODELING AND FORECASTING
QUALITY ASSURANCE AND OUTPUT
Quality assurance and output involves the process of validation, adjustments, further publications of key market indicators. Extensive plausibility and consistency tests are performed on derived time series to ensure the high degree of quality of our market analysis. This quality assurance procedure also includes rigorous inspection, validation, and editing by an experienced management team to assure the dependability of the published data.