Game Engines Market Size and Forecasts (2021 - 2031), Global and Regional Share, Trends, and Growth Opportunity Analysis

Coverage: Game Engines Market covers analysis By Type (3D Game Engines, 2.5D Game Engines, 2D Game Engines); Application (PC Games, Mobile Games, Training and Simulation, TV Games) , and Geography (North America, Europe, Asia Pacific, and South and Central America)

  • Report Code : TIPRE00014298
  • Category : Electronics and Semiconductor
  • Status : Upcoming
  • No. of Pages : 150
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MARKET INTRODUCTION

A powerful cross-platform engine has enabled a game app development and devices in the user-friendly development environment. The game engine offers plenty of such as ready-made assets, intuitive tools, tutorials, clear documentation, and online community to develop amazing 3D content in a games. The game engine are widely used by both gamers and non-gamers.

MARKET DYNAMICS

Increasing number of game developers in economies and adoption of game engine in industries such as media & entertainment and automotive industry is creating a high demand of game engine which in turn drives the growth of game engines market. In addition to this, technological advancements such as next-gen game app development across the globe is expected to benefit the players operating in the game engines market.

MARKET SCOPE

The "Global Game Engines Market Analysis to 2028" is a specialized and in-depth study of the technology, media and telecommunication industry with a special focus on the global market trend analysis. The report aims to provide an overview of the game engines market with detailed market segmentation- application, type, and geography. The global game engines market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading game engines market players and offers key trends and opportunities in the market.

MARKET SEGMENTATION

The global game engines market is segmented on the basis of type and application. Based on type, the game engines market is segmented into 3D Game Engines, 2.5D Game Engines, 2D Game Engines. On the basis of application, the game engines market is segmented into PC games, mobile games, training and simulation, TV games.

REGIONAL FRAMEWORK

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global game engines market based on various segments. It also provides market size and forecast estimates from the year 2020 to 2028 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The game engines market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the game engines market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and South & Central America after evaluating political, economic, social and technological factors affecting the game engines in these regions.

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MARKET PLAYERS


The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global game engines market based on various segments. It also provides market size and forecast estimates from the year 2020 to 2028 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The game engines market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the game engines market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and South & Central America after evaluating political, economic, social and technological factors affecting the game engines in these regions.

MARKET PLAYERS

The reports cover key developments in the game engines market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market players from game engines market are anticipated to lucrative growth opportunities in the future with the rising demand for game engines in the global market. Below mentioned is the list of few companies engaged in the game engines market.

The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the game engines market. In addition, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last 3 years, the key development in the past five years.

  •   Epic Games
  •   Crytek
  •   GameSalad
  •   Leadwerks Software
  •   Marmalade Technologies Limited
  •   OGRE
  •   Scirra Ltd.
  •   Unity Technologies
  •   Valve Corporation
  •   YoYo Games

The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
  • Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
  • Request discounts available for Start-Ups & Universities
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

TABLE OF CONTENTS

1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Game Engines Market - By Type
1.3.2 Game Engines Market - By Application
1.3.3 Game Engines Market - By Region
1.3.3.1 By Country

2. KEY TAKEAWAYS

3. RESEARCH METHODOLOGY

4. GAME ENGINES MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PORTER'S FIVE FORCES ANALYSIS
4.2.1 Bargaining Power of Buyers
4.2.1 Bargaining Power of Suppliers
4.2.1 Threat of Substitute
4.2.1 Threat of New Entrants
4.2.1 Competitive Rivalry
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS

5. GAME ENGINES MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6. GAME ENGINES MARKET - GLOBAL MARKET ANALYSIS
6.1. GAME ENGINES - GLOBAL MARKET OVERVIEW
6.2. GAME ENGINES - GLOBAL MARKET AND FORECAST TO 2028
6.3. MARKET POSITIONING/MARKET SHARE

7. GAME ENGINES MARKET - REVENUE AND FORECASTS TO 2028 - TYPE
7.1. OVERVIEW
7.2. TYPE MARKET FORECASTS AND ANALYSIS
7.3. 3D GAME ENGINES
7.3.1. Overview
7.3.2. 3D Game Engines Market Forecast and Analysis
7.4. 2.5D GAME ENGINES
7.4.1. Overview
7.4.2. 2.5D Game Engines Market Forecast and Analysis
7.5. 2D GAME ENGINES
7.5.1. Overview
7.5.2. 2D Game Engines Market Forecast and Analysis
8. GAME ENGINES MARKET - REVENUE AND FORECASTS TO 2028 - APPLICATION
8.1. OVERVIEW
8.2. APPLICATION MARKET FORECASTS AND ANALYSIS
8.3. PC GAMES
8.3.1. Overview
8.3.2. PC Games Market Forecast and Analysis
8.4. MOBILE GAMES
8.4.1. Overview
8.4.2. Mobile Games Market Forecast and Analysis
8.5. TRAINING AND SIMULATION
8.5.1. Overview
8.5.2. Training and Simulation Market Forecast and Analysis
8.6. TV GAMES
8.6.1. Overview
8.6.2. TV Games Market Forecast and Analysis

9. GAME ENGINES MARKET REVENUE AND FORECASTS TO 2028 - GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1 North America Game Engines Market Overview
9.1.2 North America Game Engines Market Forecasts and Analysis
9.1.3 North America Game Engines Market Forecasts and Analysis - By Type
9.1.4 North America Game Engines Market Forecasts and Analysis - By Application
9.1.5 North America Game Engines Market Forecasts and Analysis - By Countries
9.1.5.1 United States Game Engines Market
9.1.5.1.1 United States Game Engines Market by Type
9.1.5.1.2 United States Game Engines Market by Application
9.1.5.2 Canada Game Engines Market
9.1.5.2.1 Canada Game Engines Market by Type
9.1.5.2.2 Canada Game Engines Market by Application
9.1.5.3 Mexico Game Engines Market
9.1.5.3.1 Mexico Game Engines Market by Type
9.1.5.3.2 Mexico Game Engines Market by Application
9.2. EUROPE
9.2.1 Europe Game Engines Market Overview
9.2.2 Europe Game Engines Market Forecasts and Analysis
9.2.3 Europe Game Engines Market Forecasts and Analysis - By Type
9.2.4 Europe Game Engines Market Forecasts and Analysis - By Application
9.2.5 Europe Game Engines Market Forecasts and Analysis - By Countries
9.2.5.1 Germany Game Engines Market
9.2.5.1.1 Germany Game Engines Market by Type
9.2.5.1.2 Germany Game Engines Market by Application
9.2.5.2 France Game Engines Market
9.2.5.2.1 France Game Engines Market by Type
9.2.5.2.2 France Game Engines Market by Application
9.2.5.3 Italy Game Engines Market
9.2.5.3.1 Italy Game Engines Market by Type
9.2.5.3.2 Italy Game Engines Market by Application
9.2.5.4 United Kingdom Game Engines Market
9.2.5.4.1 United Kingdom Game Engines Market by Type
9.2.5.4.2 United Kingdom Game Engines Market by Application
9.2.5.5 Russia Game Engines Market
9.2.5.5.1 Russia Game Engines Market by Type
9.2.5.5.2 Russia Game Engines Market by Application
9.2.5.6 Rest of Europe Game Engines Market
9.2.5.6.1 Rest of Europe Game Engines Market by Type
9.2.5.6.2 Rest of Europe Game Engines Market by Application
9.3. ASIA-PACIFIC
9.3.1 Asia-Pacific Game Engines Market Overview
9.3.2 Asia-Pacific Game Engines Market Forecasts and Analysis
9.3.3 Asia-Pacific Game Engines Market Forecasts and Analysis - By Type
9.3.4 Asia-Pacific Game Engines Market Forecasts and Analysis - By Application
9.3.5 Asia-Pacific Game Engines Market Forecasts and Analysis - By Countries
9.3.5.1 Australia Game Engines Market
9.3.5.1.1 Australia Game Engines Market by Type
9.3.5.1.2 Australia Game Engines Market by Application
9.3.5.2 China Game Engines Market
9.3.5.2.1 China Game Engines Market by Type
9.3.5.2.2 China Game Engines Market by Application
9.3.5.3 India Game Engines Market
9.3.5.3.1 India Game Engines Market by Type
9.3.5.3.2 India Game Engines Market by Application
9.3.5.4 Japan Game Engines Market
9.3.5.4.1 Japan Game Engines Market by Type
9.3.5.4.2 Japan Game Engines Market by Application
9.3.5.5 South Korea Game Engines Market
9.3.5.5.1 South Korea Game Engines Market by Type
9.3.5.5.2 South Korea Game Engines Market by Application
9.3.5.6 Rest of Asia-Pacific Game Engines Market
9.3.5.6.1 Rest of Asia-Pacific Game Engines Market by Type
9.3.5.6.2 Rest of Asia-Pacific Game Engines Market by Application
9.4. MIDDLE EAST AND AFRICA
9.4.1 Middle East and Africa Game Engines Market Overview
9.4.2 Middle East and Africa Game Engines Market Forecasts and Analysis
9.4.3 Middle East and Africa Game Engines Market Forecasts and Analysis - By Type
9.4.4 Middle East and Africa Game Engines Market Forecasts and Analysis - By Application
9.4.5 Middle East and Africa Game Engines Market Forecasts and Analysis - By Countries
9.4.5.1 South Africa Game Engines Market
9.4.5.1.1 South Africa Game Engines Market by Type
9.4.5.1.2 South Africa Game Engines Market by Application
9.4.5.2 Saudi Arabia Game Engines Market
9.4.5.2.1 Saudi Arabia Game Engines Market by Type
9.4.5.2.2 Saudi Arabia Game Engines Market by Application
9.4.5.3 U.A.E Game Engines Market
9.4.5.3.1 U.A.E Game Engines Market by Type
9.4.5.3.2 U.A.E Game Engines Market by Application
9.4.5.4 Rest of Middle East and Africa Game Engines Market
9.4.5.4.1 Rest of Middle East and Africa Game Engines Market by Type
9.4.5.4.2 Rest of Middle East and Africa Game Engines Market by Application
9.5. SOUTH AND CENTRAL AMERICA
9.5.1 South and Central America Game Engines Market Overview
9.5.2 South and Central America Game Engines Market Forecasts and Analysis
9.5.3 South and Central America Game Engines Market Forecasts and Analysis - By Type
9.5.4 South and Central America Game Engines Market Forecasts and Analysis - By Application
9.5.5 South and Central America Game Engines Market Forecasts and Analysis - By Countries
9.5.5.1 Brazil Game Engines Market
9.5.5.1.1 Brazil Game Engines Market by Type
9.5.5.1.2 Brazil Game Engines Market by Application
9.5.5.2 Argentina Game Engines Market
9.5.5.2.1 Argentina Game Engines Market by Type
9.5.5.2.2 Argentina Game Engines Market by Application
9.5.5.3 Rest of South and Central America Game Engines Market
9.5.5.3.1 Rest of South and Central America Game Engines Market by Type
9.5.5.3.2 Rest of South and Central America Game Engines Market by Application

10. INDUSTRY LANDSCAPE
10.1. MERGERS AND ACQUISITIONS
10.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3. NEW PRODUCT LAUNCHES
10.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

11. GAME ENGINES MARKET, KEY COMPANY PROFILES
11.1. EPIC GAMES
11.1.1. Key Facts
11.1.2. Business Description
11.1.3. Products and Services
11.1.4. Financial Overview
11.1.5. SWOT Analysis
11.1.6. Key Developments
11.2. CRYTEK
11.2.1. Key Facts
11.2.2. Business Description
11.2.3. Products and Services
11.2.4. Financial Overview
11.2.5. SWOT Analysis
11.2.6. Key Developments
11.3. GAMESALAD
11.3.1. Key Facts
11.3.2. Business Description
11.3.3. Products and Services
11.3.4. Financial Overview
11.3.5. SWOT Analysis
11.3.6. Key Developments
11.4. LEADWERKS SOFTWARE
11.4.1. Key Facts
11.4.2. Business Description
11.4.3. Products and Services
11.4.4. Financial Overview
11.4.5. SWOT Analysis
11.4.6. Key Developments
11.5. MARMALADE TECHNOLOGIES LIMITED
11.5.1. Key Facts
11.5.2. Business Description
11.5.3. Products and Services
11.5.4. Financial Overview
11.5.5. SWOT Analysis
11.5.6. Key Developments
11.6. OGRE
11.6.1. Key Facts
11.6.2. Business Description
11.6.3. Products and Services
11.6.4. Financial Overview
11.6.5. SWOT Analysis
11.6.6. Key Developments
11.7. SCIRRA LTD.
11.7.1. Key Facts
11.7.2. Business Description
11.7.3. Products and Services
11.7.4. Financial Overview
11.7.5. SWOT Analysis
11.7.6. Key Developments
11.8. UNITY TECHNOLOGIES
11.8.1. Key Facts
11.8.2. Business Description
11.8.3. Products and Services
11.8.4. Financial Overview
11.8.5. SWOT Analysis
11.8.6. Key Developments
11.9. VALVE CORPORATION
11.9.1. Key Facts
11.9.2. Business Description
11.9.3. Products and Services
11.9.4. Financial Overview
11.9.5. SWOT Analysis
11.9.6. Key Developments
11.10. YOYO GAMES
11.10.1. Key Facts
11.10.2. Business Description
11.10.3. Products and Services
11.10.4. Financial Overview
11.10.5. SWOT Analysis
11.10.6. Key Developments

12. APPENDIX
12.1. ABOUT THE INSIGHT PARTNERS
12.2. GLOSSARY OF TERMS
The List of Companies

1. Epic Games
2. Crytek
3. GameSalad
4. Leadwerks Software
5. Marmalade Technologies Limited
6. OGRE
7. Scirra Ltd.
8. Unity Technologies
9. Valve Corporation
10. YoYo Games

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • 3.1 Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • 3.2 Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • 3.3 Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • 3.4 Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.

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