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

Coverage: Gaming Market covers analysis By Device (Console, Mobile, PC and Laptop); Type (Online, Offline) , and Geography (North America, Europe, Asia Pacific, and South and Central America)

Publication Month : Apr 2024

  • Report Code : TIPRE00017543
  • Category : Technology, Media and Telecommunications
  • Status : Upcoming
  • No. of Pages : 150
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MARKET INTRODUCTION

Increasing penetration of internet services across the globe, coupled with easy availability of games, is the major driving factor for the gaming market growth. Furthermore, the rising inclination to shift from physical games to online games, increasing proliferation of mobile phones, availability of massively multiplayer online (MMO), and multiplayer games are also triggering the growth of the gaming market during the forecast period. Growing inclination toward high-end gaming and the increasing product development and product launches further push the demand for the gaming market.

MARKET DYNAMICS

The increasing global population, rising disposable income level leads to increased consumer spending on gaming products, and changing consumer preferences towards the adoption of more advanced gaming consoles are some of the significant factors fueling the gaming market growth. The growing popularity of games on mobile and the availability of free games is also anticipating the development of the gaming market. Moreover, the rising number of professional gamers and the growing popularity of eSports tournaments are expected to influence the gaming market demand in the coming years.

MARKET SCOPE

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

MARKET SEGMENTATION

The global gaming market is segmented on the basis of device, type. On the basis of device the market is segmented as console, mobile, PC and laptop. On the basis of type the market is segmented as online, offline.

REGIONAL FRAMEWORK

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

The report analyzes factors affecting gaming market from both demand and supply side and further evaluates market dynamics effecting 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 America after evaluating political, economic, social and technological factors effecting the gaming market in these regions.

World Geography

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MARKET PLAYERS


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

The report analyzes factors affecting gaming market from both demand and supply side and further evaluates market dynamics effecting 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 America after evaluating political, economic, social and technological factors effecting the gaming market in these regions.

MARKET PLAYERS

The reports cover key developments in the gaming 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 expansion of business and customer base of market players. The market players from Gaming market are anticipated to lucrative growth opportunities in the future with the rising demand for gaming in the global market. Below mentioned is the list of few companies engaged in the gaming market.
The report also includes the profiles of key gaming companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.

  •   Activision Blizzard, Inc.
  •   Electronic Arts Inc.
  •   Kabam Games Inc.
  •   Lucid Games Limited
  •   Nintendo Co., Ltd.
  •   Rovio Entertainment Corporation
  •   Take-Two Interactive Software, Inc.
  •   Tencent Holdings Ltd.
  •   Ubisoft Entertainment SA
  •   Zynga Inc.


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
1.3.1Gaming Market - By Device
1.3.2Gaming Market - By Type
1.3.3Gaming Market - By Region
1.3.3.1By Country

2.KEY TAKEAWAYS

3.RESEARCH METHODOLOGY

4.GAMING MARKET LANDSCAPE
4.1.OVERVIEW
4.2.PEST ANALYSIS
4.2.1North America - Pest Analysis
4.2.2Europe - Pest Analysis
4.2.3Asia-Pacific - Pest Analysis
4.2.4Middle East and Africa - Pest Analysis
4.2.5South and Central America - Pest Analysis
4.3.ECOSYSTEM ANALYSIS
4.4.EXPERT OPINIONS

5.GAMING 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.GAMING MARKET - GLOBAL MARKET ANALYSIS
6.1.GAMING - GLOBAL MARKET OVERVIEW
6.2.GAMING - GLOBAL MARKET AND FORECAST TO 2028
6.3.MARKET POSITIONING/MARKET SHARE

7.GAMING MARKET - REVENUE AND FORECASTS TO 2028 - DEVICE
7.1.OVERVIEW
7.2.DEVICE MARKET FORECASTS AND ANALYSIS
7.3.CONSOLE
7.3.1.Overview
7.3.2.Console Market Forecast and Analysis
7.4.MOBILE
7.4.1.Overview
7.4.2.Mobile Market Forecast and Analysis
7.5.PC AND LAPTOP
7.5.1.Overview
7.5.2.PC and Laptop Market Forecast and Analysis
8.GAMING MARKET - REVENUE AND FORECASTS TO 2028 - TYPE
8.1.OVERVIEW
8.2.TYPE MARKET FORECASTS AND ANALYSIS
8.3.ONLINE
8.3.1.Overview
8.3.2.Online Market Forecast and Analysis
8.4.OFFLINE
8.4.1.Overview
8.4.2.Offline Market Forecast and Analysis

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

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.GAMING MARKET, KEY COMPANY PROFILES
11.1.ACTIVISION BLIZZARD, INC.
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.ELECTRONIC ARTS INC.
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.KABAM GAMES INC.
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.LUCID GAMES LIMITED
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.NINTENDO CO., LTD.
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.ROVIO ENTERTAINMENT CORPORATION
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.TAKE-TWO INTERACTIVE SOFTWARE, INC.
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.TENCENT HOLDINGS LTD.
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.UBISOFT ENTERTAINMENT SA
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.ZYNGA INC.
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. Activision Blizzard, Inc.
2. Electronic Arts Inc.
3. Kabam Games Inc.
4. Lucid Games Limited
5. Nintendo Co., Ltd.
6. Rovio Entertainment Corporation
7. Take-Two Interactive Software, Inc.
8. Tencent Holdings Ltd.
9. Ubisoft Entertainment SA
10. Zynga Inc.

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.

Your data will never be shared with third parties, however, we may send you information from time to time about our products that may be of interest to you. By submitting your details, you agree to be contacted by us. You may contact us at any time to opt-out.

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