Digital Games Market - Global Industry Analysis

Digital Games Market - by Devices (Personal Computer, Tablet, Laptop, Smartphones, Notepad, And Others): Global Industry Perspective, Comprehensive Analysis and Forecast, 2020 – 2026

Published Date: 02-Oct-2020 Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-208 Status : Published

According to the report published by Zion Market Research, global demand for Digital Games market was valued at approximately USD 124.6 Billion in 2019, and is expected to generate revenue of around USD 328.25 Billion by end of 2026, growing at a CAGR of around 17.5% between 2020 and 2026.

Description

According to the report published by Zion Market Research, global demand for Digital Games market was valued at approximately USD 124.6 Billion in 2019, and is expected to generate revenue of around USD 328.25 Billion by end of 2026, growing at a CAGR of around 17.5% between 2020 and 2026.

Global Digital Games Market: Overview

An electronic game played with the help of human interaction on user-interface electronic devices is known as a digital game. The digital devices such as TV, consoles, mobile displays, and PC monitors used to play games are known as platforms. On the basis of various different platforms, a wide range of games can be designed. Digital games can be played once the required file is downloaded.

Global Digital Games Market: Growth Factors

Factors including increasing use of devices such as smartphones, laptops, and tablets for gaming purpose are expected to boost the global digital games market growth in the near future. In addition, growing interest and attraction towards games among young generation are also impact the growth of the market in a positive way. Other factors such as paymium and freemium subscription models are further anticipated to boost the global market growth in future. Digital games witness high demand as compared with core games, social games, and casual games. Moreover, support of virtual technologies in the digital gaming field will also increase the demand in the coming future. Additionally, adults playing digital games as a source of entertainment also contribute to the growth of the market. Technological advancements such as touch screen technology and easy availability of the games over the Internet positively impact the market growth. Other factors such as social media including Facebook, rising disposal income, and standard of living, increasing awareness of digital games for the educative purpose are increasing the demand of digital games in the market globally. On the other hand, factors such as piracy, excess memory utilization, and old version of OS are hampering the global digital games market.

Global Digital Games Market: Segmentation

On the basis of devices, the global digital games market is segmented as the personal computer, tablet, laptop, smartphones, notepad, and others. Smartphone segment is dominating the market due to its largest market share. These games include console games, social gaming, online games, and play station.

Region-wise, the global market is segregated into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.

Global Digital Games Market: Regional Analysis

Based on the region, the global Digital Games market can be divided into five main regions: Latin America, North America, Europe, Asia Pacific, and the Middle East and Africa. Asia Pacific is witnessing the highest growth in the global digital games market. China is the leading market player in the region. In addition, developing countries such as India and Japan are anticipated to witness considerable market growth in the global digital games market.

Report Scope:

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

Global Digital Games Market: Competitive Players

Some main participants of the Digital Games market are Google Inc., GREE International Inc., Midway, Treasure Games, Konami, Bluepoint Games, Disney Entertainment, NetEase Inc., Gung Ho Online Entertainment Inc., Relic Entertainment, Nexon Co. Ltd., Electronic Arts Inc., Plain Villa Games, SNK Playmore Corporation, Ubisoft Entertainment S.A., and Activation Blizzard Inc. Other key players influencing the global market include Westwood Studios, Supercell Oy, Apple Inc., King Digital Entertainment, Black Isle Studios, Origin Systems, SCE Japan Studio, Square Unix, Facebook Inc., Telltale Games Inc., Popcap GamesTakeTwo Interactive, Capybara Games, DeNa Co. Ltd., Zynga Inc., Namco Bandai, Shanda Games Ltd., Sega, Tencent, NCSoft, Sony Corporation, Nintendo Co. Ltd., Failbetter Games, and Microsoft Corporation.

Digital Games Market: Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Content

  • Chapter 1.Preface
    • 1.1.Report Description
    • 1.2.Report Scope
  • Chapter 2.Research Methodology
    • 2.1.Research Methodology
    • 2.2.Secondary Research
    • 2.3.Primary Research
    • 2.4.Models
      • 2.4.1.Company Share Analysis Model
      • 2.4.2.Revenue Based Modeling
    • 2.5.Research Limitations
  • Chapter 3.Executive Summary
    • 3.1.Global Digital Games Market, 2016 – 2026 (USD Billion)
    • 3.2.Global Digital Games Market: Snapshot
  • Chapter 4.Digital Games Market – Industry Analysis
    • 4.1.Introduction
    • 4.2.Market Drivers
      • 4.2.1.Driving Factor 1 Analysis
      • 4.2.2.Driving Factor 2 Analysis:
    • 4.3.Market Restraints
      • 4.3.1.Restraining Factor Analysis
    • 4.4.Market Opportunities
      • 4.4.1.Market Opportunity & Use-case Anaysis
      • 4.4.2.Use – Cases for Digital Games
    • 4.5.Porter’s Five Forces Analysis
    • 4.6.COVID 19 Impact Analysis
      • 4.6.1.1.Impact on Product Development and Technology Adoption
      • 4.6.1.2.Gap Analysis
  • Chapter 5.Investment Proposition Analysis
    • 5.1.Global Digital Games Market Attractiveness, By Devices
    • 5.2.Global Digital Games Market Attractiveness, By Region
  • Chapter 6.Competitive Landscape
    • 6.1.Company Market Share Analysis - 2019
      • 6.1.1.Global Digital Games Market: Company Market Share, 2019
    • 6.2.Strategic Developments
    • 7.1.Global Digital Games Market Overview: by Devices
      • 7.1.1.Global Digital Games Market Revenue Share, by Devices, 2019 & 2026
    • 7.2.Global Digital Games Market Analysis/Overview – By Devices
      • 7.2.1.Personal Computer – Overview/Analysis
      • 7.2.2.Tablet – Overview/Analysis
      • 7.2.3.Laptop – Overview/Analysis
      • 7.2.4.Smartphones – Overview/Analysis
      • 7.2.5.Notepad – Overview/Analysis
      • 7.2.6.Others – Overview/Analysis
    • 7.3.Personal Computer
      • 7.3.1.Global Digital Games Market for Personal Computer, Revenue (USD Billion) 2016 - 2026
    • 7.4.Tablet
      • 7.4.1.Global Digital Games Market for Tablet, Revenue (USD Billion) 2016 - 2026
    • 7.5.Laptop
      • 7.5.1.Global Digital Games Market for Laptop, Revenue (USD Billion) 2016 - 2026
    • 7.6.Smartphones
      • 7.6.1.Global Digital Games Market for Smartphones, Revenue (USD Billion) 2016 - 2026
    • 7.7.Notepad
      • 7.7.1.Global Digital Games Market for Notepad, Revenue (USD Billion) 2016 - 2026
    • 7.8.Others
      • 7.8.1.Global Digital Games Market for Others, Revenue (USD Billion) 2016 - 2026
  • Chapter 8.Digital Games Market – Regional Analysis
    • 8.1.Global Digital Games Market: Regional Overview
      • 8.1.1.Global Digital Games Market Revenue Share, by Region, 2019 & 2026
      • 8.1.2.Global Digital Games Market Revenue, by Region, 2016 – 2026 (USD Billion)
    • 8.2.North America
      • 8.2.1.North America Digital Games Market Revenue, 2016 - 2026 (USD Billion)
      • 8.2.2.North America Digital Games Market Revenue, by Country, 2016 – 2026 (USD Billion)
      • 8.2.3.North America Digital Games Market Revenue, by Devices, 2016 – 2026
      • 8.2.4. U.S.
      • 8.2.5.Canada
    • 8.3.Europe
      • 8.3.1.Europe Digital Games Market Revenue, 2016 - 2026 (USD Billion)
      • 8.3.2.Europe Digital Games Market Revenue, by Country, 2016 – 2026 (USD Billion)
      • 8.3.3.Europe Digital Games Market Revenue, by Devices, 2016 – 2026
      • 8.3.4.Germany
      • 8.3.5.France
      • 8.3.6. U.K.
      • 8.3.7.Italy
      • 8.3.8.Spain
      • 8.3.9.Rest of Europe
    • 8.4.Asia Pacific
      • 8.4.1.Asia Pacific Digital Games Market Revenue, 2016 - 2026 (USD Billion)
      • 8.4.2.Asia Pacific Digital Games Market Revenue, by Country, 2016 – 2026 (USD Billion)
      • 8.4.3.Asia Pacific Digital Games Market Revenue, by Devices, 2016 – 2026
      • 8.4.4.China
      • 8.4.5.Japan
      • 8.4.6.India
      • 8.4.7.South Korea
      • 8.4.8.South-East Asia
      • 8.4.9.Rest of Asia Pacific
    • 8.5.Latin America
      • 8.5.1.Latin America Digital Games Market Revenue, 2016 - 2026 (USD Billion)
      • 8.5.2.Latin America Digital Games Market Revenue, by Country, 2016 – 2026 (USD Billion)
      • 8.5.3.Latin America Digital Games Market Revenue, by Devices, 2016 – 2026
      • 8.5.4.Brazil
      • 8.5.5.Mexico
      • 8.5.6.Rest of Latin America
    • 8.6.The Middle-East and Africa
      • 8.6.1.The Middle-East and Africa Digital Games Market Revenue, 2016 - 2026 (USD Billion)
      • 8.6.2.The Middle-East and Africa Digital Games Market Revenue, by Country, 2016 – 2026 (USD Billion)
      • 8.6.3.The Middle-East and Africa Digital Games Market Revenue, by Devices, 2016 – 2026
      • 8.6.4.GCC Countries
      • 8.6.5.South Africa
      • 8.6.6.Rest of Middle-East Africa
  • Chapter 9.Company Profiles
    • 9.1.Google Inc.
      • 9.1.1.Company Overview
      • 9.1.2.Financial Overview
      • 9.1.3.Product Portfolio
      • 9.1.4.Business Strategy
      • 9.1.5.Recent Developments
    • 9.2.GREE International Inc.
    • 9.3.Midway
    • 9.4.Treasure Games
    • 9.5.Konami
    • 9.6.Bluepoint Games
    • 9.7.Disney Entertainment
    • 9.8.NetEase Inc.
    • 9.9.Gung Ho Online Entertainment Inc.
    • 9.1.Relic Entertainment
    • 9.11.Nexon Co. Ltd.
    • 9.12.Electronic Arts Inc.
    • 9.13.Plain Villa Games
    • 9.14.SNK Playmore Corporation
    • 9.15.Ubisoft Entertainment S.A.
    • 9.16.Activation Blizzard Inc.
    • 9.17.Westwood Studios
    • 9.18.Supercell Oy
    • 9.19.Apple Inc.
    • 9.2.King Digital Entertainment
    • 9.21.Black Isle Studios
    • 9.22.Origin Systems
    • 9.23.SCE Japan Studio
    • 9.24.Square Unix
    • 9.25.Facebook Inc.
    • 9.26.Telltale Games Inc.
    • 9.27.Popcap GamesTakeTwo Interactive
    • 9.28.Capybara Games, DeNa Co. Ltd.
    • 9.29.Zynga Inc.
    • 9.3.Namco Bandai
    • 9.31.Shanda Games Ltd.
    • 9.32.Sega
    • 9.33.Tencent
    • 9.34.NCSoft
    • 9.35.Sony Corporation
    • 9.36.Nintendo Co. Ltd.
    • 9.37.Failbetter Games
    • 9.38.Microsoft Corporation

Methodology


Frequently Asked Questions

Factors including increasing use of devices such as smartphones, laptops, and tablets for gaming purpose are expected to boost the global digital games market growth in the near future. In addition, growing interest and attraction towards games among young generation are also impact the growth of the market in a positive way. Other factors such as paymium and freemium subscription models are further anticipated to boost the global market growth in future.

According to Zion Market Research, global demand for Digital Games market is expected to generate revenue of around USD 328.25 Billion by end of 2026, growing at a CAGR of around 17.5% between 2020 and 2026.

Asia Pacific is witnessing the highest growth in the global digital games market. China is the leading market player in the region. In addition, developing countries such as India and Japan are anticipated to witness considerable market growth in the global digital games market.

Some main participants of the Digital Games market are Google Inc., GREE International Inc., Midway, Treasure Games, Konami, Bluepoint Games, Disney Entertainment, NetEase Inc., Gung Ho Online Entertainment Inc., Relic Entertainment, Nexon Co. Ltd., Electronic Arts Inc., Plain Villa Games, SNK Playmore Corporation, Ubisoft Entertainment S.A., and Activation Blizzard Inc. Other key players influencing the global market include Westwood Studios, Supercell Oy, Apple Inc., King Digital Entertainment, Black Isle Studios, Origin Systems, SCE Japan Studio, Square Unix, Facebook Inc., Telltale Games Inc., Popcap GamesTakeTwo Interactive, Capybara Games, DeNa Co. Ltd., Zynga Inc., Namco Bandai, Shanda Games Ltd., Sega, Tencent, NCSoft, Sony Corporation, Nintendo Co. Ltd., Failbetter Games, and Microsoft Corporation.

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