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Global Gaming Market - By Game Type (Tablet, Console, Downloaded/Box PC, Smartphone, And Browser PC) And By Region - Global Industry Perspective, Comprehensive Analysis, and Forecast, 2019 – 2025

Published Date: 08-Jan-2021 Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-1703 Status : Published

The global gaming market, which accrued revenue worth nearly 150 (USD Billion) in 2018 and is slated to garner earnings worth 260 (USD Billion) by 2025, is set to grow at a CAGR of 11.9% during the period from 2019 to 2025.

Description

The global gaming market, which accrued revenue worth nearly 150 (USD Billion) in 2018 and is slated to garner earnings worth 260 (USD Billion) by 2025, is set to grow at a CAGR of 11.9% during the period from 2019 to 2025. The report offers valuation and analysis of the gaming market on a global as well as regional level. The study offers a comprehensive assessment of the industry competition, restraints, revenue estimates, avenues, current & emerging trends, and industry-validated market information. The report offers historical data from 2016 to 2018 along with a forecast from 2019 to 2025 based on value (USD Billion).

Introduction

Gaming refers to a computer application that is playing with a specific number of regulations. It includes physical as well as mental alertness and offers entertainment and relaxation for the players as well as the spectators. Apparently, gaming is tool that can assist the spectators and help children develop life skills. It can help the educationists and professionals to coin ways for complementing classroom teaching methods & modules. Launching of new graphic systems has brought a paradigm shift in the gaming industry in the recent years. Games are played on smartphones, consoles, tablets, and laptops.

Market Growth Drivers

Burgeoning requirement for recreational, leisure, and entertainment activities is projected to result in humungous gaming market penetration across the globe over the ensuing years. Rise in per capita incomes, penetration of internet in nook & corner across the globe, and increase in the gamers in the range of 5-45 years age group is likely to drive the size of gaming market in the years ahead. With COVID-19 epidemic spreading rapidly across the globe, the focus has shifted from physical sports to online gaming, thereby driving the market trends. Apparently, the social media trend among the youths as well as adult population and the millennial is anticipated to have favorable impact on the gaming market over the years to come.

Furthermore, easy availability of games across various online platforms as well as TV and by telecom subscribers or smartphone developers will prop up the gaming market demand in the coming decade. Myriad genres like simulation, action, and strategy are attracting players across the globe towards gaming activities and this, in turn, has enlarged the scope of the gaming industry in the recent years. Nonetheless, copyright violation, piracy, and infringement of patent rights as well as breach of privacy of the gamers can have a negative impact on the growth of the business in the foreseeable future. A prominent surge in the health problems arising due to sedentary & unhealthy lifestyle caused by video games will put brakes on the industry growth over the forthcoming years.

Asia Pacific To Continue Gaming Market Dominance Over 2019-2025

The expansion of the market in Asia Pacific over the forecast timeline is credited to launching of next-gen game consoles along with surging acceptance of gaming instruments in the Asia Pacific zone. Apparently, rise in the smartphone use in countries such as India and China will propel the market growth in the region over the estimated period. In addition to this, massive need for entertainment in homes due to lockdowns as a result of COVID outbreak has resulted in massive market penetration across the region. Focus on e-sports and multiplayer games in South Korea and streaming of various online games on YouTube and televisions like MTV in India has contributed massively toward regional market revenue in the recent years. Citing an instance, in December 2019, NODWIN Gaming partnered with MTV India for streaming weekly Indian esports show referred as Esports Mania on TV in India. Reportedly, episodes were decided to be telecast on each Thursday of the week for nearly one hour at 10:00 PM on Indian Standard Time and included broadcasting of Esports 360, World of Esports, Documentaries, and Match of the Week.

Key players profiled in the study include GungHo Online Entertainment Inc., Electronic Arts Inc., The Walt Disney Co., Bandai Namco Entertainment Inc., Sony Corp., Activision Blizzard Inc., CyberAgent Inc., Microsoft Corp., NetEase Inc., and Tencent Holdings Ltd.

The global gaming market is segmented as follows:

By Game Type

  • Console
  • Tablet
  • Smartphone
  • Downloaded/Box PC
  • Browser PC

By Region

  • 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 and Scope
    • 1.2. Research Scope
    • 1.3. Research Methodulogy
      • 1.3.1. Market Research Process
      • 1.3.2. Market Research Methodulogy
  • Chapter 2. Executive Summary
    • 2.1. Gaming Market, 2015–2025 (USD Billion)
    • 2.2. Gaming Market: Snapshot
  • Chapter 3. Global Gaming Market– Industry Analysis
    • 3.1. Gaming Market: Market Dynamics
    • 3.2. Market Drivers
      • 3.2.1. Burgeoning requirement for recreational, leisure, and entertainment activities is projected to result in humungous gaming market penetration across the globe over the ensuing years.
      • 3.2.2. Myriad genres like simulation, action, and strategy are attracting players across the globe towards gaming activities and this, in turn, has enlarged the scope of the gaming industry in the recent years.
      • 3.2.3. With COVID-19 epidemic spreading rapidly across the globe, the focus has shifted from physical sports to online gaming, thereby driving the market trends.
    • 3.3. Porter’s Five Forces Analysis
    • 3.4. Market Attractiveness Analysis
      • 3.4.1. Market attractiveness analysis By Product
  • Chapter 4. Global Gaming Market– Competitive Landscape
    • 4.1. Company market share analysis
      • 4.1.1. Global Gaming Market: company market share, 2017
    • 4.2. Strategic development
      • 4.2.1. Acquisitions & mergers
      • 4.2.2. New Product launches
      • 4.2.3. Agreements, partnerships, cullaborations, and joint ventures
      • 4.2.4. Research and development and Regional expansion
    • 4.3. Price trend analysis
  • Chapter 5. Global Gaming Market– Product Analysis
    • 5.1. Global Gaming Market overview: By Product
      • 5.1.1. Global Gaming Market share, By Product, 2018 and 2025
    • 5.2. Tablet
      • 5.2.1. Global Gaming Market By Tablet, 2015–2025 (USD Billion)
    • 5.3. Consule
      • 5.3.1. Global Gaming Market By Consule, 2015–2025 (USD Billion)
    • 5.4. Downloaded/Box PC
      • 5.4.1. Global Gaming Market By Downloaded/Box PC, 2015–2025 (USD Billion)
    • 5.5. Smartphone
      • 5.5.1. Global Gaming Market By Smartphone, 2015–2025 (USD Billion)
    • 5.6. Browser PC
      • 5.6.1. Global Gaming Market By Browser PC, 2015–2025 (USD Billion)
  • Chapter 6. Company Profiles
    • 6.1. Bandai Namco Entertainment Inc.
      • 6.1.1. Overview
      • 6.1.2. Financials
      • 6.1.3. Technulogy Portfulio
      • 6.1.4. Business Strategy
      • 6.1.5. Recent Developments
    • 6.2. Activision Blizzard Inc.
      • 6.2.1. Overview
      • 6.2.2. Financials
      • 6.2.3. Technulogy Portfulio
      • 6.2.4. Business Strategy
      • 6.2.5. Recent Developments
    • 6.3. Electronic Arts Inc.
      • 6.3.1. Overview
      • 6.3.2. Financials
      • 6.3.3. Technulogy Portfulio
      • 6.3.4. Business Strategy
      • 6.3.5. Recent Developments
    • 6.4. CyberAgent Inc.
      • 6.4.1. Overview
      • 6.4.2. Financials
      • 6.4.3. Technulogy Portfulio
      • 6.4.4. Business Strategy
      • 6.4.5. Recent Developments
    • 6.5. Microsoft Corp.
      • 6.5.1. Overview
      • 6.5.2. Financials
      • 6.5.3. Technulogy Portfulio
      • 6.5.4. Business Strategy
      • 6.5.5. Recent Development
    • 6.6. GungHo Online Entertainment Inc.
      • 6.6.1. Overview
      • 6.6.2. Financials
      • 6.6.3. Technulogy Portfulio
      • 6.6.4. Business Strategy
      • 6.6.5. Recent Development
    • 6.7. Sony Corp.
      • 6.7.1. Overview
      • 6.7.2. Financials
      • 6.7.3. Technulogy Portfulio
      • 6.7.4. Business Strategy
      • 6.7.5. Recent Development
    • 6.8. NetEase Inc.
      • 6.8.1. Overview
      • 6.8.2. Financials
      • 6.8.3. Technulogy Portfulio
      • 6.8.4. Business Strategy
      • 6.8.5. Recent Development
    • 6.9. The Walt Disney Co.
      • 6.9.1. Overview
      • 6.9.2. Financials
      • 6.9.3. Technulogy Portfulio
      • 6.9.4. Business Strategy
      • 6.9.5. Recent Development
    • 6.10. Tencent Huldings Ltd
      • 6.10.1. Overview
      • 6.10.2. Financials
      • 6.10.3. Technulogy Portfulio
      • 6.10.4. Business Strategy
      • 6.10.5. Recent Development

Methodology


Frequently Asked Questions

Burgeoning requirement for recreational, leisure, and entertainment activities is projected to result in humungous gaming market penetration across the globe over the ensuing years. Rise in per capita incomes, penetration of internet in nook & corner across the globe, and increase in the gamers in the range of 5-45 years age group is likely to drive the size of gaming market in the years ahead. With COVID-19 epidemic spreading rapidly across the globe, the focus has shifted from physical sports to online gaming, thereby driving the market trends over the forecasting timeframe. Apparently, the social media trend among the youths as well as adult population and the millennial is anticipated to have favorable impact the gaming market expansion over the years to come. Furthermore, easy availability of games across various online platforms as well as TV and by telecom subscribers or smartphone developers will prop up the gaming market demand in the coming decade.

According to Zion market research report, the global gaming market, which accrued revenue worth nearly 150 (USD Billion) in 2018 and is slated to garner earnings worth 260 (USD Billion) by 2025, is set to grow at a CAGR of 11.9% during the period from 2019 to 2025.

Asia Pacific is likely to make noteworthy contributions towards overall market revenue during forecast period. The regional market growth over 2019-2025 can be credited to launching of next-gen game consoles along with surging acceptance of gaming instruments in the Asia Pacific zone. Apparently, rise in the smartphone use in countries such as India and China will propel the market growth in the region over the estimated period. In addition to this, massive need for entertainment in homes due to lockdowns as a result of COVID outbreak has resulted in massive market penetration across the region. Focus on e-sports and multiplayer games in South Korea and streaming of various online games on YouTube and televisions like MTV in India has contributed massively toward regional market proceeds in the recent years.

 

The key players profiled in the report include GungHo Online Entertainment Inc., Electronic Arts Inc., The Walt Disney Co., Bandai Namco Entertainment Inc., Sony Corp., Activision Blizzard Inc., CyberAgent Inc., Microsoft Corp., NetEase Inc., and Tencent Holdings Ltd.

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