The Global gaming market size, which earned about 150 billion USD in 2018 and is expected to earn 260 billion USD by 2025, is expected to expand by 11.9% from 2019 to 2025.
The global gaming market size, 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 a 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).
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 a tool that can assist spectators and help children develop life skills. It can help educationists and professionals to coin ways for complementing classroom teaching methods & modules. The launching of new graphic systems has brought a paradigm shift in the gaming industry in recent years. Games are played on smartphones, consoles, tablets, and laptops.
Report Attributes | Report Details |
---|---|
Report Name | Gaming Market Size, Share, Research Report |
Market Size in 2018 | USD 150 Billion |
Market Forecast in 2025 | USD 160 Billion |
Compound Annual Growth Rate | CAGR of 11.9% |
Number of Pages | 110 |
Forecast Units | Value (USD Billion), and Volume (Units) |
Key Companies Covered | 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. |
Segments Covered | By Type,By end-user, And By Region |
Base Year | 2021 |
Historical Year | 2016 to 2020 |
Forecast Year | 2022 - 2030 |
Customization Scope | Avail customized purchase options to meet your exact research needs. Request For Customization |
Burgeoning requirement for recreational, leisure, and entertainment activities is projected to result in humungous gaming market penetration across the globe over the ensuing years. A rise in per capita incomes, penetration of the internet in nooks & corner across the globe, and an increase in gamers in the range of 5-45 years age group is likely to drive the size of the gaming market in the years ahead. With the COVID-19 epidemic spreading rapidly across the globe, the focus has shifted from physical sports to online gaming, thereby driving market trends. Apparently, the social media trend among the youth as well as the adult population and the millennial is anticipated to have a favorable impact on the gaming market over the years to come.
Furthermore, the 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 to gaming activities and this, in turn, has enlarged the scope of the gaming industry in 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 lifestyles caused by video games will put brakes on the industry growth over the forthcoming years.
The expansion of the market in Asia Pacific over the forecast timeline is credited to the launching of next-gen game consoles along with the surging acceptance of gaming instruments in the Asia Pacific zone. Apparently, the rise in smartphone users in countries such as India and China will propel market growth in the region over the estimated period. In addition to this, the massive need for entertainment in homes due to lockdowns as a result of the 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 television like MTV in India has contributed massively toward regional market revenue in recent years. Citing an instance, in December 2019, NODWIN Gaming partnered with MTV India for streaming a weekly Indian esports show referred to 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.
By Game Type
FrequentlyAsked 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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