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Global Gaming Market (2023-2028) Competitive Analysis, Impact of Economic Slowdown & Impending Recession, Ansoff Analysis

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    Report

  • 204 Pages
  • February 2024
  • Region: Global
  • Infogence Global Research
  • ID: 5753611
The Global Gaming Market is estimated to be USD 239.31 Bn in 2023 and is expected to reach USD 439.36 Bn by 2028 growing at a CAGR of 12.92%.

Market Dynamics

Market dynamics are forces that impact the prices and behaviors of the stakeholders. These forces create pricing signals which result from the changes in the supply and demand curves for a given product or service. Forces of Market Dynamics may be related to macro-economic and micro-economic factors. There are dynamic market forces other than price, demand, and supply. Human emotions can also drive decisions, influence the market, and create price signals.

As the market dynamics impact the supply and demand curves, decision-makers aim to determine the best way to use various financial tools to stem various strategies for speeding the growth and reducing the risks.

Market Segmentations

  • The Global Gaming Market is segmented based on Gaming Type, Product, Price, Sales Channel, End Use, and Geography.
  • By Gaming Type, the market is classified into Console, Tablet, Smartphone, Downloaded/Box PC, and Browser PC.
  • By Product, the market is classified into Desktop, Laptop, and Peripherals.
  • By Price, the market is classified into Low Price, High Price and Premium.
  • By Sales Channel, the market is classified into Online and Offline.
  • By End Use, the market is classified into Casual Gaming and Professional Gaming.
  • By Geography, the market is classified into Americas, Europe, Middle East & Africa and Asia-Pacific.

Company Profiles

The report provides a detailed analysis of the competitors in the market. It covers the financial performance analysis for the publicly listed companies in the market. The report also offers detailed information on the companies' recent development and competitive scenario. Some of the companies covered in this report are Sony Corp., Microsoft Corp., Apple Inc., Google LLC (Alphabet Inc.), Bandai Namco Entertainment Inc., Take-Two Interactive Software Inc., Nexon Company, Nintendo Co. Ltd, etc.

Countries Studied

  • America (Argentina, Brazil, Canada, Chile, Colombia, Mexico, Peru, United States, Rest of Americas)
  • Europe (Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Russia, Spain, Sweden, Switzerland, United Kingdom, Rest of Europe)
  • Middle East and Africa (Egypt, Israel, Qatar, Saudi Arabia, South Africa, United Arab Emirates, Rest of MEA)
  • Asia-Pacific (Australia, Bangladesh, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Sri Lanka, Thailand, Taiwan, Rest of Asia-Pacific)

Competitive Quadrant

The report includes Competitive Quadrant, a proprietary tool to analyze and evaluate the position of companies based on their Industry Position score and Market Performance score. The tool uses various factors for categorizing the players into four categories. Some of these factors considered for analysis are financial performance over the last 3 years, growth strategies, innovation score, new product launches, investments, growth in market share, etc.

Ansoff Analysis

  • The report presents a detailed Ansoff matrix analysis for the Global Gaming Market. Ansoff Matrix, also known as Product/Market Expansion Grid, is a strategic tool used to design strategies for the growth of the company. The matrix can be used to evaluate approaches in four strategies viz. Market Development, Market Penetration, Product Development and Diversification. The matrix is also used for risk analysis to understand the risk involved with each approach.
  • The publisher analyses the Global Gaming Market using the Ansoff Matrix to provide the best approaches a company can take to improve its market position.
  • Based on the SWOT analysis conducted on the industry and industry players, the publisher has devised suitable strategies for market growth.

Why buy this report?

  • The report offers a comprehensive evaluation of the Global Gaming Market. The report includes in-depth qualitative analysis, verifiable data from authentic sources, and projections about market size. The projections are calculated using proven research methodologies.
  • The report has been compiled through extensive primary and secondary research. The primary research is done through interviews, surveys, and observation of renowned personnel in the industry.
  • The report includes an in-depth market analysis using Porter's 5 forces model, PESTLE Analysis and the Ansoff Matrix. In addition, the impact of COVID-19 and the impact of economic slowdown & impending recession on the market are also featured in the report.
  • The report also includes the regulatory scenario in the industry, which will help you make a well-informed decision. The report discusses major regulatory bodies and major rules and regulations imposed on this sector across various geographies.
  • The report also contains the competitive analysis using Positioning Quadrants, the Proprietary competitive positioning tool.

Report Highlights:

  • A complete analysis of the market, including parent industry
  • Important market dynamics and trends
  • Market segmentation
  • Historical, current, and projected size of the market based on value and volume
  • Market shares and strategies of key players
  • Recommendations to companies for strengthening their foothold in the market

Table of Contents

1 Report Description
1.1 Study Objectives
1.2 Market Definition
1.3 Currency
1.4 Years Considered
1.5 Language
1.6 Key Stakeholders
2 Research Methodology
2.1 Research Process
2.2 Data Collection and Validation
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Models
2.3 Market Size Estimation
2.3.1 Bottom-Up Approach
2.3.2 Top-Down Approach
2.4 Assumptions of the Study
2.5 Limitations of the Study
3 Executive Summary
3.1 Introduction
3.2 Market Size, Segmentations and Outlook
4 Market Dynamics
4.1 Drivers
4.1.1 Rising Emergence of Next-Generation Gaming Consoles
4.1.2 Increasing Technological Proliferation
4.2 Restraints
4.2.1 Addiction Issues and Mental Health Issues
4.3 Opportunities
4.3.1 Rising Emergence of Augmented and Virtual Reality in Mobile Gaming Platform
4.3.2 Growing Ongoing Improvements in Graphics and Controls
4.3.3 Rapid Shift of Prominent Franchises Towards Small Screen
4.4 Challenges
4.4.1 Piracy and Fraud in Online Gaming Transactions
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter's Five Forces Analysis
5.3 PESTEL Analysis
5.4 SWOT Analysis
5.5 Impact of COVID-19
5.6 Impact Of Economic Slowdown & Impending Recession
5.7 Ansoff Matrix Analysis
6 Global Gaming Market, By Gaming Type
6.1 Introduction
6.2 Console
6.3 Tablet
6.4 Smartphone
6.5 Downloaded/Box PC
6.6 Browser PC
7 Global Gaming Market, By Product
7.1 Introduction
7.2 Desktop
7.3 Laptop
7.4 Peripherals
8 Global Gaming Market, By Price
8.1 Introduction
8.2 Low Price
8.3 High Price
8.4 Premium
9 Global Gaming Market, By Sales Channel
9.1 Introduction
9.2 Online
9.3 Offline
10 Global Gaming Market, By End Use
10.1 Introduction
10.2 Casual Gaming
10.3 Professional Gaming
11 Americas' Gaming Market
11.1 Introduction
11.2 Argentina
11.3 Brazil
11.4 Canada
11.5 Chile
11.6 Colombia
11.7 Mexico
11.8 Peru
11.9 United States
11.10 Rest of Americas
12 Europe's Gaming Market
12.1 Introduction
12.2 Austria
12.3 Belgium
12.4 Denmark
12.5 Finland
12.6 France
12.7 Germany
12.8 Italy
12.9 Netherlands
12.10 Norway
12.11 Poland
12.12 Russia
12.13 Spain
12.14 Sweden
12.15 Switzerland
12.16 United Kingdom
12.17 Rest of Europe
13 Middle East and Africa's Gaming Market
13.1 Introduction
13.2 Egypt
13.3 Israel
13.4 Qatar
13.5 Saudi Arabia
13.6 South Africa
13.7 United Arab Emirates
13.8 Rest of MEA
14 APAC's Gaming Market
14.1 Introduction
14.2 Australia
14.3 Bangladesh
14.4 China
14.5 India
14.6 Indonesia
14.7 Japan
14.8 Malaysia
14.9 Philippines
14.10 Singapore
14.11 South Korea
14.12 Sri Lanka
14.13 Thailand
14.14 Taiwan
14.15 Rest of Asia-Pacific
15 Competitive Landscape
15.1 Competitive Quadrant
15.2 Market Share Analysis
15.3 Strategic Initiatives
15.3.1 M&A and Investments
15.3.2 Partnerships and Collaborations
15.3.3 Product Developments and Improvements
16 Company Profiles
16.1 Activision Blizzard, Inc.
16.2 Apple, Inc.
16.3 Bandai Namco Entertainment, Inc.
16.4 Beijing Kunlun Technology Co. Ltd
16.5 Capcom Co. Ltd
16.6 Electronic Arts, Inc.
16.7 Google LLC (Alphabet, Inc.)
16.8 Interactive Entertainment
16.9 Microsoft Corp.
16.10 NetEase, Inc.
16.11 Nexon Company
16.12 Nintendo Co. Ltd
16.13 Riot Games
16.14 Sega Games Co. Ltd
16.15 Sony Corp.
16.16 Square Enix Holdings Co. Ltd
16.17 Take-Two Interactive Software, Inc.
16.18 Tencent Holdings Ltd
16.19 Ubisoft Entertainment SA
16.20 ZeptoLab
17 Appendix
17.1 Questionnaire

Companies Mentioned

  • Activision Blizzard, Inc.
  • Apple, Inc.
  • Bandai Namco Entertainment, Inc.
  • Beijing Kunlun Technology Co. Ltd
  • Capcom Co. Ltd
  • Electronic Arts, Inc.
  • Google LLC (Alphabet, Inc.)
  • Interactive Entertainment
  • Microsoft Corp.
  • NetEase, Inc.
  • Nexon Company
  • Nintendo Co. Ltd
  • Riot Games
  • Sega Games Co. Ltd
  • Sony Corp.
  • Square Enix Holdings Co. Ltd
  • Take-Two Interactive Software, Inc.
  • Tencent Holdings Ltd
  • Ubisoft Entertainment SA
  • ZeptoLab

Table Information