The growth of e-learning industry in many regions across the globe is catalyzing the development and availability of a wide range of educational games across various platforms which is further contributing to the growth of the market. Furthermore, continuous advancements in technologies are supporting the entry of Virtual Reality (VR) and Augmented Reality (AR) games into the market which can be seen as a major driver for this market over the projected period. EMEA (Europe Middle East and Africa) holds a significant market share in the global market due to the presence of some of the major market players in the region. The market in Asia Pacific (APAC) is anticipated to witness the highest CAGR over the forecast period owing to rising disposable income and increasing internet penetration in this region.
The first section of the report deals with detailed research methodology for calculating market size and forecasts, secondary data sources used and the primary inputs which were taken for data validation. This section also outlines various segments which have been covered as part of the report.
The next section provides comprehensive market dynamics through an overview section along with growth drivers, challenges, and opportunities which exist in the current market. This section of the report also provides supplier and industry outlook as a whole; key industry and regional regulations which are determining the product specifications and a brief technological aspect of gaming. Complete industry analysis has also been covered by Porter’s five forces model as a part of this report section.
Global gaming market has been segmented on the basis of device type as PCs, smartphones, tablets, TV gaming consoles, and handheld gaming console. The market has also been segmented by component as hardware, software, and services. By game type, segmentation has been done as action, strategy, puzzle, and others. Geographically, segmentation has been done as Americas, Europe Middle East and Africa, and others.
Finally, competitive intelligence section deals with major players in the market, their market shares, growth strategies, products, financials, and recent investments among others. Key industry players profiled as part of this report are Microsoft, Nintendo, Sony Corporation, Sega, Electronic Arts Inc., Unity, Ubisoft Entertainment, Activision Blizzard, Disney, and Konami.
2. Research Methodology
3. Executive Summary
4. Market Dynamics
4.5. Supplier Outlook
4.6. Industry Outlook
4.7. Porter’s 5 Forces Analysis
4.8. Industry Value Chain Analysis
4.9. Scenario Analysis
5. Global Gaming Market Forecast by Device Type (US$ billion)
5.4. TV Gaming Console
5.5. Handheld Gaming Console
6. Global Gaming Market Forecast by Component (US$ billion)
7. Global Gaming Market Forecast by Game Type (US$ billion)
8. Global Gaming Market Forecast by Geography (US$ billion)
8.1.1. North America
8.1.2. South America
8.2. Europe Middle East and Africa
8.3. Asia Pacific
9. Competitive Intelligence
9.1. Market Share Analysis
9.2. Investment Analysis
9.3. Recent Deals
9.4. Strategies of Key Players
10. Company Profiles
10.3. Sony Corporation
10.5. Electronic Arts Inc.
10.6. Unity Technologies
10.7. Ubisoft Entertainment
10.8. Activision Blizzard
The research study is based on the publisher's proprietary research model. The process involves sourcing of information from various industry experts, key professionals, decision-makers and various other stakeholders along with the validation of the responses received from the vast in-house database and premium paid databases. Publicly available sources were also taken into consideration for the final market estimates and forecast for the segments and sub-segments.
The first phase of the research process is the identification of key industry leaders, experts, decision-makers and C-level executives and then conducting interviews and surveys to gain vital insights about the market. Simultaneously, extensive secondary research is done, and key secondary data is collected as part of this process. This secondary data is collected from various databases, industry journals, whitepapers, company annual reports, research publications, and other paid data sources and relevant literature. Company profiles which include strategies, new product developments, recent investments, major products and services, financials and business plans are sourced from the annual reports, SEC filings, industry associations to preserve the quality of the information being displayed. The findings from both the primary and the secondary research process combined go under further processing for market breakdown and forecasting.
The last phase is providing intelligence in the form of presentation, charts, graphics and other different formats helping the clients in a faster and efficient understanding of the market. Under this phase complete market engineering is involved which includes analyzing the collected data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting. The publisher has developed their market forecasting methodology that, in addition to the main market values, also takes into account other macroeconomic factors (global or local) that might have some bearing on the market under study. Taking all the necessary data, a robust forecast is developed using an algorithm that involves both static (multivariate) as well as dynamic (time-series) regression analysis. Special care is taken to make sure their algorithm passes the necessary statistical tests, and the mean prediction for future years obtained is reliable with a very high confidence level. Following data validation, the analysts begin to write the report presenting insights with the help of charts, graphs, and tables.