Data Sheet on Global Digital Gaming Market (2018-2023)

  • ID: 4593804
  • Report
  • Region: Global
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PCs, mobiles and consoles make up the digital gaming industry, a global market that is anticipated to grow at a CAGR of 18.98% (2018-2023) and reach a value of USD 323.91 Bn. Mobile games, the fastest growing segment, followed by console games and PC games, owes its upward trajectory to low entry barriers, and swift adoption of smartphones and the internet.

Digital distribution methods have made it easier for players to get a hold of their games, and to take things up a notch, Augmented Reality and Virtual Reality make the experience more realistic. Slow internet speeds and regulatory policies at times inhibit the growth of the market, but higher disposable incomes and an increase in the number of worldwide gamers will imply a positive scenario for the global gaming market. Market players like Activision Blizzard, Electronic Arts, Take-Two Interactive and Ubisoft are among those who cater to the global digital gaming market.

The subsequent information conveyed will be on an Excel sheet, presented in a format that is easy to navigate and identify.
Note: Product cover images may vary from those shown
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List of Figures/Charts:


Chapter 2: Introduction
1. Value Chain of Games
2. Distribution Channel Analysis : Major Four Companies
3. Distribution Channel Estimation : Major Four Companies

Chapter 3: Global Digital Games Market Overview
1. Global historical market revenue
2. Global forecasted market revenue
3. Geography-wise market revenue

Chapter 4: Global Digital Games Market – By Regions
1. Market Revenue – North America
2. Market Revenue – Asia Pacific
3. Market Revenue – Latin America
4. Market Revenue –Europe
5. Market Revenue – Middle East & Africa

Chapter 5: Global Digital Games Market - by platforms
1. PC Games Global Revenue
2. Mobile Games Global Revenue
3. Console Games Global revenue

Chapter 6: Global Digital Games Market- by revenue models
1. Freemium model global revenue
2. Pay to play model global revenue
3. Advertising model global revenue

Chapter 7: Global Digital Games Market- by genre
1. Shooter genre global revenue
2. Role-play action genre global revenue
3. Sports genre global revenue
4. Strategy genre global revenue
5. Other genre global revenue

Chapter 8:Chapter 9: Global Digital Gaming Spend Analysis
1. Paying Players Share - By Platform
2. PC Games - Average Spending and Payers
3. Mobile Games - Average Spending and Payers
4. Console Games - Average Spending and Payers

Chapter 12: Market Share of Companies
1. . Global Digital Games Market Share
2. . Global PC Games Market Share
3. . Global Mobile Games Market Share
4. . Global Console Games Market Share

List of Tables:

Table 1: Segments by Platform (2015 – 2023) value in USD Bn
Table 2: Segments by Revenue models (2015 – 2023) value in USD Bn
Table 3: Segments by Genres (2015 – 2023) value in USD Bn
Table 4: Segments by Region: North America (2015 – 2023) value in USD Bn
Table 3: Segments by Region: Europe (2015 – 2023) value in US$ Bn
Table 4: Segments by Region: Asia Pacific (2015 – 2023) value in US$ Bn
Table 5: Segments by Region: Latin America (2015 – 2023) value in US$ Bn
Table 6: Segments by Region: Middle East Africa (2015 – 2023) value in US$ Bn
Table 7: Geography: (2015 – 2023) value in US$ Bn
Table 8: Activision Blizzard: By Distribution Channel
Table 9: Activision Blizzard: By Geography
Table 10: Activision Blizzard: By Product
Table 11: Electronic Arts: By Distribution Channel
Table 12: Electronic Arts: By Geography
Table 13: Electronic Arts: By Product
Table 14: Take Two Interactive: By Distribution Channel
Table 15: Take Two Interactive: By Geography
Table 16: Take Two Interactive: By Product
Table 17: Ubisoft: By Distribution Channel
Table 18: Ubisoft: By Geography
Table 19: Ubisoft: By Product
Table 20: Revenues of Companies (2012-2016)
Table 21: Gross margin of companies (value in %)
Table 22: Net margin of companies value in %)
Table 23: Return on Asset of Companies value in %)
Table 24: Return on Equity of Companies (value in %)
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