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Gaming Market by Platform, Type, Device, and Geography - Global Forecast and Analysis 2019-2023 - Product Image

Gaming Market by Platform, Type, Device, and Geography - Global Forecast and Analysis 2019-2023

  • ID: 4845495
  • Report
  • Region: Global
  • 160 pages
  • TechNavio
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FEATURED COMPANIES

  • Activision Blizzard Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Sony Corp.
  • MORE
Global Gaming Market: About this market
The gaming market analysis considers sales from both casual gaming and professional gaming types. Our analysis also considers the sales of gaming in APAC, Europe, North America, South America, and MEA. In 2018, the casual gaming segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as the increasing adoption of mobile gaming will play a significant role in the casual gaming segment to maintain its market position. Also, our global gaming market report looks at factors such as the growing adoption of AR and VR games, the rising popularity of e-sports, and integration of blockchain technology. However, regulation over loot box, increasing risk of cybercrime through online gaming, and change in government regulations on net neutrality may hamper the growth of the gaming industry over the forecast period.

Global Gaming Market: Overview

Integration of blockchain technology
The integration of blockchain technology in gaming solution enables players to trade in-game virtual assets through contracts with other competing players and allows peer-to-peer transactions that can be accessed by anyone in the blockchain. The integration of blockchain technology also provides decentralized asset exchange, verifiable scarcity of virtual objects, fast and secure payment networks, and can enable game service providers or game developers to monetize their gaming services. Thus, it is expected that the integration of blockchain technology will lead to the expansion of the global gaming market at a CAGR of over 10% during the forecast period.

Growth in free-to-play model
Free-to-play model, also called a freemium model, provides an opportunity for gaming service providers to promote their games. This model allows users to play games in exchange for virtual goods and currencies. In some instances, users spend real money to purchase virtual products, such as coins, magic wands, houses, guns, and swords, in video games. The free-to-play model aims to convert free users to premium paid users by limiting the access up to a certain game level. Gaming service providers can monetize their services by providing access to many freemium games via social media and mobile platforms. This helps game service providers to increase their revenues, which will drive the growth of the global gaming market.

Competitive Landscape
With the presence of a few major players, the global gaming market is concentrated. The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of a few leading gaming manufacturers, that include Activision Blizzard Inc., Bandai Namco Entertainment Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co.

Also, the gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Activision Blizzard Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Sony Corp.
  • MORE
PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT
2.1 Preface
2.2 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE
  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis
PART 04: MARKET SIZING
  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023
PART 05: FIVE FORCES ANALYSIS
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition
PART 06: MARKET SEGMENTATION BY PLATFORM
  • Market segmentation by platform
  • Comparison by platform
  • Online - Market size and forecast 2018-2023
  • Offline - Market size and forecast 2018-2023
  • Market opportunity by platform
PART 07: MARKET SEGMENTATION BY TYPE
  • Market segmentation by type
  • Comparison by type
  • Casual gaming - Market size and forecast 2018-2023
  • Professional gaming - Market size and forecast 2018-2023
  • Market opportunity by type
PART 08: CUSTOMER LANDSCAPE

PART 09: MARKET SEGMENTATION BY DEVICE
  • Market segmentation by device
  • Comparison by device
  • Console gaming - Market size and forecast 2018-2023
  • Mobile gaming - Market size and forecast 2018-2023
  • PC gaming - Market size and forecast 2018-2023
  • Market opportunity by device
PART 10: GEOGRAPHIC LANDSCAPE
  • Geographic segmentation
  • Geographic comparison
  • APAC - Market size and forecast 2018-2023
  • North America - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity
PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES
  • Market drivers
  • Market challenges
PART 13: MARKET TRENDS
  • Increasing emergence of cloud gaming
  • Growth in free-to-play model
  • Rise in strategic partnerships and acquisitions
PART 14: VENDOR LANDSCAPE
  • Overview
  • Landscape disruption
  • Competitive scenario
PART 15: VENDOR ANALYSIS
  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Bandai Namco Entertainment Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Sony Corp.
  • Tencent Holdings Ltd.
  • The Walt Disney Co.
PART 16: APPENDIX
  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors
List of Exhibits
Exhibit 01: Global media and entertainment market
Exhibit 02: Segments of global media and entertainment market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition - Inclusions and exclusions checklist
Exhibit 06: Market size 2018
Exhibit 07: Global market: Size and forecast 2018-2023 ($ billions)
Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)
Exhibit 09: Five forces analysis 2018
Exhibit 10: Five forces analysis 2023
Exhibit 11: Bargaining power of buyers
Exhibit 12: Bargaining power of suppliers
Exhibit 13: Threat of new entrants
Exhibit 14: Threat of substitutes
Exhibit 15: Threat of rivalry
Exhibit 16: Market condition - Five forces 2018
Exhibit 17: Platform - Market share 2018-2023 (%)
Exhibit 18: Comparison by platform
Exhibit 19: Online - Market size and forecast 2018-2023 ($ billions)
Exhibit 20: Online - Year-over-year growth 2019-2023 (%)
Exhibit 21: Offline - Market size and forecast 2018-2023 ($ billions)
Exhibit 22: Offline - Year-over-year growth 2019-2023 (%)
Exhibit 23: Market opportunity by platform
Exhibit 24: Type - Market share 2018-2023 (%)
Exhibit 25: Comparison by type
Exhibit 26: Casual gaming - Market size and forecast 2018-2023 ($ billions)
Exhibit 27: Casual gaming - Year-over-year growth 2019-2023 (%)
Exhibit 28: Professional gaming - Market size and forecast 2018-2023 ($ billions)
Exhibit 29: Professional gaming - Year-over-year growth 2019-2023 (%)
Exhibit 30: Market opportunity by type
Exhibit 31: Customer landscape
Exhibit 32: Device - Market share 2018-2023 (%)
Exhibit 33: Comparison by device
Exhibit 34: Console gaming - Market size and forecast 2018-2023 ($ billions)
Exhibit 35: Console gaming - Year-over-year growth 2019-2023 (%)
Exhibit 36: Mobile gaming - Market size and forecast 2018-2023 ($ billions)
Exhibit 37: Mobile gaming - Year-over-year growth 2019-2023 (%)
Exhibit 38: PC gaming - Market size and forecast 2018-2023 ($ billions)
Exhibit 39: PC gaming - Year-over-year growth 2019-2023 (%)
Exhibit 40: Market opportunity by device
Exhibit 41: Market share by geography 2018-2023 (%)
Exhibit 42: Geographic comparison
Exhibit 43: APAC - Market size and forecast 2018-2023 ($ billions)
Exhibit 44: APAC - Year-over-year growth 2019-2023 (%)
Exhibit 45: North America - Market size and forecast 2018-2023 ($ billions)
Exhibit 46: North America - Year-over-year growth 2019-2023 (%)
Exhibit 47: Europe - Market size and forecast 2018-2023 ($ billions)
Exhibit 48: Europe - Year-over-year growth 2019-2023 (%)
Exhibit 49: MEA - Market size and forecast 2018-2023 ($ billions)
Exhibit 50: MEA - Year-over-year growth 2019-2023 (%)
Exhibit 51: South America - Market size and forecast 2018-2023 ($ billions)
Exhibit 52: South America - Year-over-year growth 2019-2023 (%)
Exhibit 53: Key leading countries
Exhibit 54: Market opportunity
Exhibit 55: Impact of drivers and challenges
Exhibit 56: Vendor landscape
Exhibit 57: Landscape disruption
Exhibit 58: Vendors covered
Exhibit 59: Vendor classification
Exhibit 60: Market positioning of vendors
Exhibit 61: Activision Blizzard Inc. - Vendor overview
Exhibit 62: Activision Blizzard Inc. - Business segments
Exhibit 63: Activision Blizzard Inc. - Organizational developments
Exhibit 64: Activision Blizzard Inc. - Geographic focus
Exhibit 65: Activision Blizzard Inc. - Segment focus
Exhibit 66: Activision Blizzard Inc. - Key offerings
Exhibit 67: Bandai Namco Entertainment Inc. - Vendor overview
Exhibit 68: Bandai Namco Entertainment Inc. - Business segments
Exhibit 69: Bandai Namco Entertainment Inc. - Geographic focus
Exhibit 70: Bandai Namco Entertainment Inc. - Segment focus
Exhibit 71: Bandai Namco Entertainment Inc. - Key offerings
Exhibit 72: CyberAgent Inc. - Vendor overview
Exhibit 73: CyberAgent Inc. - Business segments
Exhibit 74: CyberAgent Inc. - Organizational developments
Exhibit 75: CyberAgent Inc. - Segment focus
Exhibit 76: CyberAgent Inc. - Key offerings
Exhibit 77: Electronic Arts Inc. - Vendor overview
Exhibit 78: Electronic Arts Inc. - Organizational developments
Exhibit 79: Electronic Arts Inc. - Geographic focus
Exhibit 80: Electronic Arts Inc. - Key offerings
Exhibit 81: GungHo Online Entertainment Inc. - Vendor overview
Exhibit 82: GungHo Online Entertainment Inc. - Geographic focus
Exhibit 83: GungHo Online Entertainment Inc. - Key offerings
Exhibit 84: Microsoft Corp. - Vendor overview
Exhibit 85: Microsoft Corp. - Business segments
Exhibit 86: Microsoft Corp. - Organizational developments
Exhibit 87: Microsoft Corp. - Geographic focus
Exhibit 88: Microsoft Corp. - Segment focus
Exhibit 89: Microsoft Corp. - Key offerings
Exhibit 90: NetEase Inc. - Vendor overview
Exhibit 91: NetEase Inc. - Business segments
Exhibit 92: NetEase Inc. - Organizational developments
Exhibit 93: NetEase Inc. - Segment focus
Exhibit 94: NetEase Inc. - Key offerings
Exhibit 95: Sony Corp. - Vendor overview
Exhibit 96: Sony Corp. - Business segments
Exhibit 97: Sony Corp. - Organizational developments
Exhibit 98: Sony Corp. - Geographic focus
Exhibit 99: Sony Corp. - Segment focus
Exhibit 100: Sony Corp. - Key offerings
Exhibit 101: Tencent Holdings Ltd. - Vendor overview
Exhibit 102: Tencent Holdings Ltd. - Business segments
Exhibit 103: Tencent Holdings Ltd. - Organizational developments
Exhibit 104: Tencent Holdings Ltd. - Geographic focus
Exhibit 105: Tencent Holdings Ltd. - Segment focus
Exhibit 106: Tencent Holdings Ltd. - Key offerings
Exhibit 107: The Walt Disney Co. - Vendor overview
Exhibit 108: The Walt Disney Co. - Business segments
Exhibit 109: The Walt Disney Co. - Organizational developments
Exhibit 110: The Walt Disney Co. - Segment focus
Exhibit 111: The Walt Disney Co. - Geographic focus
Exhibit 112: The Walt Disney Co. - Key offerings
Exhibit 113: Validation techniques employed for market sizing
Exhibit 114: Definition of market positioning of vendors
Note: Product cover images may vary from those shown
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  • Activision Blizzard Inc.
  • Bandai Namco Entertainment Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Sony Corp.
  • Tencent Holdings Ltd.
  • The Walt Disney Co.
Note: Product cover images may vary from those shown
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