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Gaming Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2027

  • Report

  • 100 Pages
  • January 2022
  • Region: Global
  • Infinium Global Research
  • ID: 5542974
The report on the global gaming market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global gaming market to grow with a CAGR of 19.70% over the forecast period from 2021-2027. The study on gaming market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.



The report on gaming market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global gaming market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global gaming market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings


1) Drivers

  • Growing number of gamers
  • Rising internet penetration

2) Restraints

  • High cost of technology and games

3) Opportunities

  • Growing scope of cloud gaming

Research Methodology


A) Primary Research


The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry

The primary research respondents typically include

1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.

B) Secondary Research


Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include

1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies

Segment Covered


The global gaming market is segmented on the basis of age group, gaming mode, platform type, and revenue stream.

The Global Gaming Market by Age Group

  • Child
  • Adult

The Global Gaming Market by Gaming Mode

  • Offline
  • Online

The Global Gaming Market by Platform Type

  • Mobile and Tablets
  • PC and Laptop
  • Console

The Global Gaming Market by Revenue Stream

  • Game
  • Sponsorship
  • In-game Purchase
  • Advertising

Company Profiles


The companies covered in the report include
  • Sony Corporation
  • Tencent Holdings Ltd.,
  • Nintendo Co., Ltd.
  • Microsoft Corporation
  • Electronic Arts Inc.
  • Google
  • Valve Corporation
  • Bandai Namco Entertainment Inc.
  • Ubisoft Entertainment SA
  • Take-Two Interactive Software, Inc.

What does this Report Deliver?

1. Comprehensive analysis of the global as well as regional markets of the gaming market.
2. Complete coverage of all the segments in the gaming market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global gaming market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

This product will be delivered within 1-3 business days.

Table of Contents

1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. Gaming Market Highlights
2.2. Gaming Market Projection
2.3. Gaming Market Regional Highlights
3. Global Gaming Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Analysis of COVID-19 impact on the Gaming Market
3.4. Porter's Five Forces Analysis
3.5. Growth Matrix Analysis
3.5.1. Growth Matrix Analysis by Age Group
3.5.2. Growth Matrix Analysis by Gaming Mode
3.5.3. Growth Matrix Analysis by Platform Type
3.5.4. Growth Matrix Analysis by Revenue Stream
3.5.5. Growth Matrix Analysis by Region
3.6. Value Chain Analysis of Gaming Market
4. Gaming Market Macro Indicator Analysis
5. Global Gaming Market by Age Group
5.1. Child
5.2. Adult
6. Global Gaming Market by Gaming Mode
6.1. Offline
6.2. Online
7. Global Gaming Market by Platform Type
7.1. Mobile and Tablets
7.2. PC and Laptop
7.3. Console
8. Global Gaming Market by Revenue Stream
8.1. Game
8.2. Sponsorship
8.3. In-game Purchase
8.4. Advertising
9. Global Gaming Market by Region 2021-2027
9.1. North America
9.1.1. North America Gaming Market by Age Group
9.1.2. North America Gaming Market by Gaming Mode
9.1.3. North America Gaming Market by Platform Type
9.1.4. North America Gaming Market by Revenue Stream
9.1.5. North America Gaming Market by Country
9.2. Europe
9.2.1. Europe Gaming Market by Age Group
9.2.2. Europe Gaming Market by Gaming Mode
9.2.3. Europe Gaming Market by Platform Type
9.2.4. Europe Gaming Market by Revenue Stream
9.2.5. Europe Gaming Market by Country
9.3. Asia-Pacific
9.3.1. Asia-Pacific Gaming Market by Age Group
9.3.2. Asia-Pacific Gaming Market by Gaming Mode
9.3.3. Asia-Pacific Gaming Market by Platform Type
9.3.4. Asia-Pacific Gaming Market by Revenue Stream
9.3.5. Asia-Pacific Gaming Market by Country
9.4. RoW
9.4.1. RoW Gaming Market by Age Group
9.4.2. RoW Gaming Market by Gaming Mode
9.4.3. RoW Gaming Market by Platform Type
9.4.4. RoW Gaming Market by Revenue Stream
9.4.5. RoW Gaming Market by Sub-region
10. Company Profiles and Competitive Landscape
10.1. Competitive Landscape in the Global Gaming Market
10.2. Companies Profiled
10.2.1. Sony Corporation
10.2.2. Tencent Holdings Ltd.,
10.2.3. Nintendo Co., Ltd.
10.2.4. Microsoft Corporation
10.2.5. Electronic Arts Inc.
10.2.6. Google
10.2.7. Valve Corporation
10.2.8. Bandai Namco Entertainment Inc.
10.2.9. Ubisoft Entertainment SA
10.2.10. Take-Two Interactive Software, Inc.

Companies Mentioned

  • Sony Corporation
  • Tencent Holdings Ltd.,
  • Nintendo Co., Ltd.
  • Microsoft Corporation
  • Electronic Arts Inc.
  • Google
  • Valve Corporation
  • Bandai Namco Entertainment Inc.
  • Ubisoft Entertainment SA
  • Take-Two Interactive Software, Inc.

Table Information