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Global Online Gaming Security Market (2023-2028) Competitive Analysis, Impact of Covid-19, Impact of Economic Slowdown & Impending Recession, Ansoff Analysis

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    Report

  • 171 Pages
  • February 2024
  • Region: Global
  • Infogence Global Research
  • ID: 5748839

According to the ThreatMetrix Gaming and Gambling Cybercrime Report, approximately 5% of new accounts created on online gaming sites are connected to a fraudster

The Global Online Gaming Security Market is estimated to be USD 5.16 Bn in 2023 and is expected to reach USD 8.43 Bn by 2028 growing at a CAGR of 10.32%.

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 Online Gaming Security Market is segmented based on Type, Platform, Gamer Type, and Geography.
  • By Type, the market is classified into Multi-User Games and Single-User Games.
  • By Platform, the market is classified into Consoles, Mobile Phones, and PCs.
  • By Gamer Type, the market is classified into Core Gamers, Serious Gamers, and Social Gamers.
  • 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 Lean Security, Malwarebytes, McAfee, Norton, Palo Alto Networks, Inc., 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 Online Gaming Security 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 Online Gaming Security 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 Online Gaming Security 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 rep
  • 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 Proliferation in Noticeable Instance of Security Threat in Online Gaming
4.1.2 Rising E-sports Consumption with Digital Gaming and Entertainment Among Millennials
4.1.3 Increasing Penetration of Smartphones and Internet Connectivity
4.2 Restraints
4.2.1 Stringent Government Regulations
4.3 Opportunities
4.3.1 Ongoing Development of New Software Solutions
4.4 Challenges
4.4.1 Cyber Security Problems in the Game
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter's Five Forces Analysis
5.3 PESTLE Analysis
5.4 SWOT Analysis
5.5 Impact of Economic Slowdown & Impending Recession
5.6 Ansoff Matrix Analysis
6 Global Online Gaming Security Market, By Type
6.1 Introduction
6.2 Multi-User Games
6.3 Single-User Games
7 Global Online Gaming Security Market, By Platform
7.1 Introduction
7.2 Consoles
7.3 Mobile Phones
7.4 PCs
8 Global Online Gaming Security Market, By Gamer Type
8.1 Introduction
8.2 Core Gamers
8.3 Serious Gamers
8.4 Social Gamers
9 Americas' Online Gaming Security Market
9.1 Introduction
9.2 Argentina
9.3 Brazil
9.4 Canada
9.5 Chile
9.6 Colombia
9.7 Mexico
9.8 Peru
9.9 United States
9.10 Rest of Americas
10 Europe's Online Gaming Security Market
10.1 Introduction
10.2 Austria
10.3 Belgium
10.4 Denmark
10.5 Finland
10.6 France
10.7 Germany
10.8 Italy
10.9 Netherlands
10.10 Norway
10.11 Poland
10.12 Russia
10.13 Spain
10.14 Sweden
10.15 Switzerland
10.16 United Kingdom
10.17 Rest of Europe
11 Middle East and Africa's Online Gaming Security Market
11.1 Introduction
11.2 Egypt
11.3 Israel
11.4 Qatar
11.5 Saudi Arabia
11.6 South Africa
11.7 United Arab Emirates
11.8 Rest of MEA
12 APAC's Online Gaming Security Market
12.1 Introduction
12.2 Australia
12.3 Bangladesh
12.4 China
12.5 India
12.6 Indonesia
12.7 Japan
12.8 Malaysia
12.9 Philippines
12.10 Singapore
12.11 South Korea
12.12 Sri Lanka
12.13 Thailand
12.14 Taiwan
12.15 Rest of Asia-Pacific
13 Competitive Landscape
13.1 Competitive Quadrant
13.2 Market Share Analysis
13.3 Strategic Initiatives
13.3.1 M&A and Investments
13.3.2 Partnerships and Collaborations
13.3.3 Product Developments and Improvements
14 Company Profiles
14.1 Ad-Aware
14.2 Avira Operations GmbH
14.3 CCP hf.
14.4 Cisco Systems, Inc.
14.5 CrowdStrike
14.6 ESET, s.r.o.
14.7 FlowTraq, Inc.
14.8 HackerOne
14.9 ImmuniWeb
14.10 Kaspersky Lab
14.11 Lean Security
14.12 Malwarebytes
14.13 McAfee
14.14 Norton
14.15 Palo Alto Networks, Inc.
14.16 Rovio Entertainment Oyj
14.17 ScienceSoft
14.18 Trend Micro Inc.
14.19 VIPRE Security Group
14.20 Webroot, Inc.
15 Appendix
15.1 Questionnaire

Companies Mentioned

  • Ad-Aware
  • Avira Operations GmbH
  • CCP hf.
  • Cisco Systems, Inc.
  • CrowdStrike
  • ESET, s.r.o.
  • FlowTraq, Inc.
  • HackerOne
  • ImmuniWeb
  • Kaspersky Lab
  • Lean Security
  • Malwarebytes
  • McAfee
  • Norton
  • Palo Alto Networks, Inc.
  • Rovio Entertainment Oyj
  • ScienceSoft
  • Trend Micro Inc.
  • VIPRE Security Group
  • Webroot, Inc.

Table Information