Report Description
The global gaming market size was valued at USD 97.75 billion in 2020 and is estimated to reach USD 171.93 billion by 2028, expanding at a CAGR of 6.2% during the forecast period, 2021 – 2028. The growth of the market is attributed to technological advancements and innovations in software and hardware.
Gaming displays specialized applications known as video games or electronic game consoles like PlayStation and X-box on personal computers. The word "gaming" was created as a synonym for "gambling"; however most video games today do not involve gambling in the traditional sense.
Market Trends, Drivers, Restraints, and Opportunities:
- Increasing internet penetration, along with easy availability and access to online gaming, is expected to drive the market during the forecast period.
- Changing preference from physical games to online games led industry players to concentrate on hardware efficiency and compatibility, which is expected to fuel the market.
- Massive Multiplayer Online (MMO), Free2Play (F2P), and multiplayer games gained prominence and are expected to expand during the forecast period.
- Growing popularity of social media gaming is expected to boost the market.
- Increasing usage of various gaming stimulators for different gaming platforms can drive the global market.
- Availability of games in various genres, such as role play, action, simulation, and strategy, has a significant impact on consumer attraction.
- Privacy and copyright issues are projected to hamper the market growth.
- Issues related to fraud during gaming transactions are anticipated to hinder the market growth.
- Increasing health-related issues and problems due to video games are projected to restrain the market growth.
Scope of the Report:
The report on the global gaming market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.
Attributes
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Details
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Report Title
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Global Gaming Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast
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Base Year
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2020
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Historic Data
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2018–2019
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Forecast Period
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2021–2028
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Segmentation
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Devices (Computer, Console, and Mobile), Types (Online and Offline), and Regions
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Regional Scope
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Asia Pacific, North America, Latin America, Europe, and Middle East & Africa
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Report Coverage
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Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast
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Key Players Covered in the Report
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Sony Corporation, Microsoft Corporation, Bluestack Systems, Inc., Nintendo Co., Ltd., PlayJam Ltd., Rovio Entertainment Corporation, Valve Corporation, and NVIDIA Corporation
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Market Segment Insights:
The console device segment held a major market share of the total revenue in 2017
Based on devices, the global gaming market is segregated as computer, console, and mobile devices. The console segment was valued at USD 36.62 billion in 2017. The growth of the segment is attributed to features such as high-end sound and display systems that offer enhanced experience to customers.
The mobile device segment is expected to expand at a robust CAGR during the forecast period, owing to rising penetration of smartphones worldwide. Tablets are expected to drive the mobile device segment, due to benefits such as large screens and improved viewing experience.
The online segment is expected to expand at a rapid pace during the forecast period
On the basis of types, the global gaming market is bifurcated into online and offline. The market for online games is growing, as the demand for multiplayer games is increasing. This is attributed to provision of in-game communication. Social networking platforms play a significant role in providing a virtual forum for the expansion of online games.
Market participants working on gaming consoles are focusing on taking advantage of the opportunities provided by online gamers. For example, Microsoft Corporation's Xbox Live and Sony Corporation's PlayStation Network gained popularity through online platform.
The market in Asia Pacific held a major share of more than 45% of the total revenue in 2017
In terms of regions, the global gaming market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. The growth of the market in Asia Pacific is attributed to introduction of China as the world’s top gaming capital after it overtook the US in 2016. Increasing demand for entertainment and growing smartphone penetration in China is estimated to boost the regional market. Tencent Holdings Limited emerged as a major player, owing to inorganic growth strategies such as acquisition of Supercell OY and Riot Games, programmers of famous games such as Clash of clans and Leagues of Legends. Company growth is a major factor boosting the market.
The market in South Korea was valued at USD 4.15 billion in 2017. The market in South Korea is projected to expand at a high CAGR during the forecast period, owing to its major focus on multiplayer online and e-sports games.
Segments
The global gaming market has been segmented on the basis of
Devices
Types
Regions
- Asia Pacific
- North America
- Latin America
- Europe
- Middle East & Africa
Competitive Landscape
Key players in the global gaming market include Sony Corporation, Microsoft Corporation, Bluestack Systems, Inc., Nintendo Co., Ltd., PlayJam Ltd., Rovio Entertainment Corporation, Valve Corporation, and NVIDIA Corporation. These players are primarily focused on creating interactive gaming content and developing next generation consoles.
Major gaming consoles produced by these players include Xbox One by Microsoft Corporation, Wii U by Nintendo Co., Ltd. and PlayStation4 by Sony Corporation. Market players are primarily focused on providing product differentiation and creativity to increase their market share.
Players in the market are focusing on enhancing customer experience by providing products with multi-utility features that allows users to play games while browsing the Internet. These multi-purpose gaming consoles are expected to fuel the market during the forecast period.
Table Of Content
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Gaming Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Gaming Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Gaming Market - Supply Chain
4.5. Global Gaming Market Forecast
4.5.1. Gaming Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Gaming Market Size (000’ Units) and Y-o-Y Growth
4.5.3. Gaming Market Absolute $ Opportunity
5. Global Gaming Market Analysis and Forecast by Types
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Types
5.2.2. Y-o-Y Growth Projections by Types
5.3. Gaming Market Size and Volume Forecast by Types
5.3.1. Online
5.3.2.
Offline
5.4. Absolute $ Opportunity Assessment by Types
5.5. Market Attractiveness/Growth Potential Analysis by Types
6. Global Gaming Market Analysis and Forecast by Region
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Region
6.2.2. Y-o-Y Growth Projections by Region
6.3. Gaming Market Size and Volume Forecast by Region
6.3.1. North America
6.3.2. Latin America
6.3.3. Europe
6.3.4. Asia Pacific
6.3.5. Middle East and Africa (MEA)
6.4. Absolute $ Opportunity Assessment by Region
6.5. Market Attractiveness/Growth Potential Analysis by Region
6.6. Global Gaming Demand Share Forecast, 2019-2026
7. North America Gaming Market Analysis and Forecast
7.1. Introduction
7.1.1. Basis Point Share (BPS) Analysis by Country
7.1.2. Y-o-Y Growth Projections by Country
7.2. North America Gaming Market Size and Volume Forecast by Country
7.2.1. U.S.
7.2.2. Canada
7.3. Absolute $ Opportunity Assessment by Country
7.4. North America Gaming Market Size and Volume Forecast by Types
7.4.1. Online
7.4.2.
Offline
7.5. Basis Point Share (BPS) Analysis by Types
7.6. Y-o-Y Growth Projections by Types
7.7. Market Attractiveness/Growth Potential Analysis
7.7.1. By Country
7.7.2. By Product Type
7.7.3. By Application
7.8. North America Gaming Demand Share Forecast, 2019-2026
8. Latin America Gaming Market Analysis and Forecast
8.1. Introduction
8.1.1. Basis Point Share (BPS) Analysis by Country
8.1.2. Y-o-Y Growth Projections by Country
8.1.3. Latin America Average Pricing Analysis
8.2. Latin America Gaming Market Size and Volume Forecast by Country
8.2.1. Brazil
8.2.2. Mexico
8.2.3. Rest of Latin America
8.3. Absolute $ Opportunity Assessment by Country
8.4. Latin America Gaming Market Size and Volume Forecast by Types
8.4.1. Online
8.4.2.
Offline
8.5. Basis Point Share (BPS) Analysis by Types
8.6. Y-o-Y Growth Projections by Types
8.7. Market Attractiveness/Growth Potential Analysis
8.7.1. By Country
8.7.2. By Product Type
8.7.3. By Application
8.8. Latin America Gaming Demand Share Forecast, 2019-2026
9. Europe Gaming Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.1.3. Europe Average Pricing Analysis
9.2. Europe Gaming Market Size and Volume Forecast by Country
9.2.1. Germany
9.2.2. France
9.2.3. Italy
9.2.4. U.K.
9.2.5. Spain
9.2.6. Russia
9.2.7. Rest of Europe
9.3. Absolute $ Opportunity Assessment by Country
9.4. Europe Gaming Market Size and Volume Forecast by Types
9.4.1. Online
9.4.2.
Offline
9.5. Basis Point Share (BPS) Analysis by Types
9.6. Y-o-Y Growth Projections by Types
9.7. Market Attractiveness/Growth Potential Analysis
9.7.1. By Country
9.7.2. By Product Type
9.7.3. By Application
9.8. Europe Gaming Demand Share Forecast, 2019-2026
10. Asia Pacific Gaming Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Asia Pacific Average Pricing Analysis
10.2. Asia Pacific Gaming Market Size and Volume Forecast by Country
10.2.1. China
10.2.2. Japan
10.2.3. South Korea
10.2.4. India
10.2.5. Australia
10.2.6. Rest of Asia Pacific (APAC)
10.3. Absolute $ Opportunity Assessment by Country
10.4. Asia Pacific Gaming Market Size and Volume Forecast by Types
10.4.1. Online
10.4.2.
Offline
10.5. Basis Point Share (BPS) Analysis by Types
10.6. Y-o-Y Growth Projections by Types
10.7. Market Attractiveness/Growth Potential Analysis
10.7.1. By Country
10.7.2. By Product Type
10.7.3. By Application
10.8. Asia Pacific Gaming Demand Share Forecast, 2019-2026
11. Middle East & Africa Gaming Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Middle East & Africa Average Pricing Analysis
11.2. Middle East & Africa Gaming Market Size and Volume Forecast by Country
11.2.1. Saudi Arabia
11.2.2. South Africa
11.2.3. UAE
11.2.4. Rest of Middle East & Africa (MEA)
11.3. Absolute $ Opportunity Assessment by Country
11.4. Middle East & Africa Gaming Market Size and Volume Forecast by Types
11.4.1. Online
11.4.2.
Offline
11.5. Basis Point Share (BPS) Analysis by Types
11.6. Y-o-Y Growth Projections by Types
11.7. Market Attractiveness/Growth Potential Analysis
11.7.1. By Country
11.7.2. By Product Type
11.7.3. By Application
11.8. Middle East & Africa Gaming Demand Share Forecast, 2019-2026
12. Competition Landscape
12.1. Global Gaming Market: Market Share Analysis
12.2. Gaming Distributors and Customers
12.3. Gaming Market: Competitive Dashboard
12.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
12.4.1. Sony Corporation
12.4.2.
Microsoft Corporation
12.4.3.
Bluestack Systems, Inc.
12.4.4.
Nintendo Co., Ltd.
12.4.5.
PlayJam Ltd.
12.4.6.
Rovio Entertainment Corporation
12.4.7.
Valve Corporation
12.4.8.
NVIDIA Corporation