In 2016, the global gaming market was worth USD 97.80 million. It is expected to experience remarkable growth in the coming eight years. The market will be driven by technological innovation and technological proliferation. The market's growth prospects will be buoyed by the increasing penetration of internet services around the world and the easy availability and accessibility to online games.
The industry has been focusing on efficiency and hardware compatibility as a result of the growing desire to move from physical games to online ones. Free2Play (F2P), massively multiplayer online (MMO), as well as multiplayer games have gained increasing popularity. This trend is expected to continue for the next eight years.
Market growth is expected to be influenced by the popularity of social media gaming. A large percentage of the world's population uses social media sites like Reddit and Facebook to play games. Customers are attracted to games that offer different genres, such as strategy, simulation, or action.
Market growth is expected to be negatively affected by copyright and piracy concerns. Market growth is expected to be hampered by concerns about fraud in gaming transactions. Market growth will also be impeded by a steep increase in problems and health issues related to video games.
The gaming market can be divided by device into console, mobile and computer. In 2016, the console segment was the dominant market and was valued at USD 36.5 billion. Segment growth is expected to be driven by advantages such as the availability of high-end display and sound systems that offer a richer experience for customers.
Due to growing smartphone penetration around the world, the mobile device segment will gain momentum. Due to their larger displays and better viewing experience, tablets are expected to be the driving force behind the growth of this mobile device segment.
Over the forecast period, online gaming will gain popularity. Online games are becoming more popular due to the ease of playing multiplayer games and the improved experience. Online games have become more popular thanks to social networking sites.
Online games are being used by market players who have been involved in the development and marketing of gaming consoles. Online gaming platforms have made Xbox Live, by Microsoft Corporation, and PlayStation Network by Sony Corporation very popular.
In 2016, the Asia Pacific region was the dominant market and accounted more than 45%. This is due to China's rise as the "global gaming capital" after it overtook America in 2016. The key factors driving regional growth are the ever-increasing smartphone penetration in China and rising demand for entertainment from China.
Tencent Holdings Limited is headquartered in China and has become the largest player in the global marketplace due to its organic growth strategies such as the acquisition of Riot Games Oy and Supercell Oy. These companies are developers of popular games like League of Legends or Clash of Clans. China's overall growth has been influenced by the company's expansion.
South Korea's increased focus on esports and multiplayer online games is expected to make a significant contribution to regional growth. In 2016, the South Korean market was worth USD 4.20 billion. Online multiplayer role-playing games that are massively multiplayer have become hugely popular in South Korea.
Microsoft Corporation, Nintendo Co., Ltd., Rovio Entertainment Corporation, NVIDIA Corporation, Valve Corporation are key players in this market. PlayJam Ltd., Bluestack Systems, Inc., and Sony Corporation. These companies are focused on the development of exciting gaming content and next-generation consoles.
These players have created popular gaming consoles like the PlayStation 4 by Sony Corporation, Xbox One and Wii U by Nintendo Co., Ltd.
Market players place a lot of emphasis on customer experience and offer products with multi-utility capabilities that allow users to simultaneously play games and surf the Internet. Market growth is expected to be driven by multi-utility gaming consoles.
This report predicts revenue growth at the global, regional and country level. It also provides analysis of industry trends for each sub-segment from 2017 through 2025. Up Market Research segmented the global gambling market report based on device type, region, and region.
Device Outlook (Revenue, USD Billion, 2014 - 2025)
Console
Mobile
Computer
Type Outlook (Revenue, USD Billion, 2014 - 2025)
Online
Offline
Regional Outlook (Revenue USD Billion, 2014-2025)
North America
The U.S.
Canada
Europe
The U.K.
Germany
Asia Pacific
China
Japan
South Korea
Latin America
Brazil
Middle East & Africa (MEA)
Up Market Research published a new report titled “Gaming Market research report which is segmented by Device (Console, Computer, Mobile), by Type (Offline, Online), By Players/Companies Microsoft Corporation; Nintendo Co, Ltd; Rovio Entertainment Corporation; NVIDIA Corporation; Valve Corporation; PlayJam Ltd; Bluestack Systems, Inc; and Sony Corporation These companies are largely focusing on development of engaging gaming content and next-generation gaming consoles”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.
Report Attributes | Report Details |
Report Title | Gaming Market Research Report |
By Device | Console, Computer, Mobile |
By Type | Offline, Online |
By Companies | Microsoft Corporation; Nintendo Co, Ltd; Rovio Entertainment Corporation; NVIDIA Corporation; Valve Corporation; PlayJam Ltd; Bluestack Systems, Inc; and Sony Corporation These companies are largely focusing on development of engaging gaming content and next-generation gaming consoles |
Regions Covered | North America, Europe, APAC, Latin America, MEA |
Base Year | 2020 |
Historical Year | 2018 to 2019 (Data from 2010 can be provided as per availability) |
Forecast Year | 2028 |
Number of Pages | 231 |
Number of Tables & Figures | 162 |
Customization Available | Yes, the report can be customized as per your need. |
The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.
The market is segmented by Device (Console, Computer, Mobile), by Type (Offline, Online).
Gaming Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.
Key Benefits for Industry Participants & Stakeholders:
Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.
We have studied the Gaming Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.
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