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Global Gaming Market by Device (Console, Computer, Mobile), by Type (Offline, Online) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: IC-75335
  • Author: Up Market Research
  • Rating: 4.7
  • Total Reviews: 53
  • No. Of Pages: 231
  • Format:
  • Pub. Date: 2021-10-21
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Industry Insights

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.

Device Insights

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.

Type Insights

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.

Regional Insights

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.

Gaming Market Share Insights

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.

The Report Covers Certain Segments

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 Scope

Report AttributesReport Details
Report TitleGaming Market Research Report
By DeviceConsole, Computer, Mobile
By TypeOffline, Online
By CompaniesMicrosoft 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 CoveredNorth America, Europe, APAC, Latin America, MEA
Base Year2020
Historical Year2018 to 2019 (Data from 2010 can be provided as per availability)
Forecast Year2028
Number of Pages231
Number of Tables & Figures162
Customization AvailableYes, 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.


Global Gaming Industry Outlook

Global Gaming Market Report Segments:

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:

  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Gaming Market

Overview of the regional outlook of the Gaming Market:

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.


Gaming Market Overview

Highlights of The Gaming Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of Gaming Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2028.
  5. Developments and trends in the market.
        6. By Device:

                1. Console

                2. Computer

                3. Mobile

        7. By Type:

                1. Offline

                2. Online

  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

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.


How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Gaming Market Trends

Reasons to Purchase the Gaming Market Report:

  • The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
  • Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
  • Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
  • The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
  • Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Gaming Market Overview
   4.1 Introduction 
      4.1.1 Market Taxonomy 
      4.1.2 Market Definition 
      4.1.3 Macro-Economic Factors Impacting the Market Growth 
   4.2 Gaming Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Gaming Market - Supply Chain Analysis 
      4.3.1 List of Key Suppliers 
      4.3.2 List of Key Distributors 
      4.3.3 List of Key Consumers 
   4.4 Key Forces Shaping the Gaming Market 
      4.4.1 Bargaining Power of Suppliers 
      4.4.2 Bargaining Power of Buyers 
      4.4.3 Threat of Substitution 
      4.4.4 Threat of New Entrants 
      4.4.5 Competitive Rivalry 
   4.5 Global Gaming Market Size & Forecast, 2018-2028 
      4.5.1 Gaming Market Size and Y-o-Y Growth 
      4.5.2 Gaming Market Absolute $ Opportunity 


Chapter 5 Global Gaming Market Analysis and Forecast by Device
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Device
      5.1.2 Basis Point Share (BPS) Analysis by Device
      5.1.3 Absolute $ Opportunity Assessment by Device
   5.2 Gaming Market Size Forecast by Device
      5.2.1 Console
      5.2.2 Computer
      5.2.3 Mobile
   5.3 Market Attractiveness Analysis by Device

Chapter 6 Global Gaming Market Analysis and Forecast by Type
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Type
      6.1.2 Basis Point Share (BPS) Analysis by Type
      6.1.3 Absolute $ Opportunity Assessment by Type
   6.2 Gaming Market Size Forecast by Type
      6.2.1 Offline
      6.2.2 Online
   6.3 Market Attractiveness Analysis by Type

Chapter 7 Global Gaming Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Gaming Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Gaming Analysis and Forecast
   9.1 Introduction
   9.2 North America Gaming Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Gaming Market Size Forecast by Device
      9.6.1 Console
      9.6.2 Computer
      9.6.3 Mobile
   9.7 Basis Point Share (BPS) Analysis by Device 
   9.8 Absolute $ Opportunity Assessment by Device 
   9.9 Market Attractiveness Analysis by Device
   9.10 North America Gaming Market Size Forecast by Type
      9.10.1 Offline
      9.10.2 Online
   9.11 Basis Point Share (BPS) Analysis by Type 
   9.12 Absolute $ Opportunity Assessment by Type 
   9.13 Market Attractiveness Analysis by Type

Chapter 10 Europe Gaming Analysis and Forecast
   10.1 Introduction
   10.2 Europe Gaming Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Gaming Market Size Forecast by Device
      10.6.1 Console
      10.6.2 Computer
      10.6.3 Mobile
   10.7 Basis Point Share (BPS) Analysis by Device 
   10.8 Absolute $ Opportunity Assessment by Device 
   10.9 Market Attractiveness Analysis by Device
   10.10 Europe Gaming Market Size Forecast by Type
      10.10.1 Offline
      10.10.2 Online
   10.11 Basis Point Share (BPS) Analysis by Type 
   10.12 Absolute $ Opportunity Assessment by Type 
   10.13 Market Attractiveness Analysis by Type

Chapter 11 Asia Pacific Gaming Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Gaming Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Gaming Market Size Forecast by Device
      11.6.1 Console
      11.6.2 Computer
      11.6.3 Mobile
   11.7 Basis Point Share (BPS) Analysis by Device 
   11.8 Absolute $ Opportunity Assessment by Device 
   11.9 Market Attractiveness Analysis by Device
   11.10 Asia Pacific Gaming Market Size Forecast by Type
      11.10.1 Offline
      11.10.2 Online
   11.11 Basis Point Share (BPS) Analysis by Type 
   11.12 Absolute $ Opportunity Assessment by Type 
   11.13 Market Attractiveness Analysis by Type

Chapter 12 Latin America Gaming Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Gaming Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Gaming Market Size Forecast by Device
      12.6.1 Console
      12.6.2 Computer
      12.6.3 Mobile
   12.7 Basis Point Share (BPS) Analysis by Device 
   12.8 Absolute $ Opportunity Assessment by Device 
   12.9 Market Attractiveness Analysis by Device
   12.10 Latin America Gaming Market Size Forecast by Type
      12.10.1 Offline
      12.10.2 Online
   12.11 Basis Point Share (BPS) Analysis by Type 
   12.12 Absolute $ Opportunity Assessment by Type 
   12.13 Market Attractiveness Analysis by Type

Chapter 13 Middle East & Africa (MEA) Gaming Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Gaming Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Gaming Market Size Forecast by Device
      13.6.1 Console
      13.6.2 Computer
      13.6.3 Mobile
   13.7 Basis Point Share (BPS) Analysis by Device 
   13.8 Absolute $ Opportunity Assessment by Device 
   13.9 Market Attractiveness Analysis by Device
   13.10 Middle East & Africa (MEA) Gaming Market Size Forecast by Type
      13.10.1 Offline
      13.10.2 Online
   13.11 Basis Point Share (BPS) Analysis by Type 
   13.12 Absolute $ Opportunity Assessment by Type 
   13.13 Market Attractiveness Analysis by Type

Chapter 14 Competition Landscape 
   14.1 Gaming Market: Competitive Dashboard
   14.2 Global Gaming Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Microsoft Corporation; Nintendo Co
      14.3.2 Ltd; Rovio Entertainment Corporation; NVIDIA Corporation; Valve Corporation; PlayJam Ltd; Bluestack Systems
      14.3.3 Inc; and Sony Corporation These companies are largely focusing on development of engaging gaming content and next-generation gaming consoles
Segments Covered in the Report
The global Gaming market has been segmented based on

By Device
  • Console
  • Computer
  • Mobile
By Type
  • Offline
  • Online
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • 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

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