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Global Gaming Software Market by Purchase Type (In-App Purchase-based, Shareware, Freeware, Box/CD Game), by Console (Computer, Social/Casual Gaming, TV/Gaming, Mobile) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: IC-76213
  • Author: Up Market Research
  • Rating: 4.7
  • Total Reviews: 72
  • No. Of Pages: 235
  • Format:
  • Pub. Date: 2022-01-11
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Up Market Research published a new report titled “Gaming Software Market research report which is segmented by Purchase Type (In-App Purchase-based, Shareware, Freeware, Box/CD Game), by Console (Computer, Social/Casual Gaming, TV/Gaming, Mobile), By Players/Companies Rockstar Games Inc., Nintendo Co. Ltd., Bethesda Softworks LLC, Ubisoft Entertainment S.A., Nexon Co Ltd., Electronic Arts Inc., Nvidia Computer Game Company, Activision Blizzard, Microsoft Corporation, Gameloft, Sony Corporation”. 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 Software Market Research Report
By Purchase TypeIn-App Purchase-based, Shareware, Freeware, Box/CD Game
By ConsoleComputer, Social/Casual Gaming, TV/Gaming, Mobile
By CompaniesRockstar Games Inc., Nintendo Co. Ltd., Bethesda Softworks LLC, Ubisoft Entertainment S.A., Nexon Co Ltd., Electronic Arts Inc., Nvidia Computer Game Company, Activision Blizzard, Microsoft Corporation, Gameloft, Sony Corporation
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 Pages235
Number of Tables & Figures165
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 Software Industry Outlook

Global Gaming Software Market Report Segments:

The market is segmented by Purchase Type (In-App Purchase-based, Shareware, Freeware, Box/CD Game), by Console (Computer, Social/Casual Gaming, TV/Gaming, Mobile).

Gaming Software 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 Software Market

Overview of the regional outlook of the Gaming Software 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 Software Market Overview

Highlights of The Gaming Software Market Report:

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

                1. In-App Purchase-based

                2. Shareware

                3. Freeware

                4. Box/CD Game

        7. By Console:

                1. Computer

                2. Social/Casual Gaming

                3. TV/Gaming

                4. Mobile

  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 Software 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 Software Market Trends

Reasons to Purchase the Gaming Software 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 Software 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 Software Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Gaming Software 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 Software 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 Software Market Size & Forecast, 2018-2028 
      4.5.1 Gaming Software Market Size and Y-o-Y Growth 
      4.5.2 Gaming Software Market Absolute $ Opportunity 


Chapter 5 Global Gaming Software Market Analysis and Forecast by Purchase Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Purchase Type
      5.1.2 Basis Point Share (BPS) Analysis by Purchase Type
      5.1.3 Absolute $ Opportunity Assessment by Purchase Type
   5.2 Gaming Software Market Size Forecast by Purchase Type
      5.2.1 In-App Purchase-based
      5.2.2 Shareware
      5.2.3 Freeware
      5.2.4 Box/CD Game
   5.3 Market Attractiveness Analysis by Purchase Type

Chapter 6 Global Gaming Software Market Analysis and Forecast by Console
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Console
      6.1.2 Basis Point Share (BPS) Analysis by Console
      6.1.3 Absolute $ Opportunity Assessment by Console
   6.2 Gaming Software Market Size Forecast by Console
      6.2.1 Computer
      6.2.2 Social/Casual Gaming
      6.2.3 TV/Gaming
      6.2.4 Mobile
   6.3 Market Attractiveness Analysis by Console

Chapter 7 Global Gaming Software 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 Software 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 Software Analysis and Forecast
   9.1 Introduction
   9.2 North America Gaming Software 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 Software Market Size Forecast by Purchase Type
      9.6.1 In-App Purchase-based
      9.6.2 Shareware
      9.6.3 Freeware
      9.6.4 Box/CD Game
   9.7 Basis Point Share (BPS) Analysis by Purchase Type 
   9.8 Absolute $ Opportunity Assessment by Purchase Type 
   9.9 Market Attractiveness Analysis by Purchase Type
   9.10 North America Gaming Software Market Size Forecast by Console
      9.10.1 Computer
      9.10.2 Social/Casual Gaming
      9.10.3 TV/Gaming
      9.10.4 Mobile
   9.11 Basis Point Share (BPS) Analysis by Console 
   9.12 Absolute $ Opportunity Assessment by Console 
   9.13 Market Attractiveness Analysis by Console

Chapter 10 Europe Gaming Software Analysis and Forecast
   10.1 Introduction
   10.2 Europe Gaming Software 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 Software Market Size Forecast by Purchase Type
      10.6.1 In-App Purchase-based
      10.6.2 Shareware
      10.6.3 Freeware
      10.6.4 Box/CD Game
   10.7 Basis Point Share (BPS) Analysis by Purchase Type 
   10.8 Absolute $ Opportunity Assessment by Purchase Type 
   10.9 Market Attractiveness Analysis by Purchase Type
   10.10 Europe Gaming Software Market Size Forecast by Console
      10.10.1 Computer
      10.10.2 Social/Casual Gaming
      10.10.3 TV/Gaming
      10.10.4 Mobile
   10.11 Basis Point Share (BPS) Analysis by Console 
   10.12 Absolute $ Opportunity Assessment by Console 
   10.13 Market Attractiveness Analysis by Console

Chapter 11 Asia Pacific Gaming Software Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Gaming Software 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 Software Market Size Forecast by Purchase Type
      11.6.1 In-App Purchase-based
      11.6.2 Shareware
      11.6.3 Freeware
      11.6.4 Box/CD Game
   11.7 Basis Point Share (BPS) Analysis by Purchase Type 
   11.8 Absolute $ Opportunity Assessment by Purchase Type 
   11.9 Market Attractiveness Analysis by Purchase Type
   11.10 Asia Pacific Gaming Software Market Size Forecast by Console
      11.10.1 Computer
      11.10.2 Social/Casual Gaming
      11.10.3 TV/Gaming
      11.10.4 Mobile
   11.11 Basis Point Share (BPS) Analysis by Console 
   11.12 Absolute $ Opportunity Assessment by Console 
   11.13 Market Attractiveness Analysis by Console

Chapter 12 Latin America Gaming Software Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Gaming Software 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 Software Market Size Forecast by Purchase Type
      12.6.1 In-App Purchase-based
      12.6.2 Shareware
      12.6.3 Freeware
      12.6.4 Box/CD Game
   12.7 Basis Point Share (BPS) Analysis by Purchase Type 
   12.8 Absolute $ Opportunity Assessment by Purchase Type 
   12.9 Market Attractiveness Analysis by Purchase Type
   12.10 Latin America Gaming Software Market Size Forecast by Console
      12.10.1 Computer
      12.10.2 Social/Casual Gaming
      12.10.3 TV/Gaming
      12.10.4 Mobile
   12.11 Basis Point Share (BPS) Analysis by Console 
   12.12 Absolute $ Opportunity Assessment by Console 
   12.13 Market Attractiveness Analysis by Console

Chapter 13 Middle East & Africa (MEA) Gaming Software Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Gaming Software 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 Software Market Size Forecast by Purchase Type
      13.6.1 In-App Purchase-based
      13.6.2 Shareware
      13.6.3 Freeware
      13.6.4 Box/CD Game
   13.7 Basis Point Share (BPS) Analysis by Purchase Type 
   13.8 Absolute $ Opportunity Assessment by Purchase Type 
   13.9 Market Attractiveness Analysis by Purchase Type
   13.10 Middle East & Africa (MEA) Gaming Software Market Size Forecast by Console
      13.10.1 Computer
      13.10.2 Social/Casual Gaming
      13.10.3 TV/Gaming
      13.10.4 Mobile
   13.11 Basis Point Share (BPS) Analysis by Console 
   13.12 Absolute $ Opportunity Assessment by Console 
   13.13 Market Attractiveness Analysis by Console

Chapter 14 Competition Landscape 
   14.1 Gaming Software Market: Competitive Dashboard
   14.2 Global Gaming Software Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Rockstar Games Inc.
      14.3.2 Nintendo Co. Ltd.
      14.3.3 Bethesda Softworks LLC
      14.3.4 Ubisoft Entertainment S.A.
      14.3.5 Nexon Co Ltd.
      14.3.6 Electronic Arts Inc.
      14.3.7 Nvidia Computer Game Company
      14.3.8 Activision Blizzard
      14.3.9 Microsoft Corporation
      14.3.10 Gameloft
      14.3.11 Sony Corporation
Segments Covered in the Report
The global Gaming Software market has been segmented based on

By Purchase Type
  • In-App Purchase-based
  • Shareware
  • Freeware
  • Box/CD Game
By Console
  • Computer
  • Social/Casual Gaming
  • TV/Gaming
  • Mobile
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • Rockstar Games Inc.
  • Nintendo Co. Ltd.
  • Bethesda Softworks LLC
  • Ubisoft Entertainment S.A.
  • Nexon Co Ltd.
  • Electronic Arts Inc.
  • Nvidia Computer Game Company
  • Activision Blizzard
  • Microsoft Corporation
  • Gameloft
  • Sony Corporation

Buy Report