Global PC Games Report Thumbnail

Global PC Games Market by Industry Vertical (Consumer, Industrial, Media & Entertainment), by Component (Services, Software), by Enterprise Size (Small & Medium Enterprises, Large Enterprises), by Deployment (hybrid, Private, Public) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: SS-76389
  • Author: Up Market Research
  • Rating: 5.0
  • Total Reviews: 60
  • No. Of Pages: 240
  • Format:
  • Pub. Date: 2022-01-18
  • Share:

Up Market Research published a new report titled “PC Games Market research report which is segmented by Industry Vertical (Consumer, Industrial, Media & Entertainment), by Component (Services, Software), by Enterprise Size (Small & Medium Enterprises, Large Enterprises), by Deployment (hybrid, Private, Public), By Players/Companies Activision Blizzard, Sony Computer Entertainment and XSEED Games. Capcom, Koei Tecmo Games, Plug in Digital, NIS America ,Daedalic Entertainment, Ubisoft, Supercell, Bethesda Softworks, Electronic Arts, Gameloft, Nintendo, Bandai Namco, Microsoft Studios, Microsoft Studios, Sega, Valve Corporation, Elex Technology”. 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 TitlePC Games Market Research Report
By Industry VerticalConsumer, Industrial, Media & Entertainment
By ComponentServices, Software
By Enterprise SizeSmall & Medium Enterprises, Large Enterprises
By Deploymenthybrid, Private, Public
By CompaniesActivision Blizzard, Sony Computer Entertainment and XSEED Games. Capcom, Koei Tecmo Games, Plug in Digital, NIS America ,Daedalic Entertainment, Ubisoft, Supercell, Bethesda Softworks, Electronic Arts, Gameloft, Nintendo, Bandai Namco, Microsoft Studios, Microsoft Studios, Sega, Valve Corporation, Elex Technology
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 Pages240
Number of Tables & Figures168
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 PC Games Industry Outlook

Global PC Games Market Report Segments:

The market is segmented by Industry Vertical (Consumer, Industrial, Media & Entertainment), by Component (Services, Software), by Enterprise Size (Small & Medium Enterprises, Large Enterprises), by Deployment (hybrid, Private, Public).

PC Games 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 PC Games Market

Overview of the regional outlook of the PC Games 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.


PC Games Market Overview

Highlights of The PC Games Market Report:

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

                1. Consumer

                2. Industrial

                3. Media & Entertainment

        7. By Component:

                1. Services

                2. Software

        8. By Enterprise Size:

                1. Small & Medium Enterprises

                2. Large Enterprises

        9. By Deployment:

                1. hybrid

                2. Private

                3. Public

  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 PC Games 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

PC Games Market Trends

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


Chapter 5 Global PC Games Market Analysis and Forecast by Industry Vertical
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Industry Vertical
      5.1.2 Basis Point Share (BPS) Analysis by Industry Vertical
      5.1.3 Absolute $ Opportunity Assessment by Industry Vertical
   5.2 PC Games Market Size Forecast by Industry Vertical
      5.2.1 Consumer
      5.2.2 Industrial
      5.2.3 Media & Entertainment
   5.3 Market Attractiveness Analysis by Industry Vertical

Chapter 6 Global PC Games Market Analysis and Forecast by Component
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Component
      6.1.2 Basis Point Share (BPS) Analysis by Component
      6.1.3 Absolute $ Opportunity Assessment by Component
   6.2 PC Games Market Size Forecast by Component
      6.2.1 Services
      6.2.2 Software
   6.3 Market Attractiveness Analysis by Component

Chapter 7 Global PC Games Market Analysis and Forecast by Enterprise Size
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Enterprise Size
      7.1.2 Basis Point Share (BPS) Analysis by Enterprise Size
      7.1.3 Absolute $ Opportunity Assessment by Enterprise Size
   7.2 PC Games Market Size Forecast by Enterprise Size
      7.2.1 Small & Medium Enterprises
      7.2.2 Large Enterprises
   7.3 Market Attractiveness Analysis by Enterprise Size

Chapter 8 Global PC Games Market Analysis and Forecast by Deployment
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities by Deployment
      8.1.2 Basis Point Share (BPS) Analysis by Deployment
      8.1.3 Absolute $ Opportunity Assessment by Deployment
   8.2 PC Games Market Size Forecast by Deployment
      8.2.1 hybrid
      8.2.2 Private
      8.2.3 Public
   8.3 Market Attractiveness Analysis by Deployment

Chapter 9 Global PC Games Market Analysis and Forecast by Region
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities by Region
      9.1.2 Basis Point Share (BPS) Analysis by Region
      9.1.3 Absolute $ Opportunity Assessment by Region
   9.2 PC Games Market Size Forecast by Region
      9.2.1 North America
      9.2.2 Europe
      9.2.3 Asia Pacific
      9.2.4 Latin America
      9.2.5 Middle East & Africa (MEA)
   9.3 Market Attractiveness Analysis by Region

Chapter 10 Coronavirus Disease (COVID-19) Impact 
   10.1 Introduction 
   10.2 Current & Future Impact Analysis 
   10.3 Economic Impact Analysis 
   10.4 Government Policies 
   10.5 Investment Scenario

Chapter 11 North America PC Games Analysis and Forecast
   11.1 Introduction
   11.2 North America PC Games Market Size Forecast by Country
      11.2.1 U.S.
      11.2.2 Canada
   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 North America PC Games Market Size Forecast by Industry Vertical
      11.6.1 Consumer
      11.6.2 Industrial
      11.6.3 Media & Entertainment
   11.7 Basis Point Share (BPS) Analysis by Industry Vertical 
   11.8 Absolute $ Opportunity Assessment by Industry Vertical 
   11.9 Market Attractiveness Analysis by Industry Vertical
   11.10 North America PC Games Market Size Forecast by Component
      11.10.1 Services
      11.10.2 Software
   11.11 Basis Point Share (BPS) Analysis by Component 
   11.12 Absolute $ Opportunity Assessment by Component 
   11.13 Market Attractiveness Analysis by Component
   11.14 North America PC Games Market Size Forecast by Enterprise Size
      11.14.1 Small & Medium Enterprises
      11.14.2 Large Enterprises
   11.15 Basis Point Share (BPS) Analysis by Enterprise Size 
   11.16 Absolute $ Opportunity Assessment by Enterprise Size 
   11.17 Market Attractiveness Analysis by Enterprise Size
   11.18 North America PC Games Market Size Forecast by Deployment
      11.18.1 hybrid
      11.18.2 Private
      11.18.3 Public
   11.19 Basis Point Share (BPS) Analysis by Deployment 
   11.20 Absolute $ Opportunity Assessment by Deployment 
   11.21 Market Attractiveness Analysis by Deployment

Chapter 12 Europe PC Games Analysis and Forecast
   12.1 Introduction
   12.2 Europe PC Games Market Size Forecast by Country
      12.2.1 Germany
      12.2.2 France
      12.2.3 Italy
      12.2.4 U.K.
      12.2.5 Spain
      12.2.6 Russia
      12.2.7 Rest of Europe
   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 Europe PC Games Market Size Forecast by Industry Vertical
      12.6.1 Consumer
      12.6.2 Industrial
      12.6.3 Media & Entertainment
   12.7 Basis Point Share (BPS) Analysis by Industry Vertical 
   12.8 Absolute $ Opportunity Assessment by Industry Vertical 
   12.9 Market Attractiveness Analysis by Industry Vertical
   12.10 Europe PC Games Market Size Forecast by Component
      12.10.1 Services
      12.10.2 Software
   12.11 Basis Point Share (BPS) Analysis by Component 
   12.12 Absolute $ Opportunity Assessment by Component 
   12.13 Market Attractiveness Analysis by Component
   12.14 Europe PC Games Market Size Forecast by Enterprise Size
      12.14.1 Small & Medium Enterprises
      12.14.2 Large Enterprises
   12.15 Basis Point Share (BPS) Analysis by Enterprise Size 
   12.16 Absolute $ Opportunity Assessment by Enterprise Size 
   12.17 Market Attractiveness Analysis by Enterprise Size
   12.18 Europe PC Games Market Size Forecast by Deployment
      12.18.1 hybrid
      12.18.2 Private
      12.18.3 Public
   12.19 Basis Point Share (BPS) Analysis by Deployment 
   12.20 Absolute $ Opportunity Assessment by Deployment 
   12.21 Market Attractiveness Analysis by Deployment

Chapter 13 Asia Pacific PC Games Analysis and Forecast
   13.1 Introduction
   13.2 Asia Pacific PC Games Market Size Forecast by Country
      13.2.1 China
      13.2.2 Japan
      13.2.3 South Korea
      13.2.4 India
      13.2.5 Australia
      13.2.6 South East Asia (SEA)
      13.2.7 Rest of Asia Pacific (APAC)
   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 Asia Pacific PC Games Market Size Forecast by Industry Vertical
      13.6.1 Consumer
      13.6.2 Industrial
      13.6.3 Media & Entertainment
   13.7 Basis Point Share (BPS) Analysis by Industry Vertical 
   13.8 Absolute $ Opportunity Assessment by Industry Vertical 
   13.9 Market Attractiveness Analysis by Industry Vertical
   13.10 Asia Pacific PC Games Market Size Forecast by Component
      13.10.1 Services
      13.10.2 Software
   13.11 Basis Point Share (BPS) Analysis by Component 
   13.12 Absolute $ Opportunity Assessment by Component 
   13.13 Market Attractiveness Analysis by Component
   13.14 Asia Pacific PC Games Market Size Forecast by Enterprise Size
      13.14.1 Small & Medium Enterprises
      13.14.2 Large Enterprises
   13.15 Basis Point Share (BPS) Analysis by Enterprise Size 
   13.16 Absolute $ Opportunity Assessment by Enterprise Size 
   13.17 Market Attractiveness Analysis by Enterprise Size
   13.18 Asia Pacific PC Games Market Size Forecast by Deployment
      13.18.1 hybrid
      13.18.2 Private
      13.18.3 Public
   13.19 Basis Point Share (BPS) Analysis by Deployment 
   13.20 Absolute $ Opportunity Assessment by Deployment 
   13.21 Market Attractiveness Analysis by Deployment

Chapter 14 Latin America PC Games Analysis and Forecast
   14.1 Introduction
   14.2 Latin America PC Games Market Size Forecast by Country
      14.2.1 Brazil
      14.2.2 Mexico
      14.2.3 Rest of Latin America (LATAM)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Latin America PC Games Market Size Forecast by Industry Vertical
      14.6.1 Consumer
      14.6.2 Industrial
      14.6.3 Media & Entertainment
   14.7 Basis Point Share (BPS) Analysis by Industry Vertical 
   14.8 Absolute $ Opportunity Assessment by Industry Vertical 
   14.9 Market Attractiveness Analysis by Industry Vertical
   14.10 Latin America PC Games Market Size Forecast by Component
      14.10.1 Services
      14.10.2 Software
   14.11 Basis Point Share (BPS) Analysis by Component 
   14.12 Absolute $ Opportunity Assessment by Component 
   14.13 Market Attractiveness Analysis by Component
   14.14 Latin America PC Games Market Size Forecast by Enterprise Size
      14.14.1 Small & Medium Enterprises
      14.14.2 Large Enterprises
   14.15 Basis Point Share (BPS) Analysis by Enterprise Size 
   14.16 Absolute $ Opportunity Assessment by Enterprise Size 
   14.17 Market Attractiveness Analysis by Enterprise Size
   14.18 Latin America PC Games Market Size Forecast by Deployment
      14.18.1 hybrid
      14.18.2 Private
      14.18.3 Public
   14.19 Basis Point Share (BPS) Analysis by Deployment 
   14.20 Absolute $ Opportunity Assessment by Deployment 
   14.21 Market Attractiveness Analysis by Deployment

Chapter 15 Middle East & Africa (MEA) PC Games Analysis and Forecast
   15.1 Introduction
   15.2 Middle East & Africa (MEA) PC Games Market Size Forecast by Country
      15.2.1 Saudi Arabia
      15.2.2 South Africa
      15.2.3 UAE
      15.2.4 Rest of Middle East & Africa (MEA)
   15.3 Basis Point Share (BPS) Analysis by Country
   15.4 Absolute $ Opportunity Assessment by Country
   15.5 Market Attractiveness Analysis by Country
   15.6 Middle East & Africa (MEA) PC Games Market Size Forecast by Industry Vertical
      15.6.1 Consumer
      15.6.2 Industrial
      15.6.3 Media & Entertainment
   15.7 Basis Point Share (BPS) Analysis by Industry Vertical 
   15.8 Absolute $ Opportunity Assessment by Industry Vertical 
   15.9 Market Attractiveness Analysis by Industry Vertical
   15.10 Middle East & Africa (MEA) PC Games Market Size Forecast by Component
      15.10.1 Services
      15.10.2 Software
   15.11 Basis Point Share (BPS) Analysis by Component 
   15.12 Absolute $ Opportunity Assessment by Component 
   15.13 Market Attractiveness Analysis by Component
   15.14 Middle East & Africa (MEA) PC Games Market Size Forecast by Enterprise Size
      15.14.1 Small & Medium Enterprises
      15.14.2 Large Enterprises
   15.15 Basis Point Share (BPS) Analysis by Enterprise Size 
   15.16 Absolute $ Opportunity Assessment by Enterprise Size 
   15.17 Market Attractiveness Analysis by Enterprise Size
   15.18 Middle East & Africa (MEA) PC Games Market Size Forecast by Deployment
      15.18.1 hybrid
      15.18.2 Private
      15.18.3 Public
   15.19 Basis Point Share (BPS) Analysis by Deployment 
   15.20 Absolute $ Opportunity Assessment by Deployment 
   15.21 Market Attractiveness Analysis by Deployment

Chapter 16 Competition Landscape 
   16.1 PC Games Market: Competitive Dashboard
   16.2 Global PC Games Market: Market Share Analysis, 2019
   16.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      16.3.1 Activision Blizzard
      16.3.2 Sony Computer Entertainment and XSEED Games. Capcom
      16.3.3 Koei Tecmo Games
      16.3.4 Plug in Digital
      16.3.5 NIS America ,Daedalic Entertainment
      16.3.6 Ubisoft
      16.3.7 Supercell
      16.3.8 Bethesda Softworks
      16.3.9 Electronic Arts
      16.3.10 Gameloft
      16.3.11 Nintendo
      16.3.12 Bandai Namco
      16.3.13 Microsoft Studios
      16.3.14 Microsoft Studios
      16.3.15 Sega
      16.3.16 Valve Corporation
      16.3.17 Elex Technology
Segments Covered in the Report
The global PC Games market has been segmented based on

By Industry Vertical
  • Consumer
  • Industrial
  • Media & Entertainment
By Component
  • Services
  • Software
By Enterprise Size
  • Small & Medium Enterprises
  • Large Enterprises
By Deployment
  • hybrid
  • Private
  • Public
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • Activision Blizzard
  • Sony Computer Entertainment and XSEED Games. Capcom
  • Koei Tecmo Games
  • Plug in Digital
  • NIS America ,Daedalic Entertainment
  • Ubisoft
  • Supercell
  • Bethesda Softworks
  • Electronic Arts
  • Gameloft
  • Nintendo
  • Bandai Namco
  • Microsoft Studios
  • Microsoft Studios
  • Sega
  • Valve Corporation
  • Elex Technology

Buy Report