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Global Gaming Market 2018-2022

Published: Feb, 2018 | Pages: 136 | Publisher: Technavio
Industry: Media | Report Format: Electronic (PDF)

Global Gaming Market is estimated to grow at a substantial CAGR of 6.94% during the period 2018-2022 as the scope, product types, and its applications are increasing across the globe. Gaming implies practice or action of playing gambling games. Gaming is an influential tool that could support children in improving certain life skills and also help professors in seeking ways to enhance classroom teaching.  

The factors that propel the growth of the Gaming Market include increasing acceptance of e-sports, multiplayer video game competition between amateur players and specialized, the gaming market is witnessing an enhanced development worldwide.

Gaming Market may be explored by console, applications, type, and geography. Gaming Market may be explored by console as Computer Gaming, TV/Gaming Console, Mobile Gaming, Online MMO Gaming, Social/Casual Gaming, and Others. The “Mobile Gaming” segment led the Gaming Market in 2017 and is anticipated to maintain its dominance by 2022 due to growing smartphone saturation across the world.

Gaming Market could be explored based on purchase type as Shareware, Box/ CD/ DVD Game Purchase, In-App Purchase Based, and Freeware. Gaming Market could be explored based on type as Offline, and Online

Gaming Market is categorized based on geography into North America, Latin America, Japan, Middle East and Africa, Western Europe, Asia Pacific, and Eastern Europe. North America accounted for the major share of the Gaming Market Size in 2018 and will continue to lead in the forecast period. North America is closely followed by EMEA. 

The key players contributing in the robust growth of the Gaming Market comprise Sony Corporation, Nintendo Co., Ltd., Tencent Holdings Limited, Apple, and Microsoft Corporation. The leading companies are taking up partnerships, mergers and acquisitions, and joint ventures in order to boost the inorganic growth of the industry.     

About Gaming 

This report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. The report explains the market with a detailed forecast of its revenue. To calculate the market size, the report considers the revenue generated from the gaming types that include casual and professional gaming.

Technavio's analysts forecast the global gaming market to grow at a CAGR of 6.94% during the period 2018-2022.

Covered in this report 
The report covers the present scenario and the growth prospects of the global gaming market for 2018-2022. To calculate the market size, the report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography: 
• Americas
• APAC
• EMEA

Technavio's report, Global Gaming Market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market. 

Key vendors  
• Activision Blizzard
• Electronic Arts
• Microsoft
• NetEase
• Sony
• Tencent

Market driver 
• Growing adoption of AR/VR gaming
• For a full, detailed list, view our report 

Market challenge 
• High cost of latest game applications
• For a full, detailed list, view our report 

Market trend 
• Emergence of free-to-play gaming for console platform
• For a full, detailed list, view our report 

Key questions answered in this report 
• What will the market size be in 2022 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.
 Table of Contents

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis

PART 05: MARKET SIZING
• Market definition
• Market sizing 2017
• Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition

PART 07: MARKET SEGMENTATION BY DEVICE
• Segmentation by device
• Comparison by device
• Console gaming - Market size and forecast 2017-2022
• Mobile gaming - Market size and forecast 2017-2022
• PC gaming - Market size and forecast 2017-2022
• Market opportunity by device

PART 08: MARKET SEGMENTATION BY PLATFORM
• Segmentation by platform
• Comparison by platform
• Online gaming - Market size and forecast 2017-2022
• Offline gaming - Market size and forecast 2017-2022
• Market opportunity by platform

PART 09: MARKET SEGMENTATION BY TYPE
• Segmentation by type
• Comparison by type
• Casual gaming - Market size and forecast 2017-2022
• Professional gaming - Market size and forecast 2017-2022
• Market opportunity by type

PART 10: CUSTOMER LANDSCAPE

PART 11: BUYING CRITERIA
• Buying criteria of gaming

PART 12: REGIONAL LANDSCAPE
• Geographical segmentation
• Regional comparison
• APAC - Market size and forecast 2017-2022
• Americas - Market size and forecast 2017-2022
• EMEA - Market size and forecast 2017-2022
• Key leading countries
• Market opportunity

PART 13: DECISION FRAMEWORK

PART 14: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges

PART 15: market trends?PART 16: VENDOR LANDSCAPE
• Overview
• Landscape disruption
• Competitive scenario

PART 17: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• Activision Blizzard
• Electronic Arts
• Microsoft
• NetEase
• Sony
• Tencent

PART 18: APPENDIX
• List of abbreviations

List of Exhibits

Exhibit 01: Parent market
Exhibit 02: Global gaming market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition - Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global - Market size and forecast 2017-2022 ($ bn)
Exhibit 09: Global - Year over year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition - Five forces 2017
Exhibit 18: Device - Market share 2017-2022 (%)
Exhibit 19: Comparison by device
Exhibit 20: Console gaming - Market size and forecast 2017-2022 ($ bn)
Exhibit 21: Console gaming - Market share 2017 and 2022 (%)
Exhibit 22: Console gaming - Year over year growth 2018-2022 (%)
Exhibit 23: Mobile gaming - Market size and forecast 2017-2022 ($ bn)
Exhibit 24: Mobile gaming - Market share 2017 and 2022 (%)
Exhibit 25: Mobile gaming - Year over year growth 2018-2022 (%)
Exhibit 26: PC gaming - Market size and forecast 2017-2022 ($ bn)
Exhibit 27: PC gaming - Market share 2017 and 2022 (%)
Exhibit 28: PC gaming - Year over year growth 2018-2022 (%)
Exhibit 29: Market opportunity by device
Exhibit 30: Platform - Market share 2017-2022 (%)
Exhibit 31: Comparison by platform
Exhibit 32: Online gaming - Market size and forecast 2017-2022 ($ bn)
Exhibit 33: Online gaming - Year over year growth 2018-2022 (%)
Exhibit 34: Offline gaming - Market size and forecast 2017-2022 ($ bn)
Exhibit 35: Offline gaming - Year over year growth 2018-2022 (%)
Exhibit 36: Market opportunity by platform
Exhibit 37: Type - Market share 2017-2022 (%)
Exhibit 38: Comparison by type
Exhibit 39: Casual gaming - Market size and forecast 2017-2022 ($ bn)
Exhibit 40: Casual gaming - Year over year growth 2018-2022 (%)
Exhibit 41: Professional gaming - Market size and forecast 2017-2022 ($ bn)
Exhibit 42: Professional gaming - Year over year growth 2018-2022 (%)
Exhibit 43: Market opportunity by type
Exhibit 44: Customer landscape
Exhibit 45: Global - Market share by geography 2017-2022 (%)
Exhibit 46: Regional comparison
Exhibit 47: APAC - Market size and forecast 2017-2022 ($ bn)
Exhibit 48: APAC - Year over year growth 2018-2022 (%)
Exhibit 49: Top 3 countries in APAC
Exhibit 50: Americas - Market size and forecast 2017-2022 ($ bn)
Exhibit 51: Americas - Market share 2017 and 2022 (%)
Exhibit 52: Americas - Year over year growth 2018-2022 (%)
Exhibit 53: Top 3 countries in Americas
Exhibit 54: EMEA - Market size and forecast 2017-2022 ($ bn)
Exhibit 55: EMEA - Year over year growth 2018-2022 (%)
Exhibit 56: EMEA - Market share 2017 and 2022 (%)
Exhibit 57: Top 3 countries in EMEA
Exhibit 58: Key leading countries
Exhibit 59: Market opportunity
Exhibit 60: Vendor landscape
Exhibit 61: Landscape disruption
Exhibit 62: Vendors covered
Exhibit 63: Vendor classification
Exhibit 64: Market positioning of vendors
Exhibit 65: Vendor overview
Exhibit 66: Activision Blizzard - Business segments
Exhibit 67: Activision Blizzard - Organizational developments
Exhibit 68: Activision Blizzard - Geographic focus
Exhibit 69: Activision Blizzard - Segment focus
Exhibit 70: Activision Blizzard - Key offerings
Exhibit 71: Vendor overview
Exhibit 72: Electronic Arts - Business segments
Exhibit 73: Electronic Arts - Organizational development
Exhibit 74: Electronic Arts - Geographic focus
Exhibit 75: Electronic Arts - Segment focus
Exhibit 76: Electronic Arts - Key offerings
Exhibit 77: Vendor overview
Exhibit 78: Microsoft - Business segments
Exhibit 79: Microsoft - Organizational developments
Exhibit 80: Microsoft - Geographic focus
Exhibit 81: Microsoft - Segment focus
Exhibit 82: Microsoft - Key offerings
Exhibit 83: Vendor overview
Exhibit 84: NetEase - Business segments
Exhibit 85: NetEase - Organizational developments
Exhibit 86: NetEase - Geographic focus
Exhibit 87: NetEase - Segment focus
Exhibit 88: NetEase - Key offerings
Exhibit 89: Vendor overview
Exhibit 90: Sony - Business segments
Exhibit 91: Sony - Organizational developments
Exhibit 92: Sony - Geographic focus
Exhibit 93: Sony - Segment focus
Exhibit 94: Sony - Key offerings
Exhibit 95: Vendor overview
Exhibit 96: Tencent - Business segments
Exhibit 97: Tencent - Organizational developments
Exhibit 98: Tencent - Geographic focus
Exhibit 99: Tencent - Segment focus
Exhibit 100: Tencent - Key offerings

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