The report on the global gaming market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global gaming market to grow with a CAGR of 19.70% over the forecast period from 2021-2027. The study on gaming market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.
The report on gaming market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global gaming market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global gaming market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
The global gaming market is segmented on the basis of age group, gaming mode, platform type, and revenue stream.
The companies covered in the report include
2. Complete coverage of all the segments in the gaming market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global gaming market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
The report on gaming market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global gaming market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global gaming market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
Report Findings
1) Drivers
- Growing number of gamers
- Rising internet penetration
2) Restraints
- High cost of technology and games
3) Opportunities
- Growing scope of cloud gaming
Research Methodology
A) Primary Research
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry
The primary research respondents typically include
1. Executives working with leading companies in the market under review2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.
B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
The secondary sources of the data typically include
1. Company reports and publications2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
Segment Covered
The global gaming market is segmented on the basis of age group, gaming mode, platform type, and revenue stream.
The Global Gaming Market by Age Group
- Child
- Adult
The Global Gaming Market by Gaming Mode
- Offline
- Online
The Global Gaming Market by Platform Type
- Mobile and Tablets
- PC and Laptop
- Console
The Global Gaming Market by Revenue Stream
- Game
- Sponsorship
- In-game Purchase
- Advertising
Company Profiles
The companies covered in the report include
- Sony Corporation
- Tencent Holdings Ltd.,
- Nintendo Co., Ltd.
- Microsoft Corporation
- Electronic Arts Inc.
- Valve Corporation
- Bandai Namco Entertainment Inc.
- Ubisoft Entertainment SA
- Take-Two Interactive Software, Inc.
What does this Report Deliver?
1. Comprehensive analysis of the global as well as regional markets of the gaming market.2. Complete coverage of all the segments in the gaming market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global gaming market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
This product will be delivered within 1-3 business days.
Table of Contents
1. Preface
2. Executive Summary
3. Global Gaming Market Overview
5. Global Gaming Market by Age Group
6. Global Gaming Market by Gaming Mode
7. Global Gaming Market by Platform Type
8. Global Gaming Market by Revenue Stream
9. Global Gaming Market by Region 2021-2027
10. Company Profiles and Competitive Landscape
Companies Mentioned
- Sony Corporation
- Tencent Holdings Ltd.,
- Nintendo Co., Ltd.
- Microsoft Corporation
- Electronic Arts Inc.
- Google
- Valve Corporation
- Bandai Namco Entertainment Inc.
- Ubisoft Entertainment SA
- Take-Two Interactive Software, Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 100 |
Published | January 2022 |
Forecast Period | 2021 - 2027 |
Estimated Market Value ( USD | $ 206.96 Billion |
Forecasted Market Value ( USD | $ 608.77 Billion |
Compound Annual Growth Rate | 19.7% |
Regions Covered | Global |
No. of Companies Mentioned | 10 |