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Gaming Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 5783082
The gaming market size has grown rapidly in recent years. It will grow from $343.22 billion in 2025 to $386.04 billion in 2026 at a compound annual growth rate (CAGR) of 12.5%. The growth in the historic period can be attributed to expansion of home console and pc gaming adoption, growth of mobile gaming user base, increasing availability of high-speed internet, rise of esports ecosystems, expansion of digital game distribution channels.

The gaming market size is expected to see rapid growth in the next few years. It will grow to $618.82 billion in 2030 at a compound annual growth rate (CAGR) of 12.5%. The growth in the forecast period can be attributed to increasing adoption of subscription-based gaming models, rising demand for immersive gaming environments, expansion of metaverse-based gaming platforms, growing investments in game development studios, increasing focus on user-generated content. Major trends in the forecast period include increasing adoption of cloud-based gaming platforms, rising demand for cross-platform game experiences, expansion of immersive ar and vr gaming content, growing integration of ai-driven game mechanics, enhanced focus on multiplayer and social gaming.

The upward trajectory of internet penetration is poised to propel the gaming market further. Internet penetration, denoting the percentage of a population with internet access, is integral to gaming experiences, enabling seamless connections among players. This connectivity facilitates gaming activities such as connecting, competing, exploring, and expanding horizons. A case in point is the UK, where internet users increased by 224 thousand (+0.3 percent) from 2022 to 2023, reaching a total of 66.11 million users. This surge in internet users underscores the role of rising internet penetration in driving the growth of the gaming market.

Major companies operating in the gaming market are focusing on developing innovative solutions, such as integrating cloud gaming into connected entertainment devices, to deliver console-free, high-quality gaming experiences streamed directly to televisions and streaming boxes. Cloud gaming integration involves using remote cloud servers to run games and stream them in real time to users’ devices, eliminating the need for dedicated gaming hardware or local installations. For example, in December 2025, Comcast Corporation, a U.S.-based provider of broadband, media, and entertainment services, partnered with Amazon, a U.S.-based provider of e-commerce, cloud computing, and digital services, to launch Amazon Luna cloud gaming on Xfinity entertainment devices. This rollout enables Xfinity customers using X1 and Xumo Stream Box devices to access Amazon Luna directly through their TV interface, offering instant gameplay without consoles, seamless controller compatibility, and access to an expanding library of cloud-streamed games, thereby increasing gaming accessibility and strengthening the convergence of cloud computing, entertainment, and interactive media.

In November 2024, Nodwin Gaming Private Limited, an India-based provider of esports event management, competitive gaming experiences, and youth entertainment services - and a material subsidiary of Nazara Technologies Limited - acquired Trinity Gaming India Private Limited for ₹24 crore (approximately $2.8 million). Through this acquisition, NODWIN Gaming enhanced its content and creator ecosystem by incorporating Trinity’s creator service provider (CSP) and multi-channel network (MCN) capabilities, extending its reach in influencer-driven gaming content and brand partnerships across India. Trinity Gaming India Private Limited is an India-based gaming agency and MCN/CSP platform that manages more than 1,000 creators on platforms such as YouTube and Meta and collaborates with brands including Samsung, Realme, iQOO, and Krafton to drive digital engagement and content creation.

Major companies operating in the gaming market are Microsoft Corporation, Nintendo Co. Ltd., Rovio Entertainment Corporation, Electronic Arts Inc., Sony Corporation, Apple Inc., Google LLC, Bandai Namco Entertainment Inc., Take-Two Interactive Software Inc., Nexon Company, Activision Blizzard Inc., Ubisoft Entertainment SA, Square Enix Holdings Co. Ltd., ZeptoLab OOO, Tencent Holdings Ltd., Sega Games Co. Ltd., Capcom Co. Ltd., NetEase Inc., Interactive Entertainment Beijing Kunlun Technology Co. Ltd., Konami Holdings Corporation, Zynga Inc., GungHo Online Entertainment Inc., NCSoft Corporation, Kakao Games Corp., Smilegate Holdings Inc., Gravity Co. Ltd., Pearl Abyss Corp., Com2uS Corp., Wargaming Group Limited.

Asia-Pacific was the largest region in the gaming market in 2025. The regions covered in the gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The gaming market includes revenues earned by entities by simulation games, puzzlers, and party games. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

This product will be delivered within 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Gaming Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Gaming Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Gaming Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Gaming Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Digitalization, Cloud, Big Data & Cybersecurity
4.1.2 Immersive Technologies (Ar/Vr/Xr)
4.1.3 Artificial Intelligence & Autonomous Intelligence
4.1.4 Internet of Things (Iot), Smart Infrastructure & Connected Ecosystems
4.1.5 Autonomous Systems, Robotics & Smart Mobility
4.2. Major Trends
4.2.1 Increasing Adoption of Cloud-Based Gaming Platforms
4.2.2 Rising Demand for Cross-Platform Game Experiences
4.2.3 Expansion of Immersive Ar and Vr Gaming Content
4.2.4 Growing Integration of Ai-Driven Game Mechanics
4.2.5 Enhanced Focus on Multiplayer and Social Gaming
5. Gaming Market Analysis of End Use Industries
5.1 Console Gamers
5.2 Mobile Gamers
5.3 Pc Gamers
5.4 Esports Players
5.5 Casual Gamers
6. Gaming Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Gaming Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Gaming Market Size, Comparisons and Growth Rate Analysis
7.3. Global Gaming Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global Gaming Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global Gaming Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Gaming Market Segmentation
9.1. Global Gaming Market, Segmentation by Game Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Action, Shooter, Role-Playing, Sports, Other Game Types
9.2. Global Gaming Market, Segmentation by Device, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Console, Mobile, Computer
9.3. Global Gaming Market, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Box or CD Game Purchase, in-App Purchase-Based, Freeware, Other Purchase Types
9.4. Global Gaming Market, Segmentation by Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Online, Offline
9.5. Global Gaming Market, Sub-Segmentation of Action, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Platformers, Fighting Games, Adventure Games
9.6. Global Gaming Market, Sub-Segmentation of Shooter, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
First-Person Shooters, Third-Person Shooters, Battle Royale Games
9.7. Global Gaming Market, Sub-Segmentation of Role-Playing, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Traditional RPGs, Action RPGs, Massively Multiplayer Online RPGs
9.8. Global Gaming Market, Sub-Segmentation of Sports, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Simulation Sports, Arcade Sports, Racing Games
9.9. Global Gaming Market, Sub-Segmentation of Other Game Types, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Puzzle Games, Strategy Games, Simulation Games, Casual Games
10. Gaming Market Regional and Country Analysis
10.1. Global Gaming Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Gaming Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Gaming Market
11.1. Asia-Pacific Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Gaming Market
12.1. China Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Gaming Market
13.1. India Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Gaming Market
14.1. Japan Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Gaming Market
15.1. Australia Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Gaming Market
16.1. Indonesia Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Gaming Market
17.1. South Korea Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Gaming Market
18.1. Taiwan Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Gaming Market
19.1. South East Asia Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Gaming Market
20.1. Western Europe Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Gaming Market
21.1. UK Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Gaming Market
22.1. Germany Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Gaming Market
23.1. France Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Gaming Market
24.1. Italy Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Gaming Market
25.1. Spain Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Gaming Market
26.1. Eastern Europe Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Gaming Market
27.1. Russia Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Gaming Market
28.1. North America Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Gaming Market
29.1. USA Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Gaming Market
30.1. Canada Gaming Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Gaming Market
31.1. South America Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Gaming Market
32.1. Brazil Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Gaming Market
33.1. Middle East Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Gaming Market
34.1. Africa Gaming Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Gaming Market, Segmentation by Game Type, Segmentation by Device, Segmentation by Purchase Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Gaming Market Regulatory and Investment Landscape
36. Gaming Market Competitive Landscape and Company Profiles
36.1. Gaming Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Gaming Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Gaming Market Company Profiles
36.3.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Rovio Entertainment Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.5. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
37. Gaming Market Other Major and Innovative Companies
Apple Inc., Google LLC, Bandai Namco Entertainment Inc., Take-Two Interactive Software Inc., Nexon Company, Activision Blizzard Inc., Ubisoft Entertainment SA, Square Enix Holdings Co. Ltd., ZeptoLab OOO, Tencent Holdings Ltd., Sega Games Co. Ltd., Capcom Co. Ltd., NetEase Inc., Interactive Entertainment Beijing Kunlun Technology Co. Ltd., Konami Holdings Corporation
38. Global Gaming Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Gaming Market
40. Gaming Market High Potential Countries, Segments and Strategies
40.1 Gaming Market in 2030 - Countries Offering Most New Opportunities
40.2 Gaming Market in 2030 - Segments Offering Most New Opportunities
40.3 Gaming Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

Executive Summary

Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase::

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The gaming market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Report Scope

Markets Covered:

1) By Game Type: Action; Shooter; Role-Playing; Sports; Other Game Types
2) By Device: Console; Mobile; Computer
3) By Purchase Type: Box or CD Game Purchase; in-App Purchase-Based; Freeware; Other Purchase Types
4) By Platform: Online; Offline

Subsegments:

1) By Action: Platformers; Fighting Games; Adventure Games
2) By Shooter: First-Person Shooters; Third-Person Shooters; Battle Royale Games
3) By Role-Playing: Traditional RPGs; Action RPGs; Massively Multiplayer Online RPGs
4) By Sports: Simulation Sports; Arcade Sports; Racing Games
5) By Other Game Types: Puzzle Games; Strategy Games; Simulation Games; Casual Games

Companies Mentioned: Microsoft Corporation; Nintendo Co. Ltd.; Rovio Entertainment Corporation; Electronic Arts Inc.; Sony Corporation; Apple Inc.; Google LLC; Bandai Namco Entertainment Inc.; Take-Two Interactive Software Inc.; Nexon Company; Activision Blizzard Inc.; Ubisoft Entertainment SA; Square Enix Holdings Co. Ltd.; ZeptoLab OOO; Tencent Holdings Ltd.; Sega Games Co. Ltd.; Capcom Co. Ltd.; NetEase Inc.; Interactive Entertainment Beijing Kunlun Technology Co. Ltd.; Konami Holdings Corporation; Zynga Inc.; GungHo Online Entertainment Inc.; NCSoft Corporation; Kakao Games Corp.; Smilegate Holdings Inc.; Gravity Co. Ltd.; Pearl Abyss Corp.; Com2uS Corp.; Wargaming Group Limited

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.

Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery Format: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits:

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support

Companies Mentioned

The companies featured in this Gaming market report include:
  • Microsoft Corporation
  • Nintendo Co. Ltd.
  • Rovio Entertainment Corporation
  • Electronic Arts Inc.
  • Sony Corporation
  • Apple Inc.
  • Google LLC
  • Bandai Namco Entertainment Inc.
  • Take-Two Interactive Software Inc.
  • Nexon Company
  • Activision Blizzard Inc.
  • Ubisoft Entertainment SA
  • Square Enix Holdings Co. Ltd.
  • ZeptoLab OOO
  • Tencent Holdings Ltd.
  • Sega Games Co. Ltd.
  • Capcom Co. Ltd.
  • NetEase Inc.
  • Interactive Entertainment Beijing Kunlun Technology Co. Ltd.
  • Konami Holdings Corporation
  • Zynga Inc.
  • GungHo Online Entertainment Inc.
  • NCSoft Corporation
  • Kakao Games Corp.
  • Smilegate Holdings Inc.
  • Gravity Co. Ltd.
  • Pearl Abyss Corp.
  • Com2uS Corp.
  • Wargaming Group Limited

Table Information