Gaming Market by Type, Device, Platform, and Geography - Forecast and Analysis 2021-2025

  • Published: Jun 2021
  • Pages: 120
  • SKU: IRTNTR45494

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The gaming market has the potential to grow by USD 125.65 billion during 2021-2025, and the market’s growth momentum will accelerate at a CAGR of 12.40%.

This gaming market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers market segmentation by type (casual gaming and professional gaming), device (mobile gaming, console gaming, and PC gaming), platform (online and offline), and geography (APAC, North America, Europe, MEA, and South America). The gaming market report also offers information on several market vendors, including Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co. among others.

What will the Gaming Market Size be in 2021?

Gaming-Market-Market-Size-2020-2025

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Gaming Market: Key Drivers and Trends

Based on our research output, there has been a positive impact on the market growth during and post COVID-19 era. The integration of blockchain technology is notably driving the gaming market growth, although factors such as regulation over loot box may impede market growth. To unlock information on the key market drivers and the COVID-19 pandemic impact on the gaming market industry get your FREE report sample now.

  • The integration of blockchain technology in the gaming industry is enabling players to trade in-game virtual assets with other competing players and facilitate peer-to-peer transactions.
  • The technology is being adopted by several gaming companies and gaming console manufacturers.
  • Microsoft recently announced its plan to roll out blockchain technology for Xbox.
  • The integration of blockchain is expected to provide fast and secure payment networks and allow game developers to monetize their gaming services efficiently.
  • The integration of blockchain technology will provide substantial growth opportunities for gaming companies during the forecast period, driving the growth of the gaming market size.
  • The introduction of the free-to-play model will offer considerable growth opportunities to market vendors.
  • This model allows users to play games in exchange for virtual goods and currencies.
  • In some cases, it encourages users to spend real money to purchase virtual products, such as coins, magic wands, houses, guns, and swords.
  • The free-to-play model prompts free users to convert into premium users by limiting the access up to certain game levels.
  • Gaming service providers are increasing their profit margins by providing access to many freemium games through social media and mobile platforms.
  • Freemium is emerging as one of the most popular and productive business models in the current era of digital services. 

This gaming market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. Get detailed insights on the trends and challenges, which will help companies evaluate and develop growth strategies.

Who are the Major Gaming Market Vendors?

The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

 

  • Activision Blizzard Inc.
  • Bandai Namco Holdings Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Sony Corp.
  • Tencent Holdings Ltd.
  • The Walt Disney Co.

 

The gaming market is fragmented and the vendors are deploying growth strategies such as developing innovative products, solutions, and services to compete in the market. Click here to uncover other successful business strategies deployed by the vendors. 

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

Download a free sample of the gaming market forecast report for insights on complete key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies. 

Which are the Key Regions for Gaming Market?

Gaming-Market-Market-Share-by-Region-2020-2025

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56% of the market’s growth will originate from APAC during the forecast period. China, Japan, and South Korea (Republic of Korea) are the key markets for gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions.

The increasing penetration of e-sports in developing countries, such as Taiwan, Malaysia, and Singapore will facilitate the gaming market growth in APAC over the forecast period. To garner further competitive intelligence and regional opportunities in store for vendors, view our sample report.

What are the Revenue-generating Type Segments in the Gaming Market?

Gaming-Market-Market-Share-by-Type-2020-2025

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The gaming market share growth by the casual gaming segment will be significant during the forecast period. The market for casual gaming is growing with the increasing adoption of mobile gaming. Most casual gamers prefer mobile devices over PCs and consoles because of easy access to the games. In addition, casual gamers play games online on their mobile devices, as it is easy for them to play games of their choice from anywhere at any time. 

Fetch actionable market insights on post COVID-19 impact on each segment. This report provides an accurate prediction of the contribution of all the segments to the growth of the gaming market size.

 

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What are the Key Factors Covered in this Gaming Market Report?

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive gaming market growth during the next five years
  • Precise estimation of the gaming market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the gaming industry across APAC, North America, Europe, MEA, and South America
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of gaming market vendors

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Research Framework

Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

INFORMATION SOURCES

Primary sources

  • Manufacturers and suppliers
  • Channel partners
  • Industry experts
  • Strategic decision makers

Secondary sources

  • Industry journals and periodicals
  • Government data
  • Financial reports of key industry players
  • Historical data
  • Press releases

DATA ANALYSIS

Data Synthesis

  • Collation of data
  • Estimation of key figures
  • Analysis of derived insights

Data Validation

  • Triangulation with data models
  • Reference against proprietary databases
  • Corroboration with industry experts

REPORT WRITING

Qualitative

  • Market drivers
  • Market challenges
  • Market trends
  • Five forces analysis

Quantitative

  • Market size and forecast
  • Market segmentation
  • Geographical insights
  • Competitive landscape
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The gaming market growth will increase by $119.07 billion during 2019-2024.
The gaming market is expected to grow at a CAGR of 12.28% during 2019-2024.
Technavio has segmented the gaming market by type (Casual gaming and Professional gaming) ,device (Mobile gaming, Console gaming, and PC gaming) , and platform (Online and Offline).
Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., The Walt Disney Co. are a few of the key vendors in the gaming market.
APAC will register the highest growth rate of 53.80% among the other regions. Therefore, the gaming market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
  • China
  • US
  • Japan
  • South Korea (Republic of Korea)
  • Germany
The key factors driving the gaming market growth are:
  • Growing adoption of AR and VR games
The gaming market vendors should focus on grabbing business opportunities from the casual gaming segment as it accounted for the largest market share in the base year.

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