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 2020-2025, 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 During the Forecast Period?
Browse TOC and LoE with selected illustrations and example pages of Gaming Market
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 boxes may impede the 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.
Gaming Market Key Driver
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.
Gaming Market Key Trend
The increasing emergence of cloud gaming is another major factor supporting the gaming market share growth. Cloud gaming technology enables users to stream video games from the web. The increasing popularity of social media and mobile gaming is supporting the growth of cloud gaming. Cloud gaming services have the potential to reach non-core gamers that play games on social media and mobile devices because of the cost-effective price structure of cloud gaming. Cloud-based games are stored on cloud-based platforms and streamed constantly. Cloud gaming eliminates the need for high-quality graphic cards in PCs and mandatory PC upgrades and offers an enhanced gaming experience on any device that has average processing capability. Therefore, it allows users to access these games on PCs with less storage and processing capacity. Thus, the emergence of cloud gaming will drive the growth of the global gaming market during the forecast period.
Gaming Market Key Challenge
The regulation over loot boxes will be a major challenge for the gaming market. Loot boxes are digital boxes or packages consisting of in-game items that are sold for money or in-game currency. The use of loot boxes in games has been viewed as an unauthorized form of online gambling and an addictive practice, particularly for children. As a result, governments in many countries, such as China, Japan, Belgium, and Australia, have introduced strict regulations regarding the use of loot boxes during the design and release of games in those countries. These regulations might have a negative impact on the market growth as loot boxes account for a major chunk of in-app purchases.
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.
Parent Market Analysis
Technavio categorizes the global gaming market as a part of the global interactive home entertainment market within the global media and entertainment market. The super parent global media and entertainment market covers companies offering products, services, and solutions in advertising, broadcasting, cable and satellite, publishing, movies and entertainment, interactive home entertainment, and interactive media and services. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the market in focus during the forecast period.
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.
Product Insights and News
- Activision Blizzard Inc. - • In March 2021, the company announced the promotion of Armin Zerza to its Chief Financial Officer.
- CyberAgent Inc. - • In April 2020, the company announced that Kozo Takaoka, former Representative Director, President, and CEO of Nestlé Japan Ltd., was appointed to corporate advisor of the company on April 1, 2020.
- Microsoft Corp. - • In January 2021, the company announced the launch of its new India Development Center (IDC) facility at NCR that would serve as a premier hub for driving cutting-edge engineering and innovation.
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.
Gaming Market Value Chain Analysis
Our report provides extensive information on the value chain analysis for the gaming market, which vendors can leverage to gain competitive advantage during the forecast period. The end-to-end understanding of the value chains is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.
The value chain of Internet services and infrastructure includes the following core components:
- Content origination
- Application development
- Hardware manufacturers
- Publishing and aggregation
- Wireless application service
- Portal provisioning
- Mobile delivery
- User interactivity provisioning
- Distribution and retailing of video games
- Billing and customer care
- Marketing and sales
- Support activities
The report has further elucidated on other innovative approaches being followed by manufacturers to ensure a sustainable market presence.
Which are the Key Regions for Gaming Market?
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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.
COVID Impact and Recovery Analysis
The gaming market report has further insights to estimate the COVID recovery rate in all the regions.
What are the Revenue-generating Type Segments in the Gaming Market?
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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.
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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Gaming Market Scope
Growth momentum & CAGR
Accelerate at a CAGR of 12.40%
Market growth 2021-2025
USD 125.65 billion
YoY growth (%)
APAC, North America, Europe, MEA, and South America
Performing market contribution
APAC at 56%
Key consumer countries
China, US, Japan, South Korea (Republic of Korea), and Germany
Leading companies, competitive strategies, consumer engagement scope
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.
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period,
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.
1. Executive Summary
2. Market Landscape
2.1 Market ecosystem
Exhibit 01: Parent market
2.2 Market Characteristics
Exhibit 02: Market Characteristics
2.3 Value chain analysis
Exhibit 03: Interactive Home Entertainment Market
2.3.1 Content origination
2.3.2 Application development
2.3.3 Hardware manufacturers
2.3.4 Publishing and aggregation
2.3.5 Wireless application service
2.3.6 Portal provisioning
2.3.7 Mobile delivery
2.3.8 User interactivity provisioning
2.3.9 Distribution and retailing of video games
2.3.10 Billing and customer care
2.3.11 Marketing and sales
2.3.12 Support activities
3. Market Sizing
3.1 Market definition
Exhibit 04: Offerings of vendors included in the market definition
3.2 Market segment analysis
Exhibit 05: Market segments
3.3 Market size 2020
3.4 Market outlook: Forecast for 2020 - 2025
Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ billion)
22.214.171.124 Availability of multi-functional gaming consoles
126.96.36.199 Growing in-app purchases in free games
188.8.131.52 Growth in multiplayer mobile gaming
184.108.40.206 Advent of digital downloading
220.127.116.11 Games as a service
18.104.22.168 Emergence of cloud gaming
Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)
4. Five Forces Analysis
4.1 Five Forces Summary
Exhibit 08: Five forces analysis 2020 & 2025
4.2 Bargaining power of buyers
4.3 Bargaining power of suppliers
4.4 Threat of new entrants
4.5 Threat of substitutes
4.6 Threat of rivalry
4.7 Market condition
Market condition - Five forces 2020
5. Market Segmentation by Type
The segments covered in this chapter are:
- Casual gaming
- Professional gaming
Both segments have been ranked based on their market size in 2020. The casual gaming segment constituted the largest segment in 2020, while the smallest segment was professional gaming.
5.1 Market segments
Exhibit 15: Type - Market share 2020-2025 (%)
5.2 Comparison by Type
Exhibit 16: Comparison by Type
5.3 Casual gaming - Market size and forecast 2020-2025
Exhibit 17: Casual gaming - Market size and forecast 2020-2025 ($ billion)
Exhibit 18: Casual gaming - Year-over-year growth 2020-2025 (%)
5.4 Professional gaming - Market size and forecast 2020-2025
Exhibit 19: Professional gaming - Market size and forecast 2020-2025 ($ billion)
Exhibit 20: Professional gaming - Year-over-year growth 2020-2025 (%)
5.5 Market opportunity by Type
Exhibit 21: Market opportunity by Type
6. Market Segmentation by Device
The segments covered in this chapter are:
- Mobile gaming
- Console gaming
- PC gaming
The three segments have been ranked based on their market size in 2020. The mobile gaming segment constituted the largest segment in 2020, while the smallest segment was PC gaming. The 2020 market position of all three segments will likely remain the same in 2025.
6.1 Market segments
Exhibit 22: Device - Market share 2020-2025 (%)
6.2 Comparison by Device
Exhibit 23: Comparison by Device
6.3 Mobile gaming - Market size and forecast 2020-2025
Exhibit 24: Mobile gaming - Market size and forecast 2020-2025 ($ billion)
Exhibit 25: Mobile gaming - Year-over-year growth 2020-2025 (%)
6.4 Console gaming - Market size and forecast 2020-2025
Exhibit 26: Console gaming - Market size and forecast 2020-2025 ($ billion)
Exhibit 27: Console gaming - Year-over-year growth 2020-2025 (%)
6.5 PC gaming - Market size and forecast 2020-2025
Exhibit 28: PC gaming - Market size and forecast 2020-2025 ($ billion)
Exhibit 29: PC gaming - Year-over-year growth 2020-2025 (%)
6.6 Market opportunity by Device
Exhibit 30: Market opportunity by Device
7. Market Segmentation by Platform
The segments covered in this chapter are:
Both segments have been ranked based on their market size in 2020. The online segment constituted the largest segment in 2020, while the smallest segment was offline.
7.1 Market segments
Exhibit 31: Platform - Market share 2020-2025 (%)
7.2 Comparison by Platform
Exhibit 32: Comparison by Platform
7.3 Online - Market size and forecast 2020-2025
Exhibit 33: Online - Market size and forecast 2020-2025 ($ billion)
22.214.171.124 Increasing adoption of smartphones
126.96.36.199 Increasing popularity of F2P online games
188.8.131.52 Growing popularity of MMO gaming
Exhibit 34: Online - Year-over-year growth 2020-2025 (%)
7.4 Offline - Market size and forecast 2020-2025
Exhibit 35: Offline - Market size and forecast 2020-2025 ($ billion)
Exhibit 36: Offline - Year-over-year growth 2020-2025 (%)
7.5 Market opportunity by Platform
Exhibit 37: Market opportunity by Platform
8. Customer landscape
Technavio’s customer landscape matrix comparing Drivers or price sensitivity, Adoption lifecycle, importance in customer price basket, Adoption rate and Key purchase criteria
Exhibit 38: Customer landscape
9. Geographic Landscape
The regions covered in the report are:
- North America
- South America
The five regions have been ranked based on their market size in 2020. APAC ranked first as the largest region, while South America was the smallest region in 2020.
9.1 Geographic segmentation
Exhibit 39: Market share by geography 2020-2025 (%)
9.2 Geographic comparison
Exhibit 40: Geographic comparison
9.3 APAC - Market size and forecast 2020-2025
Exhibit 41: APAC - Market size and forecast 2020-2025 ($ billion)
Exhibit 42: APAC - Year-over-year growth 2020-2025 (%)
9.4 North America - Market size and forecast 2020-2025
Exhibit 43: North America - Market size and forecast 2020-2025 ($ billion)
Exhibit 44: North America - Year-over-year growth 2020-2025 (%)
9.5 Europe - Market size and forecast 2020-2025
Exhibit 45: Europe - Market size and forecast 2020-2025 ($ billion)
Exhibit 46: Europe - Year-over-year growth 2020-2025 (%)
9.6 MEA - Market size and forecast 2020-2025
Exhibit 47: MEA - Market size and forecast 2020-2025 ($ billion)
Exhibit 48: MEA - Year-over-year growth 2020-2025 (%)
9.7 South America - Market size and forecast 2020-2025
Exhibit 49: South America - Market size and forecast 2020-2025 ($ billion)
Exhibit 50: South America - Year-over-year growth 2020-2025 (%)
9.8 Key leading countries
Exhibit 51: Key leading countries
9.9 Market opportunity by geography
Exhibit 52: Market opportunity by geography ($ billion)
10. Drivers, Challenges, and Trends
10.1 Market drivers
10.1.1 Growing adoption of AR and VR games
10.1.2 Rising popularity of e-sports
10.1.3 Integration of blockchain technology
10.2 Market challenges
10.2.1 Regulation over loot box
10.2.2 Increasing risk of cybercrime through online gaming
10.2.3 Change in government regulations on net neutrality
Exhibit 53: Impact of drivers and challenges
10.3 Market trends
10.3.1 Increasing emergence of cloud gaming
10.3.2 Growth in free-to-play model
10.3.3 Rise in strategic partnerships and acquisitions
11. Vendor Landscape
11.1 Competitive scenario
11.2 Vendor landscape
Exhibit 54: Vendor landscape
11.3 Landscape disruption
The potential for the disruption of the market landscape was moderate in 2020, and its threat is expected to remain unchanged by 2025.
Exhibit 55: Landscape disruption
11.4 Industry risks
Exhibit 56: Industry risks
12. Vendor Analysis
12.1 Vendors covered
Exhibit 57: Vendors covered
12.2 Market positioning of vendors
Exhibit 58: Market positioning of vendors
12.3 Activision Blizzard Inc.
Exhibit 59: Activision Blizzard Inc. - Overview
Exhibit 60: Activision Blizzard Inc. - Business segments
Exhibit 61: Activision Blizzard Inc. – Key news
Exhibit 62: Activision Blizzard Inc. - Key offerings
Exhibit 63: Activision Blizzard Inc. - Segment focus
12.4 Bandai Namco Holdings Inc.
Exhibit 64: Bandai Namco Holdings Inc. - Overview
Exhibit 65: Bandai Namco Holdings Inc. - Business segments
Exhibit 66: Bandai Namco Holdings Inc. - Key offerings
Exhibit 67: Bandai Namco Holdings Inc. - Segment focus
12.5 CyberAgent Inc.
Exhibit 68: CyberAgent Inc. - Overview
Exhibit 69: CyberAgent Inc. - Business segments
Exhibit 70: CyberAgent Inc. – Key news
Exhibit 71: CyberAgent Inc. - Key offerings
Exhibit 72: CyberAgent Inc. - Segment focus
12.6 Electronic Arts Inc.
Exhibit 73: Electronic Arts Inc. - Overview
Exhibit 74: Electronic Arts Inc. - Business segments
Exhibit 75: Electronic Arts Inc. - Key offerings
Exhibit 76: Electronic Arts Inc. - Segment focus
12.7 GungHo Online Entertainment Inc.
Exhibit 77: GungHo Online Entertainment Inc. - Overview
Exhibit 78: GungHo Online Entertainment Inc. - Product and service
Exhibit 79: GungHo Online Entertainment Inc. - Key offerings
12.8 Microsoft Corp.
Exhibit 80: Microsoft Corp. - Overview
Exhibit 81: Microsoft Corp. - Business segments
Exhibit 80: Microsoft Corp. – Key news
Exhibit 83: Microsoft Corp. - Key offerings
Exhibit 84: Microsoft Corp. - Segment focus
12.9 NetEase Inc.
Exhibit 85: NetEase Inc. - Overview
Exhibit 86: NetEase Inc. - Business segments
Exhibit 87: NetEase Inc. - Key offerings
Exhibit 88: NetEase Inc. - Segment focus
12.10 Sony Corp.
Exhibit 89: Sony Corp. - Overview
Exhibit 90: Sony Corp. - Business segments
Exhibit 91: Sony Corp. – Key news
Exhibit 92: Sony Corp. - Key offerings
Exhibit 93: Sony Corp. - Segment focus
12.11 Tencent Holdings Ltd.
Exhibit 94: Tencent Holdings Ltd. - Overview
Exhibit 95: Tencent Holdings Ltd. - Business segments
Exhibit 96: Tencent Holdings Ltd. – Key news
Exhibit 97: Tencent Holdings Ltd. - Key offerings
Exhibit 98: Tencent Holdings Ltd. - Segment focus
12.12 The Walt Disney Co.
Exhibit 99: The Walt Disney Co. - Overview
Exhibit 100: The Walt Disney Co. - Business segments
Exhibit 101: The Walt Disney Co. – Key news
Exhibit 102: The Walt Disney Co. - Key offerings
Exhibit 103: The Walt Disney Co. - Segment focus
13.1 Scope of the report
13.1.1 Market definition
13.1.3 Notes and caveats
13.2 Currency conversion rates for US$
Exhibit 104: Currency conversion rates for US$
13.3 Research Methodology
Exhibit 105: Research Methodology
Exhibit 106: Validation techniques employed for market sizing
Exhibit 107: Information sources
13.4 List of abbreviations
Exhibit 108: List of abbreviations
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.
- Market size and forecast
- Market segmentation
- Geographical insights
- Competitive landscape
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Frequently Asked Questions?
- South Korea (Republic of Korea)
- Growing adoption of AR and VR gam es
- Increasing e mergence of cloud gaming
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