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Gaming Market by Type, Device, Platform, and Geography - Forecast and Analysis 2022-2026

  • Published: May 2022
  • Pages: 167
  • SKU: IRTNTR45494
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At an accelerating CAGR of 7.31%, the gaming market share is expected to increase to USD 74.93 billion by 2026. This report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches.

This gaming market research report extensively covers the market by the following demographic segmentation: 

  • Type - Casual gaming and professional gaming
  • Platform - Online and offline
  • Device - Mobile gaming, console gaming, and PC gaming
  • Geography - APAC, North America, Europe, Middle East and Africa, and South America

The gaming market report also offers information on several market vendors, including Activision Blizzard Inc., Alphabet Inc., Apple Inc., Bandai Namco Holdings Inc., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Jam City Inc., Kunlun Wanwei Technology Co. Ltd., Microsoft Corp., NetEase Inc., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Square Enix Holdings Co. Ltd., Sony Group Corp., The Walt Disney Co., Ubisoft Entertainment, and ZeptoLab UK Ltd. among others.

What will the Gaming Market Size be During the Forecast Period?

Gaming Market Size

Download the Free Report Sample to Unlock the Gaming Market Size for the Forecast Period and Other Important Statistics

 

Gaming Market: Key Drivers, Trends, and Challenges

The growing adoption of AR and VR games is notably driving the gaming market growth, although factors such as regulation of loot boxes may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the gaming industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Gaming Market Driver

One of the key factors driving the global gaming industry growth is the growing adoption of AR and VR games. Game developers prefer AR and VR devices to traditional gaming devices. For instance, companies such as Sony and Microsoft are developing gaming platforms using cutting-edge three-dimensional (3D) technologies. In addition, developers have started developing AR games for HoloLens, a product of Microsoft. Some of the AR/VR based games by the key vendor include the following: 

  • AOL Partner Studio partnered with OMD and Sony and launched Smurfs: The Lost Village game for HoloLens. 
  • Microsoft developed RoboRaid, a first-person shooter AR game for HoloLens. 
  • Microsoft developed Young Conker, an AR game, for HoloLens. 
  • Pokemon GO was developed by Niantic Inc. (Niantic).
  • Temple Treasure Hunt Game was developed by Thought Shastra Solutions.

The affordability and wide availability of mobile AR games will be driving the growth of the market during the forecast period.

Key Gaming Market Trend

Increasing emergence of cloud gaming is one of the key gaming market trends that is expected to impact the industry positively in the forecast period. Cloud gaming involves accessing and playing games that are located on remote servers. The increasing popularity of social media and mobile gaming is supporting the growth of cloud gaming. Grid computing is used to stream the content to gamers' devices using wired or wireless broadband connections. Some of the significant advantages of cloud gaming over traditional console gaming devices such as:

  • Fewer hassles
  • Click-to-play simplicity
  • Any-device gaming

Such benefits of cloud gaming will drive the growth of the market in focus in the coming years.

Key Gaming Market Challenge

One of the key challenges to the global gaming industry growth is the regulation of loot boxes. Players purchase loot boxes to obtain new characters, animations, and cosmetic items, which might not have a direct impact on the gameplay performance. The use of loot boxes in games has been viewed as an unauthorized form of online gambling and an addictive practice, particularly for children. Thus, 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. Such regulations may restrict the market growth in the forecast years.

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. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2022-2026.

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.
  • Alphabet Inc.
  • Apple Inc.
  • Bandai Namco Holdings Inc.
  • DeNA Co. Ltd.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • GungHo Online Entertainment Inc.
  • Jam City Inc.
  • Kunlun Wanwei Technology Co. Ltd.
  • Microsoft Corp.
  • NetEase Inc.
  • Niantic Inc.
  • Nintendo Co. Ltd.
  • Rovio Entertainment Corp.
  • Square Enix Holdings Co. Ltd.
  • Sony Group Corp.
  • The Walt Disney Co.
  • Ubisoft Entertainment
  • ZeptoLab UK Ltd.

 

This statistical study of the gaming market encompasses successful business strategies deployed by the key vendors. The gaming market is fragmented and the vendors are deploying growth strategies such as M&A activities and expansion of existing product portfolios to compete in the market.

Product Insights and News

  • Microsoft Corp. - The company offers games from several categories for windows PCs, Xbox, and smartphones.
  • 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.

The gaming market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Parent Market Analysis

Technavio categorizes the global gaming market as a part of the global interactive home entertainment market. 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 during the forecast period.

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 a competitive advantage during the forecast period. The end-to-end understanding of the value chain 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.

Which are the Key Regions for Gaming Market?

Gaming Market Market segmentation by region

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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 contribute to the growth of the gaming market in APAC during the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

In APAC, countries such as India and Australia are severely hit by the COVID-19 pandemic. Amid these lockdowns, schools and colleges were closed, which provided a boost to the online platform segment of the market in APAC, as most students and youth engaged in mobile gaming, which is easily available to download from Google App Store and other applications. Moreover, as a large number of individuals were compelled to stay at home amid the lockdowns, the adoption of mobile and PC gaming witnessed growth, with an increased number of casual gamers. Therefore, the gaming market in APAC witnessed growth in 2021, and it is estimated to grow during the forecast period as well.

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

Gaming Market Segmentation

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The gaming market share growth by the casual gaming segment will be significant during the forecast period. Amid the COVID-19 pandemic, the adoption of online gaming solutions has increased significantly. Increasing adoption of smartphones will drive the segment growth in the coming years. Due to the pandemic-induced lockdowns, the brick-and-mortar facilities for gaming were closed for several weeks. This led to an increase in the adoption of online gaming solutions among professional and casual gamers. 

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

 

Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Accelerate at a CAGR of 7.31%

Market growth 2022-2026

$ 74.93 billion

Market structure

Fragmented

YoY growth (%)

6.52

Regional analysis

APAC, North America, Europe, Middle East and Africa, and South America

Performing market contribution

APAC at 56%

Key consumer countries

US, China, Japan, South Korea, and Germany

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Activision Blizzard Inc., Alphabet Inc., Apple Inc., Bandai Namco Holdings Inc., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Jam City Inc., Kunlun Wanwei Technology Co. Ltd., Microsoft Corp., NetEase Inc., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Square Enix Holdings Co. Ltd., Sony Group Corp., The Walt Disney Co., Ubisoft Entertainment, and ZeptoLab UK Ltd.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period

Customization purview

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

  • CAGR of the market during the forecast period 2022-2026
  • Detailed information on factors that will drive global 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, Middle East and Africa, 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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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Device
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by Platform
    • Exhibit 07: Executive Summary – Chart on Market Segmentation by Type
    • Exhibit 08: Executive Summary – Chart on Incremental Growth
    • Exhibit 09: Executive Summary – Data Table on Incremental Growth
    • Exhibit 10: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 11: Parent market
    • Exhibit 12: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 13: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 14: Market segments
  • 3.3 Market size 2021
    • 3.4 Market outlook: Forecast for 2021-2026
      • Exhibit 15: Chart on Global - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 16: Data Table on Global - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 17: Chart on Global Market: Year-over-year growth 2021-2026 (%)
      • Exhibit 18: Data Table on Global Market: Year-over-year growth 2021-2026 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 19: Five forces analysis - Comparison between 2021 and 2026
    • 4.2 Bargaining power of buyers
      • Exhibit 20: Chart on Bargaining power of buyers – Impact of key factors 2021 and 2026
    • 4.3 Bargaining power of suppliers
      • Exhibit 21: Bargaining power of suppliers – Impact of key factors in 2021 and 2026
    • 4.4 Threat of new entrants
      • Exhibit 22: Threat of new entrants – Impact of key factors in 2021 and 2026
    • 4.5 Threat of substitutes
      • Exhibit 23: Threat of substitutes – Impact of key factors in 2021 and 2026
    • 4.6 Threat of rivalry
      • Exhibit 24: Threat of rivalry – Impact of key factors in 2021 and 2026
    • 4.7 Market condition
      • Exhibit 25: Chart on Market condition - Five forces 2021 and 2026

    5 Market Segmentation by Device

    • 5.1 Market segments
      • Exhibit 26: Chart on Device - Market share 2021-2026 (%)
      • Exhibit 27: Data Table on Device - Market share 2021-2026 (%)
    • 5.2 Comparison by Device
      • Exhibit 28: Chart on Comparison by Device
      • Exhibit 29: Data Table on Comparison by Device
    • 5.3 Mobile gaming - Market size and forecast 2021-2026
      • Exhibit 30: Chart on Mobile gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 31: Data Table on Mobile gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 32: Chart on Mobile gaming - Year-over-year growth 2021-2026 (%)
      • Exhibit 33: Data Table on Mobile gaming - Year-over-year growth 2021-2026 (%)
    • 5.4 Console gaming - Market size and forecast 2021-2026
      • Exhibit 34: Chart on Console gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 35: Data Table on Console gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 36: Chart on Console gaming - Year-over-year growth 2021-2026 (%)
      • Exhibit 37: Data Table on Console gaming - Year-over-year growth 2021-2026 (%)
    • 5.5 PC gaming - Market size and forecast 2021-2026
      • Exhibit 38: Chart on PC gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 39: Data Table on PC gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 40: Chart on PC gaming - Year-over-year growth 2021-2026 (%)
      • Exhibit 41: Data Table on PC gaming - Year-over-year growth 2021-2026 (%)
    • 5.6 Market opportunity by Device
      • Exhibit 42: Market opportunity by Device ($ billion)

    6 Market Segmentation by Platform

    • 6.1 Market segments
      • Exhibit 43: Chart on Platform - Market share 2021-2026 (%)
      • Exhibit 44: Data Table on Platform - Market share 2021-2026 (%)
    • 6.2 Comparison by Platform
      • Exhibit 45: Chart on Comparison by Platform
      • Exhibit 46: Data Table on Comparison by Platform
    • 6.3 Online - Market size and forecast 2021-2026
      • Exhibit 47: Chart on Online - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 48: Data Table on Online - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 49: Chart on Online - Year-over-year growth 2021-2026 (%)
      • Exhibit 50: Data Table on Online - Year-over-year growth 2021-2026 (%)
    • 6.4 Offline - Market size and forecast 2021-2026
      • Exhibit 51: Chart on Offline - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 52: Data Table on Offline - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 53: Chart on Offline - Year-over-year growth 2021-2026 (%)
      • Exhibit 54: Data Table on Offline - Year-over-year growth 2021-2026 (%)
    • 6.5 Market opportunity by Platform
      • Exhibit 55: Market opportunity by Platform ($ billion)

    7 Market Segmentation by Type

    • 7.1 Market segments
      • Exhibit 56: Chart on Type - Market share 2021-2026 (%)
      • Exhibit 57: Data Table on Type - Market share 2021-2026 (%)
    • 7.2 Comparison by Type
      • Exhibit 58: Chart on Comparison by Type
      • Exhibit 59: Data Table on Comparison by Type
    • 7.3 Casual gaming - Market size and forecast 2021-2026
      • Exhibit 60: Chart on Casual gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 61: Data Table on Casual gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 62: Chart on Casual gaming - Year-over-year growth 2021-2026 (%)
      • Exhibit 63: Data Table on Casual gaming - Year-over-year growth 2021-2026 (%)
    • 7.4 Professional gaming - Market size and forecast 2021-2026
      • Exhibit 64: Chart on Professional gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 65: Data Table on Professional gaming - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 66: Chart on Professional gaming - Year-over-year growth 2021-2026 (%)
      • Exhibit 67: Data Table on Professional gaming - Year-over-year growth 2021-2026 (%)
    • 7.5 Market opportunity by Type
      • Exhibit 68: Market opportunity by Type ($ billion)

    8 Customer Landscape

    • 8.1 Customer landscape overview
      • Exhibit 69: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    9 Geographic Landscape

    • 9.1 Geographic segmentation
      • Exhibit 70: Chart on Market share by geography 2021-2026 (%)
      • Exhibit 71: Data Table on Market share by geography 2021-2026 (%)
    • 9.2 Geographic comparison
      • Exhibit 72: Chart on Geographic comparison
      • Exhibit 73: Data Table on Geographic comparison
    • 9.3 APAC - Market size and forecast 2021-2026
      • Exhibit 74: Chart on APAC - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 75: Data Table on APAC - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 76: Chart on APAC - Year-over-year growth 2021-2026 (%)
      • Exhibit 77: Data Table on APAC - Year-over-year growth 2021-2026 (%)
    • 9.4 North America - Market size and forecast 2021-2026
      • Exhibit 78: Chart on North America - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 79: Data Table on North America - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 80: Chart on North America - Year-over-year growth 2021-2026 (%)
      • Exhibit 81: Data Table on North America - Year-over-year growth 2021-2026 (%)
    • 9.5 Europe - Market size and forecast 2021-2026
      • Exhibit 82: Chart on Europe - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 83: Data Table on Europe - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 84: Chart on Europe - Year-over-year growth 2021-2026 (%)
      • Exhibit 85: Data Table on Europe - Year-over-year growth 2021-2026 (%)
    • 9.6 Middle East and Africa - Market size and forecast 2021-2026
      • Exhibit 86: Chart on Middle East and Africa - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 87: Data Table on Middle East and Africa - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 88: Chart on Middle East and Africa - Year-over-year growth 2021-2026 (%)
      • Exhibit 89: Data Table on Middle East and Africa - Year-over-year growth 2021-2026 (%)
    • 9.7 South America - Market size and forecast 2021-2026
      • Exhibit 90: Chart on South America - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 91: Data Table on South America - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 92: Chart on South America - Year-over-year growth 2021-2026 (%)
      • Exhibit 93: Data Table on South America - Year-over-year growth 2021-2026 (%)
    • 9.8 China - Market size and forecast 2021-2026
      • Exhibit 94: Chart on China - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 95: Data Table on China - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 96: Chart on China - Year-over-year growth 2021-2026 (%)
      • Exhibit 97: Data Table on China - Year-over-year growth 2021-2026 (%)
    • 9.9 US - Market size and forecast 2021-2026
      • Exhibit 98: Chart on US - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 99: Data Table on US - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 100: Chart on US - Year-over-year growth 2021-2026 (%)
      • Exhibit 101: Data Table on US - Year-over-year growth 2021-2026 (%)
    • 9.10 Japan - Market size and forecast 2021-2026
      • Exhibit 102: Chart on Japan - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 103: Data Table on Japan - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 104: Chart on Japan - Year-over-year growth 2021-2026 (%)
      • Exhibit 105: Data Table on Japan - Year-over-year growth 2021-2026 (%)
    • 9.11 South Korea - Market size and forecast 2021-2026
      • Exhibit 106: Chart on South Korea - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 107: Data Table on South Korea - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 108: Chart on South Korea - Year-over-year growth 2021-2026 (%)
      • Exhibit 109: Data Table on South Korea - Year-over-year growth 2021-2026 (%)
    • 9.12 Germany - Market size and forecast 2021-2026
      • Exhibit 110: Chart on Germany - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 111: Data Table on Germany - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 112: Chart on Germany - Year-over-year growth 2021-2026 (%)
      • Exhibit 113: Data Table on Germany - Year-over-year growth 2021-2026 (%)
    • 9.13 Market opportunity by geography
      • Exhibit 114: Market opportunity by geography ($ billion)

    10 Drivers, Challenges, and Trends

    • 10.1 Market drivers
      • 10.2 Market challenges
        • 10.3 Impact of drivers and challenges
          • Exhibit 115: Impact of drivers and challenges in 2021 and 2026
        • 10.4 Market trends

          11 Vendor Landscape

          • 11.1 Overview
            • 11.2 Vendor landscape
              • Exhibit 116: Overview on Criticality of inputs and Factors of differentiation
            • 11.3 Landscape disruption
              • Exhibit 117: Overview on factors of disruption
            • 11.4 Industry risks
              • Exhibit 118: Impact of key risks on business

            12 Vendor Analysis

            • 12.1 Vendors covered
              • Exhibit 119: Vendors covered
            • 12.2 Market positioning of vendors
              • Exhibit 120: Matrix on vendor position and classification
            • 12.3 Activision Blizzard Inc.
              • Exhibit 121: Activision Blizzard Inc. - Overview
              • Exhibit 122: Activision Blizzard Inc. - Business segments
              • Exhibit 123: Activision Blizzard Inc. - Key news
              • Exhibit 124: Activision Blizzard Inc. - Key offerings
              • Exhibit 125: Activision Blizzard Inc. - Segment focus
            • 12.4 Apple Inc.
              • Exhibit 126: Apple Inc. - Overview
              • Exhibit 127: Apple Inc. - Business segments
              • Exhibit 128: Apple Inc. - Key news
              • Exhibit 129: Apple Inc. - Key offerings
              • Exhibit 130: Apple Inc. - Segment focus
            • 12.5 Bandai Namco Holdings Inc.
              • Exhibit 131: Bandai Namco Holdings Inc. - Overview
              • Exhibit 132: Bandai Namco Holdings Inc. - Business segments
              • Exhibit 133: Bandai Namco Holdings Inc. - Key offerings
              • Exhibit 134: Bandai Namco Holdings Inc. - Segment focus
            • 12.6 Electronic Arts Inc.
              • Exhibit 135: Electronic Arts Inc. - Overview
              • Exhibit 136: Electronic Arts Inc. - Product / Service
              • Exhibit 137: Electronic Arts Inc. - Key offerings
            • 12.7 GungHo Online Entertainment Inc.
              • Exhibit 138: GungHo Online Entertainment Inc. - Overview
              • Exhibit 139: GungHo Online Entertainment Inc. - Product / Service
              • Exhibit 140: GungHo Online Entertainment Inc. - Key offerings
            • 12.8 Microsoft Corp.
              • Exhibit 141: Microsoft Corp. - Overview
              • Exhibit 142: Microsoft Corp. - Business segments
              • Exhibit 143: Microsoft Corp. - Key news
              • Exhibit 144: Microsoft Corp. - Key offerings
              • Exhibit 145: Microsoft Corp. - Segment focus
            • 12.9 NetEase Inc.
              • Exhibit 146: NetEase Inc. - Overview
              • Exhibit 147: NetEase Inc. - Product / Service
              • Exhibit 148: NetEase Inc. - Key offerings
            • 12.10 Sony Group Corp.
              • Exhibit 149: Sony Group Corp. - Overview
              • Exhibit 150: Sony Group Corp. - Business segments
              • Exhibit 151: Sony Group Corp. - Key offerings
              • Exhibit 152: Sony Group Corp. - Segment focus
            • 12.11 The Walt Disney Co.
              • Exhibit 153: The Walt Disney Co. - Overview
              • Exhibit 154: The Walt Disney Co. - Business segments
              • Exhibit 155: The Walt Disney Co. - Key offerings
              • Exhibit 156: The Walt Disney Co. - Segment focus
            • 12.12 Ubisoft Entertainment
              • Exhibit 157: Ubisoft Entertainment - Overview
              • Exhibit 158: Ubisoft Entertainment - Business segments
              • Exhibit 159: Ubisoft Entertainment - Key news
              • Exhibit 160: Ubisoft Entertainment - Key offerings
              • Exhibit 161: Ubisoft Entertainment - Segment focus

            13 Appendix

            • 13.1 Scope of the report
              • 13.2 Inclusions and exclusions checklist
                • Exhibit 162: Inclusions checklist
                • Exhibit 163: Exclusions checklist
              • 13.3 Currency conversion rates for US$
                • Exhibit 164: Currency conversion rates for US$
              • 13.4 Research methodology
                • Exhibit 165: Research methodology
                • Exhibit 166: Validation techniques employed for market sizing
                • Exhibit 167: Information sources
              • 13.5 List of abbreviations
                • Exhibit 168: List of abbreviations
              • Betting is the activity of predicting results (of any activity such as sports) and placing a wager on the outcome. This segment includes legal and offshore sports betting. This also includes e-sports betting. o

                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.

                TechnavioINFORMATION 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
                Technavio

                TechnavioDATA 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
                Technavio

                TechnavioREPORT 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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                Gaming Market market growth will increase by $74.93 billion during 2022-2026.
                The gaming market market is expected to grow at a CAGR of 7.31% during 2022-2026.
                Technavio has segmented the gaming market market by type (casual gaming and professional gaming) ,geography (APAC, North America, Europe, Middle East and Africa, and South America) , and device (mobile gaming, Console gaming, and PC gaming).
                Activision Blizzard Inc., Alphabet Inc., Apple Inc., Bandai Namco Holdings Inc., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Jam City Inc., Kunlun Wanwei Technology Co. Ltd., Microsoft Corp., NetEase Inc., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Square Enix Holdings Co. Ltd., Sony Group Corp., The Walt Disney Co., Ubisoft Entertainment, ZeptoLab UK Ltd. are a few of the key vendors in the gaming market market.
                APAC will register the highest growth rate of 56% among the other regions. Therefore, the gaming market market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
                • US
                • China
                • Japan
                • South Korea
                • Germany
                The key factors driving the gaming market market growth are:
                • growing adoption of AR and VR games
                • Increasing emergence of cloud gaming
                The gaming market 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.
                • What are the key global market and the regional market share?
                • What are the revenue-generating key market segments?
                • What are the key factors driving and challenging this market’s growth?
                • Who are the key market vendors and their growth strategies?
                • What are the latest trends influencing the growth of this market?
                • What are the variables influencing the market growth in the primary regions?
                • What are the factors influencing the growth of the parent market?
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                • Five-force market analysis

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