Gaming Market by Type, Platform, Device, and Geography - Forecast and Analysis 2023-2027

Published: Oct 2023 Pages: 182 SKU: IRTNTR45494

Gaming Market Size 2023-2027

The Gaming Market size is estimated to grow by USD 102.13 billion, accelerating at a compound annual growth rate (CAGR) of 9.12% between 2022 and 2027. 

The market is propelled by the burgeoning adoption of augmented reality (AR) and virtual reality (VR) games, catering to a diverse audience. The surge in e-sports popularity further fuels market expansion, with competitive gaming becoming a mainstream entertainment choice. Additionally, strategic partnerships and acquisitions among industry giants contribute significantly to market dynamics, fostering innovation and enhancing gaming experiences. As technology continues to evolve, the gaming sector stands at the forefront of entertainment, offering immersive experiences and driving unprecedented growth opportunities.

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

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The market continues to thrive on various fronts, driven by diverse factors such as the integration of education into gaming experiences, fostering learning and skill development. Family game time remains a cherished activity, promoting bonding and social interaction within households. Indoor games, spanning across genres like action, sports, and tactical missions, offer entertainment options for individuals of all ages. Enhanced by 3D realistic graphics, gaming experiences across platforms like tablets, mobile phones, consoles, and PCs are increasingly immersive and engaging. Moreover, insights from reports like the GSMA report provide valuable industry analysis, guiding stakeholders in navigating the dynamic landscape of the market.

Market Highlight

In our comprehensive market report, we provide critical insights equip stakeholders with strategic tools to navigate the dynamic gaming industry landscape effectively. Here's how our report empowers decision-makers:

  • Understanding market dynamics, including historical trends, current market size, and future projections, is essential for effective navigation of the competitive landscape.
  • Five Forces analysis provides insights into competitive forces within the industry, guiding strategic decision-making.
    Market segmentation facilitates targeted strategies tailored to specific consumer segments, maximizing market penetration and growth opportunities.
  • Geographic variations underscore the importance of localized approaches to market expansion and consumer engagement.
    Identifying key drivers, challenges, and trends enables companies to adapt quickly to market shifts and capitalize on emerging opportunities.
  • Evaluating the vendor landscape and positioning provides valuable insights for strategic partnerships and competitive advantage.

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Market Dynamics and Customer Landscape

The market continues to flourish as a leading form of entertainment, providing stress relief, teamwork opportunities, and a sense of achievement for players of all ages. From kids to older adults, gaming on platforms like iPads offers joy and self-satisfaction. With the rise of home entertainment systems, families engage in bonding experiences through gaming sessions. The youth population drives demand for indoor games, including shooters, action, and sports genres, featuring 3D realistic graphics and tactical missions. Moreover, advancements like 5G connectivity, as highlighted in the GSMA report, enhance the gaming experience across tablets, mobile phones, TVs/consoles, and PCs/MMOs. Our researchers analyzed the data with 2022 as the base year and the key drivers, trends, and challenges. A holistic analysis of upcoming trends and challenges will help companies refine their marketing strategies to gain a competitive advantage.

Key Market Drivers

The growing adoption of AR and VR games is a major factor driving the market share. AR/VR is the integration of visual and audio content with a user's environment in real time. With the rising awareness of AR gaming, the adoption of AR/VR devices is likely to increase during the forecast period. Therefore, game developers prefer AR and VR devices to traditional devices. Companies such as Sony and Microsoft are developing these platforms using cutting-edge three-dimensional (3D) technologies. In addition, developers have started developing AR games for HoloLens, a product of Microsoft. For instance, in January 2022, Microsoft HoloLens 2 was launched in India, which includes sensors that enable head and eye tracking and is designed to allow users to interact with holograms.

The affordability and wide availability of mobile AR games are driving the growth of the global market. For instance, in November 2021, Niantic Inc. partnered with Fold, a cryptocurrency debit card company, and launched a new game dubbed FoldAR. The game is a part of the metaverse and is similar to Pokemon GO. Thus, the rising adoption of AR and VR games will drive the growth of the global market during the forecast period.

Significant Market Trends

The increasing emergence of cloud gaming is an ongoing trend in the market share. This can be accessed through Internet-connected devices for free or through paid subscriptions. This technology enables users to stream video games from the web. The increasing popularity of social media and mobile is supporting the growth of cloud gaming. These services have the potential to reach non-core gamers who play games on social media and mobile devices because of the cost-effective price structure of cloud gaming.

Furthermore, this eliminates the need for high-quality graphic cards in PCs and mandatory PC upgrades and offers an enhanced 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 this technology will drive the growth of the global market during the forecast period.

Major Market Challenges

Regulation of loot boxes is a major challenge restricting the growth of the market. Loot boxes are virtual items that players can purchase with real money in order to obtain randomized in-game rewards. While they can enhance the experience for some players, they have also been criticized for promoting gambling and exploiting vulnerable individuals, particularly children. Regulators in various countries have been taking action to address these concerns. For example, in 2020, the UK government announced that loot boxes would be classified as gambling and regulated accordingly. Similarly, the Belgian Gaming Commission has banned loot boxes altogether, while other countries such as Australia and the Netherlands have also taken steps to regulate them.

These regulations can have significant implications for game developers and publishers, who may need to modify their games or business models in order to comply. They may also affect player behavior, as some may be less willing to purchase loot boxes if they are subject to stringent regulations, which will restrict the growth of the market in the forecast period.

Technavio's Exclusive Market Customer Landscape

The report includes the adoption lifecycle of the market, covering from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.

Global Market Customer Landscape

Market Segmentation

In the type channel segment of the market, diverse preferences cater to various demographics and interests. Role-playing games offer immersive experiences for players seeking entertainment and escapism, fostering a sense of achievement and satisfaction. Video games, accessible across platforms like iPads and home entertainment systems, provide stress relief and joy, appealing to both kids and older adults. Additionally, multiplayer games promote teamwork and social interaction, making them ideal for family game time or bonding among peers. Indoor games serve as educational tools, engaging youth populations and addressing social anxiety through interactive gameplay. Shooter games offer action-packed entertainment, further diversifying the gaming experience and attracting enthusiasts looking for excitement and challenge.

By Type

The market share growth by the casual gaming segment will be significant during the forecast period. The term casual refers to games that don't require a great deal of time to be played, won, and earned. Casual gamers are gamers who don't spend a lot of time playing video games. These service providers generate revenue by licensing software to end users. The casual games segment is growing with the spread of mobile games. Casual gamers don't spend money on these peripherals. 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. 

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The segment was valued at USD 83.44 billion in 2017 and continued to grow until 2021. The segment has become increasingly popular, driven by a number of factors such as its accessibility, where the games are easy to pick up and play, and they can be played on a variety of devices, including smartphones, tablets, and PCs. This makes them accessible to a wide range of players, and another such drive can be its social Interaction model, where many casual games are designed to be played with friends or family members, either locally or online. This social element adds an extra layer of fun and engagement to the experience, which can drive the segment in the forecast period. 

Key Regions

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APAC is estimated to contribute 53% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

APAC is considered the center of pro gamers. The prevalence of e-sports in developing countries such as Taiwan, Malaysia, and Singapore will contribute to the growth of the market in APAC during the forecast period. Major digital gaming companies operating in the region include China-based Tencent and GungHo Online Entertainment. In addition, most hardware suppliers, including Sony and Nintendo, are based in Japan, so most innovations in this technology are adopted in Japan. China dominates the market in this region. The country has over 700 million active internet users. These factors have increased the popularity in the country. 

Who are the Major Market Companies?

Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.

Microsoft Corp.- The company offers various games such as Asphalt 9, Hill climbing racing games, Minecraft, and Robolox games.

The report also includes detailed analyses of the competitive landscape of the market and information about 20 market companies, including:

  • Activision Blizzard Inc.
  • Apple Inc.
  • Bandai Namco Holdings Inc.
  • Bowlmor AMF
  • Chicago-Gaming Co.
  • DeNA Co. Ltd.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • GungHo Online Entertainment Inc.
  • NetEase Inc.
  • Netmarble Corp.
  • Niantic Inc.
  • Nintendo Co. Ltd.
  • Rovio Entertainment Corp.
  • Sony Group Corp.
  • Square Enix Holdings Co. Ltd.
  • The Walt Disney Co.
  • Ubisoft Entertainment
  • Zeptolab UK Ltd.

Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.

Market Analyst Overview

.The market offers more than just entertainment; it provides avenues for stress relief, teamwork, and a sense of achievement. From kids to older adults, gaming consoles like TV/console, PC/MMO, tablet, and mobile phone cater to diverse demographics, fostering joy and self-satisfaction through immersive experiences. As the youth population increasingly embraces gaming, it intertwines with education through educational courses and tactical missions, leveraging 3D realistic graphics and 5G technology. Gaming serves as a platform for family game time and home entertainment systems, combating social anxiety and promoting teamwork. Reports like the GSMA report highlight the industry's growth and significance, showcasing its pivotal role in modern society's leisure and educational landscapes.

The market caters to diverse preferences, offering indoor games and leisure activities like painting and crafting for individuals seeking self-satisfaction and traction in their downtime. With 4G connectivity and mobile cellular subscriptions, players delve into interactive social media games, though concerns regarding addiction issues persist, especially in intense gaming genres like shooter ones and role-playing games featuring attractive weapons. Multiplayer game functionality enhances social interaction, creating immersive game worlds where players engage in sports simulations and collaborative ventures, sometimes even integrating education courses. Technological advancements like cloud gaming services and emerging economies drive the market forward, facilitating seamless internet connectivity and bandwidth network connectivity, shaping the future of gaming experiences globally.

Segment Overview

The  market report forecasts market growth by revenue at global, regional & country levels and provides market trends and analysis and growth opportunities from 2017 to 2027. 

  • Type Outlook 
    • Casual-gaming
    • Professional-gaming
  • Platform Outlook 
    • Online
    • Offline
  • Device Outlook 
    • Mobile gaming
    • Console Gaming
    • PC Gaming
  • Region Outlook 
    • North America
      • The U.S.
      • Canada
    • Europe
      • U.K.
      • Germany
      • France
      • Rest of Europe
    • APAC
      • China
      • India
    • South America
      • Chile
      • Brazil
      • Argentina
    • Middle East & Africa
      • Saudi Arabia
      • South Africa
      • Rest of the Middle East & Africa

Market Scope

Report Coverage

Details

Page number

182

Base year

2022

Historic period

2017-2021

Forecast period

2023-2027

Growth momentum & CAGR

Accelerate at a CAGR of 9.12%

Market growth 2023-2027

USD 102.13 billion

Market structure

Fragmented

YoY growth 2022-2023(%)

8.51

Regional analysis

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

Performing market contribution

APAC at 53%

Key countries

US, China, Japan, South Korea, and Germany

Competitive landscape

Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks

Key companies profiled

Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF, Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment, and Zeptolab UK Ltd.

Market dynamics

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

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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

  • CAGR of the market during the forecast period
  • Detailed information on factors that will drive the growth of the market between 2023 and 2027
  • Precise estimation of the size of the market size and its contribution of the market in focus to the parent market
  • Detailed analysis of customer landscape covering price sensitivity, adoption of the lifecycle, market growth and forecasting, and key purchase criteria 
  • Market Player's Landscape Comparing criticality of inputs and factors of differentiation
  • Exclusive Matrix on company position and classification
  • Accurate predictions about market growth and trends and changes in consumer behavior
  • Growth of the market industry across APAC, North America, Europe, Middle East and Africa, and South America
  • A thorough market research and growth analysis, competitive landscape and detailed information about companies
  • Comprehensive market analysis and report on the factors that will challenge the growth of market companies

We can help! Our analysts can customize this market research report to meet your requirements. Get in touch

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 Type
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by Platform
    • Exhibit 07: Executive Summary – Chart on Market Segmentation by Device
    • 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 2022
    • 3.4 Market outlook: Forecast for 2022-2027
      • Exhibit 15: Chart on Global - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 16: Data Table on Global - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 17: Chart on Global Market: Year-over-year growth 2022-2027 (%)
      • Exhibit 18: Data Table on Global Market: Year-over-year growth 2022-2027 (%)

    4 Historic Market Size

    • 4.1 Global gaming market 2017 - 2021
      • Exhibit 19: Historic Market Size – Data Table on global gaming market 2017 - 2021 ($ billion)
    • 4.2 Type Segment Analysis 2017 - 2021
      • Exhibit 20: Historic Market Size – Type Segment 2017 - 2021 ($ billion)
    • 4.3 Platform Segment Analysis 2017 - 2021
      • Exhibit 21: Historic Market Size – Platform Segment 2017 - 2021 ($ billion)
    • 4.4 Device Segment Analysis 2017 - 2021
      • Exhibit 22: Historic Market Size – Device Segment 2017 - 2021 ($ billion)
    • 4.5 Geography Segment Analysis 2017 - 2021
      • Exhibit 23: Historic Market Size – Geography Segment 2017 - 2021 ($ billion)
    • 4.6 Country Segment Analysis 2017 - 2021
      • Exhibit 24: Historic Market Size – Country Segment 2017 - 2021 ($ billion)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 25: Five forces analysis - Comparison between 2022 and 2027
    • 5.2 Bargaining power of buyers
      • Exhibit 26: Chart on Bargaining power of buyers – Impact of key factors 2022 and 2027
    • 5.3 Bargaining power of suppliers
      • Exhibit 27: Bargaining power of suppliers – Impact of key factors in 2022 and 2027
    • 5.4 Threat of new entrants
      • Exhibit 28: Threat of new entrants – Impact of key factors in 2022 and 2027
    • 5.5 Threat of substitutes
      • Exhibit 29: Threat of substitutes – Impact of key factors in 2022 and 2027
    • 5.6 Threat of rivalry
      • Exhibit 30: Threat of rivalry – Impact of key factors in 2022 and 2027
    • 5.7 Market condition
      • Exhibit 31: Chart on Market condition - Five forces 2022 and 2027

    6 Market Segmentation by Type

    • 6.1 Market segments
      • Exhibit 32: Chart on Type - Market share 2022-2027 (%)
      • Exhibit 33: Data Table on Type - Market share 2022-2027 (%)
    • 6.2 Comparison by Type
      • Exhibit 34: Chart on Comparison by Type
      • Exhibit 35: Data Table on Comparison by Type
    • 6.3 Casual gaming - Market size and forecast 2022-2027
      • Exhibit 36: Chart on Casual gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 37: Data Table on Casual gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 38: Chart on Casual gaming - Year-over-year growth 2022-2027 (%)
      • Exhibit 39: Data Table on Casual gaming - Year-over-year growth 2022-2027 (%)
    • 6.4 Professional gaming - Market size and forecast 2022-2027
      • Exhibit 40: Chart on Professional gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 41: Data Table on Professional gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 42: Chart on Professional gaming - Year-over-year growth 2022-2027 (%)
      • Exhibit 43: Data Table on Professional gaming - Year-over-year growth 2022-2027 (%)
    • 6.5 Market opportunity by Type
      • Exhibit 44: Market opportunity by Type ($ billion)
      • Exhibit 45: Data Table on Market opportunity by Type ($ billion)

    7 Market Segmentation by Platform

    • 7.1 Market segments
      • Exhibit 46: Chart on Platform - Market share 2022-2027 (%)
      • Exhibit 47: Data Table on Platform - Market share 2022-2027 (%)
    • 7.2 Comparison by Platform
      • Exhibit 48: Chart on Comparison by Platform
      • Exhibit 49: Data Table on Comparison by Platform
    • 7.3 Online - Market size and forecast 2022-2027
      • Exhibit 50: Chart on Online - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 51: Data Table on Online - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 52: Chart on Online - Year-over-year growth 2022-2027 (%)
      • Exhibit 53: Data Table on Online - Year-over-year growth 2022-2027 (%)
    • 7.4 Offline - Market size and forecast 2022-2027
      • Exhibit 54: Chart on Offline - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 55: Data Table on Offline - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 56: Chart on Offline - Year-over-year growth 2022-2027 (%)
      • Exhibit 57: Data Table on Offline - Year-over-year growth 2022-2027 (%)
    • 7.5 Market opportunity by Platform
      • Exhibit 58: Market opportunity by Platform ($ billion)
      • Exhibit 59: Data Table on Market opportunity by Platform ($ billion)

    8 Market Segmentation by Device

    • 8.1 Market segments
      • Exhibit 60: Chart on Device - Market share 2022-2027 (%)
      • Exhibit 61: Data Table on Device - Market share 2022-2027 (%)
    • 8.2 Comparison by Device
      • Exhibit 62: Chart on Comparison by Device
      • Exhibit 63: Data Table on Comparison by Device
    • 8.3 Mobile gaming - Market size and forecast 2022-2027
      • Exhibit 64: Chart on Mobile gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 65: Data Table on Mobile gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 66: Chart on Mobile gaming - Year-over-year growth 2022-2027 (%)
      • Exhibit 67: Data Table on Mobile gaming - Year-over-year growth 2022-2027 (%)
    • 8.4 Console gaming - Market size and forecast 2022-2027
      • Exhibit 68: Chart on Console gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 69: Data Table on Console gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 70: Chart on Console gaming - Year-over-year growth 2022-2027 (%)
      • Exhibit 71: Data Table on Console gaming - Year-over-year growth 2022-2027 (%)
    • 8.5 PC gaming - Market size and forecast 2022-2027
      • Exhibit 72: Chart on PC gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 73: Data Table on PC gaming - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 74: Chart on PC gaming - Year-over-year growth 2022-2027 (%)
      • Exhibit 75: Data Table on PC gaming - Year-over-year growth 2022-2027 (%)
    • 8.6 Market opportunity by Device
      • Exhibit 76: Market opportunity by Device ($ billion)
      • Exhibit 77: Data Table on Market opportunity by Device ($ billion)

    9 Customer Landscape

    • 9.1 Customer landscape overview
      • Exhibit 78: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    10 Geographic Landscape

    • 10.1 Geographic segmentation
      • Exhibit 79: Chart on Market share by geography 2022-2027 (%)
      • Exhibit 80: Data Table on Market share by geography 2022-2027 (%)
    • 10.2 Geographic comparison
      • Exhibit 81: Chart on Geographic comparison
      • Exhibit 82: Data Table on Geographic comparison
    • 10.3 APAC - Market size and forecast 2022-2027
      • Exhibit 83: Chart on APAC - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 84: Data Table on APAC - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 85: Chart on APAC - Year-over-year growth 2022-2027 (%)
      • Exhibit 86: Data Table on APAC - Year-over-year growth 2022-2027 (%)
    • 10.4 North America - Market size and forecast 2022-2027
      • Exhibit 87: Chart on North America - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 88: Data Table on North America - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 89: Chart on North America - Year-over-year growth 2022-2027 (%)
      • Exhibit 90: Data Table on North America - Year-over-year growth 2022-2027 (%)
    • 10.5 Europe - Market size and forecast 2022-2027
      • Exhibit 91: Chart on Europe - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 92: Data Table on Europe - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 93: Chart on Europe - Year-over-year growth 2022-2027 (%)
      • Exhibit 94: Data Table on Europe - Year-over-year growth 2022-2027 (%)
    • 10.6 Middle East and Africa - Market size and forecast 2022-2027
      • Exhibit 95: Chart on Middle East and Africa - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 96: Data Table on Middle East and Africa - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 97: Chart on Middle East and Africa - Year-over-year growth 2022-2027 (%)
      • Exhibit 98: Data Table on Middle East and Africa - Year-over-year growth 2022-2027 (%)
    • 10.7 South America - Market size and forecast 2022-2027
      • Exhibit 99: Chart on South America - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 100: Data Table on South America - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 101: Chart on South America - Year-over-year growth 2022-2027 (%)
      • Exhibit 102: Data Table on South America - Year-over-year growth 2022-2027 (%)
    • 10.8 China - Market size and forecast 2022-2027
      • Exhibit 103: Chart on China - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 104: Data Table on China - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 105: Chart on China - Year-over-year growth 2022-2027 (%)
      • Exhibit 106: Data Table on China - Year-over-year growth 2022-2027 (%)
    • 10.9 US - Market size and forecast 2022-2027
      • Exhibit 107: Chart on US - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 108: Data Table on US - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 109: Chart on US - Year-over-year growth 2022-2027 (%)
      • Exhibit 110: Data Table on US - Year-over-year growth 2022-2027 (%)
    • 10.10 Japan - Market size and forecast 2022-2027
      • Exhibit 111: Chart on Japan - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 112: Data Table on Japan - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 113: Chart on Japan - Year-over-year growth 2022-2027 (%)
      • Exhibit 114: Data Table on Japan - Year-over-year growth 2022-2027 (%)
    • 10.11 South Korea - Market size and forecast 2022-2027
      • Exhibit 115: Chart on South Korea - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 116: Data Table on South Korea - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 117: Chart on South Korea - Year-over-year growth 2022-2027 (%)
      • Exhibit 118: Data Table on South Korea - Year-over-year growth 2022-2027 (%)
    • 10.12 Germany - Market size and forecast 2022-2027
      • Exhibit 119: Chart on Germany - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 120: Data Table on Germany - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 121: Chart on Germany - Year-over-year growth 2022-2027 (%)
      • Exhibit 122: Data Table on Germany - Year-over-year growth 2022-2027 (%)
    • 10.13 Market opportunity by geography
      • Exhibit 123: Market opportunity by geography ($ billion)
      • Exhibit 124: Data Tables on Market opportunity by geography ($ billion)

    11 Drivers, Challenges, and Trends

    • 11.1 Market drivers
      • 11.2 Market challenges
        • 11.3 Impact of drivers and challenges
          • Exhibit 125: Impact of drivers and challenges in 2022 and 2027
        • 11.4 Market trends

          12 Vendor Landscape

          • 12.1 Overview
            • 12.2 Vendor landscape
              • Exhibit 126: Overview on Criticality of inputs and Factors of differentiation
            • 12.3 Landscape disruption
              • Exhibit 127: Overview on factors of disruption
            • 12.4 Industry risks
              • Exhibit 128: Impact of key risks on business

            13 Vendor Analysis

            • 13.1 Vendors covered
              • Exhibit 129: Vendors covered
            • 13.2 Market positioning of vendors
              • Exhibit 130: Matrix on vendor position and classification
            • 13.3 Activision Blizzard Inc.
              • Exhibit 131: Activision Blizzard Inc. - Overview
              • Exhibit 132: Activision Blizzard Inc. - Business segments
              • Exhibit 133: Activision Blizzard Inc. - Key news
              • Exhibit 134: Activision Blizzard Inc. - Key offerings
              • Exhibit 135: Activision Blizzard Inc. - Segment focus
            • 13.4 Apple Inc.
              • Exhibit 136: Apple Inc. - Overview
              • Exhibit 137: Apple Inc. - Business segments
              • Exhibit 138: Apple Inc. - Key news
              • Exhibit 139: Apple Inc. - Key offerings
              • Exhibit 140: Apple Inc. - Segment focus
            • 13.5 Bandai Namco Holdings Inc.
              • Exhibit 141: Bandai Namco Holdings Inc. - Overview
              • Exhibit 142: Bandai Namco Holdings Inc. - Business segments
              • Exhibit 143: Bandai Namco Holdings Inc. - Key offerings
              • Exhibit 144: Bandai Namco Holdings Inc. - Segment focus
            • 13.6 DeNA Co. Ltd.
              • Exhibit 145: DeNA Co. Ltd. - Overview
              • Exhibit 146: DeNA Co. Ltd. - Product / Service
              • Exhibit 147: DeNA Co. Ltd. - Key offerings
            • 13.7 Electronic Arts Inc.
              • Exhibit 148: Electronic Arts Inc. - Overview
              • Exhibit 149: Electronic Arts Inc. - Product / Service
              • Exhibit 150: Electronic Arts Inc. - Key offerings
            • 13.8 Epic Games Inc.
              • Exhibit 151: Epic Games Inc. - Overview
              • Exhibit 152: Epic Games Inc. - Product / Service
              • Exhibit 153: Epic Games Inc. - Key offerings
            • 13.9 GungHo Online Entertainment Inc.
              • Exhibit 154: GungHo Online Entertainment Inc. - Overview
              • Exhibit 155: GungHo Online Entertainment Inc. - Product / Service
              • Exhibit 156: GungHo Online Entertainment Inc. - Key offerings
            • 13.10 Microsoft Corp.
              • Exhibit 157: Microsoft Corp. - Overview
              • Exhibit 158: Microsoft Corp. - Business segments
              • Exhibit 159: Microsoft Corp. - Key news
              • Exhibit 160: Microsoft Corp. - Key offerings
              • Exhibit 161: Microsoft Corp. - Segment focus
            • 13.11 NetEase Inc.
              • Exhibit 162: NetEase Inc. - Overview
              • Exhibit 163: NetEase Inc. - Business segments
              • Exhibit 164: NetEase Inc. - Key offerings
              • Exhibit 165: NetEase Inc. - Segment focus
            • 13.12 Netmarble Corp.
              • Exhibit 166: Netmarble Corp. - Overview
              • Exhibit 167: Netmarble Corp. - Product / Service
              • Exhibit 168: Netmarble Corp. - Key offerings
            • 13.13 Sony Group Corp.
              • Exhibit 169: Sony Group Corp. - Overview
              • Exhibit 170: Sony Group Corp. - Business segments
              • Exhibit 171: Sony Group Corp. - Key news
              • Exhibit 172: Sony Group Corp. - Key offerings
              • Exhibit 173: Sony Group Corp. - Segment focus
            • 13.14 Square Enix Holdings Co. Ltd.
              • Exhibit 174: Square Enix Holdings Co. Ltd. - Overview
              • Exhibit 175: Square Enix Holdings Co. Ltd. - Business segments
              • Exhibit 176: Square Enix Holdings Co. Ltd. - Key offerings
              • Exhibit 177: Square Enix Holdings Co. Ltd. - Segment focus
            • 13.15 The Walt Disney Co.
              • Exhibit 178: The Walt Disney Co. - Overview
              • Exhibit 179: The Walt Disney Co. - Business segments
              • Exhibit 180: The Walt Disney Co. - Key offerings
              • Exhibit 181: The Walt Disney Co. - Segment focus
            • 13.16 Ubisoft Entertainment
              • Exhibit 182: Ubisoft Entertainment - Overview
              • Exhibit 183: Ubisoft Entertainment - Business segments
              • Exhibit 184: Ubisoft Entertainment - Key news
              • Exhibit 185: Ubisoft Entertainment - Key offerings
              • Exhibit 186: Ubisoft Entertainment - Segment focus
            • 13.17 Zeptolab UK Ltd.
              • Exhibit 187: Zeptolab UK Ltd. - Overview
              • Exhibit 188: Zeptolab UK Ltd. - Product / Service
              • Exhibit 189: Zeptolab UK Ltd. - Key offerings

            14 Appendix

            • 14.1 Scope of the report
              • 14.2 Inclusions and exclusions checklist
                • Exhibit 190: Inclusions checklist
                • Exhibit 191: Exclusions checklist
              • 14.3 Currency conversion rates for US$
                • Exhibit 192: Currency conversion rates for US$
              • 14.4 Research methodology
                • Exhibit 193: Research methodology
                • Exhibit 194: Validation techniques employed for market sizing
                • Exhibit 195: Information sources
              • 14.5 List of abbreviations
                • Exhibit 196: List of abbreviations

              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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              gaming market

              Key Questions Answered

              • 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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