Global Gaming Market 2024 by Company, Regions, Type and Application, Forecast to 2030
Gaming refers to playing electronic games, whether through consoles, computers, mobile phones or another medium altogether. Gaming is a nuanced term that suggests regular gameplay, possibly as a hobby. Although traditionally a solitary form of relaxation, online multiplayer video games have made gaming a popular group activity as well.
According to our (Global Info Research) latest study, the global Gaming market size was valued at US$ 221670 million in 2023 and is forecast to a readjusted size of USD 501140 million by 2030 with a CAGR of 12.5% during review period.
Global Gaming key players include Activision Blizzard, Microsoft, Sony, Tencent, Apple, etc. Global top five manufacturers hold a share about 45%.
Asia-Pacific is the largest market, with a share about 45%, followed by North America and Europe, both have a share over 45 percent.
In terms of product, Mobile Gaming is the largest segment, with a share over 50%. And in terms of application, the largest application is Amateur, followed by Professional.
This report is a detailed and comprehensive analysis for global Gaming market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2024, are provided.
Key Features:
Global Gaming market size and forecasts, in consumption value ($ Million), 2019-2030
Global Gaming market size and forecasts by region and country, in consumption value ($ Million), 2019-2030
Global Gaming market size and forecasts, by Type and by Application, in consumption value ($ Million), 2019-2030
Global Gaming market shares of main players, in revenue ($ Million), 2019-2024
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Gaming
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Gaming market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony, Tencent, ChangYou, DeNA, GungHo, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Gaming market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segmentation
Gaming market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Mobile Gaming
Console Gaming
PC Gaming
Market segment by Application
Amateur
Professional
Market segment by players, this report covers
Activision Blizzard
Electronic Arts
Microsoft
NetEase
Nintendo
Sony
Tencent
ChangYou
DeNA
GungHo
Apple
Google
Nexon
Sega
Warner Bros
Namco Bandai
Ubisoft
Square Enix
Take-Two Interactive
King Digital Entertainment
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Gaming product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Gaming, with revenue, gross margin, and global market share of Gaming from 2019 to 2024.
Chapter 3, the Gaming competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Gaming market forecast, by regions, by Type and by Application, with consumption value, from 2024 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Gaming.
Chapter 13, to describe Gaming research findings and conclusion.