Europe Gaming Market Forecast 2023-2032

Europe Gaming Market Forecast 2023-2032


KEY FINDINGS
The Europe gaming market growth is set to record a CAGR of 11.32% during the forecast period, 2023-2032. The market growth is substantially influenced by technological advancements and innovations like cloud gaming, mobile gaming, and augmented reality. Also, video games are increasingly prevalent among players of all socioeconomic backgrounds and ages.
MARKET INSIGHTS
Italy, Belgium, France, Poland, Germany, the United Kingdom, Spain, and Rest of Europe are evaluated for the Europe gaming market growth assessment. In Germany, gaming hardware is a significant growth driver. Also, eSports has expanded in the country in recent years, attracting sizable crowds to big eSports events like Gamescom and ESL One. In addition, it is becoming an official sport with the government supporting and subsidizing eSports competitions and teams. Moreover, mobile games are gaining popularity in Germany, given the rising accessibility of tablets and smartphones and the availability of engaging and high quality mobile games.
Whereas in France, COVID-19 surged sales in the gaming industry. Over half of French gamers use mobile devices to play games, signifying the rise of mobile gaming in France. This trend is propelled by the availability and quality of mobile games. Besides, eSports is a fast-expanding sector in the country, with major competitions like Paris Games Week and Lyon e-Sport drawing sizable crowds. Moreover, the French government has officially recognized eSports as a genuine sport and extends support to its eSports teams and competitions. Such factors drive market growth opportunities in these countries.
COMPETITIVE INSIGHTS
Some of the leading companies in the market are Nexon Co Ltd, Gameloft (Acquired by Vivendi), Nintendo Co Ltd, etc.
Our report offerings include:
• Explore key findings of the overall market
• Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
• Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
• Market Segmentation caters to a thorough assessment of key segments with their market estimations
• Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
• Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
• The competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
• Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments


1. Research Scope & Methodology
1.1. Study Objectives
1.2. Methodology
1.3. Assumptions & Limitations
2. Executive Summary
2.1. Market Size & Estimates
2.2. Market Overview
2.3. Scope Of Study
2.4. Crisis Scenario Analysis
2.5. Major Market Findings
2.5.1. Mobile Gaming Delivers A High-quality Gaming Experience
2.5.2. Esports Has Facilitated New Marketing Avenues
2.5.3. Social Media Has Enabled Easier Connections Among Gamers
3. Market Dynamics
3.1. Key Drivers
3.1.1. Emergence Of Next-generation Gaming Consoles
3.1.2. Surging Internet Penetration
3.1.3. Growing Number Of Smartphone Users
3.1.4. Huge & Loyal Consumer Base Of Digital Games
3.1.5. Easy Availability Of Free Games
3.2. Key Restraints
3.2.1. High Game Development Costs
3.2.2. Piracy Issues
3.2.3. Increasing Prevalence Of Counterfeit Gaming Products
3.2.4. Complexity Of Localizing Games
3.2.5. Hardware Compatibility Difficulties
4. Key Analytics
4.1. Timeline Of The Gaming Industry
4.2. Parent Market Analysis: Media & Entertainment
4.3. Key Technology Trends
4.3.1. 5g Connectivity Has Enabled Increased Processing Power And Reduced Latency
4.3.2. Virtual And Augmented Reality Deliver Immersive Experiences At Competitive Prices
4.3.3. Cloud Gaming Gives Access To Players From Any Device, Anytime And Anywhere
4.3.4. Edge Computing Minimizes User Latency, Game Lag, And Player Input Delay
4.3.5. Emergence Of Different Game Types
4.3.5.1. Real Time Strategy (Rts)
4.3.5.2. Role-playing (Rpg)
4.3.5.3. Multiplayer Online Battle Arena
4.3.5.4. Sandbox
4.3.5.5. Shooter
4.3.5.6. Simulation & Sports
4.4. Impact Of Covid-19 On Gaming Market
4.5. Porter’s Five Forces Analysis
4.5.1. Buyers Power
4.5.2. Suppliers Power
4.5.3. Substitution
4.5.4. New Entrants
4.5.5. Industry Rivalry
4.6. Growth Prospect Mapping
4.7. Market Maturity Analysis
4.8. Market Concentration Analysis
4.9. Value Chain Analysis
4.9.1. Component Suppliers
4.9.2. Research & Development
4.9.3. Hardware Manufacturing Development & Publishing
4.9.4. Distributors
4.10. Key Buying Criteria
4.10.1. Game Ratings
4.10.2. Exclusivity
4.10.3. Online Service
4.10.4. Device Type & Compatibility
4.10.4.1. Performance
4.10.4.2. Backward Compatibility
4.10.4.3. Peripherals
4.10.4.4. Storage
4.10.4.5. Media Support
5. Market By Type
5.1. Online
5.2. Offline
6. Market By Component
6.1. Software
6.2. Hardware
7. Market By Device Type
7.1. Console Gaming
7.2. Mobile Gaming
7.2.1. Android
7.2.2. Ios
7.3. Pc Gaming
7.4. Browser Gaming
8. Market By Genre
8.1. Action/ Adventure Games
8.2. Arcade Games
8.3. Strategy & Brain Games
8.4. Casino Games
8.5. Casual Games
8.6. Sports Games
8.7. Other Genres
9. Geographical Analysis
9.1. Europe
9.1.1. Market Size & Estimates
9.1.2. Europe Gaming Market Drivers
9.1.3. Europe Gaming Market Challenges
9.1.4. Europe Gaming Market Regulatory Framework
9.1.5. Key Players In Europe Gaming Market
9.1.6. Country Analysis
9.1.6.1. United Kingdom
9.1.6.1.1. United Kingdom Gaming Market Size & Opportunities
9.1.6.2. Germany
9.1.6.2.1. Germany Gaming Market Size & Opportunities
9.1.6.3. France
9.1.6.3.1. France Gaming Market Size & Opportunities
9.1.6.4. Italy
9.1.6.4.1. Italy Gaming Market Size & Opportunities
9.1.6.5. Spain
9.1.6.5.1. Spain Gaming Market Size & Opportunities
9.1.6.6. Belgium
9.1.6.6.1. Belgium Gaming Market Size & Opportunities
9.1.6.7. Poland
9.1.6.7.1. Poland Market Size & Opportunities
9.1.6.8. Rest Of Europe
9.1.6.8.1. Rest Of Europe Gaming Market Size & Opportunities
10. Competitive Landscape
10.1. Key Strategic Developments
10.1.1. Mergers & Acquisitions
10.1.2. Product Launches & Developments
10.1.3. Partnerships & Agreements
10.1.4. Business Expansions & Divestitures
10.2. Company Profiles
10.2.1. Activision Blizzard
10.2.1.1. Company Overview
10.2.1.2. Products Overview
10.2.1.3. Strengths & Challenges
10.2.2. Bethesda Softworks Llc
10.2.2.1. Company Overview
10.2.2.2. Products Overview
10.2.2.3. Strengths & Challenges
10.2.3. Electronic Arts Inc
10.2.3.1. Company Overview
10.2.3.2. Products Overview
10.2.3.3. Strengths & Challenges
10.2.4. Gameloft (Acquired By Vivendi)
10.2.4.1. Company Overview
10.2.4.2. Products Overview
10.2.4.3. Strengths & Challenges
10.2.5. Microsoft Corporation
10.2.5.1. Company Overview
10.2.5.2. Products Overview
10.2.5.3. Strengths & Challenges
10.2.6. Nexon Co Ltd
10.2.6.1. Company Overview
10.2.6.2. Products Overview
10.2.6.3. Strengths & Challenges
10.2.7. Nintendo Co Ltd
10.2.7.1. Company Overview
10.2.7.2. Products Overview
10.2.7.3. Strengths & Challenges
10.2.8. Nvidia
10.2.8.1. Company Overview
10.2.8.2. Products Overview
10.2.8.3. Strengths & Challenges
10.2.9. Rockstar Games Inc
10.2.9.1. Company Overview
10.2.9.2. Products Overview
10.2.9.3. Strengths & Challenges
10.2.10. Sega
10.2.10.1. Company Overview
10.2.10.2. Products Overview
10.2.10.3. Strengths & Challenges
10.2.11. Sony Corporation
10.2.11.1. Company Overview
10.2.11.2. Products Overview
10.2.11.3. Strengths & Challenges
10.2.12. Square Enix Holdings Co Ltd
10.2.12.1. Company Overview
10.2.12.2. Products Overview
10.2.12.3. Strengths & Challenges
10.2.13. Ubisoft Entertainment Sa
10.2.13.1. Company Overview
10.2.13.2. Products Overview
10.2.13.3. Strengths & Challenges
10.2.14. Zynga
10.2.14.1. Company Overview
10.2.14.2. Products Overview
10.2.14.3. Strengths & Challenges

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