Global Gaming Market Forecast 2023-2032

Global Gaming Market Forecast 2023-2032


KEY FINDINGS
The global gaming market is anticipated to register a CAGR of 11.60% during the forecast years of 2023-2032. Some of the top factors augmenting the growth of the market include the emergence of next-generation consoles, the growing internet penetration, the surging number of smartphone users, the easy availability of free games, and a significant customer base for digital games.
MARKET INSIGHTS
Games available on Google Play Store, Windows App Store, over the Internet or the gaming company’s website free of cost are boosting the global gaming market. Moreover, games that are available free of cost have different business models. In this regard, the free-to-play (FTP) business model is gaining increasing popularity among gamers owing to their availability without the price.
In addition, as per the Google Play store, companies with a free-to-play (FTP) business model dominate the chart; games such as Zynga PUBG that enable users to download their game for free in comparison to games which are paid are one of the most downloaded. Although these games let users create an account for free, they may need to pay for additional or premium features. However, it is possible to continue playing using the existing free business model. As a result, the availability of free-of-cost gaming plays an essential role in fueling the global gaming market growth.
REGIONAL INSIGHTS
The global gaming market growth is evaluated through the assessment of North America, the Asia-Pacific, Europe, and Rest of World. North America is expected to be the fastest-growing region during the forecast period. The market growth of the region is primarily fueled by the increasing number of smartphone users, improvements in hardware and software, as well as the emergence of the organized e-sports business.
COMPETITIVE INSIGHTS
The intensity of industry rivalry in the global gaming market is set to rise during the forecast period. Furthermore, major enterprises operating in the global market include Activision Blizzard, Electronic Arts Inc, 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
4.6.1. Growth Prospect Mapping For United States
4.6.2. Growth Prospect Mapping For United Kingdom
4.6.3. Growth Prospect Mapping For China
4.6.4. Growth Prospect Mapping For Latin America
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 And 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. North America
9.1.1. Market Size & Estimates
9.1.2. North America Gaming Market Drivers
9.1.3. North America Gaming Market Challenges
9.1.4. North America Gaming Market Regulatory Framework
9.1.5. Key Players In North America Gaming Market
9.1.6. Country Analysis
9.1.6.1. United States
9.1.6.1.1. United States Gaming Market Size & Opportunities
9.1.6.2. Canada
9.1.6.2.1. Canada Gaming Market Size & Opportunities
9.2. Europe
9.2.1. Market Size & Estimates
9.2.2. Europe Gaming Market Drivers
9.2.3. Europe Gaming Market Challenges
9.2.4. Europe Gaming Market Regulatory Framework
9.2.5. Key Players In Europe Gaming Market
9.2.6. Country Analysis
9.2.6.1. United Kingdom
9.2.6.1.1. United Kingdom Gaming Market Size & Opportunities
9.2.6.2. Germany
9.2.6.2.1. Germany Gaming Market Size & Opportunities
9.2.6.3. France
9.2.6.3.1. France Gaming Market Size & Opportunities
9.2.6.4. Italy
9.2.6.4.1. Italy Gaming Market Size & Opportunities
9.2.6.5. Spain
9.2.6.5.1. Spain Gaming Market Size & Opportunities
9.2.6.6. Belgium
9.2.6.6.1. Belgium Gaming Market Size & Opportunities
9.2.6.7. Poland
9.2.6.7.1. Poland Market Size & Opportunities
9.2.6.8. Rest Of Europe
9.2.6.8.1. Rest Of Europe Gaming Market Size & Opportunities
9.3. Asia-pacific
9.3.1. Market Size & Estimates
9.3.2. Asia-pacific Gaming Market Drivers
9.3.3. Asia-pacific Gaming Market Challenges
9.3.4. Asia-pacific Gaming Market Regulatory Framework
9.3.5. Key Players In Asia-pacific Gaming Market
9.3.6. Country Analysis
9.3.6.1. China
9.3.6.1.1. China Gaming Market Size & Opportunities
9.3.6.2. Japan
9.3.6.2.1. Japan Gaming Market Size & Opportunities
9.3.6.3. India
9.3.6.3.1. India Gaming Market Size & Opportunities
9.3.6.4. South Korea
9.3.6.4.1. South Korea Gaming Market Size & Opportunities
9.3.6.5. Taiwan
9.3.6.5.1. Taiwan Gaming Market Size & Opportunities
9.3.6.6. Australia & New Zealand
9.3.6.6.1. Australia & New Zealand Gaming Market Size & Opportunities
9.3.6.7. Rest Of Asia-pacific
9.3.6.7.1. Rest Of Asia-pacific Gaming Market Size & Opportunities
9.4. Rest Of World
9.4.1. Market Size & Estimates
9.4.2. Rest Of World Gaming Market Drivers
9.4.3. Rest Of World Gaming Market Challenges
9.4.4. Rest Of World Gaming Market Regulatory Framework
9.4.5. Key Players In Rest Of World Gaming Market
9.4.6. Regional Analysis
9.4.6.1. Latin America
9.4.6.1.1. Latin America Gaming Market Size & Opportunities
9.4.6.2. Middle East & Africa
9.4.6.2.1. Middle East & Africa 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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