REPORT OUTLOOK
Market Size | CAGR | Dominating Region |
---|---|---|
USD 534.93 Billion | 10 % | North America |
by Gaming Type Value | by Device Type Value |
---|---|
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SCOPE OF THE REPORT
Gaming Market Overview
The global Gaming market is anticipated to grow from USD 274.51 Billion in 2023 to USD 534.93 Billion by 2030, at a CAGR of 10 % during the forecast period.
The ongoing advancement of technology is a significant factor in the gaming industry, as it fosters creativity in game design and graphics. Publishers and developers of video games compete fiercely in this market to win over the interest and allegiance of a worldwide player base. Quick developments in both hardware and software help to continuously improve gaming experiences, resulting in more realistic and immersive gameplay. The gaming industry has also expanded outside of the traditional entertainment space with the rise of esports, a professional gaming competition where top players compete for big cash and recognition. With the help of streaming platforms and content creation, players can now communicate with a large online community by sharing their strategies, experiences, and commentary.
Digital distribution platforms have also had a significant impact on the gaming market, changing the way that games are accessed and bought. With the rise in popularity of online marketplaces and subscription services, gamers now have an easy and quick way to get and play games. All things considered, the gaming market is a thriving and constantly growing sector that represents the nexus of entertainment, technology, and community involvement. It is a major and powerful force in the current digital landscape due to its global influence in the cultural, social, and economic spheres.
ATTRIBUTE | DETAILS |
Study period | 2020-2030 |
Base year | 2022 |
Estimated year | 2023 |
Forecasted year | 2023-2030 |
Historical period | 2019-2021 |
Unit | Value (USD Billion) |
Segmentation | By Gaming Type, Device Type and Region |
 By Gaming Type |
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 By Device Type |
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 By Region  |
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Gaming Market Segmentation Analysis
The global Gaming market is divided into three segments Gaming type, Device Type and region. By Gaming Type is divided as Shooter, Action, Sports, Role Playing, and Others. Shooter Gaming segment holds the largest market share. One well-known genre is the shooter subgenre, which is defined by titles that prioritize gunplay and combat. These games frequently consist of first- and third-person shooters (FPS and TPS), in which players take part in cooperative missions, strategic warfare, or fierce combat. The action genre includes a wide range of games that emphasize fast reflexes, dynamic gameplay, and exploration and problem-solving. Action games can be anything from beat ’em ups and platformers to more narratively-driven games with an emphasis on heart-pounding scenes. Sports games allow players to virtually compete in a variety of athletic competitions by simulating real-world sports. For fans of sports, these games offer a realistic and immersive experience by simulating the rules and mechanics of popular sports like football, basketball, soccer, and racing.
Character development, strategic decision-making, and immersive storytelling are hallmarks of role-playing games (RPGs). In a fictitious world, players take on the roles of characters, going on quests, fighting enemies, and advancing through a story that frequently changes depending on decisions made by the player. “Others” refers to a wide range of game genres that might not neatly fit into the categories mentioned above. This comprises strategy, puzzle, and simulation games, among others. Strategy games entail tactical planning and decision-making, puzzle games test players’ mental faculties and require them to solve problems. Simulation games mimic real-world events or situations. Within the vast and constantly changing gaming market, these diverse game genres appeal to a broad demographic by providing players with a range of experiences according to their interests and preferences.
By Device Type, it is divided as PC/MMO, Tablet, Mobile Phone, and TV/Console. PC/MMO holds the largest market share. Games played on personal computers fall into the PC/MMO (Personal Computer/Massively Multiplayer Online) category. These games can be single-player or massively multiplayer online, connecting players from all over the world in virtual environments. Games played on portable touchscreen devices, usually larger than mobile phones, are referred to as tablet gaming. From light-hearted games to more intricate and visually stimulating titles, tablets provide a comfortable and tactile gaming experience. A sizable and quickly expanding market is mobile gaming, which features games created especially for smartphones. These games appeal to a wide range of players and are frequently easily accessed. There are many different genres of mobile games available, ranging from ultra-casual and casual games to more intricate and immersive experiences.
Games played on dedicated gaming consoles and devices connected to televisions fall under the TV/Console category. This includes well-known gaming systems like the Nintendo Switch, Xbox, and PlayStation, which offer a wide selection of games, immersive gameplay, and excellent graphics. Offering a variety of gaming experiences from family-friendly to intense, high-definition gaming, the TV/Console segment frequently appeals to both casual and die-hard gamers. Every kind of device has distinct qualities and a distinct target market, which adds to the overall diversity of the gaming industry. The gaming industry has a rich and dynamic ecosystem because developers and publishers can reach a wide range of players thanks to the accessibility of games across multiple platforms.
Gaming Market Dynamics
Driver
Online Gaming platforms allow campaigns to reach a global audience, enabling entrepreneurs to tap into a larger pool of potential backers beyond their local or regional networks.
By utilizing the internet, online Gaming platforms enable campaigns to be accessed by anybody with an internet connection. Geographical boundaries are eliminated by this accessibility, which enables business owners to showcase their initiatives to a global audience. Campaigns can draw supporters from all over the world by going online. In addition to broadening the pool of possible backers, this diversity in the backer base also introduces a range of viewpoints and cultural influences. Social media platforms are frequently integrated with Gaming campaigns in order to share updates, interact with backers, and promote the project. The global reach of social media greatly increases the campaign’s visibility by connecting with audiences outside of local or regional networks. The fact that so many Gaming sites support multiple languages makes it simpler for backers from other countries to comprehend and interact with campaigns. Online Gaming sites usually accept a wide range of currencies and payment options, so it’s easy for backers from around the globe to make financial contributions. As a result, complicated cross-border transactions are no longer necessary. Online platforms offer tools that enable users to find campaigns while perusing different categories and subjects. Reaching backers who are particularly interested in the kind of project being presented is more likely as a result of this exposure. Because Gaming is done online, campaigns can run around the clock to accommodate potential backers from various time zones. This adaptability allows for real-time participation and contributions, irrespective of backers’ locations.
Restraint
High costs associated with gaming consoles, PCs, and virtual reality (VR) setups can limit the accessibility of gaming to a broader audience.
VR headsets, top-tier gaming PCs, and gaming consoles are frequently very expensive up front. For those who are low income individuals or families, this initial investment may be a turnoff. Upgrading hardware, buying new games, and subscribing to online gaming services are just a few of the ongoing costs associated with maintaining a gaming setup. These extra expenses could be difficult for customers on a tight budget to afford. Exclusive games are available exclusively on certain gaming platforms. This may put customers in a position where they feel forced to spend money on a particular platform in order to play the games they want, which raises the price of gaming in general. The quick speed at which technology is developing gaming hardware could give consumers the impression that it is outdated, which would make them hesitate.
Despite providing immersive gaming experiences, virtual reality frequently necessitates costly VR headsets and compatible hardware. This could be a major obstacle for people who want to play VR games. The affordability of gaming equipment can vary depending on regional and national economic disparities. In certain places, a large percentage of people may find the cost of gaming setups to be unaffordable. If gamers feel that the costs of gaming are too high, they might opt for less expensive, alternative forms of entertainment. This may have an effect on the gaming market’s expansion. A large audience now considers mobile gaming, which frequently calls for less expensive devices, to be a viable alternative.
Opportunities
The mobile gaming sector was booming, offering opportunities for developers to create innovative and engaging games for smartphones and tablets.
Creating games that are simple to use and appeal to a wide range of players. In instance, hyper-casual games are ideal for short gaming sessions and frequently feature straightforward mechanics, making them playable by a variety of players. Developing mobile games that incorporate competitive multiplayer elements or collaborating with eSports associations to capitalize on the expanding competitive mobile gaming market. adding augmented reality (AR) capabilities to mobile games to deliver a more engaging and immersive gaming experience. This might entail fusing the virtual and physical worlds via the device’s camera and sensors. creating games that run smoothly on a variety of platforms, including PCs, consoles, and mobile devices. Cross-platform features have the potential to increase player numbers and improve the overall gaming experience.
investigating innovative and non-obtrusive monetization techniques, like premium versions, in-app purchases, and advertisements. In the realm of mobile gaming, striking a balance between revenue generation and user satisfaction is essential. To appeal to players who prefer immersive and narrative-driven experiences, mobile games should have rich storytelling elements, compelling narratives, and character development. creating gamified mobile games that assist users in learning new skills or reinforcing existing knowledge in an educational setting. This covers educational puzzles, math games, and language learning. putting live operations strategies into practice to maintain player engagement over time. Adding new features, events, and content to games on a regular basis keeps players interested and engaged.
Gaming Market Trends
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With the rise of cloud gaming services, gamers could stream games online without requiring powerful hardware locally. This trend was spearheaded by platforms such as NVIDIA’s GeForce Now, Microsoft’s Xbox Cloud Gaming, and Google Stadia.
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With more high-quality games available and a growing user base, mobile gaming has remained the industry leader. The success of mobile gaming was partly attributed to its accessibility on smartphones and its creative monetization techniques.
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Esports continued to grow, attracting sizable global audiences to competitive gaming events. Professional leagues, sponsorships, and infrastructural investments were all part of the growing esports ecosystem.
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The gaming industry was being influenced by VR and AR technologies. While AR apps and VR headsets improved immersive gaming, their widespread adoption was still progressing.
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The impact of independent game developers has not diminished; numerous well-received indie titles have achieved both critical and financial success. Independent game titles were distributed and promoted by platforms such as Steam and indie-focused events.
- Gaming subscription services like EA Play and Xbox Game Pass were growing in popularity. These services revolutionized the way that games are purchased by providing a huge library of games for a set monthly fee.
- Cross-platform gaming gained popularity, enabling gamers to play games on various platforms and devices with ease. The gaming community has become more diverse and connected as a result of this trend.
Competitive Landscape
The competitive landscape of the Gaming market was dynamic, with several prominent companies competing to provide innovative and advanced Gaming solutions.
- Sony Interactive Entertainment
- Microsoft Corporation
- Nintendo Co., Ltd.
- Tencent Holdings Limited
- Activision Blizzard, Inc.
- Electronic Arts Inc.
- Ubisoft Entertainment SA
- Take-Two Interactive Software, Inc.
- Epic Games, Inc.
- Valve Corporation
- Google LLC
- com, Inc.
- NetEase, Inc.
- Square Enix Holdings Co., Ltd.
- Nexon Co., Ltd.
- Konami Holdings Corporation
- Bandai Namco Entertainment Inc.
- Capcom Co., Ltd.
- King (a division of Activision Blizzard)
- Zynga Inc.
Recent Developments:
October 18, 2023: IBM (NYSE: IBM) announced the signing of three memoranda of understanding (MoUs) with three entities engaged with the Ministry of Electronics and Information Technology (MeitY) to advance and accelerate innovation in AI, semiconductor and quantum technology for India. This body of work will aim to accelerate India’s comprehensive national strategy for AI, strengthen efforts to be self-reliant in semiconductors and advance its National Quantum Mission.
December 12, 2023: Amazon.in announced the launch of AI-Generated Review Highlights, a new feature that provides a short paragraph right on the product detail page highlighting the products features and customer sentiment frequently mentioned across written reviews. This innovation empowers customers with enhanced product insights, enabling them to make informed purchase decisions with greater ease and confidence.
Regional Analysis
North America accounted for the largest market in the Gaming market. It accounted for 36% of the worldwide market value. In the US, gaming is a huge part of the culture and has a wide range of players that come from different backgrounds and age ranges. The nation is a rich market for both hardware and software developers because of the high penetration of gaming consoles, PCs, and mobile devices. Leading gaming corporations, including Electronic Arts, Sony, and Microsoft, are well-represented in the United States and help to make the nation a hub for gaming worldwide. Despite having a slightly smaller population than its southern neighbor, Canada has become a significant player in the gaming industry. With major gaming hubs emerging in cities like Vancouver and Montreal, the nation is home to a thriving community of game developers.
The development of esports and online gaming, in addition to traditional gaming platforms, has shaped the landscape of the North American gaming market. Esports competitions and events have become incredibly popular, drawing sizable crowds and sponsors. Major esports tournaments are held in the area, and infrastructure investments in the sport are growing as a reflection of the growing importance of competitive gaming. Furthermore, the introduction of cloud gaming services has completely changed how people play games in North America. Players no longer require powerful local hardware to access high-quality gaming content thanks to cloud-based gaming platforms offered by companies like Microsoft (Xbox Cloud Gaming) and NVIDIA (GeForce Now).
Target Audience for Gaming Market
- Hardcore gamers
- Mobile gamers
- PC gamers
- Console gamers
- VR enthusiasts
- Retro gaming enthusiasts
- Esports fans
- Parents (buying for their children)
- Professional gamers
- Female gamers
- Male gamers
Import & Export Data for Gaming Market
Exactitude consultancy provides import and export data for the recent years. It also offers insights on production and consumption volume of the product. Understanding the import and export data is pivotal for any player in the Gaming market. This knowledge equips businesses with strategic advantages, such as:
- Identifying emerging markets with untapped potential.
- Adapting supply chain strategies to optimize cost-efficiency and market responsiveness.
- Navigating competition by assessing major players’ trade dynamics.
Key insights
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Trade volume trends: our report dissects import and export data spanning the last five years to reveal crucial trends and growth patterns within the global Gaming market. This data-driven exploration empowers readers with a deep understanding of the market’s trajectory.
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Market players: gain insights into the leading players driving the Gaming trade. From established giants to emerging contenders, our analysis highlights the key contributors to the import and export landscape.
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Geographical dynamics: delve into the geographical distribution of trade activities. Uncover which regions dominate exports and which ones hold the reins on imports, painting a comprehensive picture of the industry’s global footprint.
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Product breakdown: by segmenting data based on Gaming types –– we provide a granular view of trade preferences and shifts, enabling businesses to align strategies with the evolving technological landscape.
Import and export data is crucial in reports as it offers insights into global market trends, identifies emerging opportunities, and informs supply chain management. By analyzing trade flows, businesses can make informed decisions, manage risks, and tailor strategies to changing demand. This data aids government in policy formulation and trade negotiations, while investors use it to assess market potential. Moreover, import and export data contributes to economic indicators, influences product innovation, and promotes transparency in international trade, making it an essential component for comprehensive and informed analyses.
Segments Covered in the Gaming Market Report
Gaming Market by Gaming Type Value (USD Billion)
- Shooter
- Action
- Sports
- Role Playing
- Others
Gaming Market by Device Type Value (USD Billion)
- PC/MMO
- Tablet
- Mobile Phone
- TV/Console
Gaming Market by Region Value (USD Billion)
- North America
- Europe
- Asia Pacific
- South America
Middle East and Africa
Key Question Answered
- What is the expected growth rate of the Gaming market over the next 7 years?
- Who are the major players in the Gaming market and what is their market share?
- What are the end-user industries driving market demand and what is their outlook?
- What are the opportunities for growth in emerging markets such as Asia-Pacific, the middle east, and Africa?
- How is the economic environment affecting the Gaming market, including factors such as interest rates, inflation, and exchange rates?
- What is the expected impact of government policies and regulations on the Gaming market?
- What is the current and forecasted size and growth rate of the global Gaming market?
- What are the key drivers of growth in the Gaming market?
- Who are the major players in the market and what is their market share?
- What are the distribution channels and supply chain dynamics in the Gaming market?
- What are the technological advancements and innovations in the Gaming market and their impact on product development and growth?
- What are the regulatory considerations and their impact on the market?
- What are the challenges faced by players in the Gaming market and how are they addressing these challenges?
- What are the opportunities for growth and expansion in the Gaming market?
- What are the product offerings and specifications of leading players in the market?
Table of Content
- INTRODUCTION
- MARKET DEFINITION
- MARKET SEGMENTATION
- RESEARCH TIMELINES
- ASSUMPTIONS AND LIMITATIONS
- RESEARCH METHODOLOGY
- DATA MINING
- SECONDARY RESEARCH
- PRIMARY RESEARCH
- SUBJECT-MATTER EXPERTS’ ADVICE
- QUALITY CHECKS
- FINAL REVIEW
- DATA TRIANGULATION
- BOTTOM-UP APPROACH
- TOP-DOWN APPROACH
- RESEARCH FLOW
- DATA SOURCES
- DATA MINING
- EXECUTIVE SUMMARY
- MARKET OVERVIEW
- GLOBAL GAMING MARKET OUTLOOK
- MARKET DRIVERS
- MARKET RESTRAINTS
- MARKET OPPORTUNITIES
- IMPACT OF COVID-19 ON GAMING MARKET
- PORTER’S FIVE FORCES MODEL
- THREAT FROM NEW ENTRANTS
- THREAT FROM SUBSTITUTES
- BARGAINING POWER OF SUPPLIERS
- BARGAINING POWER OF CUSTOMERS
- DEGREE OF COMPETITION
- INDUSTRY VALUE CHAIN ANALYSIS
- GLOBAL GAMING MARKET OUTLOOK
- GLOBAL GAMING MARKET BY GAMING TYPE, 2020-2030, (USD BILLION)
- SHOOTER
- ACTION
- SPORTS
- ROLE PLAYING
- OTHERS
- GLOBAL GAMING MARKET BY DEVICE TYPE, 2020-2030, (USD BILLION)
- PC/MMO
- TABLET
- MOBILE PHONE
- TV/CONSOLE
- GLOBAL GAMING MARKET BY REGION, 2020-2030, (USD BILLION)
- NORTH AMERICA
- US
- CANADA
- MEXICO
- SOUTH AMERICA
- BRAZIL
- ARGENTINA
- COLOMBIA
- REST OF SOUTH AMERICA
- EUROPE
- GERMANY
- UK
- FRANCE
- ITALY
- SPAIN
- RUSSIA
- REST OF EUROPE
- ASIA PACIFIC
- INDIA
- CHINA
- JAPAN
- SOUTH KOREA
- AUSTRALIA
- SOUTH-EAST ASIA
- REST OF ASIA PACIFIC
- MIDDLE EAST AND AFRICA
- UAE
- SAUDI ARABIA
- SOUTH AFRICA
- REST OF MIDDLE EAST AND AFRICA
- NORTH AMERICA
- COMPANY PROFILES*
Â
(BUSINESS OVERVIEW, COMPANY SNAPSHOT, PRODUCT OFFERED, RECENT DEVELOPMENTS)
- SONY INTERACTIVE ENTERTAINMENT
- MICROSOFT CORPORATION
- NINTENDO CO., LTD.
- TENCENT HOLDINGS LIMITED
- ACTIVISION BLIZZARD, INC.
- ELECTRONIC ARTS INC.
- UBISOFT ENTERTAINMENT SA
- TAKE-TWO INTERACTIVE SOFTWARE, INC.
- EPIC GAMES, INC.
- VALVE CORPORATION
- GOOGLE LLC
- COM, INC.
- NETEASE, INC.
- SQUARE ENIX HOLDINGS CO., LTD.
- NEXON CO., LTD.
- KONAMI HOLDINGS CORPORATION
- BANDAI NAMCO ENTERTAINMENT INC.
- CAPCOM CO., LTD.
- KING (A DIVISION OF ACTIVISION BLIZZARD)
- ZYNGA INC.    *THE COMPANY LIST IS INDICATIVE
LIST OF TABLES
TABLE 1Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 2Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 3Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY REGION (USD BILLION) 2020-2030
TABLE 4Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â NORTH AMERICA GAMING MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 5Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â NORTH AMERICA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 6Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â NORTH AMERICA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 7Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â US GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 8Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â US GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 9Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â CANADA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 10Â Â Â Â Â Â Â Â Â Â Â Â Â CANADA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 11Â Â Â Â Â Â Â Â Â Â Â Â Â MEXICO GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 12Â Â Â Â Â Â Â Â Â Â Â Â Â MEXICO GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 13Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH AMERICA GAMING MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 14Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH AMERICA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 15Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH AMERICA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 16Â Â Â Â Â Â Â Â Â Â Â Â Â BRAZIL GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 17Â Â Â Â Â Â Â Â Â Â Â Â Â BRAZIL GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 18Â Â Â Â Â Â Â Â Â Â Â Â Â ARGENTINA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 19Â Â Â Â Â Â Â Â Â Â Â Â Â ARGENTINA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 20Â Â Â Â Â Â Â Â Â Â Â Â Â COLOMBIA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 21Â Â Â Â Â Â Â Â Â Â Â Â Â COLOMBIA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 22Â Â Â Â Â Â Â Â Â Â Â Â Â REST OF SOUTH AMERICA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 23Â Â Â Â Â Â Â Â Â Â Â Â Â REST OF SOUTH AMERICA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 24Â Â Â Â Â Â Â Â Â Â Â Â Â ASIA-PACIFIC GAMING MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 25Â Â Â Â Â Â Â Â Â Â Â Â Â ASIA-PACIFIC GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 26Â Â Â Â Â Â Â Â Â Â Â Â Â ASIA-PACIFIC GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 27Â Â Â Â Â Â Â Â Â Â Â Â Â INDIA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 28Â Â Â Â Â Â Â Â Â Â Â Â Â INDIA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 29Â Â Â Â Â Â Â Â Â Â Â Â Â CHINA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 30Â Â Â Â Â Â Â Â Â Â Â Â Â CHINA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 31Â Â Â Â Â Â Â Â Â Â Â Â Â JAPAN GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 32Â Â Â Â Â Â Â Â Â Â Â Â Â JAPAN GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 33Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH KOREA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 34Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH KOREA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 35Â Â Â Â Â Â Â Â Â Â Â Â Â AUSTRALIA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 36Â Â Â Â Â Â Â Â Â Â Â Â Â AUSTRALIA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 37Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH-EAST ASIA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 38Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH-EAST ASIA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 39Â Â Â Â Â Â Â Â Â Â Â Â Â REST OF ASIA PACIFIC GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 40Â Â Â Â Â Â Â Â Â Â Â Â Â REST OF ASIA PACIFIC GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 41Â Â Â Â Â Â Â Â Â Â Â Â Â EUROPE GAMING MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 42Â Â Â Â Â Â Â Â Â Â Â Â Â EUROPE GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 43Â Â Â Â Â Â Â Â Â Â Â Â Â EUROPE GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 44Â Â Â Â Â Â Â Â Â Â Â Â Â GERMANY GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 45Â Â Â Â Â Â Â Â Â Â Â Â Â GERMANY GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 46Â Â Â Â Â Â Â Â Â Â Â Â Â UK GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 47Â Â Â Â Â Â Â Â Â Â Â Â Â UK GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 48Â Â Â Â Â Â Â Â Â Â Â Â Â FRANCE GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 49Â Â Â Â Â Â Â Â Â Â Â Â Â FRANCE GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 50Â Â Â Â Â Â Â Â Â Â Â Â Â ITALY GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 51Â Â Â Â Â Â Â Â Â Â Â Â Â ITALY GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 52Â Â Â Â Â Â Â Â Â Â Â Â Â SPAIN GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 53Â Â Â Â Â Â Â Â Â Â Â Â Â SPAIN GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 54Â Â Â Â Â Â Â Â Â Â Â Â Â RUSSIA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 55Â Â Â Â Â Â Â Â Â Â Â Â Â RUSSIA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 56Â Â Â Â Â Â Â Â Â Â Â Â Â REST OF EUROPE GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 57Â Â Â Â Â Â Â Â Â Â Â Â Â REST OF EUROPE GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 58Â Â Â Â Â Â Â Â Â Â Â Â Â MIDDLE EAST AND AFRICA GAMING MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 59Â Â Â Â Â Â Â Â Â Â Â Â Â MIDDLE EAST AND AFRICA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 60Â Â Â Â Â Â Â Â Â Â Â Â Â MIDDLE EAST AND AFRICA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 61Â Â Â Â Â Â Â Â Â Â Â Â Â UAE GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 62Â Â Â Â Â Â Â Â Â Â Â Â Â UAE GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 63Â Â Â Â Â Â Â Â Â Â Â Â Â SAUDI ARABIA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 64Â Â Â Â Â Â Â Â Â Â Â Â Â SAUDI ARABIA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 65Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH AFRICA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 66Â Â Â Â Â Â Â Â Â Â Â Â Â SOUTH AFRICA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
TABLE 67Â Â Â Â Â Â Â Â Â Â Â Â Â REST OF MIDDLE EAST AND AFRICA GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
TABLE 68Â Â Â Â Â Â Â Â Â Â Â Â Â REST OF MIDDLE EAST AND AFRICA GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
LIST OF FIGURES
FIGURE 1Â Â Â Â Â Â Â Â Â Â Â Â Â MARKET DYNAMICS
FIGURE 2Â Â Â Â Â Â Â Â Â Â Â Â Â MARKET SEGMENTATION
FIGURE 3Â Â Â Â Â Â Â Â Â Â Â Â Â REPORT TIMELINES: YEARS CONSIDERED
FIGURE 4Â Â Â Â Â Â Â Â Â Â Â Â Â DATA TRIANGULATION
FIGURE 5Â Â Â Â Â Â Â Â Â Â Â Â Â BOTTOM-UP APPROACH
FIGURE 6Â Â Â Â Â Â Â Â Â Â Â Â Â TOP-DOWN APPROACH
FIGURE 7Â Â Â Â Â Â Â Â Â Â Â Â Â RESEARCH FLOW
FIGURE 8Â Â Â Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY GAMING TYPE (USD BILLION) 2020-2030
FIGURE 9Â Â Â Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY DEVICE TYPE (USD BILLION) 2020-2030
FIGURE 11Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY REGION (USD BILLION) 2020-2030
FIGURE 12          PORTER’S FIVE FORCES MODEL
FIGURE 13Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY GAMING TYPE (USD BILLION) 2021
FIGURE 14Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY DEVICE TYPE (USD BILLION) 2021
FIGURE 16Â Â Â Â Â Â Â Â Â Â GLOBAL GAMING MARKET BY REGION (USD BILLION) 2021
FIGURE 17Â Â Â Â Â Â Â Â Â Â MARKET SHARE ANALYSIS
FIGURE 18Â Â Â Â Â Â Â Â Â Â SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
FIGURE 19Â Â Â Â Â Â Â Â Â Â MICROSOFT CORPORATION: COMPANY SNAPSHOT
FIGURE 20Â Â Â Â Â Â Â Â Â Â NINTENDO CO., LTD.: COMPANY SNAPSHOT
FIGURE 21Â Â Â Â Â Â Â Â Â Â TENCENT HOLDINGS LIMITED: COMPANY SNAPSHOT
FIGURE 22Â Â Â Â Â Â Â Â Â Â ACTIVISION BLIZZARD, INC.: COMPANY SNAPSHOT
FIGURE 23Â Â Â Â Â Â Â Â Â Â ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
FIGURE 24Â Â Â Â Â Â Â Â Â Â UBISOFT ENTERTAINMENT SA: COMPANY SNAPSHOT
FIGURE 25Â Â Â Â Â Â Â Â Â Â TAKE-TWO INTERACTIVE SOFTWARE, INC.: COMPANY SNAPSHOT
FIGURE 26Â Â Â Â Â Â Â Â Â Â EPIC GAMES, INC.: COMPANY SNAPSHOT
FIGURE 27Â Â Â Â Â Â Â Â Â Â VALVE CORPORATION: COMPANY SNAPSHOT
FIGURE 28Â Â Â Â Â Â Â Â Â Â GOOGLE LLC: COMPANY SNAPSHOT
FIGURE 29Â Â Â Â Â Â Â Â Â Â AMAZON.COM, INC.: COMPANY SNAPSHOT
FIGURE 30Â Â Â Â Â Â Â Â Â Â NETEASE, INC.: COMPANY SNAPSHOT
FIGURE 31Â Â Â Â Â Â Â Â Â Â SQUARE ENIX HOLDINGS CO., LTD.: COMPANY SNAPSHOT
FIGURE 32Â Â Â Â Â Â Â Â Â Â NEXON CO., LTD.: COMPANY SNAPSHOT
FIGURE 33Â Â Â Â Â Â Â Â Â Â KONAMI HOLDINGS CORPORATION: COMPANY SNAPSHOT
FIGURE 34Â Â Â Â Â Â Â Â Â Â BANDAI NAMCO ENTERTAINMENT INC.: COMPANY SNAPSHOT
FIGURE 35Â Â Â Â Â Â Â Â Â Â CAPCOM CO., LTD.: COMPANY SNAPSHOT
FIGURE 36Â Â Â Â Â Â Â Â Â Â KING (A DIVISION OF ACTIVISION BLIZZARD): COMPANY SNAPSHOT
FIGURE 37Â Â Â Â Â Â Â Â Â Â ZYNGA INC.: COMPANY SNAPSHOT
FAQ
The global Gaming market is anticipated to grow from USD 274.51 Billion in 2023 to USD 534.93 Billion by 2030, at a CAGR of 10 % during the forecast period.
North America accounted for the largest market in the Gaming market. North America accounted for 36 % market share of the global market value.
Sony Interactive Entertainment, Microsoft Corporation, Nintendo Co., Ltd., Tencent Holdings Limited, Activision Blizzard, Inc., Electronic Arts Inc., Ubisoft Entertainment SA, Take-Two Interactive Software, Inc., Epic Games, Inc., Valve Corporation, Google LLC, Amazon.com, Inc., NetEase, Inc.
With the rise of cloud gaming services, gamers could stream games online without requiring powerful hardware locally. This trend was spearheaded by platforms such as NVIDIA’s GeForce Now, Microsoft’s Xbox Cloud Gaming, and Google Stadia. With more high-quality games available and a growing user base, mobile gaming has remained the industry leader. The success of mobile gaming was partly attributed to its accessibility on smartphones and its creative monetization techniques.
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