Gaming的全球市場:預測(2023年~2032年)
市場調查報告書
商品編碼
1284964

Gaming的全球市場:預測(2023年~2032年)

Global Gaming Market Forecast 2023-2032

出版日期: | 出版商: Inkwood Research | 英文 231 Pages | 商品交期: 2-3個工作天內

價格

全球Gaming的市場規模,2023年~2032年的預測期間內預計以11.60%的年複合成長率擴大。次世代遊戲主機的登場,網際網路普及率的提高,智慧型手機用戶的劇增,免費遊戲容易取得,支援數位遊戲客戶層的擴大等,成為市場成長的要素。

本報告提供全球Gaming市場相關調查,市場概要,以及各類型,各零件,各設備類型,各種類,各地區的趨勢,競爭情形,及加入此市場的主要企業簡介等資訊。

目錄

第1章 調查範圍和調查手法

第2章 摘要整理

第3章 市場動態

  • 主要的促進因素
  • 主要的阻礙因素

第4章 主要分析

  • 遊戲產業的年表
  • 親市場分析:媒體和娛樂
  • 主要的技術趨勢
  • 波特的五力分析
  • 成長預測的製圖
  • 市場成熟度分析
  • 市場集中分析
  • 價值鏈分析
  • 主要的購買標準

第5章 各類型市場

  • 線上
  • 離線

第6章 各零件市場

  • 軟體
  • 硬體設備

第7章 各設備類型市場

  • 遊戲主機遊戲
  • 手機遊戲
    • Android
    • IOS
  • PC遊戲
  • 網頁遊戲

第8章 各種類市場

  • 動作/冒險遊戲
  • 大型遊戲機
  • 策略與頭腦遊戲
  • 賭場遊戲
  • 休閒遊戲
  • 運動遊戲
  • 其他

第9章 地區分析

  • 北美
  • 歐洲
  • 亞太地區
  • 其他地區

第10章 競爭情形

  • 主要的策略性展開
  • 企業簡介
    • ACTIVISION BLIZZARD
    • BETHESDA SOFTWORKS LLC
    • ELECTRONIC ARTS INC
    • GAMELOFT (ACQUIRED BY VIVENDI)
    • MICROSOFT CORPORATION
    • NEXON CO LTD
    • NINTENDO CO LTD
    • NVIDIA
    • ROCKSTAR GAMES INC
    • SEGA
    • SONY CORPORATION
    • SQUARE ENIX HOLDINGS CO LTD
    • UBISOFT ENTERTAINMENT SA
    • ZYNGA
Product Code: 22744

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

TABLE OF CONTENTS

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. INTRODUCTION OF 5G
    • 4.3.2. CLOUD GAMING
    • 4.3.3. EDGE COMPUTING
    • 4.3.4. VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR)
    • 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. PORTER'S FIVE FORCES ANALYSIS
    • 4.4.1. BUYERS POWER
    • 4.4.2. SUPPLIERS POWER
    • 4.4.3. SUBSTITUTION
    • 4.4.4. NEW ENTRANTS
    • 4.4.5. INDUSTRY RIVALRY
  • 4.5. GROWTH PROSPECT MAPPING
    • 4.5.1. GROWTH PROSPECT MAPPING FOR UNITED STATES
    • 4.5.2. GROWTH PROSPECT MAPPING FOR UNITED KINGDOM
    • 4.5.3. GROWTH PROSPECT MAPPING FOR CHINA
    • 4.5.4. GROWTH PROSPECT MAPPING FOR LATIN AMERICA
  • 4.6. MARKET MATURITY ANALYSIS
  • 4.7. MARKET CONCENTRATION ANALYSIS
  • 4.8. VALUE CHAIN ANALYSIS
    • 4.8.1. COMPONENT SUPPLIERS
    • 4.8.2. RESEARCH & DEVELOPMENT
    • 4.8.3. HARDWARE MANUFACTURING DEVELOPMENT AND PUBLISHING
    • 4.8.4. DISTRIBUTORS
  • 4.9. KEY BUYING CRITERIA
    • 4.9.1. GAME RATINGS
    • 4.9.2. EXCLUSIVITY
    • 4.9.3. ONLINE SERVICE
    • 4.9.4. DEVICE TYPE & COMPATIBILITY
      • 4.9.4.1. PERFORMANCE
      • 4.9.4.2. BACKWARD COMPATIBILITY
      • 4.9.4.3. PERIPHERALS
      • 4.9.4.4. STORAGE
      • 4.9.4.5. 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

TABLE OF CONTENTS

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

LIST OF FIGURES

  • FIGURE 1: KEY TECHNOLOGY TRENDS
  • FIGURE 2: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 3: GROWTH PROSPECT MAPPING FOR UNITED STATES
  • FIGURE 4: GROWTH PROSPECT MAPPING FOR UNITED KINGDOM
  • FIGURE 5: GROWTH PROSPECT MAPPING FOR CHINA
  • FIGURE 6: GROWTH PROSPECT MAPPING FOR LATIN AMERICA
  • FIGURE 7: MARKET MATURITY ANALYSIS
  • FIGURE 8: MARKET CONCENTRATION ANALYSIS
  • FIGURE 9: VALUE CHAIN ANALYSIS
  • FIGURE 10: KEY BUYING CRITERIA
  • FIGURE 11: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2022
  • FIGURE 12: GLOBAL GAMING MARKET, BY ONLINE, 2023-2032 (IN $ BILLION)
  • FIGURE 13: GLOBAL GAMING MARKET, BY OFFLINE, 2023-2032 (IN $ BILLION)
  • FIGURE 14: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2022
  • FIGURE 15: GLOBAL GAMING MARKET, BY SOFTWARE, 2023-2032 (IN $ BILLION)
  • FIGURE 16: GLOBAL GAMING MARKET, BY HARDWARE, 2023-2032 (IN $ BILLION)
  • FIGURE 17: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY DEVICE TYPE, IN 2022
  • FIGURE 18: GLOBAL GAMING MARKET, BY CONSOLE GAMING, 2023-2032 (IN $ BILLION)
  • FIGURE 19: GLOBAL GAMING MARKET, BY MOBILE GAMING, 2023-2032 (IN $ BILLION)
  • FIGURE 20: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY MOBILE GAMING, IN 2022
  • FIGURE 21: GLOBAL GAMING MARKET, BY ANDROID, 2023-2032 (IN $ BILLION)
  • FIGURE 22: GLOBAL GAMING MARKET, BY IOS, 2023-2032 (IN $ BILLION)
  • FIGURE 23: GLOBAL GAMING MARKET, BY PC GAMING, 2023-2032 (IN $ BILLION)
  • FIGURE 24: GLOBAL GAMING MARKET, BY BROWSER GAMING, 2023-2032 (IN $ BILLION)
  • FIGURE 25: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2022
  • FIGURE 26: GLOBAL GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 27: GLOBAL GAMING MARKET, BY ARCADE GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 28: GLOBAL GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 29: GLOBAL GAMING MARKET, BY CASINO GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 30: GLOBAL GAMING MARKET, BY CASUAL GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 31: GLOBAL GAMING MARKET, BY SPORTS GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 32: GLOBAL GAMING MARKET, BY OTHER GENRES, 2023-2032 (IN $ BILLION)
  • FIGURE 33: NORTH AMERICA GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)
  • FIGURE 34: UNITED STATES GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 35: CANADA GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 36: EUROPE GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)
  • FIGURE 37: UNITED KINGDOM GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 38: GERMANY GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 39: FRANCE GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 40: ITALY GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 41: SPAIN GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 42: BELGIUM GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 43: POLAND GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 44: REST OF EUROPE GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 45: ASIA-PACIFIC GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)
  • FIGURE 46: CHINA GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 47: JAPAN GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 48: INDIA GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 49: SOUTH KOREA GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 50: TAIWAN GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 51: AUSTRALIA & NEW ZEALAND GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 52: REST OF ASIA-PACIFIC GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 53: REST OF WORLD GAMING MARKET, REGIONAL OUTLOOK, 2022 & 2032 (IN %)
  • FIGURE 54: LATIN AMERICA GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 55: MIDDLE EAST & AFRICA GAMING MARKET, 2023-2032 (IN $ BILLION)