市場調查報告書
商品編碼
1286010
按遊戲類型和設備類型劃分的全球遊戲市場規模、份額和增長分析 - 行業預測(2023-2030)Global Gaming Market Size, Share, Growth Analysis, By Game Type(Shooter, Action), By Device Type(Personal Computer, MMO) - Industry Forecast 2023-2030 |
全球遊戲市場規模預計將從 2022 年的 2,307 億美元增至 2030 年的 4,925 億美元,在預測期內(2023-2030 年)複合年增長率為 13.4%。 遊戲行業增長的一個主要因素是新興國家和發達國家智能手機和高性能個人電腦的使用不斷增加。
本報告研究和分析全球遊戲市場,提供市場動態和前景、細分市場分析、公司簡介等。
Gaming Market size was valued at USD 203.4 billion in 2021 and is poised to grow from USD 230.79 billion in 2022 to USD 492.5 billion by 2030, growing at a CAGR of 13.4% in the forecast period (2023-2030).
A significant factor in the expansion of the gaming industry is the rising use of smartphones and powerful personal computers in both emerging and industrialised nations. The gaming sector is the one that is expanding the fastest because people all over the world are drawn to it for its ability to reduce stress and be a major source of entertainment. Games also offer a sense of accomplishment and teamwork, both of which lead to happiness and self-satisfaction. Growing expenses for home entertainment and games, as well as the ability of the adult population to use their leisure time for self-entertainment, as well as educational games that help children develop analytical and logical skills are the main drivers of the gaming market's growth during the forecast period.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gaming Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Segments covered in this report:
The Global Gaming Market is segmented on the basis of Game Type, Device type, and Region. Based on Game Type, the market is segmented into Shooter, action, Sports, Role-playing, and others. Based on Device Type, the market is segmented into personal computers, MMO, tablets, Mobile phones, and TV Console. Based on region, the global Gaming market is segmented into North America, Europe, Asia-Pacific, South America, and MEA.
Driver
Today, many individuals play different sorts of video games for fun, which is a key factor in the gaming industry's expansion. According to American research, male children born in the year 2000 are more likely to play mobile games (91%) than male children born in earlier years (83%). The demand for various stress-relieving products, including games, is also being driven by the economy's ongoing growth, which is driving urbanisation and disposable money.
The demand for games is being driven by the expanding availability of better internet connectivity across the globe and the increasing use of smartphones, which is accelerating the expansion of the gaming industry in recent years.
Restraint
Young children's social anxiety and addiction to competitive online shooter games are a serious barrier for the gaming business since it interferes with their ability to learn and their mental health, which is causing major problems in the family. This significant issue is stifling the growth of the gaming business during the study period.
Market Trends
The growth of the gaming market across all age groups is primarily due to an increase in championships and tournaments for popular video game franchises. The sponsors typically aim to influence the audience by using the professional players to target their interests. Over time, this builds customer interest and brings in money for the gaming corporations. This gaming atmosphere also generated excitement and interest in the audience, and this enthusiasm for gaming is promoting the expansion of the gaming industry.