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)
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

出版日期: | 出版商: SkyQuest | 英文 165 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

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。

內容

執行摘要

調查方法

母市場分析

主要市場考慮因素

  • 技術分析
  • 價格分析
  • 供應鏈分析
  • 價值鏈分析
  • 市場生態系統
  • 知識產權分析
  • 貿易分析
  • 啟動分析
  • 原材料分析
  • 創新矩陣
  • 管道產品分析
  • 宏觀經濟指標
  • 主要投資分析
  • 關鍵成功因素
  • 爭用程度

市場動態與展望

  • 市場動態
  • 促進因素
  • 機會
  • 抑制因素
  • 任務
  • 監管情況
  • 波特的五力分析
  • 對未來混亂的特殊考慮

全球遊戲市場:按遊戲類型

  • 市場概況
  • 射手
  • 行動
  • 運動
  • 角色扮演
  • 其他

按設備類型劃分的全球遊戲市場

  • 市場概況
  • 電腦
  • 網路遊戲
  • 平板電腦
  • 手機
  • 視頻遊戲機

全球遊戲市場規模:按地區

  • 市場概況
  • 北美
  • 美國
  • 加拿大
  • 歐洲
  • 德國
  • 西班牙
  • 法國
  • 英國
  • 歐洲其他地區
  • 亞太地區
  • 中國
  • 印度
  • 日本
  • 韓國
  • 亞太地區其他地區
  • 拉丁美洲
  • 巴西
  • 其他拉丁美洲地區
  • 中東和非洲
  • 海灣合作委員會國家
  • 南非
  • 其他中東和非洲地區

競爭格局

  • 前 5 家公司的比較
  • 主要公司的市場定位(2021 年)
  • 主要市場公司採用的策略
  • 關鍵成功策略
  • 最近的市場活動
  • 主要公司的市場份額(2021 年)

主要公司簡介

  • Microsoft Corporation
  • Electronic Arts
  • Tencent Holdings Ltd.
  • Sony Interactive Entertainment LLC
  • Activision Blizzard, Inc.
  • NetEase, Inc.
  • Nintendo Co., Ltd.
  • Google LLC
  • Ubisoft Entertainment SA
  • Nexon Co., Ltd.
  • Take-Two Interactive Software, Inc.
  • Konami Holdings Corporation
  • Square Enix Holdings Co., Ltd.
  • Zynga Inc.
  • GungHo Online Entertainment, Inc.
  • Supercell Oy
  • Bandai Namco Entertainment Inc.
  • Kakao Games Corp.
  • NCSoft Corporation
  • King Digital Entertainment Ltd.
簡介目錄
Product Code: SQSG25J2002

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.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Gaming Market by Game Type
  • Market Overview
  • Shooter
  • Action
  • Sports
  • Role-Playing
  • Others
  • Global Gaming Market by Device Type
  • Market Overview
  • Personal Computer
  • MMO
  • Tablet
  • Mobile Phone
  • TV Console
  • Global Gaming Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Microsoft Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Electronic Arts
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Tencent Holdings Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Sony Interactive Entertainment LLC
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Activision Blizzard, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • NetEase, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Nintendo Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Google LLC
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Ubisoft Entertainment SA
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Nexon Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Take-Two Interactive Software, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Konami Holdings Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Square Enix Holdings Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Zynga Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • GungHo Online Entertainment, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Supercell Oy
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Bandai Namco Entertainment Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Kakao Games Corp.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • NCSoft Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • King Digital Entertainment Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments