Report Detail

Service & Software Global and Japan Digital Gaming Market Size, Status and Forecast 2020-2026

  • RnM4198128
  • |
  • 09 September, 2020
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  • Global
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  • 91 Pages
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  • QYResearch
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  • Service & Software

Global Digital Gaming Scope and Market Size
Digital Gaming market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Digital Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Market segment by Type, the product can be split into
Free-to-play
Pay-to-play

Market segment by Application, split into
Mobile Devices
PC
TV
Gaming Console

Based on regional and country-level analysis, the Digital Gaming market has been segmented as follows:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa

In the competitive analysis section of the report, leading as well as prominent players of the global Digital Gaming market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
The key players covered in this study
Activision Blizzard
Zynga
Electronic Arts
Wargaming
Giant Interactive
GungHo Online
NCSOFT
Smilegate
Microsoft
Riot Games


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Digital Gaming Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Free-to-play
    • 1.2.3 Pay-to-play
  • 1.3 Market by Application
    • 1.3.1 Global Digital Gaming Market Share by Application: 2020 VS 2026
    • 1.3.2 Mobile Devices
    • 1.3.3 PC
    • 1.3.4 TV
    • 1.3.5 Gaming Console
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Digital Gaming Market Perspective (2015-2026)
  • 2.2 Global Digital Gaming Growth Trends by Regions
    • 2.2.1 Digital Gaming Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Digital Gaming Historic Market Share by Regions (2015-2020)
    • 2.2.3 Digital Gaming Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Digital Gaming Players by Market Size
    • 3.1.1 Global Top Digital Gaming Players by Revenue (2015-2020)
    • 3.1.2 Global Digital Gaming Revenue Market Share by Players (2015-2020)
  • 3.2 Global Digital Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Digital Gaming Revenue
  • 3.4 Global Digital Gaming Market Concentration Ratio
    • 3.4.1 Global Digital Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Digital Gaming Revenue in 2019
  • 3.5 Key Players Digital Gaming Area Served
  • 3.6 Key Players Digital Gaming Product Solution and Service
  • 3.7 Date of Enter into Digital Gaming Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Digital Gaming Breakdown Data by Type (2015-2026)

  • 4.1 Global Digital Gaming Historic Market Size by Type (2015-2020)
  • 4.2 Global Digital Gaming Forecasted Market Size by Type (2021-2026)

5 Digital Gaming Breakdown Data by Application (2015-2026)

  • 5.1 Global Digital Gaming Historic Market Size by Application (2015-2020)
  • 5.2 Global Digital Gaming Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Digital Gaming Market Size (2015-2026)
  • 6.2 North America Digital Gaming Market Size by Type (2015-2020)
  • 6.3 North America Digital Gaming Market Size by Application (2015-2020)
  • 6.4 North America Digital Gaming Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Digital Gaming Market Size (2015-2026)
  • 7.2 Europe Digital Gaming Market Size by Type (2015-2020)
  • 7.3 Europe Digital Gaming Market Size by Application (2015-2020)
  • 7.4 Europe Digital Gaming Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Digital Gaming Market Size (2015-2026)
  • 8.2 China Digital Gaming Market Size by Type (2015-2020)
  • 8.3 China Digital Gaming Market Size by Application (2015-2020)
  • 8.4 China Digital Gaming Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Digital Gaming Market Size (2015-2026)
  • 9.2 Japan Digital Gaming Market Size by Type (2015-2020)
  • 9.3 Japan Digital Gaming Market Size by Application (2015-2020)
  • 9.4 Japan Digital Gaming Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Digital Gaming Market Size (2015-2026)
  • 10.2 Southeast Asia Digital Gaming Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Digital Gaming Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Digital Gaming Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Activision Blizzard
    • 11.1.1 Activision Blizzard Company Details
    • 11.1.2 Activision Blizzard Business Overview
    • 11.1.3 Activision Blizzard Digital Gaming Introduction
    • 11.1.4 Activision Blizzard Revenue in Digital Gaming Business (2015-2020))
    • 11.1.5 Activision Blizzard Recent Development
  • 11.2 Zynga
    • 11.2.1 Zynga Company Details
    • 11.2.2 Zynga Business Overview
    • 11.2.3 Zynga Digital Gaming Introduction
    • 11.2.4 Zynga Revenue in Digital Gaming Business (2015-2020)
    • 11.2.5 Zynga Recent Development
  • 11.3 Electronic Arts
    • 11.3.1 Electronic Arts Company Details
    • 11.3.2 Electronic Arts Business Overview
    • 11.3.3 Electronic Arts Digital Gaming Introduction
    • 11.3.4 Electronic Arts Revenue in Digital Gaming Business (2015-2020)
    • 11.3.5 Electronic Arts Recent Development
  • 11.4 Wargaming
    • 11.4.1 Wargaming Company Details
    • 11.4.2 Wargaming Business Overview
    • 11.4.3 Wargaming Digital Gaming Introduction
    • 11.4.4 Wargaming Revenue in Digital Gaming Business (2015-2020)
    • 11.4.5 Wargaming Recent Development
  • 11.5 Giant Interactive
    • 11.5.1 Giant Interactive Company Details
    • 11.5.2 Giant Interactive Business Overview
    • 11.5.3 Giant Interactive Digital Gaming Introduction
    • 11.5.4 Giant Interactive Revenue in Digital Gaming Business (2015-2020)
    • 11.5.5 Giant Interactive Recent Development
  • 11.6 GungHo Online
    • 11.6.1 GungHo Online Company Details
    • 11.6.2 GungHo Online Business Overview
    • 11.6.3 GungHo Online Digital Gaming Introduction
    • 11.6.4 GungHo Online Revenue in Digital Gaming Business (2015-2020)
    • 11.6.5 GungHo Online Recent Development
  • 11.7 NCSOFT
    • 11.7.1 NCSOFT Company Details
    • 11.7.2 NCSOFT Business Overview
    • 11.7.3 NCSOFT Digital Gaming Introduction
    • 11.7.4 NCSOFT Revenue in Digital Gaming Business (2015-2020)
    • 11.7.5 NCSOFT Recent Development
  • 11.8 Smilegate
    • 11.8.1 Smilegate Company Details
    • 11.8.2 Smilegate Business Overview
    • 11.8.3 Smilegate Digital Gaming Introduction
    • 11.8.4 Smilegate Revenue in Digital Gaming Business (2015-2020)
    • 11.8.5 Smilegate Recent Development
  • 11.9 Microsoft
    • 11.9.1 Microsoft Company Details
    • 11.9.2 Microsoft Business Overview
    • 11.9.3 Microsoft Digital Gaming Introduction
    • 11.9.4 Microsoft Revenue in Digital Gaming Business (2015-2020)
    • 11.9.5 Microsoft Recent Development
  • 11.10 Riot Games
    • 11.10.1 Riot Games Company Details
    • 11.10.2 Riot Games Business Overview
    • 11.10.3 Riot Games Digital Gaming Introduction
    • 11.10.4 Riot Games Revenue in Digital Gaming Business (2015-2020)
    • 11.10.5 Riot Games Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    Summary:
    Get latest Market Research Reports on Digital Gaming. Industry analysis & Market Report on Digital Gaming is a syndicated market report, published as Global and Japan Digital Gaming Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Digital Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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