Copyright Reports & Markets. All rights reserved.

Global Computer Games Market Size, Status and Forecast 2020-2026

Buy now

1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Computer Games Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Computer Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Webgame
    • 1.4.3 Client Game
  • 1.5 Market by Application
    • 1.5.1 Global Computer Games Market Share by Application: 2020 VS 2026
    • 1.5.2 <15 Years Old
    • 1.5.3 15-25 Years Old
    • 1.5.4 25-35 Years Old
    • 1.5.5 35-45 Years Old
    • 1.5.6 > 45 Years Old
  • 1.6 Study Objectives
  • 1.7 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Computer Games Market Perspective (2015-2026)
  • 2.2 Computer Games Growth Trends by Regions
    • 2.2.1 Computer Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Computer Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Computer Games Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Computer Games Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Computer Games Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Computer Games Players by Market Size
    • 3.1.1 Global Top Computer Games Players by Revenue (2015-2020)
    • 3.1.2 Global Computer Games Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Computer Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Computer Games Market Concentration Ratio
    • 3.2.1 Global Computer Games Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Computer Games Revenue in 2019
  • 3.3 Computer Games Key Players Head office and Area Served
  • 3.4 Key Players Computer Games Product Solution and Service
  • 3.5 Date of Enter into Computer Games Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

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

5 Computer Games Breakdown Data by Application (2015-2026)

  • 5.1 Global Computer Games Market Size by Application (2015-2020)
  • 5.2 Global Computer Games Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Computer Games Market Size (2015-2020)
  • 6.2 Computer Games Key Players in North America (2019-2020)
  • 6.3 North America Computer Games Market Size by Type (2015-2020)
  • 6.4 North America Computer Games Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Computer Games Market Size (2015-2020)
  • 7.2 Computer Games Key Players in Europe (2019-2020)
  • 7.3 Europe Computer Games Market Size by Type (2015-2020)
  • 7.4 Europe Computer Games Market Size by Application (2015-2020)

8 China

  • 8.1 China Computer Games Market Size (2015-2020)
  • 8.2 Computer Games Key Players in China (2019-2020)
  • 8.3 China Computer Games Market Size by Type (2015-2020)
  • 8.4 China Computer Games Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Computer Games Market Size (2015-2020)
  • 9.2 Computer Games Key Players in Japan (2019-2020)
  • 9.3 Japan Computer Games Market Size by Type (2015-2020)
  • 9.4 Japan Computer Games Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Computer Games Market Size (2015-2020)
  • 10.2 Computer Games Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Computer Games Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Computer Games Market Size by Application (2015-2020)

11 India

  • 11.1 India Computer Games Market Size (2015-2020)
  • 11.2 Computer Games Key Players in India (2019-2020)
  • 11.3 India Computer Games Market Size by Type (2015-2020)
  • 11.4 India Computer Games Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Computer Games Market Size (2015-2020)
  • 12.2 Computer Games Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Computer Games Market Size by Type (2015-2020)
  • 12.4 Central & South America Computer Games Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Tencent
    • 13.1.1 Tencent Company Details
    • 13.1.2 Tencent Business Overview and Its Total Revenue
    • 13.1.3 Tencent Computer Games Introduction
    • 13.1.4 Tencent Revenue in Computer Games Business (2015-2020))
    • 13.1.5 Tencent Recent Development
  • 13.2 37 Interactive Entertainment
    • 13.2.1 37 Interactive Entertainment Company Details
    • 13.2.2 37 Interactive Entertainment Business Overview and Its Total Revenue
    • 13.2.3 37 Interactive Entertainment Computer Games Introduction
    • 13.2.4 37 Interactive Entertainment Revenue in Computer Games Business (2015-2020)
    • 13.2.5 37 Interactive Entertainment Recent Development
  • 13.3 Kingnet
    • 13.3.1 Kingnet Company Details
    • 13.3.2 Kingnet Business Overview and Its Total Revenue
    • 13.3.3 Kingnet Computer Games Introduction
    • 13.3.4 Kingnet Revenue in Computer Games Business (2015-2020)
    • 13.3.5 Kingnet Recent Development
  • 13.4 Perfect World Game
    • 13.4.1 Perfect World Game Company Details
    • 13.4.2 Perfect World Game Business Overview and Its Total Revenue
    • 13.4.3 Perfect World Game Computer Games Introduction
    • 13.4.4 Perfect World Game Revenue in Computer Games Business (2015-2020)
    • 13.4.5 Perfect World Game Recent Development
  • 13.5 7 Road
    • 13.5.1 7 Road Company Details
    • 13.5.2 7 Road Business Overview and Its Total Revenue
    • 13.5.3 7 Road Computer Games Introduction
    • 13.5.4 7 Road Revenue in Computer Games Business (2015-2020)
    • 13.5.5 7 Road Recent Development
  • 13.6 Guanghuanzhong
    • 13.6.1 Guanghuanzhong Company Details
    • 13.6.2 Guanghuanzhong Business Overview and Its Total Revenue
    • 13.6.3 Guanghuanzhong Computer Games Introduction
    • 13.6.4 Guanghuanzhong Revenue in Computer Games Business (2015-2020)
    • 13.6.5 Guanghuanzhong Recent Development
  • 13.7 Travian
    • 13.7.1 Travian Company Details
    • 13.7.2 Travian Business Overview and Its Total Revenue
    • 13.7.3 Travian Computer Games Introduction
    • 13.7.4 Travian Revenue in Computer Games Business (2015-2020)
    • 13.7.5 Travian Recent Development
  • 13.8 Hattrick
    • 13.8.1 Hattrick Company Details
    • 13.8.2 Hattrick Business Overview and Its Total Revenue
    • 13.8.3 Hattrick Computer Games Introduction
    • 13.8.4 Hattrick Revenue in Computer Games Business (2015-2020)
    • 13.8.5 Hattrick Recent Development
  • 13.9 Youxigu
    • 13.9.1 Youxigu Company Details
    • 13.9.2 Youxigu Business Overview and Its Total Revenue
    • 13.9.3 Youxigu Computer Games Introduction
    • 13.9.4 Youxigu Revenue in Computer Games Business (2015-2020)
    • 13.9.5 Youxigu Recent Development
  • 13.10 Feiyin
    • 13.10.1 Feiyin Company Details
    • 13.10.2 Feiyin Business Overview and Its Total Revenue
    • 13.10.3 Feiyin Computer Games Introduction
    • 13.10.4 Feiyin Revenue in Computer Games Business (2015-2020)
    • 13.10.5 Feiyin Recent Development
  • 13.11 Youzu
    • 10.11.1 Youzu Company Details
    • 10.11.2 Youzu Business Overview and Its Total Revenue
    • 10.11.3 Youzu Computer Games Introduction
    • 10.11.4 Youzu Revenue in Computer Games Business (2015-2020)
    • 10.11.5 Youzu Recent Development
  • 13.12 China InterActive Corp
    • 10.12.1 China InterActive Corp Company Details
    • 10.12.2 China InterActive Corp Business Overview and Its Total Revenue
    • 10.12.3 China InterActive Corp Computer Games Introduction
    • 10.12.4 China InterActive Corp Revenue in Computer Games Business (2015-2020)
    • 10.12.5 China InterActive Corp Recent Development
  • 13.13 Jagex
    • 10.13.1 Jagex Company Details
    • 10.13.2 Jagex Business Overview and Its Total Revenue
    • 10.13.3 Jagex Computer Games Introduction
    • 10.13.4 Jagex Revenue in Computer Games Business (2015-2020)
    • 10.13.5 Jagex Recent Development
  • 13.14 KADOKAWA GAMES
    • 10.14.1 KADOKAWA GAMES Company Details
    • 10.14.2 KADOKAWA GAMES Business Overview and Its Total Revenue
    • 10.14.3 KADOKAWA GAMES Computer Games Introduction
    • 10.14.4 KADOKAWA GAMES Revenue in Computer Games Business (2015-2020)
    • 10.14.5 KADOKAWA GAMES Recent Development
  • 13.15 NetEase
    • 10.15.1 NetEase Company Details
    • 10.15.2 NetEase Business Overview and Its Total Revenue
    • 10.15.3 NetEase Computer Games Introduction
    • 10.15.4 NetEase Revenue in Computer Games Business (2015-2020)
    • 10.15.5 NetEase Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    This report focuses on the global Computer Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Computer Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

    The key players covered in this study
    Tencent
    37 Interactive Entertainment
    Kingnet
    Perfect World Game
    7 Road
    Guanghuanzhong
    Travian
    Hattrick
    Youxigu
    Feiyin
    Youzu
    China InterActive Corp
    Jagex
    KADOKAWA GAMES
    NetEase

    Market segment by Type, the product can be split into
    Webgame
    Client Game
    Market segment by Application, split into
    45 Years Old

    Market segment by Regions/Countries, this report covers
    North America
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

    The study objectives of this report are:
    To analyze global Computer Games status, future forecast, growth opportunity, key market and key players.
    To present the Computer Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by type, market and key regions.

    In this study, the years considered to estimate the market size of Computer Games are as follows:
    History Year: 2015-2019
    Base Year: 2019
    Estimated Year: 2020
    Forecast Year 2020 to 2026
    For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

    Buy now