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COVID-19 Impact on Global Electronic Entertainment Market Report, History and Forecast 2015-2026, Breakdown Data by Companies, Key Regions, Types and Application

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1 Market Overview of Electronic Entertainment

  • 1.1 Electronic Entertainment Market Overview
    • 1.1.1 Electronic Entertainment Product Scope
    • 1.1.2 Market Status and Outlook
  • 1.2 Global Electronic Entertainment Market Size Overview by Region 2015 VS 2020 VS 2026
  • 1.3 Global Electronic Entertainment Market Size by Region (2015-2026)
  • 1.4 Global Electronic Entertainment Historic Market Size by Region (2015-2020)
  • 1.5 Global Electronic Entertainment Market Size Forecast by Region (2021-2026)
  • 1.6 Key Regions, Electronic Entertainment Market Size YoY Growth (2015-2026)
    • 1.6.1 North America Electronic Entertainment Market Size YoY Growth (2015-2026)
    • 1.6.2 Europe Electronic Entertainment Market Size YoY Growth (2015-2026)
    • 1.6.3 Asia-Pacific Electronic Entertainment Market Size YoY Growth (2015-2026)
    • 1.6.4 Latin America Electronic Entertainment Market Size YoY Growth (2015-2026)
    • 1.6.5 Middle East & Africa Electronic Entertainment Market Size YoY Growth (2015-2026)

2 Electronic Entertainment Market Overview by Type

  • 2.1 Global Electronic Entertainment Market Size by Type: 2015 VS 2020 VS 2026
  • 2.2 Global Electronic Entertainment Historic Market Size by Type (2015-2020)
  • 2.3 Global Electronic Entertainment Forecasted Market Size by Type (2021-2026)
  • 2.4 Online Game
  • 2.5 Single Game
  • 2.6 Mobile Game
  • 2.7 VR and Others

3 Electronic Entertainment Market Overview By Age of End User

  • 3.1 Global Electronic Entertainment Market Size By Age of End User: 2015 VS 2020 VS 2026
  • 3.2 Global Electronic Entertainment Historic Market Size By Age of End User (2015-2020)
  • 3.3 Global Electronic Entertainment Forecasted Market Size By Age of End User (2021-2026)
  • 3.4 Personal
  • 3.5 Team

4 Global Electronic Entertainment Competition Analysis by Players

  • 4.1 Global Electronic Entertainment Market Size by Players (2015-2020)
  • 4.2 Global Top Manufacturers by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Electronic Entertainment as of 2019)
  • 4.3 Date of Key Manufacturers Enter into Electronic Entertainment Market
  • 4.4 Global Top Players Electronic Entertainment Headquarters and Area Served
  • 4.5 Key Players Electronic Entertainment Product Solution and Service
  • 4.6 Competitive Status
    • 4.6.1 Electronic Entertainment Market Concentration Rate
    • 4.6.2 Mergers & Acquisitions, Expansion Plans

5 Company (Top Players) Profiles and Key Data

  • 5.1 Activision Blizzard
    • 5.1.1 Activision Blizzard Profile
    • 5.1.2 Activision Blizzard Main Business
    • 5.1.3 Activision Blizzard Electronic Entertainment Products, Services and Solutions
    • 5.1.4 Activision Blizzard Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.1.5 Activision Blizzard Recent Developments
  • 5.2 Bandai Namco Entertainment
    • 5.2.1 Bandai Namco Entertainment Profile
    • 5.2.2 Bandai Namco Entertainment Main Business
    • 5.2.3 Bandai Namco Entertainment Electronic Entertainment Products, Services and Solutions
    • 5.2.4 Bandai Namco Entertainment Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.2.5 Bandai Namco Entertainment Recent Developments
  • 5.3 Capcom
    • 5.5.1 Capcom Profile
    • 5.3.2 Capcom Main Business
    • 5.3.3 Capcom Electronic Entertainment Products, Services and Solutions
    • 5.3.4 Capcom Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.3.5 Electronic Arts Recent Developments
  • 5.4 Electronic Arts
    • 5.4.1 Electronic Arts Profile
    • 5.4.2 Electronic Arts Main Business
    • 5.4.3 Electronic Arts Electronic Entertainment Products, Services and Solutions
    • 5.4.4 Electronic Arts Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.4.5 Electronic Arts Recent Developments
  • 5.5 Epic Games
    • 5.5.1 Epic Games Profile
    • 5.5.2 Epic Games Main Business
    • 5.5.3 Epic Games Electronic Entertainment Products, Services and Solutions
    • 5.5.4 Epic Games Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.5.5 Epic Games Recent Developments
  • 5.6 Konami
    • 5.6.1 Konami Profile
    • 5.6.2 Konami Main Business
    • 5.6.3 Konami Electronic Entertainment Products, Services and Solutions
    • 5.6.4 Konami Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.6.5 Konami Recent Developments
  • 5.7 Marvelous Inc
    • 5.7.1 Marvelous Inc Profile
    • 5.7.2 Marvelous Inc Main Business
    • 5.7.3 Marvelous Inc Electronic Entertainment Products, Services and Solutions
    • 5.7.4 Marvelous Inc Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.7.5 Marvelous Inc Recent Developments
  • 5.8 NCsoft
    • 5.8.1 NCsoft Profile
    • 5.8.2 NCsoft Main Business
    • 5.8.3 NCsoft Electronic Entertainment Products, Services and Solutions
    • 5.8.4 NCsoft Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.8.5 NCsoft Recent Developments
  • 5.9 NetEase
    • 5.9.1 NetEase Profile
    • 5.9.2 NetEase Main Business
    • 5.9.3 NetEase Electronic Entertainment Products, Services and Solutions
    • 5.9.4 NetEase Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.9.5 NetEase Recent Developments
  • 5.10 Nexon
    • 5.10.1 Nexon Profile
    • 5.10.2 Nexon Main Business
    • 5.10.3 Nexon Electronic Entertainment Products, Services and Solutions
    • 5.10.4 Nexon Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.10.5 Nexon Recent Developments
  • 5.11 Nintendo
    • 5.11.1 Nintendo Profile
    • 5.11.2 Nintendo Main Business
    • 5.11.3 Nintendo Electronic Entertainment Products, Services and Solutions
    • 5.11.4 Nintendo Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.11.5 Nintendo Recent Developments
  • 5.12 Nippon Ichi Software
    • 5.12.1 Nippon Ichi Software Profile
    • 5.12.2 Nippon Ichi Software Main Business
    • 5.12.3 Nippon Ichi Software Electronic Entertainment Products, Services and Solutions
    • 5.12.4 Nippon Ichi Software Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.12.5 Nippon Ichi Software Recent Developments
  • 5.13 Sega Corporation
    • 5.13.1 Sega Corporation Profile
    • 5.13.2 Sega Corporation Main Business
    • 5.13.3 Sega Corporation Electronic Entertainment Products, Services and Solutions
    • 5.13.4 Sega Corporation Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.13.5 Sega Corporation Recent Developments
  • 5.14 SNK Corporation
    • 5.14.1 SNK Corporation Profile
    • 5.14.2 SNK Corporation Main Business
    • 5.14.3 SNK Corporation Electronic Entertainment Products, Services and Solutions
    • 5.14.4 SNK Corporation Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.14.5 SNK Corporation Recent Developments
  • 5.15 Sony Interactive Entertainment
    • 5.15.1 Sony Interactive Entertainment Profile
    • 5.15.2 Sony Interactive Entertainment Main Business
    • 5.15.3 Sony Interactive Entertainment Electronic Entertainment Products, Services and Solutions
    • 5.15.4 Sony Interactive Entertainment Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.15.5 Sony Interactive Entertainment Recent Developments
  • 5.16 Square Enix Holdings
    • 5.16.1 Square Enix Holdings Profile
    • 5.16.2 Square Enix Holdings Main Business
    • 5.16.3 Square Enix Holdings Electronic Entertainment Products, Services and Solutions
    • 5.16.4 Square Enix Holdings Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.16.5 Square Enix Holdings Recent Developments
  • 5.17 Take-Two Interactive
    • 5.17.1 Take-Two Interactive Profile
    • 5.17.2 Take-Two Interactive Main Business
    • 5.17.3 Take-Two Interactive Electronic Entertainment Products, Services and Solutions
    • 5.17.4 Take-Two Interactive Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.17.5 Take-Two Interactive Recent Developments
  • 5.18 Tencent
    • 5.18.1 Tencent Profile
    • 5.18.2 Tencent Main Business
    • 5.18.3 Tencent Electronic Entertainment Products, Services and Solutions
    • 5.18.4 Tencent Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.18.5 Tencent Recent Developments
  • 5.19 Ubisoft
    • 5.19.1 Ubisoft Profile
    • 5.19.2 Ubisoft Main Business
    • 5.19.3 Ubisoft Electronic Entertainment Products, Services and Solutions
    • 5.19.4 Ubisoft Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.19.5 Ubisoft Recent Developments
  • 5.20 Xbox Game Studios
    • 5.20.1 Xbox Game Studios Profile
    • 5.20.2 Xbox Game Studios Main Business
    • 5.20.3 Xbox Game Studios Electronic Entertainment Products, Services and Solutions
    • 5.20.4 Xbox Game Studios Electronic Entertainment Revenue (US$ Million) & (2015-2020)
    • 5.20.5 Xbox Game Studios Recent Developments

6 North America

  • 6.1 North America Electronic Entertainment Market Size by Country
  • 6.2 United States
  • 6.3 Canada

7 Europe

  • 7.1 Europe Electronic Entertainment Market Size by Country
  • 7.2 Germany
  • 7.3 France
  • 7.4 U.K.
  • 7.5 Italy
  • 7.6 Russia
  • 7.7 Nordic
  • 7.8 Rest of Europe

8 Asia-Pacific

  • 8.1 Asia-Pacific Electronic Entertainment Market Size by Region
  • 8.2 China
  • 8.3 Japan
  • 8.4 South Korea
  • 8.5 Southeast Asia
  • 8.6 India
  • 8.7 Australia
  • 8.8 Rest of Asia-Pacific

9 Latin America

  • 9.1 Latin America Electronic Entertainment Market Size by Country
  • 9.2 Mexico
  • 9.3 Brazil
  • 9.4 Rest of Latin America

10 Middle East & Africa

  • 10.1 Middle East & Africa Electronic Entertainment Market Size by Country
  • 10.2 Turkey
  • 10.3 Saudi Arabia
  • 10.4 UAE
  • 10.5 Rest of Middle East & Africa

11 Electronic Entertainment Market Dynamics

  • 11.1 Industry Trends
  • 11.2 Market Drivers
  • 11.3 Market Challenges
  • 11.4 Market Restraints

12 Research Finding /Conclusion

    13 Methodology and Data Source

    • 13.1 Methodology/Research Approach
      • 13.1.1 Research Programs/Design
      • 13.1.2 Market Size Estimation
      • 13.1.3 Market Breakdown and Data Triangulation
    • 13.2 Data Source
      • 13.2.1 Secondary Sources
      • 13.2.2 Primary Sources
    • 13.3 Disclaimer

    An electronic game played by manipulating moving figures on a display screen, often designed for play on a special gaming console rather than a personal computer.


    Market Analysis and Insights: Global Electronic Entertainment Market
    The research report studies the Electronic Entertainment market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.
    The global Electronic Entertainment market size is projected to reach US$ XX million by 2026, from US$ XX million in 2020, at a CAGR of XX% during 2021-2026.
    Global Electronic Entertainment Scope and Segment
    The global Electronic Entertainment market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Electronic Entertainment 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 region (country), by Type, and by Application for the period 2015-2026.
    by Type, the market is primarily split into
    Online Game
    Single Game
    Mobile Game
    VR and Others
    By Age of End User, this report covers the following segments
    Personal
    Team
    Global Electronic Entertainment market: regional analysis, the major regions covered in the report are:
    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
    The report lists the major players in the regions and their respective market share on the basis of global revenue. It also explains their strategic moves in the past few years, investments in product innovation, and changes in leadership to stay ahead in the competition. This will give the reader an edge over others as a well-informed decision can be made looking at the holistic picture of the market.
    The Electronic Entertainment key players in this market include:
    Activision Blizzard
    Bandai Namco Entertainment
    Capcom
    Electronic Arts
    Epic Games
    Konami
    Marvelous Inc
    NCsoft
    NetEase
    Nexon
    Nintendo
    Nippon Ichi Software
    Sega Corporation
    SNK Corporation
    Sony Interactive Entertainment
    Square Enix Holdings
    Take-Two Interactive
    Tencent
    Ubisoft
    Xbox Game Studios

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