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Global and Japan Digital Games Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Digital Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Digital
    • 1.2.3 Physical
  • 1.3 Market by Application
    • 1.3.1 Global Digital Games Market Share by Application: 2020 VS 2026
    • 1.3.2 Private
    • 1.3.3 Commercial
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Digital Games Market Perspective (2015-2026)
  • 2.2 Global Digital Games Growth Trends by Regions
    • 2.2.1 Digital Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Digital Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Digital Games 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 Games Players by Market Size
    • 3.1.1 Global Top Digital Games Players by Revenue (2015-2020)
    • 3.1.2 Global Digital Games Revenue Market Share by Players (2015-2020)
  • 3.2 Global Digital Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Digital Games Revenue
  • 3.4 Global Digital Games Market Concentration Ratio
    • 3.4.1 Global Digital Games Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Digital Games Revenue in 2019
  • 3.5 Key Players Digital Games Area Served
  • 3.6 Key Players Digital Games Product Solution and Service
  • 3.7 Date of Enter into Digital Games Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

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

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

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

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

6 North America

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

7 Europe

  • 7.1 Europe Digital Games Market Size (2015-2026)
  • 7.2 Europe Digital Games Market Size by Type (2015-2020)
  • 7.3 Europe Digital Games Market Size by Application (2015-2020)
  • 7.4 Europe Digital Games 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 Games Market Size (2015-2026)
  • 8.2 China Digital Games Market Size by Type (2015-2020)
  • 8.3 China Digital Games Market Size by Application (2015-2020)
  • 8.4 China Digital Games 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 Games Market Size (2015-2026)
  • 9.2 Japan Digital Games Market Size by Type (2015-2020)
  • 9.3 Japan Digital Games Market Size by Application (2015-2020)
  • 9.4 Japan Digital Games Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Digital Games Market Size (2015-2026)
  • 10.2 Southeast Asia Digital Games Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Digital Games Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Digital Games 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 Behavior Interactive
    • 11.1.1 Behavior Interactive Company Details
    • 11.1.2 Behavior Interactive Business Overview
    • 11.1.3 Behavior Interactive Digital Games Introduction
    • 11.1.4 Behavior Interactive Revenue in Digital Games Business (2015-2020))
    • 11.1.5 Behavior Interactive Recent Development
  • 11.2 Activision Blizzard
    • 11.2.1 Activision Blizzard Company Details
    • 11.2.2 Activision Blizzard Business Overview
    • 11.2.3 Activision Blizzard Digital Games Introduction
    • 11.2.4 Activision Blizzard Revenue in Digital Games Business (2015-2020)
    • 11.2.5 Activision Blizzard Recent Development
  • 11.3 Asobo Studio
    • 11.3.1 Asobo Studio Company Details
    • 11.3.2 Asobo Studio Business Overview
    • 11.3.3 Asobo Studio Digital Games Introduction
    • 11.3.4 Asobo Studio Revenue in Digital Games Business (2015-2020)
    • 11.3.5 Asobo Studio Recent Development
  • 11.4 CCP
    • 11.4.1 CCP Company Details
    • 11.4.2 CCP Business Overview
    • 11.4.3 CCP Digital Games Introduction
    • 11.4.4 CCP Revenue in Digital Games Business (2015-2020)
    • 11.4.5 CCP Recent Development
  • 11.5 Changyou
    • 11.5.1 Changyou Company Details
    • 11.5.2 Changyou Business Overview
    • 11.5.3 Changyou Digital Games Introduction
    • 11.5.4 Changyou Revenue in Digital Games Business (2015-2020)
    • 11.5.5 Changyou Recent Development
  • 11.6 Cryptic Studios
    • 11.6.1 Cryptic Studios Company Details
    • 11.6.2 Cryptic Studios Business Overview
    • 11.6.3 Cryptic Studios Digital Games Introduction
    • 11.6.4 Cryptic Studios Revenue in Digital Games Business (2015-2020)
    • 11.6.5 Cryptic Studios Recent Development
  • 11.7 4A Games
    • 11.7.1 4A Games Company Details
    • 11.7.2 4A Games Business Overview
    • 11.7.3 4A Games Digital Games Introduction
    • 11.7.4 4A Games Revenue in Digital Games Business (2015-2020)
    • 11.7.5 4A Games Recent Development
  • 11.8 GameHouse
    • 11.8.1 GameHouse Company Details
    • 11.8.2 GameHouse Business Overview
    • 11.8.3 GameHouse Digital Games Introduction
    • 11.8.4 GameHouse Revenue in Digital Games Business (2015-2020)
    • 11.8.5 GameHouse Recent Development
  • 11.9 Electronic Arts
    • 11.9.1 Electronic Arts Company Details
    • 11.9.2 Electronic Arts Business Overview
    • 11.9.3 Electronic Arts Digital Games Introduction
    • 11.9.4 Electronic Arts Revenue in Digital Games Business (2015-2020)
    • 11.9.5 Electronic Arts Recent Development
  • 11.10 Gamelion
    • 11.10.1 Gamelion Company Details
    • 11.10.2 Gamelion Business Overview
    • 11.10.3 Gamelion Digital Games Introduction
    • 11.10.4 Gamelion Revenue in Digital Games Business (2015-2020)
    • 11.10.5 Gamelion Recent Development
  • 11.11 Konami
    • 10.11.1 Konami Company Details
    • 10.11.2 Konami Business Overview
    • 10.11.3 Konami Digital Games Introduction
    • 10.11.4 Konami Revenue in Digital Games Business (2015-2020)
    • 10.11.5 Konami Recent Development
  • 11.12 Microsoft
    • 10.12.1 Microsoft Company Details
    • 10.12.2 Microsoft Business Overview
    • 10.12.3 Microsoft Digital Games Introduction
    • 10.12.4 Microsoft Revenue in Digital Games Business (2015-2020)
    • 10.12.5 Microsoft Recent Development
  • 11.13 Nexon
    • 10.13.1 Nexon Company Details
    • 10.13.2 Nexon Business Overview
    • 10.13.3 Nexon Digital Games Introduction
    • 10.13.4 Nexon Revenue in Digital Games Business (2015-2020)
    • 10.13.5 Nexon Recent Development
  • 11.14 Rovio Entertainment
    • 10.14.1 Rovio Entertainment Company Details
    • 10.14.2 Rovio Entertainment Business Overview
    • 10.14.3 Rovio Entertainment Digital Games Introduction
    • 10.14.4 Rovio Entertainment Revenue in Digital Games Business (2015-2020)
    • 10.14.5 Rovio Entertainment Recent Development
  • 11.15 Ubisoft Entertainment
    • 10.15.1 Ubisoft Entertainment Company Details
    • 10.15.2 Ubisoft Entertainment Business Overview
    • 10.15.3 Ubisoft Entertainment Digital Games Introduction
    • 10.15.4 Ubisoft Entertainment Revenue in Digital Games Business (2015-2020)
    • 10.15.5 Ubisoft Entertainment Recent Development
  • 11.16 Warner Bros
    • 10.16.1 Warner Bros Company Details
    • 10.16.2 Warner Bros Business Overview
    • 10.16.3 Warner Bros Digital Games Introduction
    • 10.16.4 Warner Bros Revenue in Digital Games Business (2015-2020)
    • 10.16.5 Warner Bros Recent Development
  • 11.17 The Lego
    • 10.17.1 The Lego Company Details
    • 10.17.2 The Lego Business Overview
    • 10.17.3 The Lego Digital Games Introduction
    • 10.17.4 The Lego Revenue in Digital Games Business (2015-2020)
    • 10.17.5 The Lego Recent Development
  • 11.18 GungHo Entertainment
    • 10.18.1 GungHo Entertainment Company Details
    • 10.18.2 GungHo Entertainment Business Overview
    • 10.18.3 GungHo Entertainment Digital Games Introduction
    • 10.18.4 GungHo Entertainment Revenue in Digital Games Business (2015-2020)
    • 10.18.5 GungHo Entertainment 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

    Global Digital Games Scope and Market Size
    Digital Games market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Digital Games 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
    Digital
    Physical

    Market segment by Application, split into
    Private
    Commercial

    Based on regional and country-level analysis, the Digital Games 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 Games 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
    Behavior Interactive
    Activision Blizzard
    Asobo Studio
    CCP
    Changyou
    Cryptic Studios
    4A Games
    GameHouse
    Electronic Arts
    Gamelion
    Konami
    Microsoft
    Nexon
    Rovio Entertainment
    Ubisoft Entertainment
    Warner Bros
    The Lego
    GungHo Entertainment

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