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Global Electronic Entertainment Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Market Analysis by Type
    • 1.3.1 Global Electronic Entertainment Market Size Growth Rate by Type: 2020 VS 2026
    • 1.3.2 Online Game
    • 1.3.3 Single Game
    • 1.3.4 Mobile Game
    • 1.3.5 VR and Others
  • 1.4 Market by Application
    • 1.4.1 Global Electronic Entertainment Market Share By Age of End User: 2020 VS 2026
    • 1.4.2 Personal
    • 1.4.3 Team
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Global Growth Trends

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

3 Competition Landscape by Key Players

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

4 Electronic Entertainment Breakdown Data by Type

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

5 Electronic Entertainment Breakdown Data By Age of End User

  • 5.1 Global Electronic Entertainment Historic Market Size By Age of End User (2015-2020)
  • 5.2 Global Electronic Entertainment Forecasted Market Size By Age of End User (2021-2026)

6 North America

  • 6.1 North America Electronic Entertainment Market Size (2015-2026)
  • 6.2 North America Electronic Entertainment Market Size by Type (2015-2020)
  • 6.3 North America Electronic Entertainment Market Size By Age of End User (2015-2020)
  • 6.4 North America Electronic Entertainment Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Electronic Entertainment Market Size (2015-2026)
  • 7.2 Europe Electronic Entertainment Market Size by Type (2015-2020)
  • 7.3 Europe Electronic Entertainment Market Size By Age of End User (2015-2020)
  • 7.4 Europe Electronic Entertainment 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

8 Asia-Pacific

  • 8.1 Asia-Pacific Electronic Entertainment Market Size (2015-2026)
  • 8.2 Asia-Pacific Electronic Entertainment Market Size by Type (2015-2020)
  • 8.3 Asia-Pacific Electronic Entertainment Market Size By Age of End User (2015-2020)
  • 8.4 Asia-Pacific Electronic Entertainment 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

9 Latin America

  • 9.1 Latin America Electronic Entertainment Market Size (2015-2026)
  • 9.2 Latin America Electronic Entertainment Market Size by Type (2015-2020)
  • 9.3 Latin America Electronic Entertainment Market Size By Age of End User (2015-2020)
  • 9.4 Latin America Electronic Entertainment Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Middle East & Africa

  • 10.1 Middle East & Africa Electronic Entertainment Market Size (2015-2026)
  • 10.2 Middle East & Africa Electronic Entertainment Market Size by Type (2015-2020)
  • 10.3 Middle East & Africa Electronic Entertainment Market Size by Application (2015-2020)
  • 10.4 Middle East & Africa Electronic Entertainment Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE

11Key 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 Electronic Entertainment Introduction
    • 11.1.4 Activision Blizzard Revenue in Electronic Entertainment Business (2015-2020))
    • 11.1.5 Activision Blizzard Recent Development
  • 11.2 Bandai Namco Entertainment
    • 11.2.1 Bandai Namco Entertainment Company Details
    • 11.2.2 Bandai Namco Entertainment Business Overview
    • 11.2.3 Bandai Namco Entertainment Electronic Entertainment Introduction
    • 11.2.4 Bandai Namco Entertainment Revenue in Electronic Entertainment Business (2015-2020)
    • 11.2.5 Bandai Namco Entertainment Recent Development
  • 11.3 Capcom
    • 11.3.1 Capcom Company Details
    • 11.3.2 Capcom Business Overview
    • 11.3.3 Capcom Electronic Entertainment Introduction
    • 11.3.4 Capcom Revenue in Electronic Entertainment Business (2015-2020)
    • 11.3.5 Capcom Recent Development
  • 11.4 Electronic Arts
    • 11.4.1 Electronic Arts Company Details
    • 11.4.2 Electronic Arts Business Overview
    • 11.4.3 Electronic Arts Electronic Entertainment Introduction
    • 11.4.4 Electronic Arts Revenue in Electronic Entertainment Business (2015-2020)
    • 11.4.5 Electronic Arts Recent Development
  • 11.5 Epic Games
    • 11.5.1 Epic Games Company Details
    • 11.5.2 Epic Games Business Overview
    • 11.5.3 Epic Games Electronic Entertainment Introduction
    • 11.5.4 Epic Games Revenue in Electronic Entertainment Business (2015-2020)
    • 11.5.5 Epic Games Recent Development
  • 11.6 Konami
    • 11.6.1 Konami Company Details
    • 11.6.2 Konami Business Overview
    • 11.6.3 Konami Electronic Entertainment Introduction
    • 11.6.4 Konami Revenue in Electronic Entertainment Business (2015-2020)
    • 11.6.5 Konami Recent Development
  • 11.7 Marvelous Inc
    • 11.7.1 Marvelous Inc Company Details
    • 11.7.2 Marvelous Inc Business Overview
    • 11.7.3 Marvelous Inc Electronic Entertainment Introduction
    • 11.7.4 Marvelous Inc Revenue in Electronic Entertainment Business (2015-2020)
    • 11.7.5 Marvelous Inc Recent Development
  • 11.8 NCsoft
    • 11.8.1 NCsoft Company Details
    • 11.8.2 NCsoft Business Overview
    • 11.8.3 NCsoft Electronic Entertainment Introduction
    • 11.8.4 NCsoft Revenue in Electronic Entertainment Business (2015-2020)
    • 11.8.5 NCsoft Recent Development
  • 11.9 NetEase
    • 11.9.1 NetEase Company Details
    • 11.9.2 NetEase Business Overview
    • 11.9.3 NetEase Electronic Entertainment Introduction
    • 11.9.4 NetEase Revenue in Electronic Entertainment Business (2015-2020)
    • 11.9.5 NetEase Recent Development
  • 11.10 Nexon
    • 11.10.1 Nexon Company Details
    • 11.10.2 Nexon Business Overview
    • 11.10.3 Nexon Electronic Entertainment Introduction
    • 11.10.4 Nexon Revenue in Electronic Entertainment Business (2015-2020)
    • 11.10.5 Nexon Recent Development
  • 11.11 Nintendo
    • 10.11.1 Nintendo Company Details
    • 10.11.2 Nintendo Business Overview
    • 10.11.3 Nintendo Electronic Entertainment Introduction
    • 10.11.4 Nintendo Revenue in Electronic Entertainment Business (2015-2020)
    • 10.11.5 Nintendo Recent Development
  • 11.12 Nippon Ichi Software
    • 10.12.1 Nippon Ichi Software Company Details
    • 10.12.2 Nippon Ichi Software Business Overview
    • 10.12.3 Nippon Ichi Software Electronic Entertainment Introduction
    • 10.12.4 Nippon Ichi Software Revenue in Electronic Entertainment Business (2015-2020)
    • 10.12.5 Nippon Ichi Software Recent Development
  • 11.13 Sega Corporation
    • 10.13.1 Sega Corporation Company Details
    • 10.13.2 Sega Corporation Business Overview
    • 10.13.3 Sega Corporation Electronic Entertainment Introduction
    • 10.13.4 Sega Corporation Revenue in Electronic Entertainment Business (2015-2020)
    • 10.13.5 Sega Corporation Recent Development
  • 11.14 SNK Corporation
    • 10.14.1 SNK Corporation Company Details
    • 10.14.2 SNK Corporation Business Overview
    • 10.14.3 SNK Corporation Electronic Entertainment Introduction
    • 10.14.4 SNK Corporation Revenue in Electronic Entertainment Business (2015-2020)
    • 10.14.5 SNK Corporation Recent Development
  • 11.15 Sony Interactive Entertainment
    • 10.15.1 Sony Interactive Entertainment Company Details
    • 10.15.2 Sony Interactive Entertainment Business Overview
    • 10.15.3 Sony Interactive Entertainment Electronic Entertainment Introduction
    • 10.15.4 Sony Interactive Entertainment Revenue in Electronic Entertainment Business (2015-2020)
    • 10.15.5 Sony Interactive Entertainment Recent Development
  • 11.16 Square Enix Holdings
    • 10.16.1 Square Enix Holdings Company Details
    • 10.16.2 Square Enix Holdings Business Overview
    • 10.16.3 Square Enix Holdings Electronic Entertainment Introduction
    • 10.16.4 Square Enix Holdings Revenue in Electronic Entertainment Business (2015-2020)
    • 10.16.5 Square Enix Holdings Recent Development
  • 11.17 Take-Two Interactive
    • 10.17.1 Take-Two Interactive Company Details
    • 10.17.2 Take-Two Interactive Business Overview
    • 10.17.3 Take-Two Interactive Electronic Entertainment Introduction
    • 10.17.4 Take-Two Interactive Revenue in Electronic Entertainment Business (2015-2020)
    • 10.17.5 Take-Two Interactive Recent Development
  • 11.18 Tencent
    • 10.18.1 Tencent Company Details
    • 10.18.2 Tencent Business Overview
    • 10.18.3 Tencent Electronic Entertainment Introduction
    • 10.18.4 Tencent Revenue in Electronic Entertainment Business (2015-2020)
    • 10.18.5 Tencent Recent Development
  • 11.19 Ubisoft
    • 10.19.1 Ubisoft Company Details
    • 10.19.2 Ubisoft Business Overview
    • 10.19.3 Ubisoft Electronic Entertainment Introduction
    • 10.19.4 Ubisoft Revenue in Electronic Entertainment Business (2015-2020)
    • 10.19.5 Ubisoft Recent Development
  • 11.20 Xbox Game Studios
    • 10.20.1 Xbox Game Studios Company Details
    • 10.20.2 Xbox Game Studios Business Overview
    • 10.20.3 Xbox Game Studios Electronic Entertainment Introduction
    • 10.20.4 Xbox Game Studios Revenue in Electronic Entertainment Business (2015-2020)
    • 10.20.5 Xbox Game Studios Recent Development

12Analyst's Viewpoints/Conclusions

    13Appendix

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

    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 Type and By Age of End User in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    Online Game
    Single Game
    Mobile Game
    VR and Others

    Market segment By Age of End User, split into
    Personal
    Team

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

    In the competitive analysis section of the report, leading as well as prominent players of the global Electronic Entertainment 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
    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

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