Report Detail

Service & Software Covid-19 Impact on Global Entertainment Video Games Market Size, Status and Forecast 2020-2026

  • RnM3978147
  • |
  • 29 May, 2020
  • |
  • Global
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  • 158 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Entertainment Video Games market is segmented by Type, and by Device. Players, stakeholders, and other participants in the global Entertainment Video 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 Device in terms of revenue and forecast for the period 2015-2026.
Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 200 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Entertainment Video Games market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
This report also analyzes the impact of Coronavirus COVID-19 on the Entertainment Video Games industry.

The key players covered in this study
Blizzard Entertainment Inc
Riot Games
Nintendo
Valve Corporation
Rockstar Games
Electronic Arts
Activision Blizzard
Sony Computer Entertainment
Ubisoft
Tencent
NetEase
Sega Games Co.
Mojang
Epic Games
BioWare
Naughty Dog Inc
Square Enix Holdings Co. Ltd
Capcom Company Ltd
Bungie Inc
Microsoft Corporation
Bandai Namco Entertainment
Game Freak
Insomniac Games Inc
Infinity Ward
Take-Two Interactive Software Inc
Gameloft
NCSOFT
Nexon Co. Ltd

Market segment by Type, the product can be split into
Action Games
Adventure Games
Role-playing Games
Simulation Games
Strategy Games
Sports Games
Puzzle Games
Others
Market segment by Device, split into
PC and Mac
Smartphones and Tablets
PS4
VR/AR Headsets
Xbox One
Apple TV
Nintendo Switch
Others

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 Entertainment Video Games status, future forecast, growth opportunity, key market and key players.
To present the Entertainment Video 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 Entertainment Video 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 device, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Entertainment Video Games Revenue
  • 1.4 Covid-19 Implications on Market by Type
    • 1.4.1 Global Entertainment Video Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Action Games
    • 1.4.3 Adventure Games
    • 1.4.4 Role-playing Games
    • 1.4.5 Simulation Games
    • 1.4.6 Strategy Games
    • 1.4.7 Sports Games
    • 1.4.8 Puzzle Games
    • 1.4.9 Others
  • 1.5 Market by Application
    • 1.5.1 Global Entertainment Video Games Market Share by Device: 2020 VS 2026
    • 1.5.2 PC and Mac
    • 1.5.3 Smartphones and Tablets
    • 1.5.4 PS4
    • 1.5.5 VR/AR Headsets
    • 1.5.6 Xbox One
    • 1.5.7 Apple TV
    • 1.5.8 Nintendo Switch
    • 1.5.9 Others
  • 1.6 Coronavirus Disease 2019 (Covid-19): Entertainment Video Games Industry Impact
    • 1.6.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections
    • 1.6.2 Covid-19 Impact: Commodity Prices Indices
    • 1.6.3 Covid-19 Impact: Global Major Government Policy
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends

  • 2.1 Covid-19 Implications on Global Entertainment Video Games Market Perspective (2015-2026)
  • 2.2 Covid-19 Implications on Global Entertainment Video Games Growth Trends by Regions
    • 2.2.1 Entertainment Video Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Entertainment Video Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Entertainment Video 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 Entertainment Video Games Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Entertainment Video Games Players (Opinion Leaders)

3 Covid-19 Implications on Competition Landscape by Key Players

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

4 Covid-19 Implications on Market Size by Type (2015-2026)

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

5 Covid-19 Implications on Market Size by Device (2015-2026)

  • 5.1 Global Entertainment Video Games Market Size by Device (2015-2020)
  • 5.2 Global Entertainment Video Games Forecasted Market Size by Device (2021-2026)

6 North America Impact of COVID-19

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

7 Europe Impact of COVID-19

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

8 China Impact of COVID-19

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

9 Japan Impact of COVID-19

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

10 Southeast Asia Impact of COVID-19

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

11 India Impact of COVID-19

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

12 Central & South America Impact of COVID-19

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

13Key Players Profiles

  • 13.1 Blizzard Entertainment Inc
    • 13.1.1 Blizzard Entertainment Inc Company Details
    • 13.1.2 Blizzard Entertainment Inc Business Overview and Its Total Revenue
    • 13.1.3 Blizzard Entertainment Inc Entertainment Video Games Introduction
    • 13.1.4 Blizzard Entertainment Inc Revenue in Entertainment Video Games Business (2015-2020))
    • 13.1.5 Blizzard Entertainment Inc Recent Development and Reaction to COVID-19
  • 13.2 Riot Games
    • 13.2.1 Riot Games Company Details
    • 13.2.2 Riot Games Business Overview and Its Total Revenue
    • 13.2.3 Riot Games Entertainment Video Games Introduction
    • 13.2.4 Riot Games Revenue in Entertainment Video Games Business (2015-2020)
    • 13.2.5 Riot Games Recent Development and Reaction to COVID-19
  • 13.3 Nintendo
    • 13.3.1 Nintendo Company Details
    • 13.3.2 Nintendo Business Overview and Its Total Revenue
    • 13.3.3 Nintendo Entertainment Video Games Introduction
    • 13.3.4 Nintendo Revenue in Entertainment Video Games Business (2015-2020)
    • 13.3.5 Nintendo Recent Development and Reaction to COVID-19
  • 13.4 Valve Corporation
    • 13.4.1 Valve Corporation Company Details
    • 13.4.2 Valve Corporation Business Overview and Its Total Revenue
    • 13.4.3 Valve Corporation Entertainment Video Games Introduction
    • 13.4.4 Valve Corporation Revenue in Entertainment Video Games Business (2015-2020)
    • 13.4.5 Valve Corporation Recent Development and Reaction to COVID-19
  • 13.5 Rockstar Games
    • 13.5.1 Rockstar Games Company Details
    • 13.5.2 Rockstar Games Business Overview and Its Total Revenue
    • 13.5.3 Rockstar Games Entertainment Video Games Introduction
    • 13.5.4 Rockstar Games Revenue in Entertainment Video Games Business (2015-2020)
    • 13.5.5 Rockstar Games Recent Development and Reaction to COVID-19
  • 13.6 Electronic Arts
    • 13.6.1 Electronic Arts Company Details
    • 13.6.2 Electronic Arts Business Overview and Its Total Revenue
    • 13.6.3 Electronic Arts Entertainment Video Games Introduction
    • 13.6.4 Electronic Arts Revenue in Entertainment Video Games Business (2015-2020)
    • 13.6.5 Electronic Arts Recent Development and Reaction to COVID-19
  • 13.7 Activision Blizzard
    • 13.7.1 Activision Blizzard Company Details
    • 13.7.2 Activision Blizzard Business Overview and Its Total Revenue
    • 13.7.3 Activision Blizzard Entertainment Video Games Introduction
    • 13.7.4 Activision Blizzard Revenue in Entertainment Video Games Business (2015-2020)
    • 13.7.5 Activision Blizzard Recent Development and Reaction to COVID-19
  • 13.8 Sony Computer Entertainment
    • 13.8.1 Sony Computer Entertainment Company Details
    • 13.8.2 Sony Computer Entertainment Business Overview and Its Total Revenue
    • 13.8.3 Sony Computer Entertainment Entertainment Video Games Introduction
    • 13.8.4 Sony Computer Entertainment Revenue in Entertainment Video Games Business (2015-2020)
    • 13.8.5 Sony Computer Entertainment Recent Development and Reaction to COVID-19
  • 13.9 Ubisoft
    • 13.9.1 Ubisoft Company Details
    • 13.9.2 Ubisoft Business Overview and Its Total Revenue
    • 13.9.3 Ubisoft Entertainment Video Games Introduction
    • 13.9.4 Ubisoft Revenue in Entertainment Video Games Business (2015-2020)
    • 13.9.5 Ubisoft Recent Development and Reaction to COVID-19
  • 13.10 Tencent
    • 13.10.1 Tencent Company Details
    • 13.10.2 Tencent Business Overview and Its Total Revenue
    • 13.10.3 Tencent Entertainment Video Games Introduction
    • 13.10.4 Tencent Revenue in Entertainment Video Games Business (2015-2020)
    • 13.10.5 Tencent Recent Development and Reaction to COVID-19
  • 13.11 NetEase
    • 10.11.1 NetEase Company Details
    • 10.11.2 NetEase Business Overview and Its Total Revenue
    • 10.11.3 NetEase Entertainment Video Games Introduction
    • 10.11.4 NetEase Revenue in Entertainment Video Games Business (2015-2020)
    • 10.11.5 NetEase Recent Development and Reaction to COVID-19
  • 13.12 Sega Games Co.
    • 10.12.1 Sega Games Co. Company Details
    • 10.12.2 Sega Games Co. Business Overview and Its Total Revenue
    • 10.12.3 Sega Games Co. Entertainment Video Games Introduction
    • 10.12.4 Sega Games Co. Revenue in Entertainment Video Games Business (2015-2020)
    • 10.12.5 Sega Games Co. Recent Development and Reaction to COVID-19
  • 13.13 Mojang
    • 10.13.1 Mojang Company Details
    • 10.13.2 Mojang Business Overview and Its Total Revenue
    • 10.13.3 Mojang Entertainment Video Games Introduction
    • 10.13.4 Mojang Revenue in Entertainment Video Games Business (2015-2020)
    • 10.13.5 Mojang Recent Development and Reaction to COVID-19
  • 13.14 Epic Games
    • 10.14.1 Epic Games Company Details
    • 10.14.2 Epic Games Business Overview and Its Total Revenue
    • 10.14.3 Epic Games Entertainment Video Games Introduction
    • 10.14.4 Epic Games Revenue in Entertainment Video Games Business (2015-2020)
    • 10.14.5 Epic Games Recent Development and Reaction to COVID-19
  • 13.15 BioWare
    • 10.15.1 BioWare Company Details
    • 10.15.2 BioWare Business Overview and Its Total Revenue
    • 10.15.3 BioWare Entertainment Video Games Introduction
    • 10.15.4 BioWare Revenue in Entertainment Video Games Business (2015-2020)
    • 10.15.5 BioWare Recent Development and Reaction to COVID-19
  • 13.16 Naughty Dog Inc
    • 10.16.1 Naughty Dog Inc Company Details
    • 10.16.2 Naughty Dog Inc Business Overview and Its Total Revenue
    • 10.16.3 Naughty Dog Inc Entertainment Video Games Introduction
    • 10.16.4 Naughty Dog Inc Revenue in Entertainment Video Games Business (2015-2020)
    • 10.16.5 Naughty Dog Inc Recent Development and Reaction to COVID-19
  • 13.17 Square Enix Holdings Co. Ltd
    • 10.17.1 Square Enix Holdings Co. Ltd Company Details
    • 10.17.2 Square Enix Holdings Co. Ltd Business Overview and Its Total Revenue
    • 10.17.3 Square Enix Holdings Co. Ltd Entertainment Video Games Introduction
    • 10.17.4 Square Enix Holdings Co. Ltd Revenue in Entertainment Video Games Business (2015-2020)
    • 10.17.5 Square Enix Holdings Co. Ltd Recent Development and Reaction to COVID-19
  • 13.18 Capcom Company Ltd
    • 10.18.1 Capcom Company Ltd Company Details
    • 10.18.2 Capcom Company Ltd Business Overview and Its Total Revenue
    • 10.18.3 Capcom Company Ltd Entertainment Video Games Introduction
    • 10.18.4 Capcom Company Ltd Revenue in Entertainment Video Games Business (2015-2020)
    • 10.18.5 Capcom Company Ltd Recent Development and Reaction to COVID-19
  • 13.19 Bungie Inc
    • 10.19.1 Bungie Inc Company Details
    • 10.19.2 Bungie Inc Business Overview and Its Total Revenue
    • 10.19.3 Bungie Inc Entertainment Video Games Introduction
    • 10.19.4 Bungie Inc Revenue in Entertainment Video Games Business (2015-2020)
    • 10.19.5 Bungie Inc Recent Development and Reaction to COVID-19
  • 13.20 Microsoft Corporation
    • 10.20.1 Microsoft Corporation Company Details
    • 10.20.2 Microsoft Corporation Business Overview and Its Total Revenue
    • 10.20.3 Microsoft Corporation Entertainment Video Games Introduction
    • 10.20.4 Microsoft Corporation Revenue in Entertainment Video Games Business (2015-2020)
    • 10.20.5 Microsoft Corporation Recent Development and Reaction to COVID-19
  • 13.21 Bandai Namco Entertainment
    • 10.21.1 Bandai Namco Entertainment Company Details
    • 10.21.2 Bandai Namco Entertainment Business Overview and Its Total Revenue
    • 10.21.3 Bandai Namco Entertainment Entertainment Video Games Introduction
    • 10.21.4 Bandai Namco Entertainment Revenue in Entertainment Video Games Business (2015-2020)
    • 10.21.5 Bandai Namco Entertainment Recent Development and Reaction to COVID-19
  • 13.22 Game Freak
    • 10.22.1 Game Freak Company Details
    • 10.22.2 Game Freak Business Overview and Its Total Revenue
    • 10.22.3 Game Freak Entertainment Video Games Introduction
    • 10.22.4 Game Freak Revenue in Entertainment Video Games Business (2015-2020)
    • 10.22.5 Game Freak Recent Development and Reaction to COVID-19
  • 13.23 Insomniac Games Inc
    • 10.23.1 Insomniac Games Inc Company Details
    • 10.23.2 Insomniac Games Inc Business Overview and Its Total Revenue
    • 10.23.3 Insomniac Games Inc Entertainment Video Games Introduction
    • 10.23.4 Insomniac Games Inc Revenue in Entertainment Video Games Business (2015-2020)
    • 10.23.5 Insomniac Games Inc Recent Development and Reaction to COVID-19
  • 13.24 Infinity Ward
    • 10.24.1 Infinity Ward Company Details
    • 10.24.2 Infinity Ward Business Overview and Its Total Revenue
    • 10.24.3 Infinity Ward Entertainment Video Games Introduction
    • 10.24.4 Infinity Ward Revenue in Entertainment Video Games Business (2015-2020)
    • 10.24.5 Infinity Ward Recent Development and Reaction to COVID-19
  • 13.25 Take-Two Interactive Software Inc
    • 10.25.1 Take-Two Interactive Software Inc Company Details
    • 10.25.2 Take-Two Interactive Software Inc Business Overview and Its Total Revenue
    • 10.25.3 Take-Two Interactive Software Inc Entertainment Video Games Introduction
    • 10.25.4 Take-Two Interactive Software Inc Revenue in Entertainment Video Games Business (2015-2020)
    • 10.25.5 Take-Two Interactive Software Inc Recent Development and Reaction to COVID-19
  • 13.26 Gameloft
    • 10.26.1 Gameloft Company Details
    • 10.26.2 Gameloft Business Overview and Its Total Revenue
    • 10.26.3 Gameloft Entertainment Video Games Introduction
    • 10.26.4 Gameloft Revenue in Entertainment Video Games Business (2015-2020)
    • 10.26.5 Gameloft Recent Development and Reaction to COVID-19
  • 13.27 NCSOFT
    • 10.27.1 NCSOFT Company Details
    • 10.27.2 NCSOFT Business Overview and Its Total Revenue
    • 10.27.3 NCSOFT Entertainment Video Games Introduction
    • 10.27.4 NCSOFT Revenue in Entertainment Video Games Business (2015-2020)
    • 10.27.5 NCSOFT Recent Development and Reaction to COVID-19
  • 13.28 Nexon Co. Ltd
    • 10.28.1 Nexon Co. Ltd Company Details
    • 10.28.2 Nexon Co. Ltd Business Overview and Its Total Revenue
    • 10.28.3 Nexon Co. Ltd Entertainment Video Games Introduction
    • 10.28.4 Nexon Co. Ltd Revenue in Entertainment Video Games Business (2015-2020)
    • 10.28.5 Nexon Co. Ltd Recent Development and Reaction to COVID-19

14Analyst's Viewpoints/Conclusions

    15Appendix

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

    Summary:
    Get latest Market Research Reports on Entertainment Video Games. Industry analysis & Market Report on Entertainment Video Games is a syndicated market report, published as Covid-19 Impact on Global Entertainment Video Games Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Entertainment Video Games market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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