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Dynamics in Post-pandemic Global Games Industry: Supply and Demand, Markets and Prices 2021-2027

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Table of Contents

    1 Product Introduction and Overview

    • 1.1 Product Definition
    • 1.2 Product Specification
    • 1.3 Global Market Overview
      • 1.3.1 Global Games Market Status and Forecast (2016-2027)
      • 1.3.2 Global Games Sales Value CAGR by Region
    • 1.4 Market Drivers, Inhibitors
      • 1.4.1 Market Drivers
      • 1.4.2 Market Inhibitors
      • 1.4.3 COVID-19 Impact Analysis

    2 Global Games Supply by Company

    • 2.1 Global Games Sales Value by Company
    • 2.2 Games Sales Area of Main Manufacturers
    • 2.3 Trend of Concentration Rate

    3 Global and Regional Games Market Status by Category

    • 3.1 Games Category Introduction
      • 3.1.1 Online Game
      • 3.1.2 Offline Game
    • 3.2 Global Games Market by Category
    • 3.3 North America: by Category
    • 3.4 Europe: by Category
    • 3.5 Asia Pacific: by Category
    • 3.6 Central & South America: by Category
    • 3.7 Middle East & Africa: by Category

    4 Global and Regional Games Market Status by End User/Segment

    • 4.1 Games Segment by End User/Segment
      • 4.1.1 Amateur
      • 4.1.2 Professional
    • 4.2 Global Games Market by End User/Segment
    • 4.3 North America: by End User/Segment
    • 4.4 Europe: by End User/Segment
    • 4.5 Asia Pacific: by End User/Segment
    • 4.6 Central & South America: by End User/Segment
    • 4.7 Middle East & Africa: by End User/Segment

    5 Global Games Market Status by Region

    • 5.1 Global Games Market by Region
    • 5.2 North America Games Market Status
    • 5.3 Europe Games Market Status
    • 5.4 Asia Pacific Games Market Status
    • 5.5 Central & South America Games Market Status
    • 5.6 Middle East & Africa Games Market Status

    6 North America Games Market Status

    • 6.1 North America Games Market by Country
    • 6.2 United States
    • 6.3 Canada
    • 6.4 Mexico

    7 Europe Games Market Status

    • 7.1 Europe Games Market by Country
    • 7.2 Germany
    • 7.3 France
    • 7.4 UK
    • 7.5 Italy
    • 7.6 Russia
    • 7.7 Spain

    8 Asia Pacific Games Market Status

    • 8.1 Asia Pacific Games Market by Country
    • 8.2 China
    • 8.3 Japan
    • 8.4 Korea
    • 8.5 Southeast Asia
    • 8.6 India
    • 8.7 Australasia

    9 Central & South America Games Market Status

    • 9.1 Central & South America Games Market by Country
    • 9.2 Brazil
    • 9.3 Argentina
    • 9.4 Colombia

    10 Middle East & Africa Games Market Status

    • 10.1 Middle East & Africa Games Market by Country
    • 10.2 Iran
    • 10.3 Israel
    • 10.4 Turkey
    • 10.5 South Africa
    • 10.8 Saudi Arabia

    11 Major Downstream Customers Analysis

    • 11.1 Customer One Analysis
    • 11.2 Customer Two Analysis
    • 11.3 Customer Three Analysis
    • 11.4 Customer Four Analysis

    12 Global Games Market Forecast by Category and by End User/Segment

    • 12.1 Global Games Sales Value Forecast (2022-2027)
    • 12.2 Global Games Forecast by Category
    • 12.3 Global Games Forecast by End User/Segment

    13 Global Games Market Forecast by Region/Country

    • 13.1 Global Games Market Forecast by Region (2022-2027)
    • 13.2 North America Market Forecast
    • 13.3 Europe Market Forecast
    • 13.4 Asia Pacific Market Forecast
    • 13.5 Central & South America Market Forecast
    • 13.6 Middle East & Africa Market Forecast

    14 Key Participants Company Information

    • 14.1 Ubisoft
      • 14.1.1 Company Information
      • 14.1.2 Games Product Introduction
      • 14.1.3 Ubisoft Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.1.4 SWOT Analysis
    • 14.2 Tencent
      • 14.2.1 Company Information
      • 14.2.2 Games Product Introduction
      • 14.2.3 Tencent Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.2.4 SWOT Analysis
    • 14.3 Take-Two Interactive
      • 14.3.1 Company Information
      • 14.3.2 Games Product Introduction
      • 14.3.3 Take-Two Interactive Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.3.4 SWOT Analysis
    • 14.4 Square Enix
      • 14.4.1 Company Information
      • 14.4.2 Games Product Introduction
      • 14.4.3 Square Enix Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.4.4 SWOT Analysis
    • 14.5 Sony
      • 14.5.1 Company Information
      • 14.5.2 Games Product Introduction
      • 14.5.3 Sony Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.5.4 SWOT Analysis
    • 14.6 Sega
      • 14.6.1 Company Information
      • 14.6.2 Games Product Introduction
      • 14.6.3 Sega Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.6.4 SWOT Analysis
    • 14.7 Nintendo
      • 14.7.1 Company Information
      • 14.7.2 Games Product Introduction
      • 14.7.3 Nintendo Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.7.4 SWOT Analysis
    • 14.8 Nexon
      • 14.8.1 Company Information
      • 14.8.2 Games Product Introduction
      • 14.8.3 Nexon Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.8.4 SWOT Analysis
    • 14.9 NetEase
      • 14.9.1 Company Information
      • 14.9.2 Games Product Introduction
      • 14.9.3 NetEase Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.9.4 SWOT Analysis
    • 14.10 NetEase
      • 14.10.1 Company Information
      • 14.10.2 Games Product Introduction
      • 14.10.3 NetEase Games Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.10.4 SWOT Analysis
    • 14.11 Namco Bandai
    • 14.12 Microsoft
    • 14.13 King Digital Entertainment
    • 14.14 GungHo
    • 14.15 Google
    • 14.16 Electronic Arts
    • 14.17 DeNA
    • 14.18 ChangYou
    • 14.19 Apple
    • 14.20 Activision Blizzard

    15 Conclusion

      16 Methodology

      Covid-19 has impacted the supply and demand status for many industries along the supply chain. In this report a comprehensive analysis of current global Games market in terms of demand and supply environment is provided, as well as price trend currently and in the next few years. Global leading players are profiled with their revenue, market share, profit margin, major product portfolio and SWOT analysis. This report also includes global and regional market size and forecast, major product development trend and typical downstream segment scenario, under the context of market drivers and inhibitors analysis. According to this survey, the global Games market is estimated to have reached $ xx million in 2020, and projected to grow at a CAGR of xx% to $ xx million in 2027.

      Segmented by Category
      Online Game
      Offline Game

      Segmented by End User/Segment
      Amateur
      Professional

      Segmented by Country
      North America
      United States
      Canada
      Mexico
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Spain
      Asia Pacific
      China
      Japan
      Korea
      Southeast Asia
      India
      Australasia
      Central & South America
      Brazil
      Argentina
      Colombia
      Middle East & Africa
      Iran
      Israel
      Turkey
      South Africa
      Saudi Arabia

      Key manufacturers included in this survey
      Ubisoft
      Tencent
      Take-Two Interactive
      Square Enix
      Sony
      Sega
      Nintendo
      Nexon
      NetEase
      NetEase
      Namco Bandai
      Microsoft
      King Digital Entertainment
      GungHo
      Google
      Electronic Arts
      DeNA
      ChangYou
      Apple
      Activision Blizzard

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