A gaming is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period.
In 2018, the global Gaming market size was 109100 million US$ and it is expected to reach 287900 million US$ by the end of 2025, with a CAGR of 12.9% during 2019-2025.
This report focuses on the global Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gaming development in United States, Europe and China.
The key players covered in this study
    Activision Blizzard
    Electronic Arts
    Microsoft
    NetEase
    Nintendo
    Sony
    Tencent
    ChangYou
    DeNA
    GungHo
    Apple
    Google
    Nexon
    Sega
    Warner Bros 
    Namco Bandai
    Ubisoft
    Square Enix
    Take-Two Interactive
    King Digital Entertainment
Market segment by Type, the product can be split into
    Mobile Gaming 
    Console Gaming
    PC Gaming
Market segment by Application, split into
    Amateur
    Professional
Market segment by Regions/Countries, this report covers
    United States
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America
The study objectives of this report are:
    To analyze global Gaming status, future forecast, growth opportunity, key market and key players.
    To present the Gaming development in United States, Europe and China.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Gaming are as follows:
    History Year: 2014-2018
    Base Year: 2018
    Estimated Year: 2019
    Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Summary: 
Get latest Market Research Reports on Gaming. Industry analysis & Market Report on Gaming is a syndicated market report, published as Global Gaming Market Size, Status and Forecast 2019-2025. It is complete Research Study and Industry Analysis of Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.