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Global Gaming Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Gaming Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Mobile Gaming
      • 1.4.3 Console Gaming
      • 1.4.4 PC Gaming
    • 1.5 Market by Application
      • 1.5.1 Global Gaming Market Share by Application (2014-2025)
      • 1.5.2 Amateur
      • 1.5.3 Professional
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Gaming Market Size
    • 2.2 Gaming Growth Trends by Regions
      • 2.2.1 Gaming Market Size by Regions (2014-2025)
      • 2.2.2 Gaming Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Gaming Market Size by Manufacturers
      • 3.1.1 Global Gaming Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Gaming Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.2 Gaming Key Players Head office and Area Served
    • 3.3 Key Players Gaming Product/Solution/Service
    • 3.4 Date of Enter into Gaming Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Gaming Market Size by Type (2014-2019)
    • 4.2 Global Gaming Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Gaming Market Size (2014-2019)
    • 5.2 Gaming Key Players in United States
    • 5.3 United States Gaming Market Size by Type
    • 5.4 United States Gaming Market Size by Application

    6 Europe

    • 6.1 Europe Gaming Market Size (2014-2019)
    • 6.2 Gaming Key Players in Europe
    • 6.3 Europe Gaming Market Size by Type
    • 6.4 Europe Gaming Market Size by Application

    7 China

    • 7.1 China Gaming Market Size (2014-2019)
    • 7.2 Gaming Key Players in China
    • 7.3 China Gaming Market Size by Type
    • 7.4 China Gaming Market Size by Application

    8 Japan

    • 8.1 Japan Gaming Market Size (2014-2019)
    • 8.2 Gaming Key Players in Japan
    • 8.3 Japan Gaming Market Size by Type
    • 8.4 Japan Gaming Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Gaming Market Size (2014-2019)
    • 9.2 Gaming Key Players in Southeast Asia
    • 9.3 Southeast Asia Gaming Market Size by Type
    • 9.4 Southeast Asia Gaming Market Size by Application

    10 India

    • 10.1 India Gaming Market Size (2014-2019)
    • 10.2 Gaming Key Players in India
    • 10.3 India Gaming Market Size by Type
    • 10.4 India Gaming Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Gaming Market Size (2014-2019)
    • 11.2 Gaming Key Players in Central & South America
    • 11.3 Central & South America Gaming Market Size by Type
    • 11.4 Central & South America Gaming Market Size by Application

    12 International Players Profiles

    • 12.1 Activision Blizzard
      • 12.1.1 Activision Blizzard Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Gaming Introduction
      • 12.1.4 Activision Blizzard Revenue in Gaming Business (2014-2019)
      • 12.1.5 Activision Blizzard Recent Development
    • 12.2 Electronic Arts
      • 12.2.1 Electronic Arts Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Gaming Introduction
      • 12.2.4 Electronic Arts Revenue in Gaming Business (2014-2019)
      • 12.2.5 Electronic Arts Recent Development
    • 12.3 Microsoft
      • 12.3.1 Microsoft Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Gaming Introduction
      • 12.3.4 Microsoft Revenue in Gaming Business (2014-2019)
      • 12.3.5 Microsoft Recent Development
    • 12.4 NetEase
      • 12.4.1 NetEase Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Gaming Introduction
      • 12.4.4 NetEase Revenue in Gaming Business (2014-2019)
      • 12.4.5 NetEase Recent Development
    • 12.5 Nintendo
      • 12.5.1 Nintendo Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Gaming Introduction
      • 12.5.4 Nintendo Revenue in Gaming Business (2014-2019)
      • 12.5.5 Nintendo Recent Development
    • 12.6 Sony
      • 12.6.1 Sony Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Gaming Introduction
      • 12.6.4 Sony Revenue in Gaming Business (2014-2019)
      • 12.6.5 Sony Recent Development
    • 12.7 Tencent
      • 12.7.1 Tencent Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Gaming Introduction
      • 12.7.4 Tencent Revenue in Gaming Business (2014-2019)
      • 12.7.5 Tencent Recent Development
    • 12.8 ChangYou
      • 12.8.1 ChangYou Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Gaming Introduction
      • 12.8.4 ChangYou Revenue in Gaming Business (2014-2019)
      • 12.8.5 ChangYou Recent Development
    • 12.9 DeNA
      • 12.9.1 DeNA Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Gaming Introduction
      • 12.9.4 DeNA Revenue in Gaming Business (2014-2019)
      • 12.9.5 DeNA Recent Development
    • 12.10 GungHo
      • 12.10.1 GungHo Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Gaming Introduction
      • 12.10.4 GungHo Revenue in Gaming Business (2014-2019)
      • 12.10.5 GungHo Recent Development
    • 12.11 Apple
    • 12.12 Google
    • 12.13 Nexon
    • 12.14 Sega
    • 12.15 Warner Bros
    • 12.16 Namco Bandai
    • 12.17 Ubisoft
    • 12.18 Square Enix
    • 12.19 Take-Two Interactive
    • 12.20 King Digital Entertainment

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      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.

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