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Global and Japan Online Gaming Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Online Gaming Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Smartphones Online Gaming
    • 1.2.3 PCs Online Gaming
    • 1.2.4 Others
  • 1.3 Market by Application
    • 1.3.1 Global Online Gaming Market Share by Application: 2020 VS 2026
    • 1.3.2 Child
    • 1.3.3 Adult
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

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

3 Competition Landscape by Key Players

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

4 Online Gaming Breakdown Data by Type (2015-2026)

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

5 Online Gaming Breakdown Data by Application (2015-2026)

  • 5.1 Global Online Gaming Historic Market Size by Application (2015-2020)
  • 5.2 Global Online Gaming Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Online Gaming Market Size (2015-2026)
  • 6.2 North America Online Gaming Market Size by Type (2015-2020)
  • 6.3 North America Online Gaming Market Size by Application (2015-2020)
  • 6.4 North America Online Gaming Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Online Gaming Market Size (2015-2026)
  • 7.2 Europe Online Gaming Market Size by Type (2015-2020)
  • 7.3 Europe Online Gaming Market Size by Application (2015-2020)
  • 7.4 Europe Online Gaming 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
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Online Gaming Market Size (2015-2026)
  • 8.2 China Online Gaming Market Size by Type (2015-2020)
  • 8.3 China Online Gaming Market Size by Application (2015-2020)
  • 8.4 China Online Gaming 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
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Online Gaming Market Size (2015-2026)
  • 9.2 Japan Online Gaming Market Size by Type (2015-2020)
  • 9.3 Japan Online Gaming Market Size by Application (2015-2020)
  • 9.4 Japan Online Gaming Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Online Gaming Market Size (2015-2026)
  • 10.2 Southeast Asia Online Gaming Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Online Gaming Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Online Gaming Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Blizzard
    • 11.1.1 Blizzard Company Details
    • 11.1.2 Blizzard Business Overview
    • 11.1.3 Blizzard Online Gaming Introduction
    • 11.1.4 Blizzard Revenue in Online Gaming Business (2015-2020))
    • 11.1.5 Blizzard Recent Development
  • 11.2 Electronic Arts
    • 11.2.1 Electronic Arts Company Details
    • 11.2.2 Electronic Arts Business Overview
    • 11.2.3 Electronic Arts Online Gaming Introduction
    • 11.2.4 Electronic Arts Revenue in Online Gaming Business (2015-2020)
    • 11.2.5 Electronic Arts Recent Development
  • 11.3 Giant Interactive Group
    • 11.3.1 Giant Interactive Group Company Details
    • 11.3.2 Giant Interactive Group Business Overview
    • 11.3.3 Giant Interactive Group Online Gaming Introduction
    • 11.3.4 Giant Interactive Group Revenue in Online Gaming Business (2015-2020)
    • 11.3.5 Giant Interactive Group Recent Development
  • 11.4 GungHo Online Entertainment
    • 11.4.1 GungHo Online Entertainment Company Details
    • 11.4.2 GungHo Online Entertainment Business Overview
    • 11.4.3 GungHo Online Entertainment Online Gaming Introduction
    • 11.4.4 GungHo Online Entertainment Revenue in Online Gaming Business (2015-2020)
    • 11.4.5 GungHo Online Entertainment Recent Development
  • 11.5 King Digital Entertainment
    • 11.5.1 King Digital Entertainment Company Details
    • 11.5.2 King Digital Entertainment Business Overview
    • 11.5.3 King Digital Entertainment Online Gaming Introduction
    • 11.5.4 King Digital Entertainment Revenue in Online Gaming Business (2015-2020)
    • 11.5.5 King Digital Entertainment Recent Development
  • 11.6 Microsoft
    • 11.6.1 Microsoft Company Details
    • 11.6.2 Microsoft Business Overview
    • 11.6.3 Microsoft Online Gaming Introduction
    • 11.6.4 Microsoft Revenue in Online Gaming Business (2015-2020)
    • 11.6.5 Microsoft Recent Development
  • 11.7 NCSOFT
    • 11.7.1 NCSOFT Company Details
    • 11.7.2 NCSOFT Business Overview
    • 11.7.3 NCSOFT Online Gaming Introduction
    • 11.7.4 NCSOFT Revenue in Online Gaming Business (2015-2020)
    • 11.7.5 NCSOFT Recent Development
  • 11.8 Sony
    • 11.8.1 Sony Company Details
    • 11.8.2 Sony Business Overview
    • 11.8.3 Sony Online Gaming Introduction
    • 11.8.4 Sony Revenue in Online Gaming Business (2015-2020)
    • 11.8.5 Sony Recent Development
  • 11.9 Take-Two Interactive Software
    • 11.9.1 Take-Two Interactive Software Company Details
    • 11.9.2 Take-Two Interactive Software Business Overview
    • 11.9.3 Take-Two Interactive Software Online Gaming Introduction
    • 11.9.4 Take-Two Interactive Software Revenue in Online Gaming Business (2015-2020)
    • 11.9.5 Take-Two Interactive Software Recent Development
  • 11.10 Tencent
    • 11.10.1 Tencent Company Details
    • 11.10.2 Tencent Business Overview
    • 11.10.3 Tencent Online Gaming Introduction
    • 11.10.4 Tencent Revenue in Online Gaming Business (2015-2020)
    • 11.10.5 Tencent Recent Development
  • 11.11 Zynga
    • 10.11.1 Zynga Company Details
    • 10.11.2 Zynga Business Overview
    • 10.11.3 Zynga Online Gaming Introduction
    • 10.11.4 Zynga Revenue in Online Gaming Business (2015-2020)
    • 10.11.5 Zynga Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

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

    Global Online Gaming Scope and Market Size
    Online Gaming market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Online Gaming 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 Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    Smartphones Online Gaming
    PCs Online Gaming
    Others

    Market segment by Application, split into
    Child
    Adult

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

    In the competitive analysis section of the report, leading as well as prominent players of the global Online Gaming 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
    Blizzard
    Electronic Arts
    Giant Interactive Group
    GungHo Online Entertainment
    King Digital Entertainment
    Microsoft
    NCSOFT
    Sony
    Take-Two Interactive Software
    Tencent
    Zynga

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