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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1651914

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1651914

Global Gaming Market Size Study, by Device (Console, Mobile, Computer), by Type (Online, Offline), and Regional Forecasts 2022-2032

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The Global Gaming Market is currently valued at approximately USD 274.23 billion in 2023 and is poised to surge with a compound annual growth rate (CAGR) of 8.7% over the forecast period from 2024 to 2032. Gaming has transcended its traditional role as a form of entertainment to become a dynamic and multifaceted industry, interwoven with social connectivity, advanced technology, and immersive experiences. From console gaming and mobile platforms to cutting-edge PC titles, the industry has harnessed innovation to captivate audiences worldwide. With the rise of technologies like augmented reality (AR) and virtual reality (VR), combined with increasing access to high-speed internet, the gaming ecosystem has transformed into a global powerhouse of engagement and revenue generation.

The explosive growth in mobile gaming has emerged as a defining trend, democratizing access to immersive gaming experiences. Mobile devices now rival traditional consoles in delivering high-quality graphics and gameplay, fostering an expansive market across demographics. Meanwhile, online gaming, bolstered by advancements in cloud infrastructure and subscription-based platforms, is revolutionizing the way players connect and compete globally. Emerging economies, such as those in Asia-Pacific, are rapidly integrating into the global gaming sphere due to increasing smartphone penetration and expanding internet connectivity.

The gaming industry's upward trajectory is underpinned by several drivers, including advancements in hardware and software technologies, evolving consumer preferences, and the integration of innovative business models such as freemium gaming. Additionally, the surge in esports, where competitive gaming transforms into a spectator sport, continues to redefine audience engagement. Industry stakeholders are leveraging collaborations with entertainment companies and influencers to capitalize on the growing intersection of gaming with other sectors. However, challenges such as increasing regulatory scrutiny, data privacy concerns, and monetization pressures could temper market growth.

Regionally, North America and Europe stand as mature markets with established infrastructure and high consumer spending on gaming. The Asia-Pacific region is projected to lead the global market in terms of growth, driven by its vast consumer base, burgeoning middle class, and increasing investments in local gaming companies. Countries such as China, India, and Japan are pivotal players in the gaming landscape, leveraging regional preferences to create culturally resonant content. Latin America, the Middle East, and Africa are also emerging as promising markets due to growing mobile adoption and improved access to digital ecosystems.

Major market players included in this report are:

  • Tencent Holdings Limited
  • Sony Interactive Entertainment
  • Microsoft Corporation
  • Nintendo Co., Ltd.
  • Electronic Arts Inc.
  • Activision Blizzard, Inc.
  • Take-Two Interactive Software, Inc.
  • Ubisoft Entertainment SA
  • NetEase, Inc.
  • Bandai Namco Holdings Inc.
  • Epic Games, Inc.
  • SEGA Corporation
  • Square Enix Holdings Co., Ltd.
  • CD Projekt Red
  • Zynga Inc.

The detailed segments and sub-segment of the market are explained below:

By Device:

  • Console
  • Mobile
  • Computer

By Type:

  • Online
  • Offline

By Region:

North America:

  • U.S.
  • Canada

Europe:

  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe

Asia-Pacific:

  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia-Pacific

Latin America:

  • Brazil
  • Mexico

Middle East & Africa:

  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Years considered for the study are as follows:

  • Historical Year - 2022
  • Base Year - 2023
  • Forecast Period - 2024 to 2032

Key Takeaways:

  • Market estimates and forecasts for 10 years from 2022 to 2032.
  • Annualized revenues and regional-level analysis for each market segment.
  • Comprehensive analysis of the geographical landscape with country-level insights into key markets.
  • Competitive landscape featuring insights on major players in the gaming market.
  • Analysis of key business strategies and recommendations for future market approaches.
  • Evaluation of demand-side and supply-side dynamics to understand market trends.

Table of Contents

Chapter 1. Global Gaming Market Executive Summary

  • 1.1. Global Gaming Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Device
      • Console
      • Mobile
      • Computer
    • 1.3.2. By Type
      • Online
      • Offline
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Gaming Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Gaming Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Advancements in Technology and Connectivity
    • 3.1.2. Growing Consumer Demand for Immersive Experiences
    • 3.1.3. Expansion of Mobile and Online Gaming Platforms
  • 3.2. Market Challenges
    • 3.2.1. Regulatory Scrutiny and Data Privacy Concerns
    • 3.2.2. Monetization Pressures and Competitive Intensity
  • 3.3. Market Opportunities
    • 3.3.1. Rise of Esports and Streaming Culture
    • 3.3.2. Integration of AR/VR and Cloud Gaming Innovations
    • 3.3.3. Expanding Markets in Emerging Economies

Chapter 4. Global Gaming Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Gaming Market Size & Forecasts by Device 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Gaming Market: Device Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 5.2.1. Console
    • 5.2.2. Mobile
    • 5.2.3. Computer

Chapter 6. Global Gaming Market Size & Forecasts by Type 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Gaming Market: Type Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 6.2.1. Online
    • 6.2.2. Offline

Chapter 7. Global Gaming Market Size & Forecasts by Region 2022-2032

  • 7.1. North America Gaming Market
    • 7.1.1. U.S. Gaming Market
      • 7.1.1.1. Device Breakdown - Revenue & Forecasts, 2022-2032
      • 7.1.1.2. Type Breakdown - Revenue & Forecasts, 2022-2032
    • 7.1.2. Canada Gaming Market
  • 7.2. Europe Gaming Market
    • 7.2.1. UK Gaming Market
    • 7.2.2. Germany Gaming Market
    • 7.2.3. France Gaming Market
    • 7.2.4. Spain Gaming Market
    • 7.2.5. Italy Gaming Market
    • 7.2.6. Rest of Europe Gaming Market
  • 7.3. Asia-Pacific Gaming Market
    • 7.3.1. China Gaming Market
    • 7.3.2. India Gaming Market
    • 7.3.3. Japan Gaming Market
    • 7.3.4. Australia Gaming Market
    • 7.3.5. South Korea Gaming Market
    • 7.3.6. Rest of Asia-Pacific Gaming Market
  • 7.4. Latin America Gaming Market
    • 7.4.1. Brazil Gaming Market
    • 7.4.2. Mexico Gaming Market
    • 7.4.3. Rest of Latin America Gaming Market
  • 7.5. Middle East & Africa Gaming Market
    • 7.5.1. Saudi Arabia Gaming Market
    • 7.5.2. South Africa Gaming Market
    • 7.5.3. Rest of Middle East & Africa Gaming Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
    • 8.1.1. Tencent Holdings Limited
    • 8.1.2. Sony Interactive Entertainment
    • 8.1.3. Microsoft Corporation
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Tencent Holdings Limited
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. Nintendo Co., Ltd.
    • 8.3.3. Electronic Arts Inc.
    • 8.3.4. Activision Blizzard, Inc.
    • 8.3.5. Take-Two Interactive Software, Inc.
    • 8.3.6. Ubisoft Entertainment SA
    • 8.3.7. NetEase, Inc.
    • 8.3.8. Bandai Namco Holdings Inc.
    • 8.3.9. Epic Games, Inc.
    • 8.3.10. SEGA Corporation

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
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+32-2-535-7543

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