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PUBLISHER: Inkwood Research | PRODUCT CODE: 1688884

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1688884

Global Gaming Market Forecast 2025-2032

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KEY FINDINGS

The global gaming market was valued at $230.96 billion in 2024 and is expected to reach $349.89 billion by 2032, growing at a CAGR of 5.39% during the forecast period 2025-2032. The base year considered for the study is 2024, and the estimated period is between 2025 and 2032.

The gaming industry has transformed into a dynamic and innovative sector fueled by technological advancements and a rapidly expanding global user base. From its roots in simple arcade games, the industry has evolved into immersive, high-definition experiences powered by cutting-edge hardware, cloud computing, and artificial intelligence.

The widespread adoption of mobile gaming has further democratized access, bringing games to billions of users worldwide. The rise of eSports has introduced a competitive gaming culture with a massive global audience, creating new revenue streams and professional opportunities.

Emerging technologies like virtual reality (VR), augmented reality (AR), and blockchain are reshaping the gaming landscape, providing personalized, immersive, and secure experiences.

Opportunities are emerging in untapped markets, cross-platform gaming ecosystems, and the expansion of gaming into social and educational sectors. This ongoing growth highlights the industry's ability to adapt and engage diverse audiences, solidifying its position as a key player in the global entertainment landscape.

MARKET INSIGHTS

Key growth enablers of the global gaming market:

  • Surge in mobile gaming fueled by smartphone penetration and affordable internet
  • Advancements in cloud gaming technologies are enabling seamless access

Advancements in cloud gaming technologies are revolutionizing the gaming industry, offering seamless access to games without the need for high-end hardware.

Cloud gaming services enable players to stream games directly from powerful remote servers, bypassing the limitations of traditional gaming systems. This technology allows gameplay on a wide range of devices, including smartphones, tablets, and low-spec PCs.

As a result, cloud gaming has democratized access to the gaming marketplace, giving users with limited resources the opportunity to experience high-quality games.

The integration of cloud-based gaming solutions with robust gaming infrastructure, including 5G networks and edge computing, has enhanced latency reduction and improved gameplay quality.

For instance, advancements in 5G connectivity have reduced lag, creating smoother gaming experiences for the gaming community.

Additionally, the availability of cross-platform gaming platforms supported by cloud technology has encouraged collaboration and competition within the eSports gaming segment.

  • Rising popularity of eSports and competitive gaming across the globe

Key growth restraining factors of the global gaming market:

  • High development costs for AAA games and advanced gaming hardware
  • Limited infrastructure and connectivity in emerging economies
  • Concerns over gaming addiction and associated health issues

Concerns over gaming addiction and related health issues present a significant challenge for the gaming market, impacting its perception and growth. Prolonged gaming sessions, especially with immersive virtual reality games and mobile gaming platforms, link to physical and mental health concerns.

Excessive gaming can result in problems like eye strain, sleep disturbances, and musculoskeletal issues caused by poor posture and prolonged screen time.

Additionally, studies link gaming addiction to mental health challenges, including heightened anxiety, depression, and social withdrawal, especially among younger players.

In 2018, the World Health Organization (WHO) recognized gaming disorder as a behavioral addiction, leading to global discussions about the potential risks of uncontrolled gaming habits.

Governments in countries such as China have implemented strict regulations, including limiting gaming hours for minors, to address these concerns. These measures highlight the growing awareness and need for responsible gaming technology usage.

Global Gaming Industry | Top Market Trends

  • The rise of indie game development has contributed to gaming sector growth, driven by the accessibility of crowdfunding platforms like Kickstarter, Indiegogo, and Patreon.
  • These platforms enable independent developers to secure funding directly from the gaming community, bypassing traditional publishing channels and accelerating industry expansion.
  • Indie developers often concentrate on innovative and niche gaming genres, crafting unique experiences that appeal to specific audience segments. For instance, the game Hollow Knight successfully raised funding through Kickstarter and went on to become a critically acclaimed title.
  • On the other hand, the growing emphasis on cross-platform gaming is reshaping user experiences, enabling players to access their favorite titles across multiple gaming platforms seamlessly.
  • By bridging gaps between console gaming, PCs, and mobile devices, this approach enhances user engagement and fosters a sense of community within both eSports and casual gaming.
  • For example, games like Fortnite and Call of Duty: Warzone have adopted cross-platform play, allowing players across different systems to compete and collaborate. The development of unified cloud-based gaming solutions reinforces this trend, enabling gamers to seamlessly transition between devices without losing progress.

SEGMENTATION ANALYSIS

Gaming Market Segmentation - Type, Component, Platform, Genre, Monetization Model, Age Demographic, and Distribution Channel -

Market by Type:

  • Online
  • Offline

Market by Component:

  • Software
  • Hardware

Market by Platform:

  • Console Gaming
  • Mobile Gaming

Mobile gaming has emerged as the largest segment under the gaming platform category, driven by its accessibility, affordability, and widespread adoption of smartphones globally.

Mobile gaming's success stems from its ability to appeal to a wide range of demographics, from casual players to competitive enthusiasts. It offers a diverse selection of game types, including puzzle games, battle royales, and role-playing games.

The growth of the mobile gaming market is driven by factors such as affordable mobile devices, enhanced network connectivity like 5G, and innovative monetization models, including in-app purchases and ad-based revenue streams.

Games like PUBG Mobile and Genshin Impact exemplify mobile titles achieving massive success, creating engaging ecosystems within the gaming community.

The segment's dominance is also driven by its portability and convenience, allowing users to play anytime, anywhere, without the need for complex gaming infrastructure.

Additionally, mobile gaming's compatibility with cloud-based solutions enables seamless access to advanced games, further expanding its appeal.

  • PC Gaming
  • Cloud Gaming

Market by Genre:

  • Adventure/Role Playing Games
  • Puzzle Games
  • Social Games
  • Strategy Games
  • Simulation Games
  • Other Genres

Market by Monetization Model:

  • In-App Advertising
  • Subscriptions
  • In-Game Purchases
  • Free-to-Play (F2P)

Market by Age Demographic:

  • Children (Under 18)
  • Adults (18 - 44)

The 18 - 44 age demographic represents the largest consumer base in the gaming industry, largely due to its diverse preferences, disposable income, and technological familiarity.

This group spans a wide range of interests, from casual mobile gaming to competitive eSports, making it a key driver of demand across various global gaming systems.

Adults in this age range often view gaming as a form of entertainment, stress relief, and social interaction, with many engaging in multiplayer and community-driven experiences.

The rise of cloud gaming services and accessible gaming infrastructure has further boosted this demographic's participation by offering the flexibility to play across various devices.

Titles such as League of Legends and Elden Ring have gained immense popularity among this group, highlighting their affinity for both competitive and story-driven content.

Moreover, the tech-savviness of this demographic enables them to explore and embrace emerging gaming technologies. This positions them as early adopters of innovations such as cloud-based gaming solutions and AR and VR in mobile gaming.

These factors collectively position adults aged 18 - 44 as the most influential segment in shaping gaming industry trends and driving the future of the gaming marketplace.

  • Seniors (45+)

Market by Distribution Channel:

  • Physical Retail
  • Digital Distribution

REGIONAL ANALYSIS

Geographical Study based on Four Major Regions:

  • North America: The United States and Canada
  • Europe: The United Kingdom, Germany, France, Italy, Spain, the Netherlands, Nordic Countries, and Rest of Europe
  • Asia-Pacific: China, Japan, India, South Korea, Indonesia, Thailand, Taiwan, Australia & New Zealand, and Rest of Asia-Pacific

The Asia-Pacific dominates the global gaming market, driven by its vast population, widespread smartphone adoption, and deep-rooted gaming culture.

Countries like China, Japan, and South Korea act as key hubs for innovation and consumption, with China alone representing nearly one-third of the world's gaming community.

The adoption of mobile gaming is a significant growth factor, driven by affordable smartphones, widespread 4G and 5G connectivity, and localized content tailored to regional preferences.

The region's success is fueled by its thriving eSports industry, with South Korea leading in competitive gaming and hosting major tournaments like the League of Legends World Championship.

Local developers, such as Tencent and NetEase, contribute heavily to the global gaming marketplace, producing blockbuster games like Honor of Kings and PUBG Mobile.

Additionally, the Asia-Pacific benefits from strong government support for gaming infrastructure, particularly in Japan and South Korea, cementing its position as the largest and most dynamic market in the gaming industry.

  • Rest of World: Latin America, the Middle East & Africa

COMPETITIVE INSIGHTS

Major players in the global gaming market:

  • Nintendo Co Ltd
  • NVIDIA
  • Rockstar Games Inc
  • Sega Corporation
  • Sony Interactive Entertainment
  • Square Enix Holdings Co Ltd

Key strategies adopted by some of these companies:

  • Microsoft announced its intent to acquire Activision Blizzard, a major gaming company, for $68.7 billion. The acquisition was completed on October 13, 2023. This acquisition aimed to expand Microsoft's gaming presence, particularly in mobile gaming and subscription services.
  • In January 2022, Sony Interactive Entertainment acquired Bungie, the developer behind popular franchises like Destiny, for $3.6 billion. This acquisition was aimed at strengthening Sony's live-service game portfolio and enhancing its competitive position in the gaming market.

We Offer 10% Free Customization and 3 Months Analyst Support

Frequently Asked Questions (FAQs):

  • What is the 'gamer gap' and why is it significant?

A: The 'gamer gap' refers to the significant age difference between the average age of game developers and the average age of gamers. This gap can result in games that do not connect with older players or fail to meet the evolving needs and preferences of a diverse audience.

  • What are augmented reality games?

A: Augmented reality (AR) games blend virtual elements with the real world, allowing players to interact with both through their devices, creating an immersive, real-time gaming experience.

  • How are NFTs and blockchain technology impacting the gaming industry?

A: NFTs (Non-Fungible Tokens) are being used to create unique in-game items, giving players ownership and the ability to trade digital assets. Blockchain technology is fostering new models of game ownership and decentralized gaming experiences.

  • What role does artificial intelligence (AI) play in modern game development?

A: AI is used in various aspects of game development, from generating realistic character animations and procedural level design to creating intelligent and challenging AI opponents.

Product Code: 103197

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

  • 1.1. STUDY OBJECTIVES
  • 1.2. METHODOLOGY
  • 1.3. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

  • 2.1. MARKET SIZE & ESTIMATES
  • 2.2. MARKET OVERVIEW
  • 2.3. SCOPE OF STUDY
  • 2.4. MAJOR MARKET FINDINGS
    • 2.4.1. ASIA-PACIFIC DOMINATES THE GAMING MARKET WITH HIGH PLAYER ENGAGEMENT RATES
    • 2.4.2. PC AND CONSOLE GAMING WITNESS STEADY GROWTH AMIDST MOBILE GAMING SURGE
    • 2.4.3. SUBSCRIPTION-BASED GAMING MODELS ARE GAINING TRACTION AMONG PUBLISHERS AND PLAYERS
    • 2.4.4. SUSTAINABLE AND INCLUSIVE GAMING PRACTICES ARE EMERGING AS INDUSTRY PRIORITIES

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. SURGE IN MOBILE GAMING FUELED BY SMARTPHONE PENETRATION AND AFFORDABLE INTERNET
    • 3.1.2. ADVANCEMENTS IN CLOUD GAMING TECHNOLOGIES ARE ENABLING SEAMLESS ACCESS
    • 3.1.3. RISING POPULARITY OF ESPORTS AND COMPETITIVE GAMING ACROSS THE GLOBE
  • 3.2. KEY RESTRAINTS
    • 3.2.1. HIGH DEVELOPMENT COSTS FOR AAA GAMES AND ADVANCED GAMING HARDWARE
    • 3.2.2. LIMITED INFRASTRUCTURE AND CONNECTIVITY IN EMERGING ECONOMIES
    • 3.2.3. CONCERNS OVER GAMING ADDICTION AND ASSOCIATED HEALTH ISSUES

4. KEY ANALYTICS

  • 4.1. TIMELINE OF THE GAMING INDUSTRY
  • 4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
  • 4.3. KEY MARKET TRENDS
    • 4.3.1. INTEGRATION OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) FOR IMMERSIVE GAMING EXPERIENCES
    • 4.3.2. INCREASING FOCUS ON CROSS-PLATFORM GAMING TO ENHANCE USER ENGAGEMENT
    • 4.3.3. GROWTH IN INDIE GAME DEVELOPMENT SUPPORTED BY CROWDFUNDING PLATFORMS
    • 4.3.4. EXPANDING ROLE OF ARTIFICIAL INTELLIGENCE IN GAME DESIGN AND PLAYER INTERACTION
  • 4.4. PORTER'S FIVE FORCES ANALYSIS
    • 4.4.1. BUYERS POWER
    • 4.4.2. SUPPLIERS POWER
    • 4.4.3. SUBSTITUTION
    • 4.4.4. NEW ENTRANTS
    • 4.4.5. INDUSTRY RIVALRY
  • 4.5. GROWTH PROSPECT MAPPING
    • 4.5.1. GROWTH PROSPECT MAPPING FOR NORTH AMERICA
    • 4.5.2. GROWTH PROSPECT MAPPING FOR EUROPE
    • 4.5.3. GROWTH PROSPECT MAPPING FOR ASIA-PACIFIC
    • 4.5.4. GROWTH PROSPECT MAPPING FOR REST OF WORLD
  • 4.6. MARKET MATURITY ANALYSIS
  • 4.7. MARKET CONCENTRATION ANALYSIS
  • 4.8. VALUE CHAIN ANALYSIS
    • 4.8.1. GAME DEVELOPMENT
    • 4.8.2. PLATFORM INTEGRATION AND PUBLISHING
    • 4.8.3. DISTRIBUTION CHANNELS
    • 4.8.4. MARKETING AND PROMOTION
    • 4.8.5. END-USER ENGAGEMENT AND FEEDBACK
  • 4.9. REGULATORY FRAMEWORK AND COMPLIANCE BODIES
  • 4.10. EXCLUSIVE INSIGHTS
    • 4.10.1. AVERAGE PRICE OF SINGLE PLAYER GAME & LIVE SERVICES GAMES
    • 4.10.2. GENRE PREFERENCE VARY BY AGE - DRIVEN BY LIFESTYLE AND GENERATIONAL DIFFERENCES
    • 4.10.3. NEXT GENERATION OF RETIREES EXPECTED TO PLAY GAMES MORE THAN CURRENT RETIREES
    • 4.10.4. PLAYERS IN EMERGING ECONOMIES PLAY MORE AND PLAN TO PLAY MORE IN THE FUTURE
    • 4.10.5. INSIGHTS ON METAVERSE AND ITS IMPACT ON THE FUTURE OF GAMING INDUSTRY

5. MARKET BY TYPE

  • 5.1. ONLINE
    • 5.1.1. MARKET FORECAST FIGURE
    • 5.1.2. SEGMENT ANALYSIS
  • 5.2. OFFLINE
    • 5.2.1. MARKET FORECAST FIGURE
    • 5.2.2. SEGMENT ANALYSIS

6. MARKET BY COMPONENT

  • 6.1. SOFTWARE
    • 6.1.1. MARKET FORECAST FIGURE
    • 6.1.2. SEGMENT ANALYSIS
  • 6.2. HARDWARE
    • 6.2.1. MARKET FORECAST FIGURE
    • 6.2.2. SEGMENT ANALYSIS

7. MARKET BY PLATFORM

  • 7.1. CONSOLE GAMING
    • 7.1.1. MARKET FORECAST FIGURE
    • 7.1.2. SEGMENT ANALYSIS
  • 7.2. MOBILE GAMING
    • 7.2.1. MARKET FORECAST FIGURE
    • 7.2.2. SEGMENT ANALYSIS
  • 7.3. PC GAMING
    • 7.3.1. MARKET FORECAST FIGURE
    • 7.3.2. SEGMENT ANALYSIS
  • 7.4. CLOUD GAMING
    • 7.4.1. MARKET FORECAST FIGURE
    • 7.4.2. SEGMENT ANALYSIS

8. MARKET BY GENRE

  • 8.1. ADVENTURE/ROLE PLAYING GAMES
    • 8.1.1. MARKET FORECAST FIGURE
    • 8.1.2. SEGMENT ANALYSIS
  • 8.2. PUZZLE GAMES
    • 8.2.1. MARKET FORECAST FIGURE
    • 8.2.2. SEGMENT ANALYSIS
  • 8.3. SOCIAL GAMES
    • 8.3.1. MARKET FORECAST FIGURE
    • 8.3.2. SEGMENT ANALYSIS
  • 8.4. STRATEGY GAMES
    • 8.4.1. MARKET FORECAST FIGURE
    • 8.4.2. SEGMENT ANALYSIS
  • 8.5. SIMULATION GAMES
    • 8.5.1. MARKET FORECAST FIGURE
    • 8.5.2. SEGMENT ANALYSIS
  • 8.6. OTHER GENRES
    • 8.6.1. MARKET FORECAST FIGURE
    • 8.6.2. SEGMENT ANALYSIS

9. MARKET BY MONETIZATION MODEL

  • 9.1. IN-APP ADVERTISING
    • 9.1.1. MARKET FORECAST FIGURE
    • 9.1.2. SEGMENT ANALYSIS
  • 9.2. SUBSCRIPTIONS
    • 9.2.1. MARKET FORECAST FIGURE
    • 9.2.2. SEGMENT ANALYSIS
  • 9.3. IN-GAME PURCHASES
    • 9.3.1. MARKET FORECAST FIGURE
    • 9.3.2. SEGMENT ANALYSIS
  • 9.4. FREE-TO-PLAY (F2P)
    • 9.4.1. MARKET FORECAST FIGURE
    • 9.4.2. SEGMENT ANALYSIS

10. MARKET BY AGE DEMOGRAPHIC

  • 10.1. CHILDREN (UNDER 18)
    • 10.1.1. MARKET FORECAST FIGURE
    • 10.1.2. SEGMENT ANALYSIS
  • 10.2. ADULTS (18 - 44)
    • 10.2.1. MARKET FORECAST FIGURE
    • 10.2.2. SEGMENT ANALYSIS
  • 10.3. SENIORS (45+)
    • 10.3.1. MARKET FORECAST FIGURE
    • 10.3.2. SEGMENT ANALYSIS

11. MARKET BY DISTRIBUTION CHANNEL

  • 11.1. PHYSICAL RETAIL
    • 11.1.1. MARKET FORECAST FIGURE
    • 11.1.2. SEGMENT ANALYSIS
  • 11.2. DIGITAL DISTRIBUTION
    • 11.2.1. MARKET FORECAST FIGURE
    • 11.2.2. SEGMENT ANALYSIS

12. GEOGRAPHICAL ANALYSIS

  • 12.1. NORTH AMERICA
    • 12.1.1. MARKET SIZE & ESTIMATES
    • 12.1.2. NORTH AMERICA GAMING MARKET GROWTH ENABLERS
    • 12.1.3. NORTH AMERICA GAMING MARKET CHALLENGES
    • 12.1.4. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
    • 12.1.5. COUNTRY ANALYSIS
      • 12.1.5.1. UNITED STATES
      • 12.1.5.1.1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.5.2. CANADA
      • 12.1.5.2.1. CANADA GAMING MARKET SIZE & OPPORTUNITIES
  • 12.2. EUROPE
    • 12.2.1. MARKET SIZE & ESTIMATES
    • 12.2.2. EUROPE GAMING MARKET GROWTH ENABLERS
    • 12.2.3. EUROPE GAMING MARKET CHALLENGES
    • 12.2.4. KEY PLAYERS IN EUROPE GAMING MARKET
    • 12.2.5. COUNTRY ANALYSIS
      • 12.2.5.1. UNITED KINGDOM
      • 12.2.5.1.1. UNITED KINGDOM GAMING MARKET SIZE & OPPORTUNITIES
      • 12.2.5.2. GERMANY
      • 12.2.5.2.1. GERMANY GAMING MARKET SIZE & OPPORTUNITIES
      • 12.2.5.3. FRANCE
      • 12.2.5.3.1. FRANCE GAMING MARKET SIZE & OPPORTUNITIES
      • 12.2.5.4. ITALY
      • 12.2.5.4.1. ITALY GAMING MARKET SIZE & OPPORTUNITIES
      • 12.2.5.5. SPAIN
      • 12.2.5.5.1. SPAIN GAMING MARKET SIZE & OPPORTUNITIES
      • 12.2.5.6. NETHERLANDS
      • 12.2.5.6.1. NETHERLANDS GAMING MARKET SIZE & OPPORTUNITIES
      • 12.2.5.7. NORDIC COUNTRIES
      • 12.2.5.7.1. NORDIC COUNTRIES GAMING MARKET SIZE & OPPORTUNITIES
      • 12.2.5.8. REST OF EUROPE
      • 12.2.5.8.1. REST OF EUROPE GAMING MARKET SIZE & OPPORTUNITIES
  • 12.3. ASIA-PACIFIC
    • 12.3.1. MARKET SIZE & ESTIMATES
    • 12.3.2. ASIA-PACIFIC GAMING MARKET GROWTH ENABLERS
    • 12.3.3. ASIA-PACIFIC GAMING MARKET CHALLENGES
    • 12.3.4. KEY PLAYERS IN ASIA-PACIFIC GAMING MARKET
    • 12.3.5. COUNTRY ANALYSIS
      • 12.3.5.1. CHINA
      • 12.3.5.1.1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
      • 12.3.5.2. JAPAN
      • 12.3.5.2.1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
      • 12.3.5.3. INDIA
      • 12.3.5.3.1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
      • 12.3.5.4. SOUTH KOREA
      • 12.3.5.4.1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
      • 12.3.5.5. INDONESIA
      • 12.3.5.5.1. INDONESIA GAMING MARKET SIZE & OPPORTUNITIES
      • 12.3.5.6. THAILAND
      • 12.3.5.6.1. THAILAND GAMING MARKET SIZE & OPPORTUNITIES
      • 12.3.5.7. TAIWAN
      • 12.3.5.7.1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
      • 12.3.5.8. AUSTRALIA & NEW ZEALAND
      • 12.3.5.8.1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
      • 12.3.5.9. REST OF ASIA-PACIFIC
      • 12.3.5.9.1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
  • 12.4. REST OF WORLD
    • 12.4.1. MARKET SIZE & ESTIMATES
    • 12.4.2. REST OF WORLD GAMING MARKET GROWTH ENABLERS
    • 12.4.3. REST OF WORLD GAMING MARKET CHALLENGES
    • 12.4.4. KEY PLAYERS IN REST OF WORLD GAMING MARKET
    • 12.4.5. REGIONAL ANALYSIS
      • 12.4.5.1. LATIN AMERICA
      • 12.4.5.1.1. LATIN AMERICA GAMING MARKET SIZE & OPPORTUNITIES
      • 12.4.5.2. MIDDLE EAST & AFRICA
      • 12.4.5.2.1. MIDDLE EAST & AFRICA GAMING MARKET SIZE & OPPORTUNITIES

13. COMPETITIVE LANDSCAPE

  • 13.1. KEY STRATEGIC DEVELOPMENTS
    • 13.1.1. MERGERS & ACQUISITIONS
    • 13.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 13.1.3. PARTNERSHIPS & AGREEMENTS
    • 13.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 13.2. COMPANY PROFILES
    • 13.2.1. BETHESDA SOFTWORKS LLC
      • 13.2.1.1. COMPANY OVERVIEW
      • 13.2.1.2. PRODUCTS
      • 13.2.1.3. STRENGTHS & CHALLENGES
    • 13.2.2. ELECTRONIC ARTS INC
      • 13.2.2.1. COMPANY OVERVIEW
      • 13.2.2.2. PRODUCTS
      • 13.2.2.3. STRENGTHS & CHALLENGES
    • 13.2.3. GAMELOFT SE (ACQUIRED BY VIVENDI)
      • 13.2.3.1. COMPANY OVERVIEW
      • 13.2.3.2. PRODUCTS
      • 13.2.3.3. STRENGTHS & CHALLENGES
    • 13.2.4. MICROSOFT CORPORATION
      • 13.2.4.1. COMPANY OVERVIEW
      • 13.2.4.2. PRODUCTS
      • 13.2.4.3. STRENGTHS & CHALLENGES
    • 13.2.5. NEXON CO LTD
      • 13.2.5.1. COMPANY OVERVIEW
      • 13.2.5.2. PRODUCTS
      • 13.2.5.3. STRENGTHS & CHALLENGES
    • 13.2.6. NINTENDO CO LTD
      • 13.2.6.1. COMPANY OVERVIEW
      • 13.2.6.2. PRODUCTS
      • 13.2.6.3. STRENGTHS & CHALLENGES
    • 13.2.7. NVIDIA
      • 13.2.7.1. COMPANY OVERVIEW
      • 13.2.7.2. PRODUCTS
      • 13.2.7.3. STRENGTHS & CHALLENGES
    • 13.2.8. ROCKSTAR GAMES INC
      • 13.2.8.1. COMPANY OVERVIEW
      • 13.2.8.2. PRODUCTS
      • 13.2.8.3. STRENGTHS & CHALLENGES
    • 13.2.9. SEGA CORPORATION
      • 13.2.9.1. COMPANY OVERVIEW
      • 13.2.9.2. PRODUCTS
      • 13.2.9.3. STRENGTHS & CHALLENGES
    • 13.2.10. SONY INTERACTIVE ENTERTAINMENT
      • 13.2.10.1. COMPANY OVERVIEW
      • 13.2.10.2. PRODUCTS
      • 13.2.10.3. STRENGTHS & CHALLENGES
    • 13.2.11. SQUARE ENIX HOLDINGS CO LTD
      • 13.2.11.1. COMPANY OVERVIEW
      • 13.2.11.2. PRODUCTS
      • 13.2.11.3. STRENGTHS & CHALLENGES
    • 13.2.12. UBISOFT ENTERTAINMENT SA
      • 13.2.12.1. COMPANY OVERVIEW
      • 13.2.12.2. PRODUCTS
      • 13.2.12.3. STRENGTHS & CHALLENGES
    • 13.2.13. ZYNGA
      • 13.2.13.1. COMPANY OVERVIEW
      • 13.2.13.2. PRODUCTS
      • 13.2.13.3. STRENGTHS & CHALLENGES
Product Code: 103197

LIST OF TABLES

  • TABLE 1: MARKET SNAPSHOT - GAMING
  • TABLE 2: TIMELINE OF THE GAMING INDUSTRY
  • TABLE 3: REGULATORY FRAMEWORK AND COMPLIANCE BODIES
  • TABLE 4: GLOBAL GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 5: GLOBAL GAMING MARKET, BY TYPE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 6: GLOBAL ONLINE MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 7: GLOBAL ONLINE MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 8: GLOBAL OFFLINE MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 9: GLOBAL OFFLINE MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 10: GLOBAL GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 11: GLOBAL GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 12: GLOBAL SOFTWARE MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 13: GLOBAL SOFTWARE MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 14: GLOBAL HARDWARE MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 15: GLOBAL HARDWARE MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 16: GLOBAL GAMING MARKET, BY PLATFORM, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 17: GLOBAL GAMING MARKET, BY PLATFORM, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 18: GLOBAL CONSOLE GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 19: GLOBAL CONSOLE GAMING MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 20: GLOBAL MOBILE GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 21: GLOBAL MOBILE GAMING MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 22: GLOBAL PC GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 23: GLOBAL PC GAMING MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 24: GLOBAL CLOUD GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 25: GLOBAL CLOUD GAMING MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 26: GLOBAL GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 27: GLOBAL GAMING MARKET, BY GENRE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 28: GLOBAL ADVENTURE/ROLE PLAYING GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 29: GLOBAL ADVENTURE/ROLE PLAYING GAMES MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 30: GLOBAL PUZZLE GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 31: GLOBAL PUZZLE GAMES MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 32: GLOBAL SOCIAL GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 33: GLOBAL SOCIAL GAMES MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 34: GLOBAL STRATEGY GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 35: GLOBAL STRATEGY GAMES MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 36: GLOBAL SIMULATION GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 37: GLOBAL SIMULATION GAMES MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 38: GLOBAL OTHER GENRES MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 39: GLOBAL OTHER GENRES MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 40: GLOBAL GAMING MARKET, BY MONETIZATION MODEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 41: GLOBAL GAMING MARKET, BY MONETIZATION MODEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 42: GLOBAL IN-APP ADVERTISING MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 43: GLOBAL IN-APP ADVERTISING MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 44: GLOBAL SUBSCRIPTIONS MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 45: GLOBAL SUBSCRIPTIONS MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 46: GLOBAL IN-GAME PURCHASES MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 47: GLOBAL IN-GAME PURCHASES MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 48: GLOBAL FREE-TO-PLAY (F2P) MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 49: GLOBAL FREE-TO-PLAY (F2P) MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 50: GLOBAL GAMING MARKET, BY AGE DEMOGRAPHIC, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 51: GLOBAL GAMING MARKET, BY AGE DEMOGRAPHIC, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 52: GLOBAL CHILDREN (UNDER 18) MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 53: GLOBAL CHILDREN (UNDER 18) MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 54: GLOBAL ADULTS (18 - 44) MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 55: GLOBAL ADULTS (18 - 44) MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 56: GLOBAL SENIORS (45+) MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 57: GLOBAL SENIORS (45+) MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 58: GLOBAL GAMING MARKET, BY DISTRIBUTION CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 59: GLOBAL GAMING MARKET, BY DISTRIBUTION CHANNEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 60: GLOBAL PHYSICAL RETAIL MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 61: GLOBAL PHYSICAL RETAIL MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 62: GLOBAL DIGITAL DISTRIBUTION MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 63: GLOBAL DIGITAL DISTRIBUTION MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 64: GLOBAL GAMING MARKET, BY GEOGRAPHY, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 65: GLOBAL GAMING MARKET, BY GEOGRAPHY, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 66: NORTH AMERICA GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 67: NORTH AMERICA GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 68: KEY PLAYERS OPERATING IN NORTH AMERICA GAMING MARKET
  • TABLE 69: EUROPE GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 70: EUROPE GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 71: KEY PLAYERS OPERATING IN EUROPE GAMING MARKET
  • TABLE 72: ASIA-PACIFIC GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 73: ASIA-PACIFIC GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 74: KEY PLAYERS OPERATING IN ASIA-PACIFIC GAMING MARKET
  • TABLE 75: REST OF WORLD GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 76: REST OF WORLD GAMING MARKET, BY REGION, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 77: KEY PLAYERS OPERATING IN REST OF WORLD GAMING MARKET
  • TABLE 78: LIST OF MERGERS & ACQUISITIONS
  • TABLE 79: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
  • TABLE 80: LIST OF PARTNERSHIPS & AGREEMENTS
  • TABLE 81: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES

  • FIGURE 1: MAJOR MARKET FINDINGS
  • FIGURE 2: MARKET DYNAMICS
  • FIGURE 3: KEY MARKET TRENDS
  • FIGURE 4: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 5: GROWTH PROSPECT MAPPING FOR NORTH AMERICA
  • FIGURE 6: GROWTH PROSPECT MAPPING FOR EUROPE
  • FIGURE 7: GROWTH PROSPECT MAPPING FOR ASIA-PACIFIC
  • FIGURE 8: GROWTH PROSPECT MAPPING FOR REST OF WORLD
  • FIGURE 9: MARKET MATURITY ANALYSIS
  • FIGURE 10: MARKET CONCENTRATION ANALYSIS
  • FIGURE 11: VALUE CHAIN ANALYSIS
  • FIGURE 12: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2024
  • FIGURE 13: GLOBAL GAMING MARKET, BY ONLINE, 2025-2032 (IN $ BILLION)
  • FIGURE 14: GLOBAL GAMING MARKET, BY OFFLINE, 2025-2032 (IN $ BILLION)
  • FIGURE 15: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2024
  • FIGURE 16: GLOBAL GAMING MARKET, BY SOFTWARE, 2025-2032 (IN $ BILLION)
  • FIGURE 17: GLOBAL GAMING MARKET, BY HARDWARE, 2025-2032 (IN $ BILLION)
  • FIGURE 18: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY PLATFORM, IN 2024
  • FIGURE 19: GLOBAL GAMING MARKET, BY CONSOLE GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 20: GLOBAL GAMING MARKET, BY MOBILE GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 21: GLOBAL GAMING MARKET, BY PC GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 22: GLOBAL GAMING MARKET, BY CLOUD GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 23: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2024
  • FIGURE 24: GLOBAL GAMING MARKET, BY ADVENTURE/ROLE PLAYING GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 25: GLOBAL GAMING MARKET, BY PUZZLE GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 26: GLOBAL GAMING MARKET, BY SOCIAL GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 27: GLOBAL GAMING MARKET, BY STRATEGY GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 28: GLOBAL GAMING MARKET, BY SIMULATION GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 29: GLOBAL GAMING MARKET, BY OTHER GENRES, 2025-2032 (IN $ BILLION)
  • FIGURE 30: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY MONETIZATION MODEL, IN 2024
  • FIGURE 31: GLOBAL GAMING MARKET, BY IN-APP ADVERTISING, 2025-2032 (IN $ BILLION)
  • FIGURE 32: GLOBAL GAMING MARKET, BY SUBSCRIPTIONS, 2025-2032 (IN $ BILLION)
  • FIGURE 33: GLOBAL GAMING MARKET, BY IN-GAME PURCHASES, 2025-2032 (IN $ BILLION)
  • FIGURE 34: GLOBAL GAMING MARKET, BY FREE-TO-PLAY (F2P), 2025-2032 (IN $ BILLION)
  • FIGURE 35: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY AGE DEMOGRAPHIC, IN 2024
  • FIGURE 36: GLOBAL GAMING MARKET, BY CHILDREN (UNDER 18), 2025-2032 (IN $ BILLION)
  • FIGURE 37: GLOBAL GAMING MARKET, BY ADULTS (18 - 44), 2025-2032 (IN $ BILLION)
  • FIGURE 38: GLOBAL GAMING MARKET, BY SENIORS (45+), 2025-2032 (IN $ BILLION)
  • FIGURE 39: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY DISTRIBUTION CHANNEL, IN 2024
  • FIGURE 40: GLOBAL GAMING MARKET, BY PHYSICAL RETAIL, 2025-2032 (IN $ BILLION)
  • FIGURE 41: GLOBAL GAMING MARKET, BY DIGITAL DISTRIBUTION, 2025-2032 (IN $ BILLION)
  • FIGURE 42: NORTH AMERICA GAMING MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN %)
  • FIGURE 43: UNITED STATES GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 44: CANADA GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 45: EUROPE GAMING MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN %)
  • FIGURE 46: UNITED KINGDOM GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 47: GERMANY GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 48: FRANCE GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 49: ITALY GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 50: SPAIN GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 51: NETHERLANDS GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 52: NORDIC COUNTRIES GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 53: REST OF EUROPE GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 54: ASIA-PACIFIC GAMING MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN %)
  • FIGURE 55: CHINA GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 56: JAPAN GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 57: INDIA GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 58: SOUTH KOREA GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 59: INDONESIA GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 60: THAILAND GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 61: TAIWAN GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 62: AUSTRALIA & NEW ZEALAND GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 63: REST OF ASIA-PACIFIC GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 64: REST OF WORLD GAMING MARKET, REGIONAL OUTLOOK, 2024 & 2032 (IN %)
  • FIGURE 65: LATIN AMERICA GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 66: MIDDLE EAST & AFRICA GAMING MARKET, 2025-2032 (IN $ BILLION)
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