Picture
SEARCH
What are you looking for?
Need help finding what you are looking for? Contact Us
Compare

PUBLISHER: The Business Research Company | PRODUCT CODE: 1659090

Cover Image

PUBLISHER: The Business Research Company | PRODUCT CODE: 1659090

Gaming Global Market Report 2025

PUBLISHED:
PAGES: 200 Pages
DELIVERY TIME: 2-10 business days
SELECT AN OPTION
PDF (Single User License)
USD 4490
PDF (Site License)
USD 6490
PDF (Enterprise License)
USD 8490

Add to Cart

Gaming refers to the activity of playing games that are designed not only for entertainment but also to educate or assist in problem-solving, such as in military or corporate environments. It is widely used for recreation, social interaction, skill development, and education, offering both enjoyment and cognitive advantages. Through gaming, players can engage in challenging scenarios that enhance strategic thinking, decision-making, and problem-solving skills, while also fostering social connections and personal growth.

The main types of gaming include action, shooter, role-playing, sports, and various other game genres. Action games involve players overcoming obstacles through physical techniques, such as precision aiming and rapid reaction times. These games can be played on a variety of devices, including consoles, mobile phones, and computers. They can be acquired through different methods, such as box/CD game purchases, in-app purchases, shareware, freeware, and others. Gaming experiences are accessible through both online and offline platforms, offering a diverse range of options for players.

The gaming market research report is one of a series of new reports from The Business Research Company that provides gaming market statistics, including the gaming industry's global market size, regional shares, competitors with a gaming market share, detailed gaming market segments, market trends and opportunities, and any further data you may need to thrive in the gaming industry. This gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The gaming market size has grown rapidly in recent years. It will grow from $310.97 billion in 2024 to $345.34 billion in 2025 at a compound annual growth rate (CAGR) of 11.1%. The growth in the historic period can be attributed to expansion of gaming platforms, rise of esports, gaming communities, mobile gaming boom, gaming conventions and events.

The gaming market size is expected to see rapid growth in the next few years. It will grow to $562.87 billion in 2029 at a compound annual growth rate (CAGR) of 13.0%. The growth in the forecast period can be attributed to innovations in game design, inclusion of casual gamers, sustainability and eco-friendly initiatives, social impact and diversity in gaming, government support and recognition. Major trends in the forecast period include rise of cloud gaming, subscription gaming services, augmented reality (AR) and virtual reality (VR) experiences, user-generated content and game modding, mobile gaming dominance, next-gen consoles and hardware innovations.

The increasing proliferation of mobile phones is expected to drive the growth of the gaming market in the coming years. A mobile phone is a portable electronic device with cellular network capabilities. Mobile phones contribute to the growth of the gaming market by offering enhanced performance, better display quality, and high-end specifications tailored for gaming. For example, in March 2023, a report by Cybercrew, a UK-based provider of cybersecurity solutions, revealed that 91.43% of UK households were using smartphones in 2021, with this figure projected to rise to 93.8% by 2026. Consequently, the growing adoption of mobile phones is fueling the expansion of the gaming market.

The upward trajectory of internet penetration is poised to propel the gaming market further. Internet penetration, denoting the percentage of a population with internet access, is integral to gaming experiences, enabling seamless connections among players. This connectivity facilitates gaming activities such as connecting, competing, exploring, and expanding horizons. A case in point is the UK, where internet users increased by 224 thousand (+0.3 percent) from 2022 to 2023, reaching a total of 66.11 million users. This surge in internet users underscores the role of rising internet penetration in driving the growth of the gaming market.

Major players in the gaming market are strategically developing innovative games to capitalize on popular trends, as exemplified by EA Sports F1 22. Released in June 2022, this game serves as the official video game for the 2022 Formula One World Championship. Available on multiple platforms, including Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S, the game encompasses all official teams, drivers, and circuits from the 2022 season. Featuring a new career mode, diverse multiplayer options, and an innovative element known as F1 Life, the game demonstrates a strategic approach to leveraging Formula One's popularity for gaming market success.

Leading companies in the gaming industry are strategically pursuing partnerships to enrich their offerings and provide a comprehensive gaming experience. Strategic partnerships involve leveraging mutual strengths and resources for shared benefits. For instance, in May 2022, Electronic Arts Inc.'s collaboration with Middle-earth Enterprises, a US-based film production and licensing company. This partnership aims to create a new, free-to-play mobile game, The Lord of the Rings Heroes of Middle-earth. Positioned as a collectible role-playing game (RPG), it offers both new and dedicated fans a socially competitive experience, seamlessly blending fantasy and adventure from the beloved franchise. This strategic partnership reflects a concerted effort to enhance gaming experiences and diversify product offerings.

In February 2022, Tencent Holdings Ltd., a leading Chinese internet and technology company, successfully acquired 1C Entertainment for an undisclosed sum. This strategic move signifies Tencent's support for 1C Entertainment's vision and enthusiasm, aligning with its commitment to engage with creative minds within its global gaming ecosystem. The acquisition provides 1C Entertainment, a Polish business specializing in services for video game creators, game production, and distribution, with a unique opportunity to collaborate with Tencent and other notable entities within its expansive worldwide network.

Major companies operating in the gaming market are Microsoft Corporation, Nintendo Co. Ltd., Rovio Entertainment Corporation, Nvidia Corporation, Electronic Arts Inc., Sony Corporation, Apple Inc., Google LLC, Bandai Namco Entertainment Inc., Take-Two Interactive Software Inc., Nexon Company, Activision Blizzard Inc., Ubisoft Entertainment SA, Square Enix Holdings Co. Ltd., ZeptoLab OOO, Tencent Holdings Ltd., Sega Games Co. Ltd., Capcom Co. Ltd., NetEase Inc., Interactive Entertainment Beijing Kunlun Technology Co. Ltd., Konami Holdings Corporation, Zynga Inc., GungHo Online Entertainment Inc., NCSoft Corporation, Kakao Games Corp., Smilegate Holdings Inc., Gravity Co. Ltd., Pearl Abyss Corp., Com2uS Corp., LINE Corporation, Wargaming Group Limited

Asia-Pacific was the largest region in the gaming market in 2024. The regions covered in the gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The gaming market includes revenues earned by entities by simulation games, puzzlers, and party games. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Gaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for gaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Game Type: Action; Shooter; Role-Playing; Sports; Other Game Types
  • 2) By Device: Console; Mobile; Computer
  • 3) By Purchase Type: Box Or CD Game Purchase; In-App Purchase Based; Shareware; Freeware; Other Purchase Types
  • 4) By Platform: Online; Offline
  • Subsegments:
  • 1) By Action: Platformers; Fighting Games; Adventure Games
  • 2) By Shooter: First-Person Shooters; Third-Person Shooters; Battle Royale Games
  • 3) By Role-Playing: Traditional RPGs; Action RPGs; Massively Multiplayer Online RPGs
  • 4) By Sports: Simulation Sports; Arcade Sports; Racing Games
  • 5) By Other Game Types: Puzzle Games; Strategy Games; Simulation Games; Casual Games
  • Companies Mentioned: Microsoft Corporation; Nintendo Co. Ltd.; Rovio Entertainment Corporation; Nvidia Corporation; Electronic Arts Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.
Product Code: r22631

Table of Contents

1. Executive Summary

2. Gaming Market Characteristics

3. Gaming Market Trends And Strategies

4. Gaming Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Gaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Gaming Market Growth Rate Analysis
  • 5.4. Global Gaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Gaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Gaming Total Addressable Market (TAM)

6. Gaming Market Segmentation

  • 6.1. Global Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Action
  • Shooter
  • Role-Playing
  • Sports
  • Other Game Types
  • 6.2. Global Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Console
  • Mobile
  • Computer
  • 6.3. Global Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Box/CD Game Purchase
  • In-App Purchase Based
  • Shareware
  • Freeware
  • Other Purchase Types
  • 6.4. Global Gaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Online
  • Offline
  • 6.5. Global Gaming Market, Sub-Segmentation Of Action, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Platformers
  • Fighting Games
  • Adventure Games
  • 6.6. Global Gaming Market, Sub-Segmentation Of Shooter, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • First-Person Shooters
  • Third-Person Shooters
  • Battle Royale Games
  • 6.7. Global Gaming Market, Sub-Segmentation Of Role-Playing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Traditional RPGs
  • Action RPGs
  • Massively Multiplayer Online RPGs
  • 6.8. Global Gaming Market, Sub-Segmentation Of Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation Sports
  • Arcade Sports
  • Racing Games
  • 6.9. Global Gaming Market, Sub-Segmentation Of Other Game Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Puzzle Games
  • Strategy Games
  • Simulation Games
  • Casual Games

7. Gaming Market Regional And Country Analysis

  • 7.1. Global Gaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Gaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Gaming Market

  • 8.1. Asia-Pacific Gaming Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gaming Market

  • 9.1. China Gaming Market Overview
  • 9.2. China Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gaming Market

  • 10.1. India Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gaming Market

  • 11.1. Japan Gaming Market Overview
  • 11.2. Japan Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gaming Market

  • 12.1. Australia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gaming Market

  • 13.1. Indonesia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Gaming Market

  • 14.1. South Korea Gaming Market Overview
  • 14.2. South Korea Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Gaming Market

  • 15.1. Western Europe Gaming Market Overview
  • 15.2. Western Europe Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gaming Market

  • 16.1. UK Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gaming Market

  • 17.1. Germany Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gaming Market

  • 18.1. France Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gaming Market

  • 19.1. Italy Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gaming Market

  • 20.1. Spain Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Gaming Market

  • 21.1. Eastern Europe Gaming Market Overview
  • 21.2. Eastern Europe Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gaming Market

  • 22.1. Russia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Gaming Market

  • 23.1. North America Gaming Market Overview
  • 23.2. North America Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gaming Market

  • 24.1. USA Gaming Market Overview
  • 24.2. USA Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gaming Market

  • 25.1. Canada Gaming Market Overview
  • 25.2. Canada Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Gaming Market

  • 26.1. South America Gaming Market Overview
  • 26.2. South America Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gaming Market

  • 27.1. Brazil Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Gaming Market

  • 28.1. Middle East Gaming Market Overview
  • 28.2. Middle East Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gaming Market

  • 29.1. Africa Gaming Market Overview
  • 29.2. Africa Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Gaming Market Competitive Landscape And Company Profiles

  • 30.1. Gaming Market Competitive Landscape
  • 30.2. Gaming Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Rovio Entertainment Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Gaming Market Other Major And Innovative Companies

  • 31.1. Sony Corporation
  • 31.2. Apple Inc.
  • 31.3. Google LLC
  • 31.4. Bandai Namco Entertainment Inc.
  • 31.5. Take-Two Interactive Software Inc.
  • 31.6. Nexon Company
  • 31.7. Activision Blizzard Inc.
  • 31.8. Ubisoft Entertainment SA
  • 31.9. Square Enix Holdings Co. Ltd.
  • 31.10. ZeptoLab OOO
  • 31.11. Tencent Holdings Ltd.
  • 31.12. Sega Games Co. Ltd.
  • 31.13. Capcom Co. Ltd.
  • 31.14. NetEase Inc.
  • 31.15. Interactive Entertainment Beijing Kunlun Technology Co. Ltd.

32. Global Gaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gaming Market

34. Recent Developments In The Gaming Market

35. Gaming Market High Potential Countries, Segments and Strategies

  • 35.1 Gaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gaming Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
Have a question?
Picture

Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

Picture

Christine Sirois

Manager - Americas

+1-860-674-8796

Questions? Please give us a call or visit the contact form.
Hi, how can we help?
Contact us!