
Global Gaming Market Size, Share & Trends Analysis Report, Forecast Period, 2024-2030
Report ID: MS-1635 | Consumer Goods | Last updated: Sep, 2024 | Formats*:

Gaming Report Highlights
Report Metrics | Details |
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Forecast period | 2019-2030 |
Base Year Of Estimation | 2023 |
Growth Rate | CAGR of 13% |
Key Market Players |
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By Region |
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Gaming Market Trends
The gaming market is in rapid transformation due to technological innovation and changing consumer preferences. The growth of mobile gaming powered by the diffusion of smartphones and tablets has democratised access to gaming. Cloud gaming, with on-demand gameplay without the need for high-performance hardware, is one such pathway to growth. Another avenue for growth has been the integration of virtual and augmented reality to offer immersive gaming experiences. Competitive gaming, or esports, has become a highly popular spectator sport and drives viewership and significant revenues. The industry is also extending from its traditional platforms into areas like fashion, music, and other lifestyle categories. Microtransactions and free-to-play have changed the meaning of revenue generation; subscription services take a lion's share. The focus of the industry now goes to inclusivity and accessibility to all demographics.Gaming Market Leading Players
The key players profiled in the report are Activision Blizzard Inc. (U.S.), Sony Group Corporation (Japan), PlayJam Ltd (U.K.), Nvidia Corporation (U.S.), Electronic Arts Inc (U.S.), Rovio Entertainment Corporation (Finland), Bandai Namco Holdings Inc. (Japan), Valve Corporation (U.S.), Nintendo Co. Ltd (Japan), Microsoft Corporation (U.S.), Tencent Holdings Ltd. (China)Growth Accelerators
A number of major forces drive the gaming market. Improvements in technologies related to high graphics, both virtual and augmented realities, made a massive difference in the gaming experience, hence attracting a larger audience. Growing penetration in smartphones and tablets increases access to a wider demographic, thereby giving a fillip to growth in mobile gaming. But that's not all the rapid growth of esports and the new status accorded to video gaming as a competitive sport also saw huge interest and investments in this market. Moreover, the shifting demographics of gamers to adults and female players has resulted in market diversification. With increased disposable incomes and a desire for entertainment and escape, the gaming industry continues to grow.Gaming Market Segmentation analysis
The Global Gaming is segmented by and Region. . Geographically, the market is assessed across key Regions like North America(United States.Canada.Mexico), South America(Brazil.Argentina.Chile.Rest of South America), Europe(Germany.France.Italy.United Kingdom.Benelux.Nordics.Rest of Europe), Asia Pacific(China.Japan.India.South Korea.Australia.Southeast Asia.Rest of Asia-Pacific), MEA(Middle East.Africa) and others, each presenting distinct growth opportunities and challenges influenced by the regions.Competitive Landscape
It is an extremely competitive industry, with a constantly changing dynamic between established giants and rising indie developers. There are big players with big resources in gaming who tend to dominate in console and PC gaming, while in mobile gaming, one sees a boom in smaller studios and independent game developers. It is that type of industry where the speed at which technology changes is fast, consumer preferences are shifting, and the platform itself is changing. This competition has been expanded into hardware manufacturers, game publishers, and digital distribution platforms, and recently into esports organizations. The battle for market share includes aggressive rivalry in such areas as the quality of the game, intellectual property, user acquisition strategies, and monetisation strategies.Challenges In Gaming Market
There are several challenges facing the gaming industry. The industry is largely competitive, with several game developers eying the same market as many publishers do; this makes it quite hard for any developer or publisher to get noticed and attract a large player base. Besides, the rapid speed at which technology is changing requires continuous investments in research and development. Other issues include piracy, resulting in problems in generating revenue, and maintaining gamers' interest and not losing them since options to pick from are so many. Furthermore, the gaming industry faces a strong regulatory environment: concerns about the content of the games, age recommendations, and most recently, loot boxes. Artistic expression and compliance with regulations are extremely hard to balance.Risks & Prospects in Gaming Market
The gaming market has a number of opportunities that are open to growth and innovation. Integration of advanced technologies will definitely bring along immense possibilities for the development of immersive and interactive gaming experiences. Expansion into untapped markets, in addition to developing countries, and exploration of newer demographics are imperative to capture considerable growth. More so, the esports industry goes on and on, opening up more opportunities where game developers, publishers, and platforms could ride the wave of competitive gaming. In some cases, merchandising, licensing, and live streaming can also make all the difference in the world, towards increasing the diversification of income streams for the companies that operate within this ecosystem.Key Target Audience
The gaming market comprises consumers of all ages, genders, and demographic segments. Historically, the industry has been dominated by males, but recent trends have indicated that there is a large section of players outside this stereotype. One major segment would be the core gamers, normally young adults who have gamed extensively, while another would be the casual gamers, with a wider age bracket and different levels of engagement that make for a large market. Moreover, with the invention of mobile gaming, this industry has engaged a huge number of audiences: families, women, and the elderly.,, Finally, one of the most important factors that esports growth did was to establish a culture of fans interested in competitive gamers. Usually, people follow professional gaming leagues in order to become professional players themselves. This is a demographic of highly committed and very profitable viewers that gaming companies and brands are targeting.Merger and acquisition
The recent trend in the gaming industry has been one of mergers and acquisitions in an attempt to grow market share, secure important intellectual property, and build a favourable competitive advantage. Deals such as Microsoft's purchase of Activision Blizzard have completely changed the shape of the industry. Such mergers primarily take the form of strategic partnerships between large gaming corporations and some of the more imaginative studios that are smaller by comparison in size. However, there is increased regulatory scrutiny over such mega-deals. Competition authorities consider the potential impact of these deals on market competition and consumer welfare. Further consolidation in the gaming industry is likely to result as firms continue to chase growth opportunities that bring with them stronger market positions.- 1.1 Report description
- 1.2 Key market segments
- 1.3 Key benefits to the stakeholders
2: Executive Summary
- 2.1 Gaming- Snapshot
- 2.2 Gaming- Segment Snapshot
- 2.3 Gaming- Competitive Landscape Snapshot
3: Market Overview
- 3.1 Market definition and scope
- 3.2 Key findings
- 3.2.1 Top impacting factors
- 3.2.2 Top investment pockets
- 3.3 Porter’s five forces analysis
- 3.3.1 Low bargaining power of suppliers
- 3.3.2 Low threat of new entrants
- 3.3.3 Low threat of substitutes
- 3.3.4 Low intensity of rivalry
- 3.3.5 Low bargaining power of buyers
- 3.4 Market dynamics
- 3.4.1 Drivers
- 3.4.2 Restraints
- 3.4.3 Opportunities
4: Gaming Market by Game Type
- 4.1 Overview
- 4.1.1 Market size and forecast
- 4.2 Shooter
- 4.2.1 Key market trends, factors driving growth, and opportunities
- 4.2.2 Market size and forecast, by region
- 4.2.3 Market share analysis by country
- 4.3 Action
- 4.3.1 Key market trends, factors driving growth, and opportunities
- 4.3.2 Market size and forecast, by region
- 4.3.3 Market share analysis by country
- 4.4 Sports
- 4.4.1 Key market trends, factors driving growth, and opportunities
- 4.4.2 Market size and forecast, by region
- 4.4.3 Market share analysis by country
- 4.5 Role Playing
- 4.5.1 Key market trends, factors driving growth, and opportunities
- 4.5.2 Market size and forecast, by region
- 4.5.3 Market share analysis by country
- 4.6 Others
- 4.6.1 Key market trends, factors driving growth, and opportunities
- 4.6.2 Market size and forecast, by region
- 4.6.3 Market share analysis by country
5: Gaming Market by Device Type
- 5.1 Overview
- 5.1.1 Market size and forecast
- 5.2 PC/MMO
- 5.2.1 Key market trends, factors driving growth, and opportunities
- 5.2.2 Market size and forecast, by region
- 5.2.3 Market share analysis by country
- 5.3 Tablet
- 5.3.1 Key market trends, factors driving growth, and opportunities
- 5.3.2 Market size and forecast, by region
- 5.3.3 Market share analysis by country
- 5.4 Mobile Phone
- 5.4.1 Key market trends, factors driving growth, and opportunities
- 5.4.2 Market size and forecast, by region
- 5.4.3 Market share analysis by country
- 5.5 TV/Console
- 5.5.1 Key market trends, factors driving growth, and opportunities
- 5.5.2 Market size and forecast, by region
- 5.5.3 Market share analysis by country
6: Gaming Market by End-User
- 6.1 Overview
- 6.1.1 Market size and forecast
- 6.2 Male
- 6.2.1 Key market trends, factors driving growth, and opportunities
- 6.2.2 Market size and forecast, by region
- 6.2.3 Market share analysis by country
- 6.3 Female
- 6.3.1 Key market trends, factors driving growth, and opportunities
- 6.3.2 Market size and forecast, by region
- 6.3.3 Market share analysis by country
7: Gaming Market by Region
- 7.1 Overview
- 7.1.1 Market size and forecast By Region
- 7.2 North America
- 7.2.1 Key trends and opportunities
- 7.2.2 Market size and forecast, by Type
- 7.2.3 Market size and forecast, by Application
- 7.2.4 Market size and forecast, by country
- 7.2.4.1 United States
- 7.2.4.1.1 Key market trends, factors driving growth, and opportunities
- 7.2.4.1.2 Market size and forecast, by Type
- 7.2.4.1.3 Market size and forecast, by Application
- 7.2.4.2 Canada
- 7.2.4.2.1 Key market trends, factors driving growth, and opportunities
- 7.2.4.2.2 Market size and forecast, by Type
- 7.2.4.2.3 Market size and forecast, by Application
- 7.2.4.3 Mexico
- 7.2.4.3.1 Key market trends, factors driving growth, and opportunities
- 7.2.4.3.2 Market size and forecast, by Type
- 7.2.4.3.3 Market size and forecast, by Application
- 7.2.4.1 United States
- 7.3 South America
- 7.3.1 Key trends and opportunities
- 7.3.2 Market size and forecast, by Type
- 7.3.3 Market size and forecast, by Application
- 7.3.4 Market size and forecast, by country
- 7.3.4.1 Brazil
- 7.3.4.1.1 Key market trends, factors driving growth, and opportunities
- 7.3.4.1.2 Market size and forecast, by Type
- 7.3.4.1.3 Market size and forecast, by Application
- 7.3.4.2 Argentina
- 7.3.4.2.1 Key market trends, factors driving growth, and opportunities
- 7.3.4.2.2 Market size and forecast, by Type
- 7.3.4.2.3 Market size and forecast, by Application
- 7.3.4.3 Chile
- 7.3.4.3.1 Key market trends, factors driving growth, and opportunities
- 7.3.4.3.2 Market size and forecast, by Type
- 7.3.4.3.3 Market size and forecast, by Application
- 7.3.4.4 Rest of South America
- 7.3.4.4.1 Key market trends, factors driving growth, and opportunities
- 7.3.4.4.2 Market size and forecast, by Type
- 7.3.4.4.3 Market size and forecast, by Application
- 7.3.4.1 Brazil
- 7.4 Europe
- 7.4.1 Key trends and opportunities
- 7.4.2 Market size and forecast, by Type
- 7.4.3 Market size and forecast, by Application
- 7.4.4 Market size and forecast, by country
- 7.4.4.1 Germany
- 7.4.4.1.1 Key market trends, factors driving growth, and opportunities
- 7.4.4.1.2 Market size and forecast, by Type
- 7.4.4.1.3 Market size and forecast, by Application
- 7.4.4.2 France
- 7.4.4.2.1 Key market trends, factors driving growth, and opportunities
- 7.4.4.2.2 Market size and forecast, by Type
- 7.4.4.2.3 Market size and forecast, by Application
- 7.4.4.3 Italy
- 7.4.4.3.1 Key market trends, factors driving growth, and opportunities
- 7.4.4.3.2 Market size and forecast, by Type
- 7.4.4.3.3 Market size and forecast, by Application
- 7.4.4.4 United Kingdom
- 7.4.4.4.1 Key market trends, factors driving growth, and opportunities
- 7.4.4.4.2 Market size and forecast, by Type
- 7.4.4.4.3 Market size and forecast, by Application
- 7.4.4.5 Benelux
- 7.4.4.5.1 Key market trends, factors driving growth, and opportunities
- 7.4.4.5.2 Market size and forecast, by Type
- 7.4.4.5.3 Market size and forecast, by Application
- 7.4.4.6 Nordics
- 7.4.4.6.1 Key market trends, factors driving growth, and opportunities
- 7.4.4.6.2 Market size and forecast, by Type
- 7.4.4.6.3 Market size and forecast, by Application
- 7.4.4.7 Rest of Europe
- 7.4.4.7.1 Key market trends, factors driving growth, and opportunities
- 7.4.4.7.2 Market size and forecast, by Type
- 7.4.4.7.3 Market size and forecast, by Application
- 7.4.4.1 Germany
- 7.5 Asia Pacific
- 7.5.1 Key trends and opportunities
- 7.5.2 Market size and forecast, by Type
- 7.5.3 Market size and forecast, by Application
- 7.5.4 Market size and forecast, by country
- 7.5.4.1 China
- 7.5.4.1.1 Key market trends, factors driving growth, and opportunities
- 7.5.4.1.2 Market size and forecast, by Type
- 7.5.4.1.3 Market size and forecast, by Application
- 7.5.4.2 Japan
- 7.5.4.2.1 Key market trends, factors driving growth, and opportunities
- 7.5.4.2.2 Market size and forecast, by Type
- 7.5.4.2.3 Market size and forecast, by Application
- 7.5.4.3 India
- 7.5.4.3.1 Key market trends, factors driving growth, and opportunities
- 7.5.4.3.2 Market size and forecast, by Type
- 7.5.4.3.3 Market size and forecast, by Application
- 7.5.4.4 South Korea
- 7.5.4.4.1 Key market trends, factors driving growth, and opportunities
- 7.5.4.4.2 Market size and forecast, by Type
- 7.5.4.4.3 Market size and forecast, by Application
- 7.5.4.5 Australia
- 7.5.4.5.1 Key market trends, factors driving growth, and opportunities
- 7.5.4.5.2 Market size and forecast, by Type
- 7.5.4.5.3 Market size and forecast, by Application
- 7.5.4.6 Southeast Asia
- 7.5.4.6.1 Key market trends, factors driving growth, and opportunities
- 7.5.4.6.2 Market size and forecast, by Type
- 7.5.4.6.3 Market size and forecast, by Application
- 7.5.4.7 Rest of Asia-Pacific
- 7.5.4.7.1 Key market trends, factors driving growth, and opportunities
- 7.5.4.7.2 Market size and forecast, by Type
- 7.5.4.7.3 Market size and forecast, by Application
- 7.5.4.1 China
- 7.6 MEA
- 7.6.1 Key trends and opportunities
- 7.6.2 Market size and forecast, by Type
- 7.6.3 Market size and forecast, by Application
- 7.6.4 Market size and forecast, by country
- 7.6.4.1 Middle East
- 7.6.4.1.1 Key market trends, factors driving growth, and opportunities
- 7.6.4.1.2 Market size and forecast, by Type
- 7.6.4.1.3 Market size and forecast, by Application
- 7.6.4.2 Africa
- 7.6.4.2.1 Key market trends, factors driving growth, and opportunities
- 7.6.4.2.2 Market size and forecast, by Type
- 7.6.4.2.3 Market size and forecast, by Application
- 7.6.4.1 Middle East
- 8.1 Overview
- 8.2 Key Winning Strategies
- 8.3 Top 10 Players: Product Mapping
- 8.4 Competitive Analysis Dashboard
- 8.5 Market Competition Heatmap
- 8.6 Leading Player Positions, 2022
9: Company Profiles
- 9.1 Activision Blizzard Inc. (U.S.)
- 9.1.1 Company Overview
- 9.1.2 Key Executives
- 9.1.3 Company snapshot
- 9.1.4 Active Business Divisions
- 9.1.5 Product portfolio
- 9.1.6 Business performance
- 9.1.7 Major Strategic Initiatives and Developments
- 9.2 Sony Group Corporation (Japan)
- 9.2.1 Company Overview
- 9.2.2 Key Executives
- 9.2.3 Company snapshot
- 9.2.4 Active Business Divisions
- 9.2.5 Product portfolio
- 9.2.6 Business performance
- 9.2.7 Major Strategic Initiatives and Developments
- 9.3 PlayJam Ltd (U.K.)
- 9.3.1 Company Overview
- 9.3.2 Key Executives
- 9.3.3 Company snapshot
- 9.3.4 Active Business Divisions
- 9.3.5 Product portfolio
- 9.3.6 Business performance
- 9.3.7 Major Strategic Initiatives and Developments
- 9.4 Nvidia Corporation (U.S.)
- 9.4.1 Company Overview
- 9.4.2 Key Executives
- 9.4.3 Company snapshot
- 9.4.4 Active Business Divisions
- 9.4.5 Product portfolio
- 9.4.6 Business performance
- 9.4.7 Major Strategic Initiatives and Developments
- 9.5 Electronic Arts Inc (U.S.)
- 9.5.1 Company Overview
- 9.5.2 Key Executives
- 9.5.3 Company snapshot
- 9.5.4 Active Business Divisions
- 9.5.5 Product portfolio
- 9.5.6 Business performance
- 9.5.7 Major Strategic Initiatives and Developments
- 9.6 Rovio Entertainment Corporation (Finland)
- 9.6.1 Company Overview
- 9.6.2 Key Executives
- 9.6.3 Company snapshot
- 9.6.4 Active Business Divisions
- 9.6.5 Product portfolio
- 9.6.6 Business performance
- 9.6.7 Major Strategic Initiatives and Developments
- 9.7 Bandai Namco Holdings Inc. (Japan)
- 9.7.1 Company Overview
- 9.7.2 Key Executives
- 9.7.3 Company snapshot
- 9.7.4 Active Business Divisions
- 9.7.5 Product portfolio
- 9.7.6 Business performance
- 9.7.7 Major Strategic Initiatives and Developments
- 9.8 Valve Corporation (U.S.)
- 9.8.1 Company Overview
- 9.8.2 Key Executives
- 9.8.3 Company snapshot
- 9.8.4 Active Business Divisions
- 9.8.5 Product portfolio
- 9.8.6 Business performance
- 9.8.7 Major Strategic Initiatives and Developments
- 9.9 Nintendo Co. Ltd (Japan)
- 9.9.1 Company Overview
- 9.9.2 Key Executives
- 9.9.3 Company snapshot
- 9.9.4 Active Business Divisions
- 9.9.5 Product portfolio
- 9.9.6 Business performance
- 9.9.7 Major Strategic Initiatives and Developments
- 9.10 Microsoft Corporation (U.S.)
- 9.10.1 Company Overview
- 9.10.2 Key Executives
- 9.10.3 Company snapshot
- 9.10.4 Active Business Divisions
- 9.10.5 Product portfolio
- 9.10.6 Business performance
- 9.10.7 Major Strategic Initiatives and Developments
- 9.11 Tencent Holdings Ltd. (China)
- 9.11.1 Company Overview
- 9.11.2 Key Executives
- 9.11.3 Company snapshot
- 9.11.4 Active Business Divisions
- 9.11.5 Product portfolio
- 9.11.6 Business performance
- 9.11.7 Major Strategic Initiatives and Developments
10: Analyst Perspective and Conclusion
- 10.1 Concluding Recommendations and Analysis
- 10.2 Strategies for Market Potential
Scope of Report
Aspects | Details |
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By Game Type |
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By Device Type |
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By End-User |
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Report Licenses
Frequently Asked Questions (FAQ):
How do regulatory policies impact the Gaming Market?
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