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Global Gaming Market Research Report 2024

Global Gaming Market Research Report 2024

Publishing Date : Jan, 2023

License Type :
 

Report Code : 1734352

No of Pages : 103

Gaming refers to playing electronic games, whether through consoles, computers, mobile phones or another medium altogether. Gaming is a nuanced term that suggests regular gameplay, possibly as a hobby. Although traditionally a solitary form of relaxation, online multiplayer video games have made gaming a popular group activity as well.

The global Gaming market was valued at US$ 189160 million in 2023 and is anticipated to reach US$ 443770 million by 2030, witnessing a CAGR of 12.8% during the forecast period 2024-2030.

Global Gaming key players include Activision Blizzard, Microsoft, Sony, Tencent, Apple, etc. Global top five manufacturers hold a share about 45%.

Asia-Pacific is the largest market, with a share about 45%, followed by North America and Europe, both have a share over 45 percent. 

In terms of product, Mobile Gaming is the largest segment, with a share over 50%. And in terms of application, the largest application is Amateur, followed by Professional.

This report aims to provide a comprehensive presentation of the global market for Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming.

Report Scope

The Gaming market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided. 

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

By Company

  •     Activision Blizzard
  •     Electronic Arts
  •     Microsoft
  •     NetEase
  •     Nintendo
  •     Sony
  •     Tencent
  •     ChangYou
  •     DeNA
  •     GungHo
  •     Apple
  •     Google
  •     Nexon
  •     Sega
  •     Warner Bros
  •     Namco Bandai
  •     Ubisoft
  •     Square Enix
  •     Take-Two Interactive
  •     King Digital Entertainment

Segment by Type

  •     Mobile Gaming
  •     Console Gaming
  •     PC Gaming

Segment by Application

  •     Amateur
  •     Professional

Consumption by Region

  • North America (United States, Canada)
  • Europe (Germany, France, U.K., Italy, Netherlands)
  • Asia-Pacific (China, Japan, South Korea, China Taiwan, Southeast Asia, India)
  • Latin America, Middle East & Africa (Latin America, Mexico, Brazil, Turkey)

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Gaming companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.

1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Gaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
        1.2.2 Mobile Gaming
        1.2.3 Console Gaming
        1.2.4 PC Gaming
    1.3 Market by Application
        1.3.1 Global Gaming Market Growth by Application: 2019 VS 2023 VS 2030
        1.3.2 Amateur
        1.3.3 Professional
    1.4 Study Objectives
    1.5 Years Considered
    1.6 Years Considered

 2 Global Growth Trends
    2.1 Global Gaming Market Perspective (2019-2030)
    2.2 Gaming Growth Trends by Region
        2.2.1 Global Gaming Market Size by Region: 2019 VS 2023 VS 2030
        2.2.2 Gaming Historic Market Size by Region (2019-2024)
        2.2.3 Gaming Forecasted Market Size by Region (2025-2030)
    2.3 Gaming Market Dynamics
        2.3.1 Gaming Industry Trends
        2.3.2 Gaming Market Drivers
        2.3.3 Gaming Market Challenges
        2.3.4 Gaming Market Restraints

 3 Competition Landscape by Key Players
    3.1 Global Top Gaming Players by Revenue
        3.1.1 Global Top Gaming Players by Revenue (2019-2024)
        3.1.2 Global Gaming Revenue Market Share by Players (2019-2024)
    3.2 Global Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    3.3 Players Covered: Ranking by Gaming Revenue
    3.4 Global Gaming Market Concentration Ratio
        3.4.1 Global Gaming Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Gaming Revenue in 2023
    3.5 Gaming Key Players Head office and Area Served
    3.6 Key Players Gaming Product Solution and Service
    3.7 Date of Enter into Gaming Market
    3.8 Mergers & Acquisitions, Expansion Plans

 4 Gaming Breakdown Data by Type
    4.1 Global Gaming Historic Market Size by Type (2019-2024)
    4.2 Global Gaming Forecasted Market Size by Type (2025-2030)

 5 Gaming Breakdown Data by Application
    5.1 Global Gaming Historic Market Size by Application (2019-2024)
    5.2 Global Gaming Forecasted Market Size by Application (2025-2030)

 6 North America
    6.1 North America Gaming Market Size (2019-2030)
    6.2 North America Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
    6.3 North America Gaming Market Size by Country (2019-2024)
    6.4 North America Gaming Market Size by Country (2025-2030)
    6.5 United States
    6.6 Canada

 7 Europe
    7.1 Europe Gaming Market Size (2019-2030)
    7.2 Europe Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
    7.3 Europe Gaming Market Size by Country (2019-2024)
    7.4 Europe Gaming Market Size by Country (2025-2030)
    7.5 Germany
    7.6 France
    7.7 U.K.
    7.8 Italy
    7.9 Russia
    7.10 Nordic Countries

 8 Asia-Pacific
    8.1 Asia-Pacific Gaming Market Size (2019-2030)
    8.2 Asia-Pacific Gaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
    8.3 Asia-Pacific Gaming Market Size by Region (2019-2024)
    8.4 Asia-Pacific Gaming Market Size by Region (2025-2030)
    8.5 China
    8.6 Japan
    8.7 South Korea
    8.8 Southeast Asia
    8.9 India
    8.10 Australia

 9 Latin America
    9.1 Latin America Gaming Market Size (2019-2030)
    9.2 Latin America Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
    9.3 Latin America Gaming Market Size by Country (2019-2024)
    9.4 Latin America Gaming Market Size by Country (2025-2030)
    9.5 Mexico
    9.6 Brazil

 10 Middle East & Africa
    10.1 Middle East & Africa Gaming Market Size (2019-2030)
    10.2 Middle East & Africa Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
    10.3 Middle East & Africa Gaming Market Size by Country (2019-2024)
    10.4 Middle East & Africa Gaming Market Size by Country (2025-2030)
    10.5 Turkey
    10.6 Saudi Arabia
    10.7 UAE

 11 Key Players Profiles
    11.1 Activision Blizzard
        11.1.1 Activision Blizzard Company Detail
        11.1.2 Activision Blizzard Business Overview
        11.1.3 Activision Blizzard Gaming Introduction
        11.1.4 Activision Blizzard Revenue in Gaming Business (2019-2024)
        11.1.5 Activision Blizzard Recent Development
    11.2 Electronic Arts
        11.2.1 Electronic Arts Company Detail
        11.2.2 Electronic Arts Business Overview
        11.2.3 Electronic Arts Gaming Introduction
        11.2.4 Electronic Arts Revenue in Gaming Business (2019-2024)
        11.2.5 Electronic Arts Recent Development
    11.3 Microsoft
        11.3.1 Microsoft Company Detail
        11.3.2 Microsoft Business Overview
        11.3.3 Microsoft Gaming Introduction
        11.3.4 Microsoft Revenue in Gaming Business (2019-2024)
        11.3.5 Microsoft Recent Development
    11.4 NetEase
        11.4.1 NetEase Company Detail
        11.4.2 NetEase Business Overview
        11.4.3 NetEase Gaming Introduction
        11.4.4 NetEase Revenue in Gaming Business (2019-2024)
        11.4.5 NetEase Recent Development
    11.5 Nintendo
        11.5.1 Nintendo Company Detail
        11.5.2 Nintendo Business Overview
        11.5.3 Nintendo Gaming Introduction
        11.5.4 Nintendo Revenue in Gaming Business (2019-2024)
        11.5.5 Nintendo Recent Development
    11.6 Sony
        11.6.1 Sony Company Detail
        11.6.2 Sony Business Overview
        11.6.3 Sony Gaming Introduction
        11.6.4 Sony Revenue in Gaming Business (2019-2024)
        11.6.5 Sony Recent Development
    11.7 Tencent
        11.7.1 Tencent Company Detail
        11.7.2 Tencent Business Overview
        11.7.3 Tencent Gaming Introduction
        11.7.4 Tencent Revenue in Gaming Business (2019-2024)
        11.7.5 Tencent Recent Development
    11.8 ChangYou
        11.8.1 ChangYou Company Detail
        11.8.2 ChangYou Business Overview
        11.8.3 ChangYou Gaming Introduction
        11.8.4 ChangYou Revenue in Gaming Business (2019-2024)
        11.8.5 ChangYou Recent Development
    11.9 DeNA
        11.9.1 DeNA Company Detail
        11.9.2 DeNA Business Overview
        11.9.3 DeNA Gaming Introduction
        11.9.4 DeNA Revenue in Gaming Business (2019-2024)
        11.9.5 DeNA Recent Development
    11.10 GungHo
        11.10.1 GungHo Company Detail
        11.10.2 GungHo Business Overview
        11.10.3 GungHo Gaming Introduction
        11.10.4 GungHo Revenue in Gaming Business (2019-2024)
        11.10.5 GungHo Recent Development
    11.11 Apple
        11.11.1 Apple Company Detail
        11.11.2 Apple Business Overview
        11.11.3 Apple Gaming Introduction
        11.11.4 Apple Revenue in Gaming Business (2019-2024)
        11.11.5 Apple Recent Development
    11.12 Google
        11.12.1 Google Company Detail
        11.12.2 Google Business Overview
        11.12.3 Google Gaming Introduction
        11.12.4 Google Revenue in Gaming Business (2019-2024)
        11.12.5 Google Recent Development
    11.13 Nexon
        11.13.1 Nexon Company Detail
        11.13.2 Nexon Business Overview
        11.13.3 Nexon Gaming Introduction
        11.13.4 Nexon Revenue in Gaming Business (2019-2024)
        11.13.5 Nexon Recent Development
    11.14 Sega
        11.14.1 Sega Company Detail
        11.14.2 Sega Business Overview
        11.14.3 Sega Gaming Introduction
        11.14.4 Sega Revenue in Gaming Business (2019-2024)
        11.14.5 Sega Recent Development
    11.15 Warner Bros
        11.15.1 Warner Bros Company Detail
        11.15.2 Warner Bros Business Overview
        11.15.3 Warner Bros Gaming Introduction
        11.15.4 Warner Bros Revenue in Gaming Business (2019-2024)
        11.15.5 Warner Bros Recent Development
    11.16 Namco Bandai
        11.16.1 Namco Bandai Company Detail
        11.16.2 Namco Bandai Business Overview
        11.16.3 Namco Bandai Gaming Introduction
        11.16.4 Namco Bandai Revenue in Gaming Business (2019-2024)
        11.16.5 Namco Bandai Recent Development
    11.17 Ubisoft
        11.17.1 Ubisoft Company Detail
        11.17.2 Ubisoft Business Overview
        11.17.3 Ubisoft Gaming Introduction
        11.17.4 Ubisoft Revenue in Gaming Business (2019-2024)
        11.17.5 Ubisoft Recent Development
    11.18 Square Enix
        11.18.1 Square Enix Company Detail
        11.18.2 Square Enix Business Overview
        11.18.3 Square Enix Gaming Introduction
        11.18.4 Square Enix Revenue in Gaming Business (2019-2024)
        11.18.5 Square Enix Recent Development
    11.19 Take-Two Interactive
        11.19.1 Take-Two Interactive Company Detail
        11.19.2 Take-Two Interactive Business Overview
        11.19.3 Take-Two Interactive Gaming Introduction
        11.19.4 Take-Two Interactive Revenue in Gaming Business (2019-2024)
        11.19.5 Take-Two Interactive Recent Development
    11.20 King Digital Entertainment
        11.20.1 King Digital Entertainment Company Detail
        11.20.2 King Digital Entertainment Business Overview
        11.20.3 King Digital Entertainment Gaming Introduction
        11.20.4 King Digital Entertainment Revenue in Gaming Business (2019-2024)
        11.20.5 King Digital Entertainment Recent Development

 12 Analyst's Viewpoints/Conclusions

 13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

Published By : QY Research

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