Gaming Market Recorded a 10.41% Y-O-Y Growth Rate in 2021|Casual Gaming Segment to be Significant for Revenue Generation|17000+ Technavio Reports

Gaming Market 2021-2025: Scope

 The gaming market report covers the following areas:

Frequently Asked Questions:

  • What are the major trends in the market?
    The increasing emergence of cloud gaming is a major trend supporting the gaming market share growth. 
  • At what rate is the market projected to grow?
    The gaming market has the potential to grow by USD 125.65 billion from 2020 to 2025 and the market’s growth momentum will accelerate at a CAGR of 12.40%.
  • Who are the top players in the market?
    Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co. are some of the major market participants.
  • What are the key market drivers and challenges?
    The integration of blockchain technology is notably driving the gaming market growth. However, the factors such as regulation over loot boxes may impede the market growth

Gaming Market 2021-2025: Regional Analysis

56% of the market’s growth will originate from APAC during the forecast period. China, Japan, and South Korea (Republic of Korea) are the key markets for gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions. The increasing penetration of e-sports in developing countries, such as Taiwan, Malaysia, and Singapore will facilitate the gaming market growth in APAC over the forecast period

 For more insights on the market share of various regions – Download a sample now!

The competitive scenario provided in the Gaming Market report analyzes, evaluates, and positions companies based on various performance indicators. Some of the factors considered for this analysis include the financial performance of companies over the past few years, growth strategies, product innovations, new product launches, investments, growth in market share, etc.Don’t wait, Make a strategic approach & boost your business goals with our Gaming Market Forecast Report –  Buy Now!

Gaming Market 2021-2025: Key Highlights

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will assist gaming market growth during the next five years
  • Estimation of the gaming market size and its contribution to the parent market
  • Predictions on upcoming trends and changes in consumer behavior
  • The growth of the gaming market across APAC, North America, Europe, MEA, and South America
  • Analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of gaming market vendors

Related Reports:

  • The mobile gaming market size is predicted to surge to USD 66.43 billion from 2021 to 2026 at an accelerating CAGR of 12.26%. Download a sample now!
  • The cloud gaming market share is expected to increase by USD 5.73 billion from 2021 to 2026, at a CAGR of 31.13%. Download a sample now!

Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 12.40%

Market growth 2021-2025

USD 125.65 billion

Market structure

Fragmented

YoY growth (%)

10.41

Performing market contribution

APAC at 56%

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co.

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period,

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of Content:

1. Executive Summary                           

2. Market Landscape                             

                2.1 Market ecosystem             

                                Exhibit 01:  Parent market

                2.2 Market Characteristics      

                                Exhibit 02:  Market Characteristics

                2.3 Value chain analysis           

                                Exhibit 03:  Interactive Home Entertainment Market

                                2.3.1 Content origination

                                2.3.2 Application development

                                2.3.3 Hardware manufacturers

                                2.3.4 Publishing and aggregation

                                2.3.5 Wireless application service

                                2.3.6 Portal provisioning

                                2.3.7 Mobile delivery

                                2.3.8 User interactivity provisioning

                                2.3.9 Distribution and retailing of video games

                                2.3.10 Billing and customer care

                                2.3.11 Marketing and sales 

                                2.3.12 Support activities 

3. Market Sizing                       

                3.1 Market definition

                                Exhibit 04:  Offerings of vendors included in the market definition

                3.2 Market segment analysis 

                                Exhibit 05:  Market segments

                3.3 Market size 2020 

                3.4 Market outlook: Forecast for 2020 – 2025 

                                Exhibit 06:  Global – Market size and forecast 2020 – 2025 ($ billion)

                                3.4.1.1 Availability of multi-functional gaming consoles

                                3.4.1.2 Growing in-app purchases in free games

                                3.4.1.3 Growth in multiplayer mobile gaming

                                3.4.1.4 Advent of digital downloading

                                3.4.1.5 Games as a service

                                3.4.1.6 Emergence of cloud gaming

                                Exhibit 07:  Global market: Year-over-year growth 2020 – 2025 (%)

4. Five Forces Analysis                          

                4.1 Five Forces Summary        

                                Exhibit 08: Five forces analysis 2020 & 2025

                4.2 Bargaining power of buyers           

                4.3 Bargaining power of suppliers       

                4.4 Threat of new entrants    

                4.5 Threat of substitutes         

                4.6 Threat of rivalry   

                4.7 Market condition

                                Market condition – Five forces 2020

5. Market Segmentation by Type                     

                The segments covered in this chapter are: 

  • Casual gaming
  • Professional gaming

Both segments have been ranked based on their market size in 2020. The casual gaming segment constituted the largest segment in 2020, while the smallest segment was professional gaming.

                5.1 Market segments

                                Exhibit 15: Type – Market share 2020-2025 (%)

                5.2 Comparison by Type          

                                Exhibit 16: Comparison by Type

                5.3 Casual gaming – Market size and forecast 2020-2025           

                                Exhibit 17: Casual gaming – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 18: Casual gaming – Year-over-year growth 2020-2025 (%)

                5.4 Professional gaming – Market size and forecast 2020-2025 

                                Exhibit 19: Professional gaming – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 20: Professional gaming – Year-over-year growth 2020-2025 (%)

                5.5 Market opportunity by Type          

                                Exhibit 21: Market opportunity by Type

6. Market Segmentation by Device                 

                The segments covered in this chapter are: 

  • Mobile gaming
  • Console gaming
  • PC gaming

The three segments have been ranked based on their market size in 2020. The mobile gaming segment constituted the largest segment in 2020, while the smallest segment was PC gaming. The 2020 market position of all three segments will likely remain the same in 2025.

                6.1 Market segments

                                Exhibit 22: Device – Market share 2020-2025 (%)

                6.2 Comparison by Device      

                                Exhibit 23: Comparison by Device

                6.3 Mobile gaming – Market size and forecast 2020-2025           

                                Exhibit 24: Mobile gaming – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 25: Mobile gaming – Year-over-year growth 2020-2025 (%)

                6.4 Console gaming – Market size and forecast 2020-2025        

                                Exhibit 26: Console gaming – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 27: Console gaming – Year-over-year growth 2020-2025 (%)

                6.5 PC gaming – Market size and forecast 2020-2025    

                                Exhibit 28: PC gaming – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 29: PC gaming – Year-over-year growth 2020-2025 (%)

                6.6 Market opportunity by Device       

                                Exhibit 30: Market opportunity by Device

7. Market Segmentation by Platform                             

                The segments covered in this chapter are: 

Both segments have been ranked based on their market size in 2020. The online segment constituted the largest segment in 2020, while the smallest segment was offline.

                7.1 Market segments

                                Exhibit 31:  Platform – Market share 2020-2025 (%)

                7.2 Comparison by Platform  

                                Exhibit 32: Comparison by Platform

                7.3 Online – Market size and forecast 2020-2025            

                                Exhibit 33: Online – Market size and forecast 2020-2025 ($ billion)

                                7.3.1.1 Increasing adoption of smartphones

                                7.3.1.2 Increasing popularity of F2P online games

                                7.3.1.3 Growing popularity of MMO gaming

                                Exhibit 34: Online – Year-over-year growth 2020-2025 (%)

                7.4 Offline – Market size and forecast 2020-2025           

                                Exhibit 35:  Offline – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 36:  Offline – Year-over-year growth 2020-2025 (%)

                7.5 Market opportunity by Platform   

                                Exhibit 37:  Market opportunity by Platform

8. Customer landscape                         

                                Technavio’s customer landscape matrix comparing Drivers or price sensitivity, Adoption lifecycle, importance in customer price basket, Adoption rate and Key purchase criteria

                                Exhibit 38: Customer landscape

9. Geographic Landscape                     

                The regions covered in the report are: 

  • APAC
  • North America 
  • Europe
  • MEA
  • South America 

The five regions have been ranked based on their market size in 2020. APAC ranked first as the largest region, while South America was the smallest region in 2020.

                9.1 Geographic segmentation

                                Exhibit 39: Market share by geography 2020-2025 (%)

                9.2 Geographic comparison   

                                Exhibit 40: Geographic comparison

                9.3 APAC – Market size and forecast 2020-2025             

                                Exhibit 41: APAC – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 42: APAC – Year-over-year growth 2020-2025 (%)

                9.4 North America – Market size and forecast 2020-2025           

                                Exhibit 43: North America – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 44: North America – Year-over-year growth 2020-2025 (%)

                9.5 Europe – Market size and forecast 2020-2025         

                                Exhibit 45: Europe – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 46: Europe – Year-over-year growth 2020-2025 (%)

                9.6 MEA – Market size and forecast 2020-2025               

                                Exhibit 47: MEA – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 48: MEA – Year-over-year growth 2020-2025 (%)

                9.7 South America – Market size and forecast 2020-2025          

                                Exhibit 49: South America – Market size and forecast 2020-2025 ($ billion)

                                Exhibit 50: South America – Year-over-year growth 2020-2025 (%)

                9.8 Key leading countries        

                                Exhibit 51: Key leading countries

                9.9 Market opportunity by geography

                                Exhibit 52: Market opportunity by geography ($ billion)

10. Drivers, Challenges, and Trends                

                10.1 Market drivers   

                                10.1.1 Growing adoption of AR and VR games

                                10.1.2 Rising popularity of e-sports

                                10.1.3 Integration of blockchain technology

                10.2 Market challenges           

                                10.2.1 Regulation over loot box

                                10.2.2 Increasing risk of cybercrime through online gaming

                                10.2.3 Change in government regulations on net neutrality

                                Exhibit 53: Impact of drivers and challenges

                10.3 Market trends   

                                10.3.1 Increasing emergence of cloud gaming

                                10.3.2 Growth in free-to-play model

                                10.3.3 Rise in strategic partnerships and acquisitions

11. Vendor Landscape                           

                11.1 Competitive scenario      

                11.2 Vendor landscape            

                                Exhibit 54: Vendor landscape

                11.3 Landscape disruption      

The potential for the disruption of the market landscape was moderate in 2020, and its threat is expected to remain unchanged by 2025. 

                                Exhibit 55: Landscape disruption

                11.4 Industry risks      

                                Exhibit 56: Industry risks

12. Vendor Analysis               

                12.1 Vendors covered              

                                Exhibit 57: Vendors covered

                12.2 Market positioning of vendors    

                                Exhibit 58: Market positioning of vendors

                12.3 Activision Blizzard Inc.    

                                Exhibit 59:  Activision Blizzard Inc. – Overview

                                Exhibit 60:  Activision Blizzard Inc. – Business segments

                                Exhibit 61:  Activision Blizzard Inc. – Key news

                                Exhibit 62:  Activision Blizzard Inc. – Key offerings

                                Exhibit 63:  Activision Blizzard Inc. – Segment focus

                12.4 Bandai Namco Holdings Inc.         

                                Exhibit 64:  Bandai Namco Holdings Inc.  – Overview

                                Exhibit 65:  Bandai Namco Holdings Inc.  – Business segments

                                Exhibit 66:  Bandai Namco Holdings Inc.  – Key offerings

                                Exhibit 67:  Bandai Namco Holdings Inc.  – Segment focus

                12.5 CyberAgent Inc.

                                Exhibit 68:  CyberAgent Inc. – Overview

                                Exhibit 69:  CyberAgent Inc. – Business segments

                                Exhibit 70:  CyberAgent Inc. – Key news

                                Exhibit 71:  CyberAgent Inc. – Key offerings

                                Exhibit 72:  CyberAgent Inc. – Segment focus

                12.6 Electronic Arts Inc.           

                                Exhibit 73:  Electronic Arts Inc. – Overview

                                Exhibit 74:  Electronic Arts Inc. – Business segments

                                Exhibit 75:  Electronic Arts Inc. – Key offerings

                                Exhibit 76:  Electronic Arts Inc. – Segment focus

                12.7 GungHo Online Entertainment Inc.           

                                Exhibit 77:  GungHo Online Entertainment Inc. – Overview

                                Exhibit 78:  GungHo Online Entertainment Inc. – Product and service

                                Exhibit 79:  GungHo Online Entertainment Inc. – Key offerings

                12.8 Microsoft Corp. 

                                Exhibit 80:  Microsoft Corp. – Overview

                                Exhibit 81:  Microsoft Corp. – Business segments

                                Exhibit 80:  Microsoft Corp. – Key news

                                Exhibit 83:  Microsoft Corp. – Key offerings

                                Exhibit 84:  Microsoft Corp. – Segment focus

                12.9 NetEase Inc.        

                                Exhibit 85:  NetEase Inc.  – Overview

                                Exhibit 86:  NetEase Inc.  – Business segments

                                Exhibit 87:  NetEase Inc.  – Key offerings

                                Exhibit 88:  NetEase Inc.  – Segment focus

                12.10 Sony Corp.        

                                Exhibit 89:  Sony Corp. – Overview

                                Exhibit 90:  Sony Corp. – Business segments

                                Exhibit 91:  Sony Corp. – Key news

                                Exhibit 92:  Sony Corp. – Key offerings

                                Exhibit 93:  Sony Corp. – Segment focus

                12.11 Tencent Holdings Ltd.   

                                Exhibit 94:  Tencent Holdings Ltd. – Overview

                                Exhibit 95:  Tencent Holdings Ltd. – Business segments

                                Exhibit 96:  Tencent Holdings Ltd. – Key news

                                Exhibit 97:  Tencent Holdings Ltd. – Key offerings

                                Exhibit 98:  Tencent Holdings Ltd. – Segment focus

                12.12 The Walt Disney Co.      

                                Exhibit 99:  The Walt Disney Co. – Overview

                                Exhibit 100:  The Walt Disney Co. – Business segments

                                Exhibit 101:  The Walt Disney Co. – Key news

                                Exhibit 102:  The Walt Disney Co. – Key offerings

                                Exhibit 103:  The Walt Disney Co. – Segment focus

13. Appendix                            

                13.1 Scope of the report         

                                13.1.1 Market definition

                                13.1.2 Objectives

                                13.1.3 Notes and caveats

                13.2 Currency conversion rates for US$            

                                Exhibit 104: Currency conversion rates for US$

                13.3 Research Methodology 

                                Exhibit 105: Research Methodology

                                Exhibit 106: Validation techniques employed for market sizing

                                Exhibit 107: Information sources

                13.4 List of abbreviations        

                                Exhibit 108: List of abbreviations

About Us
Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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