Global Digital Gaming Market 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Region: Trend Forecast and Growth Opportunity
Global digital gaming market will reach $325.3 billion by 2026, growing by 11.9% annually over 2020-2026 owing to the growing need for digital games amid COVID-19 pandemic.
Highlighted with 85 tables and 85 figures, this 177-page report “Global Digital Gaming Market 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Region: Trend Forecast and Growth Opportunity” is based on a holistic research of the entire global digital gaming market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2026 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global digital gaming market in every aspect of the classification from perspectives of Device, Platform, Audience, Business Mode, Distribution Channel, and Region.
Based on Device, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
Mobile Devices Based Gaming
• Smartphones
• Tablets
• Other Mobile Devices
PC Based Gaming
• Boxed and Downloaded PC Games
• Browser PC Games
Console Units Based Gaming
Other Devices Based Gaming
Based on Platform, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Offline Gaming
• Cloud Gaming
• Online Gaming
Based on Audience, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Social Gamers
• Serious Gamers
• Core Gamers
Based on Business Mode, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Paymium
• Freemium
• Subscription
• Advertising
• Player to Player
• Microtransaction
Based on Distribution Channel, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Retail Channels
• Online Channels
Geographically, the following regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S., Canada, and Mexico)
• South America (Brazil, Columbia, Argentina, Rest of South America)
• MEA (Saudi Arabia, UAE, Egypt)
For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2026. The breakdown of all regional markets by country and split of key national markets by Device, Platform, and Business Model over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global digital gaming market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
APAR GAMES
Apple Inc
Electronic Arts Inc
Facebook Inc
Google Inc
International Business Machines Corp
Kabam
King Digital Entertainment Plc
Microsoft Corporation
NetEase Inc
Nintendo Co., Ltd.
NVidia Corporation
Rockstar Games Inc
Rolocule
Samsung Electronics Co Ltd
Sega Games Co. Ltd
Sony Corporation
Supercell Oy
Tapinator, Inc
Tencent Holdings Ltd
Ubisoft Inc
Visa Inc
Zatun
Zynga Inc.
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
1 Introduction 9
1.1 Industry Definition and Research Scope 9
1.1.1 Industry Definition 9
1.1.2 Research Scope 10
1.2 Research Methodology 13
1.2.1 Overview of Market Research Methodology 13
1.2.2 Market Assumption 14
1.2.3 Secondary Data 14
1.2.4 Primary Data 14
1.2.5 Data Filtration and Model Design 16
1.2.6 Market Size/Share Estimation 17
1.2.7 Research Limitations 18
1.3 Executive Summary 19
2 Market Overview and Dynamics 22
2.1 Market Size and Forecast 22
2.1.1 Impact of COVID-19 on the Market 24
2.2 Major Growth Drivers 26
2.3 Market Restraints and Challenges 29
2.4 Emerging Opportunities and Market Trends 32
2.5 Porter’s Fiver Forces Analysis 36
3 Segmentation of Global Market by Device 40
3.1 Market Overview by Device 40
3.2 Mobile Devices Based Gaming 42
3.2.1 Smartphones 44
3.2.2 Tablets 45
3.2.3 Other Mobile Devices 46
3.3 PC Based Gaming 47
3.3.1 Boxed and Downloaded PC Games 48
3.3.2 Browser PC Games 49
3.4 Console Units Based Gaming 50
3.5 Other Devices Based Gaming 51
4 Segmentation of Global Market by Platform 52
4.1 Market Overview by Platform 52
4.2 Offline Gaming 54
4.3 Cloud Gaming 55
4.4 Online Gaming 56
5 Segmentation of Global Market by Audience 57
5.1 Market Overview by Audience 57
5.2 Social Gamers 59
5.3 Serious Gamers 60
5.4 Core Gamers 61
6 Segmentation of Global Market by Business Mode 62
6.1 Market Overview by Business Mode 62
6.2 Paymium 64
6.3 Freemium 65
6.4 Subscription 66
6.5 Advertising 67
6.6 Player to Player 68
6.7 Microtransaction 69
7 Segmentation of Global Market by Distribution Channel 70
7.1 Market Overview by Distribution Channel 70
7.2 Retail Channels 72
7.3 Online Channels 73
8 Segmentation of Global Market by Region 74
8.1 Geographic Market Overview 2019-2026 74
8.2 North America Market 2019-2026 by Country 78
8.2.1 Overview of North America Market 78
8.2.2 U.S. 81
8.2.3 Canada 85
8.2.4 Mexico 87
8.3 European Market 2019-2026 by Country 89
8.3.1 Overview of European Market 89
8.3.2 UK 92
8.3.3 France 94
8.3.4 Germany 96
8.3.5 Spain 98
8.3.6 Italy 100
8.3.7 Russia 102
8.3.8 Rest of European Market 104
8.4 Asia-Pacific Market 2019-2026 by Country 106
8.4.1 Overview of Asia-Pacific Market 106
8.4.2 China 109
8.4.3 Japan 111
8.4.4 India 114
8.4.5 Australia 116
8.4.6 South Korea 118
8.4.7 Rest of APAC Region 120
8.5 South America Market 2019-2026 by Country 122
8.5.1 Argentina 125
8.5.2 Brazil 127
8.5.3 Columbia 129
8.5.4 Rest of South America Market 131
8.6 MEA Market 2019-2026 by Country 132
8.6.1 UAE 135
8.6.2 Saudi Arabia 137
8.6.3 Egypt 139
8.6.4 Other National Markets 141
9 Competitive Landscape 142
9.1 Overview of Key Vendors 142
9.2 New Product Launch, Partnership, Investment, and M&A 145
9.3 Company Profiles 146
APAR GAMES 146
Apple Inc 148
Electronic Arts Inc 149
Facebook Inc 150
Google Inc 151
International Business Machines Corp 152
Kabam 153
King Digital Entertainment Plc 154
Microsoft Corporation 155
NetEase Inc 156
Nintendo Co., Ltd. 157
NVidia Corporation 158
Rockstar Games Inc 159
Rolocule 160
Samsung Electronics Co Ltd 161
Sega Games Co. Ltd 162
Sony Corporation 163
Supercell Oy 164
Tapinator, Inc 165
Tencent Holdings Ltd 166
Ubisoft Inc 167
Visa Inc 168
Zatun 169
Zynga Inc. 170
10 Investing in Global Market: Risk Assessment and Management 171
10.1 Risk Evaluation of Global Market 171
10.2 Critical Success Factors (CSFs) 174
Related Reports and Products 177