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Global Gaming Market 2017-2021

Published By :

Technavio

Published Date : Sep 2017

Category :

Media

No. of Pages : 81 Pages

About Gaming

The gaming industry has achieved immense success worldwide, evolving from board and video games to games that incorporate the most advanced technologies such as 3D simulations, virtual reality (VR), and augmented reality (AR). The use of gaming hardware and software and the popularity of consumer electronics such as PCs, mobile devices, and gaming consoles have led to the development and commercialization of the gaming industry. The availability of a number of gaming peripherals such as gaming keyboards, consoles, and controllers also enhances the interactive experience for gaming enthusiasts.

Technavios analysts forecast the global gaming market to fall at a CAGR of around (7.63%) during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global gaming market for 2017-2021. To calculate the market size, the report considers the revenue generated from different gaming platforms.

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

Technavio's report, Global Gaming Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
Activision Blizzard
Electronic Arts
Microsoft
Nintendo
Sony Interactive Entertainment
Tencent
Ubisoft Entertainment
Other prominent vendors
BANDAI NAMCO Entertainment
ChangYou
DeNA
Disney
Facebook
Google
GungHo Online Entertainment
King Digital Entertainment (King)
KONAMI
NCSOFT
NetEase
Nexon
mixi
SEGA
SQUARE ENIX
Take-Two Interactive Software
Warner Bros. Entertainment
Zynga
Market driver
Rise in smartphone and tablet use
For a full, detailed list, view our report

Market challenge
Multi-platform functionality
For a full, detailed list, view our report

Market trend
Emergence of cloud gaming
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2021 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
Market outline
PART 05: Market landscape
Market overview
Value chain
Market size and forecast
Five forces analysis
PART 06: Market segmentation by gaming platform
Global gaming market by platform
Global gaming market by TV consoles
Global gaming market by mobile gaming
Global gaming market by computer gaming
Global gaming market by handheld consoles
PART 07: Market segmentation by mode of gaming
Global gaming market by mode of gaming
Global offline gaming market
Global online gaming market
PART 08: Market segmentation by type of gaming
Global gaming market by type of gaming
Global casual gaming market
Global professional gaming market
PART 09: Geographical segmentation
Global gaming market by geography
Gaming market in APAC
Gaming market in the Americas
Gaming market in EMEA
PART 10: Key leading countries
China
US
Japan
Germany
PART 11: Decision framework
PART 12: Drivers and challenges
Market drivers
Market challenges
PART 13: Market trends
Emergence of cloud gaming
Availability of new consoles
Popularity of VR headsets
Popularity of indie studios
PART 14: Vendor landscape
Competitive scenario
Activision Blizzard
Electronic Arts
Microsoft
Nintendo
Sony Interactive Entertainment
Tencent
Ubisoft Entertainment
Other prominent vendors
PART 15: Appendix
List of abbreviations
List of Exhibits
Exhibit 01: Global gaming market landscape
Exhibit 02: Global gaming market value chain
Exhibit 03: Global gaming market 2016-2021 ($ billions)
Exhibit 04: Five forces analysis
Exhibit 05: Global gaming market by platform 2016 and 2021 (% of revenue)
Exhibit 06: Global gaming market by platform 2016-2021 ($ billions)
Exhibit 07: Global gaming market by TV consoles 2016-2021 ($ billions)
Exhibit 08: Global gaming market by mobile gaming 2016-2021 ($ billions)
Exhibit 09: Global gaming market by computer gaming 2016-2021 ($ billions)
Exhibit 10: Global gaming market by handheld consoles 2016-2021 ($ billions)
Exhibit 11: Global gaming market by mode of gaming 2016 and 2021 (% of revenue)
Exhibit 12: Global offline gaming market 2016-2021 ($ billions)
Exhibit 13: Global online gaming market 2016-2021 ($ billions)
Exhibit 14: Global gaming market by type of gaming 2016 and 2021 (% of revenue)
Exhibit 15: Global casual gaming market 2016-2021 ($ billions)
Exhibit 16: Global professional gaming market 2016-2021 ($ billions)
Exhibit 17: Global gaming market by geography 2016 and 2021 (% of revenue)
Exhibit 18: Gaming market in APAC 2016-2021 ($ billions)
Exhibit 19: Share of top two countries in gaming market in APAC 2016 (% of revenue)
Exhibit 20: Gaming market in the Americas 2016-2021 ($ billions)
Exhibit 21: Top five states by number of game companies in the US 2016
Exhibit 22: Gaming market in EMEA 2016-2021 ($ billions)
Exhibit 23: Key leading countries by market share 2016 (% of revenue)
Exhibit 24: Gaming market in China 2016-2021 ($ billions)
Exhibit 25: Gaming market in the US 2016-2021 ($ billions)
Exhibit 26: Gaming market in Japan 2016-2021 ($ billions)
Exhibit 27: Gaming market in Germany 2016-2021 ($ billions)
Exhibit 28: Share of revenue generated from top 10 countries in global gaming market 2016
Exhibit 29: Other prominent vendors

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