Gaming Market By Device And Type - Global Industry Analysis And Forecast To 2023

2018-05-30 / 3800.00 / Electronics / 90 Pages

Description

Industry Outlook and Trend Analysis

The Gaming Market has encountered significant development in the recent years and is foreseen to grow tremendously in the following years. Mechanical proliferation and advancement in both software and hardware are anticipated to be key components driving the market. Developing penetration of Internet benefits over the globe, combined with simple accessibility and access of games on the Internet, are likewise anticipated that would keep development prospects energetic over the coming years. Rising slant to move from physical games to internet recreations has driven industry members to focus on equipment efficiency and compatibility.

Device Outlook and Trend Analysis

Based on device, the gaming market has been divided into computer, console, and mobile devices. The console device portion commanded the market in 2016 and was esteemed at USD 36.65 billion. Favourable circumstances, for example, accessibility of high-end displays and sound frameworks that give enhanced and rich experience to clients are foreseen to drive fragment development over the figure time frame.

Type Outlook and Trend Analysis

The online gaming portion is anticipated to pick up footing over the figure time frame. Expanding demand for multiplayer games is driving the interest for internet recreations as they encourage in-game communication and enhance general understanding. Informal communication locales are persuasive in giving internet diversions a virtual stage for development.

Regional Outlook and Trend Analysis

The Asia Pacific district ruled the worldwide market in 2016 and represented over 45% of the income. This can be ascribed to rise of China as the 'worldwide gaming capital' after it overtook U.S. in 2016. The ever-expanding smartphone penetration and rising interest for games in China is a key factor driving territorial development.

Competitive Insights

The leading players in the market are PlayJam, Rovio Entertainment, Sony Corporation, NVIDIA Graphics Pvt Ltd, Microsoft, BlueStacks, Nintendo and Valve Corporation. Market players are laying significant accentuation on enhancing customer experience by offering products furnished with multi-utility highlights that empower clients to play games and browse the Internet in the meantime. These multi-utility gaming supports are expected to drive market development over the conjecture time frame.

The Gaming Market is segmented as follows-

By Device:


Mobile
Console
Computer


By Type:


Offline
Online


By Region


North America


U.S.
Canada
Mexico


Europe

Germany
UK
France
Russia
Italy
Rest of Europe


Asia-Pacific

China
Japan
South Korea
India
Southeast Asia
Rest of Asia-Pacific


South America

Brazil
Argentina
Columbia
South Africa
Rest of South America


Middle East and Africa

Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Rest of MEA




Some of the key questions answered by the report are:


What was the market size in 2014 and forecast from 2015 to 2023`
What will be the industry market growth from 2015 to 2023`
What are the major drivers, restraints, opportunities, challenges, and industry trends and their impact on the market forecast`
What are the major segments leading the market growth and why`
Which are the leading players in the market and what are the major strategies adopted by them to sustain the market competition`

Table of Content

Table of Contents
1. Introduction
1.1. Report Description
1.2. Research Methodology
2. Executive Summary
2.1. Key Highlights
3. Market Overview
3.1. Introduction
3.1.1. Market Definition
3.1.2. Market Segmentation
3.2. Market Dynamics
3.2.1. Drivers
3.2.1.1. Emergence of Next-Generation Gaming Consoles
3.2.1.2. Technological Proliferation
3.2.2. Restraints
3.2.2.1. Piracy and Fraud in Online Gaming Transactions
3.2.3. Opportunities
3.2.3.1. Emerging Markets to Offer Lucrative Growth Opportunities
4. Market Analysis by Regions
4.1. North America (United States, Canada and Mexico)
4.1.1. United States Market States and Outlook (2014-2023)
4.1.2. Canada Market States and Outlook (2014-2023)
4.1.3. Mexico Market States and Outlook (2014-2023)
4.2. Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
4.2.1. Germany Market States and Outlook (2014-2023)
4.2.2. France Market States and Outlook (2014-2023)
4.2.3. UK Market States and Outlook (2014-2023)
4.2.4. Russia Market States and Outlook (2014-2023)
4.2.5. Italy Market States and Outlook (2014-2023)
4.2.6. Rest of Europe Market States and Outlook (2014-2023)
4.3. Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Rest of Asia-Pacific)
4.3.1. China Market States and Outlook (2014-2023)
4.3.2. Japan Market States and Outlook (2014-2023)
4.3.3. Korea Market States and Outlook (2014-2023)
4.3.4. India Market States and Outlook (2014-2023)
4.3.5. Rest of Asia-Pacific Market States and Outlook (2014-2023)
4.4. South America (Brazil, Argentina, Columbia and Rest of South America)
4.4.1. Brazil Market States and Outlook (2014-2023)
4.4.2. Argentina Market States and Outlook (2014-2023)
4.4.3. Columbia Market States and Outlook (2014-2023)
4.4.4. Rest of South America Market States and Outlook (2014-2023)
4.5. Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa and Rest of MEA)
4.5.1. Saudi Arabia Market States and Outlook (2014-2023)
4.5.2. UAE Market States and Outlook (2014-2023)
4.5.3. Egypt Market States and Outlook (2014-2023)
4.5.4. Nigeria Market States and Outlook (2014-2023)
4.5.5. South Africa Market States and Outlook (2014-2023)
4.5.6. Rest of MEA Market States and Outlook (2014-2023)
5. Gaming Market, By Device
5.1. Introduction
5.2. Global Gaming Sales, Revenue and Market Share by Device (2014-2017)
5.2.1. Global Gaming Sales and Sales Share by Device (2014-2017)
5.2.2. Global Gaming Revenue and Revenue Share by Device (2014-2017)
5.3. Gaming Market Assessment and Forecast, By Device, 2014-2023
5.4. Console
5.4.1. Global Console Sales and Growth Rate (2014-2018)
5.5. Mobile
5.5.1. Global Mobile Sales and Growth Rate (2014-2018)
5.6. Computer
5.6.1. Global Computer Sales and Growth Rate (2014-2018)
6. Gaming Market, By Type
6.1. Introduction
6.2. Global Gaming Sales, Revenue and Market Share by Type (2014-2017)
6.2.1. Global Gaming Sales and Sales Share by Type (2014-2017)
6.2.2. Global Gaming Revenue and Revenue Share by Type (2014-2017)
6.3. The Gaming Market Assessment and Forecast, By Type, 2014-2023
6.4. Online
6.4.1. Global Online Sales and Growth Rate (2014-2018)
6.5. Offline
6.5.1. Global Offline Sales and Growth Rate (2014-2018)
7. Gaming Market, By Region
7.1. Introduction
7.2. Global Gaming Sales, Revenue and Market Share by Regions
7.2.1. Global Gaming Sales by Regions (2014-2018)
7.2.2. Global Gaming Revenue by Regions (2014-2018)
7.3. North America Gaming by Countries
7.3.1. North America Gaming Sales and Growth Rate (2014-2018)
7.3.2. North America Gaming Revenue and Growth Rate (2014-2018)
7.3.3. North America Gaming Sales by Countries (2014-2018)
7.3.4. North America Gaming Revenue (Million USD) by Countries (2014-2018)
7.3.5. U.S.
7.3.5.1. United States Gaming Sales and Growth Rate (2014-2018)
7.3.5.2. United States Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.3.6. Canada
7.3.6.1. Canada Gaming Sales and Growth Rate (2014-2018)
7.3.6.2. Canada Gaming Sales (Millions USD) and Growth Rate (2014-2018)
7.3.7. Mexico
7.3.7.1. Mexico Gaming Sales and Growth Rate (2014-2018)
7.3.7.2. Mexico Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.4. Europe Gaming by Countries
7.4.1. Europe Gaming Sales and Growth Rate (2014-2018)
7.4.2. Europe Gaming Revenue and Growth Rate (2014-2018)
7.4.3. Europe Gaming Sales by Countries (2014-2018)
7.4.4. Europe Gaming Revenue (Million USD) by Countries (2014-2018)
7.4.5. Germany
7.4.5.1. Germany Gaming Sales and Growth Rate (2014-2018)
7.4.5.2. Germany Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.4.6. UK
7.4.6.1. UK Gaming Sales and Growth Rate (2014-2018)
7.4.6.2. UK Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.4.7. France
7.4.7.1. France Gaming Sales and Growth Rate (2014-2018)
7.4.7.2. France Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.4.8. Russia
7.4.8.1. Russia Gaming Sales and Growth Rate (2014-2018)
7.4.8.2. Russia Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.4.9. Italy
7.4.9.1. Italy Gaming Sales and Growth Rate (2014-2018)
7.4.9.2. Italy Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.4.10. Rest of Europe
7.4.10.1. Rest of Europe Gaming Sales and Growth Rate (2014-2018)
7.4.10.2. Rest of Europe Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.5. Asia-Pacific
7.5.1. Asia-Pacific Gaming Sales and Growth Rate (2014-2018)
7.5.2. Asia-Pacific Gaming Revenue and Growth Rate (2014-2018)
7.5.3. Asia-Pacific Gaming Sales by Countries (2014-2018)
7.5.4. Asia-Pacific Gaming Revenue (Million USD) by Countries (2014-2018)
7.5.5. China
7.5.5.1. China Gaming Sales and Growth Rate (2014-2018)
7.5.5.2. China Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.5.6. Japan
7.5.6.1. Japan Gaming Sales and Growth Rate (2014-2018)
7.5.6.2. Japan Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.5.6.3.
7.5.7. Korea
7.5.7.1. Korea Gaming Sales and Growth Rate (2014-2018)
7.5.7.2. Korea Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.5.8. India
7.5.8.1. India Gaming Sales and Growth Rate (2014-2018)
7.5.8.2. India Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.5.9. Southeast Asia
7.5.9.1. Southeast Asia Gaming Sales and Growth Rate (2014-2018)
7.5.9.2. Southeast Asia Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.5.10. Rest of Asia-Pacific
7.5.10.1. Rest of Asia-Pacific Gaming Sales and Growth Rate (2014-2018)
7.5.10.2. Rest of Asia-Pacific Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.6. South America
7.6.1. South America Gaming Sales and Growth Rate (2014-2018)
7.6.2. South America Gaming Revenue and Growth Rate (2014-2018)
7.6.3. South America Gaming Sales by Countries (2014-2018)
7.6.4. South America Gaming Revenue (Million USD) by Countries (2014-2018)
7.6.5. Brazil
7.6.5.1. Brazil Gaming Sales and Growth Rate (2014-2018)
7.6.5.2. Brazil Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.6.6. Argentina
7.6.6.1. Argentina Gaming Sales and Growth Rate (2014-2018)
7.6.6.2. Argentina Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.6.7. Columbia
7.6.7.1. Columbia Gaming Sales and Growth Rate (2014-2018)
7.6.7.2. Columbia Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.6.8. Rest of South America
7.6.8.1. Rest of South America Gaming Sales and Growth Rate (2014-2018)
7.6.8.2. Rest of South America Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.7. Middle East and Africa
7.7.1. Middle East and Africa Gaming Sales and Growth Rate (2014-2018)
7.7.2. Middle East and Africa Gaming Revenue and Growth Rate (2014-2018)
7.7.3. Middle East and Africa Gaming Sales by Countries (2014-2018)
7.7.4. Middle East and Africa Gaming Revenue (Million USD) by Countries (2014-2018)
7.7.5. Saudi Arabia
7.7.5.1. Saudi Arabia Gaming Sales and Growth Rate (2014-2018)
7.7.5.2. Saudi Arabia Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.7.6. United Arab Emirates
7.7.6.1. United Arab Emirates Gaming Sales and Growth Rate (2014-2018)
7.7.6.2. United Arab Emirates Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.7.7. Egypt
7.7.7.1. Egypt Gaming Sales and Growth Rate (2014-2018)
7.7.7.2. Egypt Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.7.8. Nigeria
7.7.8.1. Nigeria Gaming Sales and Growth Rate (2014-2018)
7.7.8.2. Nigeria Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.7.9. South Africa
7.7.9.1. South Africa Gaming Sales and Growth Rate (2014-2018)
7.7.9.2. South Africa Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
7.7.10. Rest of Middle East and Africa
7.7.10.1. Rest of Middle East and Africa Gaming Sales and Growth Rate (2014-2018)
7.7.10.2. Rest of Middle East and Africa Gaming Revenue (Millions USD) and Growth Rate (2014-2018)
8. Company Profiles
8.1. Activision Blizzard, Inc.
8.1.1. Business Overview
8.1.2. Product Portfolio
8.1.3. Strategic Developments
8.1.4. Sales, Revenue and Market Share
8.2. Apple, Inc.
8.2.1. Business Overview
8.2.2. Product Portfolio
8.2.3. Strategic Developments
8.2.4. Sales, Revenue and Market Share
8.3. Disney
8.3.1. Business Overview
8.3.2. Product Portfolio
8.3.3. Strategic Developments
8.3.4. Sales, Revenue and Market Share
8.4. Electronic Arts Inc.
8.4.1. Business Overview
8.4.2. Product Portfolio
8.4.3. Strategic Developments
8.4.4. Sales, Revenue and Market Share
8.5. Microsoft Corporation
8.5.1. Business Overview
8.5.2. Product Portfolio
8.5.3. Strategic Developments
8.5.4. Sales, Revenue and Market Share
8.6. Nintendo Co., Ltd.
8.6.1. Business Overview
8.6.2. Product Portfolio
8.6.3. Strategic Developments
8.6.4. Sales, Revenue and Market Share
8.7. Rovio Entertainment Corporation
8.7.1. Business Overview
8.7.2. Product Portfolio
8.7.3. Strategic Developments
8.7.4. Sales, Revenue and Market Share
8.8. Sega
8.8.1. Business Overview
8.8.2. Product Portfolio
8.8.3. Strategic Developments
8.8.4. Sales, Revenue and Market Share
8.9. Sony Corporation
8.9.1. Business Overview
8.9.2. Product Portfolio
8.9.3. Strategic Developments
8.9.4. Sales, Revenue and Market Share
8.10. Tencent Holdings Ltd.
8.10.1. Business Overview
8.10.2. Product Portfolio
8.10.3. Strategic Developments
8.10.4. Sales, Revenue and Market Share
9. Global Gaming Market Competition, by Manufacturer
9.1. Global Gaming Sales and Market Share by Manufacturer (2016-2017)
9.2. Global Gaming Revenue and Market Share by Manufacturer (2016-2017)
9.3. Top 5 Gaming Manufacturer Market Share
9.4. Market Competition Trend
10. Gaming Market Forecast (2018-2023)
10.1. Global Gaming Sales, Revenue (Millions USD) and Growth Rate (2018-2023)
10.2. Gaming Market Forecast by Regions (2018-2023)
10.2.1. North America Gaming Market Forecast (2018-2023)
10.2.1.1. United States Gaming Market Forecast (2018-2023)
10.2.1.2. Canada Gaming Market Forecast (2018-2023)
10.2.1.3. Mexico Gaming Market Forecast (2018-2023)
10.2.2. Europe Gaming Market Forecast (2018-2023)
10.2.2.1. Germany Gaming Market Forecast (2018-2023)
10.2.2.2. United Kingdom Gamings Market Forecast (2018-2023)
10.2.2.3. France Gaming Market Forecast (2018-2023)
10.2.2.4. Russia Gaming Market Forecast (2018-2023)
10.2.2.5. Italy Gaming Market Forecast (2018-2023)
10.2.2.6. Rest of the Europe Gaming Market Forecast (2018-2023)
10.2.3. Asia-Pacific Gaming Market Forecast (2018-2023)
10.2.3.1. China Gaming Market Forecast (2018-2023)
10.2.3.2. Japan Gaming Market Forecast (2018-2023)
10.2.3.3. Korea Gaming Market Forecast (2018-2023)
10.2.3.4. India Gaming Market Forecast (2018-2023)
10.2.3.5. Southeast Asia Gaming Market Forecast (2018-2023)
10.2.3.6. Rest of Asia-Pacific Gaming Market Forecast (2018-2023)
10.2.4. South America Gaming Market Forecast (2018-2023)
10.2.4.1. Brazil Gaming Market Forecast (2018-2023)
10.2.4.2. Argentina Gaming Market Forecast (2018-2023)
10.2.4.3. Columbia Gaming Market Forecast (2018-2023)
10.2.4.4. Rest of South America Gaming Market Forecast (2018-2023)
10.2.5. Middle East and Africa Gaming Market Forecast (2018-2023)
10.2.5.1. Saudi Arabia Gaming Market Forecast (2018-2023)
10.2.5.2. UAE Gaming Market Forecast (2018-2023)
10.2.5.3. Egypt Gaming Market Forecast (2018-2023)
10.2.5.4. Nigeria Gaming Market Forecast (2018-2023)
10.2.5.5. South Africa Gaming Market Forecast (2018-2023)
10.2.5.6. Rest of MEA Gaming Market Forecast (2018-2023)
10.3. Gaming Market Forecast by Device (2018-2023)
10.3.1. Global Gaming Sales Forecast by Device (2018-2023)
10.3.2. Global Gaming Sales Market Share Forecast by Device (2018-2023)
10.4. Gaming Market Forecast by Type (2018-2023)
10.4.1. Global Gaming Sales Forecast by Type (2018-2023)
10.4.2. Global Gaming Sales Market Share Forecast by Type (2018-2023)
List of Tables and Figures
*You can glance through the list of Tables and Figures when you view the sample copy of Gaming Market.


Table of Figures

*You can glance through the list of Tables and Figures when you view the sample copy of Gaming Market.

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