Key Market Dynamics:
- Market Driver
- Market Challenges
The integration of blockchain technology and the increasing emergence of blockchain technology are some of the key factors influencing the market growth positively in the upcoming years. However, the regulation over loot box might limit the market growth.
Learn about additional drivers, trends, and challenges influencing the market in our full report.
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The gaming market report is segmented by type (casual gaming and professional gaming), device (mobile gaming, console gaming, and PC gaming), platform (online and offline), and geography (APAC, North America, Europe, MEA, and South America). In terms of geography, 56% of the market's growth will originate from APAC. China, Japan, and South Korea (Republic of Korea) are the key markets for gaming in APAC.
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Companies mentioned with their offerings
- Activision Blizzard Inc.: The company offers games such as Candy Crush, Call of Duty, World of Warcraft, Overwatch, Hearthstone and Diablo.
- Bandai Namco Holdings Inc.: The company offers video games, network games, and network games for PC.
- CyberAgent Inc.
- Electronic Arts Inc.
- GungHo Online Entertainment Inc.
- Gain access to more vendor profiles featured in the report. Click Here.
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Global Gaming Simulators Market – Global gaming simulators market is segmented by end-user (commercial and residential), type (racing, shooting, and flight), component (hardware and software), and geography (North America, Europe, APAC, South America, and MEA).
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Global Gaming Console Market – Global gaming console market is segmented by type (TV consoles and handheld consoles), type of gamer (casual gamers and hardcore gamers), and geography (APAC, North America, Europe, MEA, and South America).
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Gaming Market Scope |
Report Coverage |
Details |
Page number |
120 |
Base year |
2020 |
Forecast period |
2021-2025 |
Growth momentum & CAGR |
Accelerate at a CAGR of over 12% |
Market growth 2021-2025 |
USD 125.65 billion |
Market structure |
Fragmented |
YoY growth (%) |
10.41 |
Regional analysis |
APAC, North America, Europe, MEA, and South America |
Performing market contribution |
APAC at 56% |
Key consumer countries |
China, US, Japan, South Korea (Republic of Korea), and Germany |
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, and market condition analysis for the 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. |
Key Topics Covered:
- Executive Summary
- Market Landscape
- Market Sizing
- Five Forces Analysis
- Market Segmentation
- Customer landscape
- Geographic Landscape
- Vendor Landscape
- Vendor Analysis
- Appendix
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