일본과 해외의 조사회사나 출판사로부터 출판된 산업 조사 보고서 및 데이터 판매 · 연간 서비스 · 맞춤 정보 제공 ChosaReport-Korea 주식회사 SEMABIZ

세계 게이밍(GAMING) 시장 예측 2023-2032년

출판:Inkwood Research (잉크우드 리서치) 출판년월:2023년06월

GLOBAL GAMING MARKET FORECAST 2023-2032
글로벌 게임 시장에서 업계 경쟁의 강도는 예측 기간 동안 증가할 것입니다. 또한 글로벌 시장에서 활동하는 주요 기업으로는 Activision Blizzard, Electronic Arts Inc, Nintendo Co Ltd 등이 있습니다.

페이지수 231
가격
싱글 사용자 라이센스 USD 2,500
다중 사용자 라이센스 USD 3,000
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구성 영문조사보고서

리포트목차    주문/문의    납기/라이센스안내

KEY FINDINGS
The global gaming market is anticipated to register a CAGR of 11.60% during the forecast years of 2023-2032. Some of the top factors augmenting the growth of the market include the emergence of next-generation consoles, the growing internet penetration, the surging number of smartphone users, the easy availability of free games, and a significant customer base for digital games.
글로벌 게임 시장은 2023-2032년 예측 연도 동안 11.60%의 CAGR을 기록할 것으로 예상됩니다. 시장 성장을 촉진하는 주요 요인으로는 차세대 콘솔의 등장, 인터넷 보급률 증가, 스마트폰 사용자 급증, 무료 게임의 용이한 가용성, 디지털 게임의 상당한 고객 기반 등이 있습니다.

세계 게이밍(GAMING) 시장 예측 2023-2032년

MARKET INSIGHTS
Games available on Google Play Store, Windows App Store, over the Internet or the gaming company’s website free of cost are boosting the global gaming market. Moreover, games that are available free of cost have different business models. In this regard, the free-to-play (FTP) business model is gaining increasing popularity among gamers owing to their availability without the price.
In addition, as per the Google Play store, companies with a free-to-play (FTP) business model dominate the chart; games such as Zynga PUBG that enable users to download their game for free in comparison to games which are paid are one of the most downloaded. Although these games let users create an account for free, they may need to pay for additional or premium features. However, it is possible to continue playing using the existing free business model. As a result, the availability of free-of-cost gaming plays an essential role in fueling the global gaming market growth.
REGIONAL INSIGHTS
The global gaming market growth is evaluated through the assessment of North America, the Asia-Pacific, Europe, and Rest of World. North America is expected to be the fastest-growing region during the forecast period. The market growth of the region is primarily fueled by the increasing number of smartphone users, improvements in hardware and software, as well as the emergence of the organized e-sports business.
COMPETITIVE INSIGHTS
The intensity of industry rivalry in the global gaming market is set to rise during the forecast period. Furthermore, major enterprises operating in the global market include Activision Blizzard, Electronic Arts Inc, Nintendo Co Ltd, etc.
Our report offerings include:
• Explore key findings of the overall market
• Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
• Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
• Market Segmentation caters to a thorough assessment of key segments with their market estimations
• Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
• Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
• The competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
• Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments

Companies Mentioned
1. ACTIVISION BLIZZARD
2. BETHESDA SOFTWORKS LLC
3. ELECTRONIC ARTS INC
4. GAMELOFT (ACQUIRED BY VIVENDI)
5. MICROSOFT CORPORATION
6. NEXON CO LTD
7. NINTENDO CO LTD
8. NVIDIA
9. ROCKSTAR GAMES INC
10. SEGA
11. SONY CORPORATION
12. SQUARE ENIX HOLDINGS CO LTD
13. UBISOFT ENTERTAINMENT SA
14. ZYNGA

관련조사보고서

Inkwood Research에서는 아래의 지역/국가별 시장조사보고서도 출판되어 있습니다.각 보고서의 상세 설명에 대한 문의도 받고 있습니다。

  • 아시아 태평양 지역의 게이밍 시장 예측 2023-2032년
    ASIA-PACIFIC GAMING MARKET FORECAST 2023-2032
  • 유럽 게이밍 시장 예측 2023-2032년
    EUROPE GAMING MARKET FORECAST 2023-2032
  • 북미 게이밍 시장 예측 2023-2032년
    NORTH AMERICA GAMING MARKET FORECAST 2023-2032
  • 미국 게이밍 시장 예측 2023-2030년
    UNITED STATES GAMING MARKET FORECAST 2023-2030

목차

TABLE OF CONTENTS
1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. METHODOLOGY
1.3. ASSUMPTIONS & LIMITATIONS
2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. MARKET OVERVIEW
2.3. SCOPE OF STUDY
2.4. CRISIS SCENARIO ANALYSIS
2.5. MAJOR MARKET FINDINGS
2.5.1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
2.5.2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
2.5.3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS
3. MARKET DYNAMICS
3.1. KEY DRIVERS
3.1.1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
3.1.2. SURGING INTERNET PENETRATION
3.1.3. GROWING NUMBER OF SMARTPHONE USERS
3.1.4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
3.1.5. EASY AVAILABILITY OF FREE GAMES
3.2. KEY RESTRAINTS
3.2.1. HIGH GAME DEVELOPMENT COSTS
3.2.2. PIRACY ISSUES
3.2.3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
3.2.4. COMPLEXITY OF LOCALIZING GAMES
3.2.5. HARDWARE COMPATIBILITY DIFFICULTIES
4. KEY ANALYTICS
4.1. TIMELINE OF THE GAMING INDUSTRY
4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
4.3. KEY TECHNOLOGY TRENDS
4.3.1. INTRODUCTION OF 5G
4.3.2. CLOUD GAMING
4.3.3. EDGE COMPUTING
4.3.4. VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR)
4.3.5. EMERGENCE OF DIFFERENT GAME TYPES
4.3.5.1. REAL TIME STRATEGY (RTS)
4.3.5.2. ROLE-PLAYING (RPG)
4.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
4.3.5.4. SANDBOX
4.3.5.5. SHOOTER
4.3.5.6. SIMULATION & SPORTS
4.4. PORTER’S FIVE FORCES ANALYSIS
4.4.1. BUYERS POWER
4.4.2. SUPPLIERS POWER
4.4.3. SUBSTITUTION
4.4.4. NEW ENTRANTS
4.4.5. INDUSTRY RIVALRY
4.5. GROWTH PROSPECT MAPPING
4.5.1. GROWTH PROSPECT MAPPING FOR UNITED STATES
4.5.2. GROWTH PROSPECT MAPPING FOR UNITED KINGDOM
4.5.3. GROWTH PROSPECT MAPPING FOR CHINA
4.5.4. GROWTH PROSPECT MAPPING FOR LATIN AMERICA
4.6. MARKET MATURITY ANALYSIS
4.7. MARKET CONCENTRATION ANALYSIS
4.8. VALUE CHAIN ANALYSIS
4.8.1. COMPONENT SUPPLIERS
4.8.2. RESEARCH & DEVELOPMENT
4.8.3. HARDWARE MANUFACTURING DEVELOPMENT AND PUBLISHING
4.8.4. DISTRIBUTORS
4.9. KEY BUYING CRITERIA
4.9.1. GAME RATINGS
4.9.2. EXCLUSIVITY
4.9.3. ONLINE SERVICE
4.9.4. DEVICE TYPE & COMPATIBILITY
4.9.4.1. PERFORMANCE
4.9.4.2. BACKWARD COMPATIBILITY
4.9.4.3. PERIPHERALS
4.9.4.4. STORAGE
4.9.4.5. MEDIA SUPPORT
5. MARKET BY TYPE
5.1. ONLINE
5.2. OFFLINE
6. MARKET BY COMPONENT
6.1. SOFTWARE
6.2. HARDWARE
7. MARKET BY DEVICE TYPE
7.1. CONSOLE GAMING
7.2. MOBILE GAMING
7.2.1. ANDROID
7.2.2. IOS
7.3. PC GAMING
7.4. BROWSER GAMING
8. MARKET BY GENRE
8.1. ACTION/ ADVENTURE GAMES
8.2. ARCADE GAMES
8.3. STRATEGY & BRAIN GAMES
8.4. CASINO GAMES
8.5. CASUAL GAMES
8.6. SPORTS GAMES
8.7. OTHER GENRES
9. GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1. MARKET SIZE & ESTIMATES
9.1.2. NORTH AMERICA GAMING MARKET DRIVERS
9.1.3. NORTH AMERICA GAMING MARKET CHALLENGES
9.1.4. NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK
9.1.5. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
9.1.6. COUNTRY ANALYSIS
9.1.6.1. UNITED STATES
9.1.6.1.1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.2. CANADA
9.1.6.2.1. CANADA GAMING MARKET SIZE & OPPORTUNITIES
9.2. EUROPE
9.2.1. MARKET SIZE & ESTIMATES
9.2.2. EUROPE GAMING MARKET DRIVERS
9.2.3. EUROPE GAMING MARKET CHALLENGES
9.2.4. EUROPE GAMING MARKET REGULATORY FRAMEWORK
9.2.5. KEY PLAYERS IN EUROPE GAMING MARKET
9.2.6. COUNTRY ANALYSIS
9.2.6.1. UNITED KINGDOM
9.2.6.1.1. UNITED KINGDOM GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.2. GERMANY
9.2.6.2.1. GERMANY GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.3. FRANCE
9.2.6.3.1. FRANCE GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.4. ITALY
9.2.6.4.1. ITALY GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.5. SPAIN
9.2.6.5.1. SPAIN GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.6. BELGIUM
9.2.6.6.1. BELGIUM GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.7. POLAND
9.2.6.7.1. POLAND MARKET SIZE & OPPORTUNITIES
9.2.6.8. REST OF EUROPE
9.2.6.8.1. REST OF EUROPE GAMING MARKET SIZE & OPPORTUNITIES
9.3. ASIA-PACIFIC
9.3.1. MARKET SIZE & ESTIMATES
9.3.2. ASIA-PACIFIC GAMING MARKET DRIVERS
9.3.3. ASIA-PACIFIC GAMING MARKET CHALLENGES
9.3.4. ASIA-PACIFIC GAMING MARKET REGULATORY FRAMEWORK
9.3.5. KEY PLAYERS IN ASIA-PACIFIC GAMING MARKET
9.3.6. COUNTRY ANALYSIS
9.3.6.1. CHINA
9.3.6.1.1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.2. JAPAN
9.3.6.2.1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.3. INDIA
9.3.6.3.1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.4. SOUTH KOREA
9.3.6.4.1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.5. TAIWAN
9.3.6.5.1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.6. AUSTRALIA & NEW ZEALAND
9.3.6.6.1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.7. REST OF ASIA-PACIFIC
9.3.6.7.1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
9.4. REST OF WORLD
9.4.1. MARKET SIZE & ESTIMATES
9.4.2. REST OF WORLD GAMING MARKET DRIVERS
9.4.3. REST OF WORLD GAMING MARKET CHALLENGES
9.4.4. REST OF WORLD GAMING MARKET REGULATORY FRAMEWORK
9.4.5. KEY PLAYERS IN REST OF WORLD GAMING MARKET
9.4.6. REGIONAL ANALYSIS
9.4.6.1. LATIN AMERICA
9.4.6.1.1. LATIN AMERICA GAMING MARKET SIZE & OPPORTUNITIES
9.4.6.2. MIDDLE EAST & AFRICA
9.4.6.2.1. MIDDLE EAST & AFRICA GAMING MARKET SIZE & OPPORTUNITIES
10. COMPETITIVE LANDSCAPE
10.1. KEY STRATEGIC DEVELOPMENTS
10.1.1. MERGERS & ACQUISITIONS
10.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
10.1.3. PARTNERSHIPS & AGREEMENTS
10.1.4. BUSINESS EXPANSIONS & DIVESTITURES
10.2. COMPANY PROFILES
10.2.1. ACTIVISION BLIZZARD
10.2.1.1. COMPANY OVERVIEW
10.2.1.2. PRODUCTS OVERVIEW
10.2.1.3. STRENGTHS & CHALLENGES
10.2.2. BETHESDA SOFTWORKS LLC
10.2.2.1. COMPANY OVERVIEW
10.2.2.2. PRODUCTS OVERVIEW
10.2.2.3. STRENGTHS & CHALLENGES
10.2.3. ELECTRONIC ARTS INC
10.2.3.1. COMPANY OVERVIEW
10.2.3.2. PRODUCTS OVERVIEW
10.2.3.3. STRENGTHS & CHALLENGES
10.2.4. GAMELOFT (ACQUIRED BY VIVENDI)
10.2.4.1. COMPANY OVERVIEW
10.2.4.2. PRODUCTS OVERVIEW
10.2.4.3. STRENGTHS & CHALLENGES
10.2.5. MICROSOFT CORPORATION
10.2.5.1. COMPANY OVERVIEW
10.2.5.2. PRODUCTS OVERVIEW
10.2.5.3. STRENGTHS & CHALLENGES
10.2.6. NEXON CO LTD
10.2.6.1. COMPANY OVERVIEW
10.2.6.2. PRODUCTS OVERVIEW
10.2.6.3. STRENGTHS & CHALLENGES
10.2.7. NINTENDO CO LTD
10.2.7.1. COMPANY OVERVIEW
10.2.7.2. PRODUCTS OVERVIEW
10.2.7.3. STRENGTHS & CHALLENGES
10.2.8. NVIDIA
10.2.8.1. COMPANY OVERVIEW
10.2.8.2. PRODUCTS OVERVIEW
10.2.8.3. STRENGTHS & CHALLENGES
10.2.9. ROCKSTAR GAMES INC
10.2.9.1. COMPANY OVERVIEW
10.2.9.2. PRODUCTS OVERVIEW
10.2.9.3. STRENGTHS & CHALLENGES
10.2.10. SEGA
10.2.10.1. COMPANY OVERVIEW
10.2.10.2. PRODUCTS OVERVIEW
10.2.10.3. STRENGTHS & CHALLENGES
10.2.11. SONY CORPORATION
10.2.11.1. COMPANY OVERVIEW
10.2.11.2. PRODUCTS OVERVIEW
10.2.11.3. STRENGTHS & CHALLENGES
10.2.12. SQUARE ENIX HOLDINGS CO LTD
10.2.12.1. COMPANY OVERVIEW
10.2.12.2. PRODUCTS OVERVIEW
10.2.12.3. STRENGTHS & CHALLENGES
10.2.13. UBISOFT ENTERTAINMENT SA
10.2.13.1. COMPANY OVERVIEW
10.2.13.2. PRODUCTS OVERVIEW
10.2.13.3. STRENGTHS & CHALLENGES
10.2.14. ZYNGA
10.2.14.1. COMPANY OVERVIEW
10.2.14.2. PRODUCTS OVERVIEW
10.2.14.3. STRENGTHS & CHALLENGES
TABLE OF CONTENTS
1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. METHODOLOGY
1.3. ASSUMPTIONS & LIMITATIONS
2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. MARKET OVERVIEW
2.3. SCOPE OF STUDY
2.4. CRISIS SCENARIO ANALYSIS
2.5. MAJOR MARKET FINDINGS
2.5.1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
2.5.2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
2.5.3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS
3. MARKET DYNAMICS
3.1. KEY DRIVERS
3.1.1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
3.1.2. SURGING INTERNET PENETRATION
3.1.3. GROWING NUMBER OF SMARTPHONE USERS
3.1.4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
3.1.5. EASY AVAILABILITY OF FREE GAMES
3.2. KEY RESTRAINTS
3.2.1. HIGH GAME DEVELOPMENT COSTS
3.2.2. PIRACY ISSUES
3.2.3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
3.2.4. COMPLEXITY OF LOCALIZING GAMES
3.2.5. HARDWARE COMPATIBILITY DIFFICULTIES
4. KEY ANALYTICS
4.1. TIMELINE OF THE GAMING INDUSTRY
4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
4.3. KEY TECHNOLOGY TRENDS
4.3.1. 5G CONNECTIVITY HAS ENABLED INCREASED PROCESSING POWER AND REDUCED LATENCY
4.3.2. VIRTUAL AND AUGMENTED REALITY DELIVER IMMERSIVE EXPERIENCES AT COMPETITIVE PRICES
4.3.3. CLOUD GAMING GIVES ACCESS TO PLAYERS FROM ANY DEVICE, ANYTIME AND ANYWHERE
4.3.4. EDGE COMPUTING MINIMIZES USER LATENCY, GAME LAG, AND PLAYER INPUT DELAY
4.3.5. EMERGENCE OF DIFFERENT GAME TYPES
4.3.5.1. REAL TIME STRATEGY (RTS)
4.3.5.2. ROLE-PLAYING (RPG)
4.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
4.3.5.4. SANDBOX
4.3.5.5. SHOOTER
4.3.5.6. SIMULATION & SPORTS
4.4. IMPACT OF COVID-19 ON GAMING MARKET
4.5. PORTER’S FIVE FORCES ANALYSIS
4.5.1. BUYERS POWER
4.5.2. SUPPLIERS POWER
4.5.3. SUBSTITUTION
4.5.4. NEW ENTRANTS
4.5.5. INDUSTRY RIVALRY
4.6. GROWTH PROSPECT MAPPING
4.6.1. GROWTH PROSPECT MAPPING FOR UNITED STATES
4.6.2. GROWTH PROSPECT MAPPING FOR UNITED KINGDOM
4.6.3. GROWTH PROSPECT MAPPING FOR CHINA
4.6.4. GROWTH PROSPECT MAPPING FOR LATIN AMERICA
4.7. MARKET MATURITY ANALYSIS
4.8. MARKET CONCENTRATION ANALYSIS
4.9. VALUE CHAIN ANALYSIS
4.9.1. COMPONENT SUPPLIERS
4.9.2. RESEARCH & DEVELOPMENT
4.9.3. HARDWARE MANUFACTURING DEVELOPMENT AND PUBLISHING
4.9.4. DISTRIBUTORS
4.10. KEY BUYING CRITERIA
4.10.1. GAME RATINGS
4.10.2. EXCLUSIVITY
4.10.3. ONLINE SERVICE
4.10.4. DEVICE TYPE & COMPATIBILITY
4.10.4.1. PERFORMANCE
4.10.4.2. BACKWARD COMPATIBILITY
4.10.4.3. PERIPHERALS
4.10.4.4. STORAGE
4.10.4.5. MEDIA SUPPORT
5. MARKET BY TYPE
5.1. ONLINE
5.2. OFFLINE
6. MARKET BY COMPONENT
6.1. SOFTWARE
6.2. HARDWARE
7. MARKET BY DEVICE TYPE
7.1. CONSOLE GAMING
7.2. MOBILE GAMING
7.2.1. ANDROID
7.2.2. IOS
7.3. PC GAMING
7.4. BROWSER GAMING
8. MARKET BY GENRE
8.1. ACTION/ ADVENTURE GAMES
8.2. ARCADE GAMES
8.3. STRATEGY & BRAIN GAMES
8.4. CASINO GAMES
8.5. CASUAL GAMES
8.6. SPORTS GAMES
8.7. OTHER GENRES
9. GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1. MARKET SIZE & ESTIMATES
9.1.2. NORTH AMERICA GAMING MARKET DRIVERS
9.1.3. NORTH AMERICA GAMING MARKET CHALLENGES
9.1.4. NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK
9.1.5. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
9.1.6. COUNTRY ANALYSIS
9.1.6.1. UNITED STATES
9.1.6.1.1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.2. CANADA
9.1.6.2.1. CANADA GAMING MARKET SIZE & OPPORTUNITIES
9.2. EUROPE
9.2.1. MARKET SIZE & ESTIMATES
9.2.2. EUROPE GAMING MARKET DRIVERS
9.2.3. EUROPE GAMING MARKET CHALLENGES
9.2.4. EUROPE GAMING MARKET REGULATORY FRAMEWORK
9.2.5. KEY PLAYERS IN EUROPE GAMING MARKET
9.2.6. COUNTRY ANALYSIS
9.2.6.1. UNITED KINGDOM
9.2.6.1.1. UNITED KINGDOM GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.2. GERMANY
9.2.6.2.1. GERMANY GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.3. FRANCE
9.2.6.3.1. FRANCE GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.4. ITALY
9.2.6.4.1. ITALY GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.5. SPAIN
9.2.6.5.1. SPAIN GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.6. BELGIUM
9.2.6.6.1. BELGIUM GAMING MARKET SIZE & OPPORTUNITIES
9.2.6.7. POLAND
9.2.6.7.1. POLAND MARKET SIZE & OPPORTUNITIES
9.2.6.8. REST OF EUROPE
9.2.6.8.1. REST OF EUROPE GAMING MARKET SIZE & OPPORTUNITIES
9.3. ASIA-PACIFIC
9.3.1. MARKET SIZE & ESTIMATES
9.3.2. ASIA-PACIFIC GAMING MARKET DRIVERS
9.3.3. ASIA-PACIFIC GAMING MARKET CHALLENGES
9.3.4. ASIA-PACIFIC GAMING MARKET REGULATORY FRAMEWORK
9.3.5. KEY PLAYERS IN ASIA-PACIFIC GAMING MARKET
9.3.6. COUNTRY ANALYSIS
9.3.6.1. CHINA
9.3.6.1.1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.2. JAPAN
9.3.6.2.1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.3. INDIA
9.3.6.3.1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.4. SOUTH KOREA
9.3.6.4.1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.5. TAIWAN
9.3.6.5.1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.6. AUSTRALIA & NEW ZEALAND
9.3.6.6.1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
9.3.6.7. REST OF ASIA-PACIFIC
9.3.6.7.1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
9.4. REST OF WORLD
9.4.1. MARKET SIZE & ESTIMATES
9.4.2. REST OF WORLD GAMING MARKET DRIVERS
9.4.3. REST OF WORLD GAMING MARKET CHALLENGES
9.4.4. REST OF WORLD GAMING MARKET REGULATORY FRAMEWORK
9.4.5. KEY PLAYERS IN REST OF WORLD GAMING MARKET
9.4.6. REGIONAL ANALYSIS
9.4.6.1. LATIN AMERICA
9.4.6.1.1. LATIN AMERICA GAMING MARKET SIZE & OPPORTUNITIES
9.4.6.2. MIDDLE EAST & AFRICA
9.4.6.2.1. MIDDLE EAST & AFRICA GAMING MARKET SIZE & OPPORTUNITIES
10. COMPETITIVE LANDSCAPE
10.1. KEY STRATEGIC DEVELOPMENTS
10.1.1. MERGERS & ACQUISITIONS
10.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
10.1.3. PARTNERSHIPS & AGREEMENTS
10.1.4. BUSINESS EXPANSIONS & DIVESTITURES
10.2. COMPANY PROFILES
10.2.1. ACTIVISION BLIZZARD
10.2.1.1. COMPANY OVERVIEW
10.2.1.2. PRODUCTS OVERVIEW
10.2.1.3. STRENGTHS & CHALLENGES
10.2.2. BETHESDA SOFTWORKS LLC
10.2.2.1. COMPANY OVERVIEW
10.2.2.2. PRODUCTS OVERVIEW
10.2.2.3. STRENGTHS & CHALLENGES
10.2.3. ELECTRONIC ARTS INC
10.2.3.1. COMPANY OVERVIEW
10.2.3.2. PRODUCTS OVERVIEW
10.2.3.3. STRENGTHS & CHALLENGES
10.2.4. GAMELOFT (ACQUIRED BY VIVENDI)
10.2.4.1. COMPANY OVERVIEW
10.2.4.2. PRODUCTS OVERVIEW
10.2.4.3. STRENGTHS & CHALLENGES
10.2.5. MICROSOFT CORPORATION
10.2.5.1. COMPANY OVERVIEW
10.2.5.2. PRODUCTS OVERVIEW
10.2.5.3. STRENGTHS & CHALLENGES
10.2.6. NEXON CO LTD
10.2.6.1. COMPANY OVERVIEW
10.2.6.2. PRODUCTS OVERVIEW
10.2.6.3. STRENGTHS & CHALLENGES
10.2.7. NINTENDO CO LTD
10.2.7.1. COMPANY OVERVIEW
10.2.7.2. PRODUCTS OVERVIEW
10.2.7.3. STRENGTHS & CHALLENGES
10.2.8. NVIDIA
10.2.8.1. COMPANY OVERVIEW
10.2.8.2. PRODUCTS OVERVIEW
10.2.8.3. STRENGTHS & CHALLENGES
10.2.9. ROCKSTAR GAMES INC
10.2.9.1. COMPANY OVERVIEW
10.2.9.2. PRODUCTS OVERVIEW
10.2.9.3. STRENGTHS & CHALLENGES
10.2.10. SEGA
10.2.10.1. COMPANY OVERVIEW
10.2.10.2. PRODUCTS OVERVIEW
10.2.10.3. STRENGTHS & CHALLENGES
10.2.11. SONY CORPORATION
10.2.11.1. COMPANY OVERVIEW
10.2.11.2. PRODUCTS OVERVIEW
10.2.11.3. STRENGTHS & CHALLENGES
10.2.12. SQUARE ENIX HOLDINGS CO LTD
10.2.12.1. COMPANY OVERVIEW
10.2.12.2. PRODUCTS OVERVIEW
10.2.12.3. STRENGTHS & CHALLENGES
10.2.13. UBISOFT ENTERTAINMENT SA
10.2.13.1. COMPANY OVERVIEW
10.2.13.2. PRODUCTS OVERVIEW
10.2.13.3. STRENGTHS & CHALLENGES
10.2.14. ZYNGA
10.2.14.1. COMPANY OVERVIEW
10.2.14.2. PRODUCTS OVERVIEW
10.2.14.3. STRENGTHS & CHALLENGES
LIST OF FIGURES
FIGURE 1: KEY TECHNOLOGY TRENDS
FIGURE 2: PORTER’S FIVE FORCES ANALYSIS
FIGURE 3: GROWTH PROSPECT MAPPING FOR UNITED STATES
FIGURE 4: GROWTH PROSPECT MAPPING FOR UNITED KINGDOM
FIGURE 5: GROWTH PROSPECT MAPPING FOR CHINA
FIGURE 6: GROWTH PROSPECT MAPPING FOR LATIN AMERICA
FIGURE 7: MARKET MATURITY ANALYSIS
FIGURE 8: MARKET CONCENTRATION ANALYSIS
FIGURE 9: VALUE CHAIN ANALYSIS
FIGURE 10: KEY BUYING CRITERIA
FIGURE 11: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2022
FIGURE 12: GLOBAL GAMING MARKET, BY ONLINE, 2023-2032 (IN $ BILLION)
FIGURE 13: GLOBAL GAMING MARKET, BY OFFLINE, 2023-2032 (IN $ BILLION)
FIGURE 14: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2022
FIGURE 15: GLOBAL GAMING MARKET, BY SOFTWARE, 2023-2032 (IN $ BILLION)
FIGURE 16: GLOBAL GAMING MARKET, BY HARDWARE, 2023-2032 (IN $ BILLION)
FIGURE 17: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY DEVICE TYPE, IN 2022
FIGURE 18: GLOBAL GAMING MARKET, BY CONSOLE GAMING, 2023-2032 (IN $ BILLION)
FIGURE 19: GLOBAL GAMING MARKET, BY MOBILE GAMING, 2023-2032 (IN $ BILLION)
FIGURE 20: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY MOBILE GAMING, IN 2022
FIGURE 21: GLOBAL GAMING MARKET, BY ANDROID, 2023-2032 (IN $ BILLION)
FIGURE 22: GLOBAL GAMING MARKET, BY IOS, 2023-2032 (IN $ BILLION)
FIGURE 23: GLOBAL GAMING MARKET, BY PC GAMING, 2023-2032 (IN $ BILLION)
FIGURE 24: GLOBAL GAMING MARKET, BY BROWSER GAMING, 2023-2032 (IN $ BILLION)
FIGURE 25: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2022
FIGURE 26: GLOBAL GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2023-2032 (IN $ BILLION)
FIGURE 27: GLOBAL GAMING MARKET, BY ARCADE GAMES, 2023-2032 (IN $ BILLION)
FIGURE 28: GLOBAL GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2023-2032 (IN $ BILLION)
FIGURE 29: GLOBAL GAMING MARKET, BY CASINO GAMES, 2023-2032 (IN $ BILLION)
FIGURE 30: GLOBAL GAMING MARKET, BY CASUAL GAMES, 2023-2032 (IN $ BILLION)
FIGURE 31: GLOBAL GAMING MARKET, BY SPORTS GAMES, 2023-2032 (IN $ BILLION)
FIGURE 32: GLOBAL GAMING MARKET, BY OTHER GENRES, 2023-2032 (IN $ BILLION)
FIGURE 33: NORTH AMERICA GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)
FIGURE 34: UNITED STATES GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 35: CANADA GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 36: EUROPE GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)
FIGURE 37: UNITED KINGDOM GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 38: GERMANY GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 39: FRANCE GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 40: ITALY GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 41: SPAIN GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 42: BELGIUM GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 43: POLAND GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 44: REST OF EUROPE GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 45: ASIA-PACIFIC GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)
FIGURE 46: CHINA GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 47: JAPAN GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 48: INDIA GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 49: SOUTH KOREA GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 50: TAIWAN GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 51: AUSTRALIA & NEW ZEALAND GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 52: REST OF ASIA-PACIFIC GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 53: REST OF WORLD GAMING MARKET, REGIONAL OUTLOOK, 2022 & 2032 (IN %)
FIGURE 54: LATIN AMERICA GAMING MARKET, 2023-2032 (IN $ BILLION)
FIGURE 55: MIDDLE EAST & AFRICA GAMING MARKET, 2023-2032 (IN $ BILLION)


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