TMCnet News
Gaming Market Size to Grow by USD 125.65 Billion | Industry Share & Heightening Vision in Interactive Home Entertainment SectorNEW YORK, May 2, 2022 /PRNewswire/ -- The Gaming Market value is set to grow by USD 125.65 billion, progressing at a CAGR of 12% from 2020 to 2025, as per the latest report by Technavio. The integration of blockchain technology is notably driving market growth. Moreover, the market 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). Download sample report to know exact growth variance and the Y-O-Y growth rate Gaming Market 2021-2025: Driver The integration of blockchain technology in the gaming industry is enabling players to trade in-game virtual assets with other competing players and facilitate peer-to-peer transactions. The technology is being adopted by several gaming companies and gaming console manufacturers. Microsoft recently announced its plan to roll out blockchain technology for Xbox. The integration of blockchain is expected to provide fast and secure payment networks and allow game developers to monetize their gaming services efficiently. The integration of blockchain technology will provide substantial growth opportunities for gaming companies during the forecast period, driving the growth of the gaming market size. Download sample Report for insights on the drivers, trends, and challenges that will help companies evaluate and develop growth strategies for 2021-2025 Gaming Market 2021-2025: Segmentation
The gaming market share growth by the casual gaming segment will be significant during the forecast period. The market for casual gaming is growing with the increasing adoption of mobile gaming. Most casual gamers prefer mobile devices over PCs and consoles because of easy access to the games. In addition, casual gamers play games online on their mobile devices, as it is easy for them to play games of their choice from anywhere at any time.
The 56% of the market's growth will originate from APAC during the forecast period. China, Japan, and South Korea (Republic of Korea) are the key markets for gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions. The increasing penetration of e-sports in developing countries, such as Taiwan, Malaysia, and Singapore will facilitate the gaming market growth in APAC over the forecast period. Download sample to gain further insights on the market share & contribution of various regions & segments Our Gaming Market Report Covers the Following Areas: Gaming Market 2021-2025: Vendor Analysis The report analyzes the market's competitive landscape and offers information on several market vendors, including:
The gaming market is fragmented and the vendors are deploying growth strategies such as developing innovative products, solutions, and services to compete in the market. Download Our Sample Report for more vendor insights with product offerings & news Gaming Market 2021-2025: Key Highlights
Related Reports: Cloud Gaming Market by Platform, Type, and Geography - Forecast and Analysis 2022-2026: The cloud gaming market share is expected to increase by USD 5.73 billion from 2021 to 2026, at a CAGR of 31.13%. To get more exclusive research insights: Download Our Sample Report Online Gaming Market by Type and Geography - Forecast and Analysis 2022-2026: The online gaming market share is expected to increase by USD 46.59 billion from 2021 to 2026, and the market's growth momentum will accelerate at a CAGR of 12.27%. To get more exclusive research insights: Download Our Sample Report
Table of Contents: 1. Executive Summary 2. Market Landscape 2.1 Market ecosystem Exhibit 01: Parent market 2.2 Market Characteristics Exhibit 02: Market Characteristics 2.3 Value chain analysis Exhibit 03: Interactive Home Entertainment Market 2.3.1 Content origination 2.3.2 Application development 2.3.3 Hardware manufacturers 2.3.4 Publishing and aggregation 2.3.5 Wireless application service 2.3.6 Portal provisioning 2.3.7 Mobile delivery 2.3.8 User interactivity provisioning 2.3.9 Distribution and retailing of video games 2.3.10 Billing and customer care 2.3.11 Marketing and sales 2.3.12 Support activities 3. Market Sizing 3.1 Market definition Exhibit 04: Offerings of vendors included in the market definition 3.2 Market segment analysis Exhibit 05: Market segments 3.3 Market size 2020 3.4 Market outlook: Forecast for 2020 - 2025 Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ billion) 3.4.1.1 Availability of multi-functional gaming consoles 3.4.1.2 Growing in-app purchases in free games 3.4.1.3 Growth in multiplayer mobile gaming 3.4.1.4 Advent of digital downloading 3.4.1.5 Games as a service 3.4.1.6 Emergence of cloud gaming Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%) 4. Five Forces Analysis 4.1 Five Forces Summary Exhibit 08: Five forces analysis 2020 & 2025 4.2 Bargaining power of buyers 4.3 Bargaining power of suppliers 4.4 Threat of new entrants 4.5 Threat of substitutes 4.6 Threat of rivalry 4.7 Market condition Market condition - Five forces 2020 5. Market Segmentation by Type The segments covered in this chapter are:
Both segments have been ranked based on their market size in 2020. The casual gaming segment constituted the largest segment in 2020, while the smallest segment was professional gaming. 5.1 Market segments Exhibit 15: Type - Market share 2020-2025 (%) 5.2 Comparison by Type Exhibit 16: Comparison by Type 5.3 Casual gaming - Market size and forecast 2020-2025 Exhibit 17: Casual gaming - Market size and forecast 2020-2025 ($ billion) Exhibit 18: Casual gaming - Year-over-year growth 2020-2025 (%) 5.4 Professional gaming - Market size and forecast 2020-2025 Exhibit 19: Professional gaming - Market size and forecast 2020-2025 ($ billion) Exhibit 20: Professional gaming - Year-over-year growth 2020-2025 (%) 5.5 Market opportunity by Type Exhibit 21: Market opportunity by Type 6. Market Segmentation by Device The segments covered in this chapter are:
The three segments have been ranked based on their market size in 2020. The mobile gaming segment constituted the largest segment in 2020, while the smallest segment was PC gaming. The 2020 market position of all three segments will likely remain the same in 2025. 6.1 Market segments Exhibit 22: Device - Market share 2020-2025 (%) 6.2 Comparison by Device Exhibit 23: Comparison by Device 6.3 Mobile gaming - Market size and forecast 2020-2025 Exhibit 24: Mobile gaming - Market size and forecast 2020-2025 ($ billion) Exhibit 25: Mobile gaming - Year-over-year growth 2020-2025 (%) 6.4 Console gaming - Market size and forecast 2020-2025 Exhibit 26: Console gaming - Market size and forecast 2020-2025 ($ billion) Exhibit 27: Console gaming - Year-over-year growth 2020-2025 (%) 6.5 PC gaming - Market size and forecast 2020-2025 Exhibit 28: PC gaming - Market size and forecast 2020-2025 ($ billion) Exhibit 29: PC gaming - Year-over-year growth 2020-2025 (%) 6.6 Market opportunity by Device Exhibit 30: Market opportunity by Device 7. Market Segmentation by Platform The segments covered in this chapter are:
Both segments have been ranked based on their market size in 2020. The online segment constituted the largest segment in 2020, while the smallest segment was offline. 7.1 Market segments Exhibit 31: Platform - Market share 2020-2025 (%) 7.2 Comparison by Platform Exhibit 32: Comparison by Platform 7.3 Online - Market size and forecast 2020-2025 Exhibit 33: Online - Market size and forecast 2020-2025 ($ billion) 7.3.1.1 Increasing adoption of smartphones 7.3.1.2 Increasing popularity of F2P online games 7.3.1.3 Growing popularity of MMO gaming Exhibit 34: Online - Year-over-year growth 2020-2025 (%) 7.4 Offline - Market size and forecast 2020-2025 Exhibit 35: Offline - Market size and forecast 2020-2025 ($ billion) Exhibit 36: Offline - Year-over-year growth 2020-2025 (%) 7.5 Market opportunity by Platform Exhibit 37: Market opportunity by Platform 8. Customer landscape Technavio's customer landscape matrix comparing Drivers or price sensitivity, Adoption lifecycle, importance in customer price basket, Adoption rate and Key purchase criteria Exhibit 38: Customer landscape 9. Geographic Landscape The regions covered in the report are:
The five regions have been ranked based on their market size in 2020. APAC ranked first as the largest region, while South America was the smallest region in 2020. 9.1 Geographic segmentation Exhibit 39: Market share by geography 2020-2025 (%) 9.2 Geographic comparison Exhibit 40: Geographic comparison 9.3 APAC - Market size and forecast 2020-2025 Exhibit 41: APAC - Market size and forecast 2020-2025 ($ billion) Exhibit 42: APAC - Year-over-year growth 2020-2025 (%) 9.4 North America - Market size and forecast 2020-2025 Exhibit 43: North America - Market size and forecast 2020-2025 ($ billion) Exhibit 44: North America - Year-over-year growth 2020-2025 (%) 9.5 Europe - Market size and forecast 2020-2025 Exhibit 45: Europe - Market size and forecast 2020-2025 ($ billion) Exhibit 46: Europe - Year-over-year growth 2020-2025 (%) 9.6 MEA - Market size and forecast 2020-2025 Exhibit 47: MEA - Market size and forecast 2020-2025 ($ billion) Exhibit 48: MEA - Year-over-year growth 2020-2025 (%) 9.7 South America - Market size and forecast 2020-2025 Exhibit 49: South America - Market size and forecast 2020-2025 ($ billion) Exhibit 50: South America - Year-over-year growth 2020-2025 (%) 9.8 Key leading countries Exhibit 51: Key leading countries 9.9 Market opportunity by geography Exhibit 52: Market opportunity by geography ($ billion) 10. Drivers, Challenges, and Trends 10.1 Market drivers 10.1.1 Growing adoption of AR and VR games 10.1.2 Rising popularity of e-sports 10.1.3 Integration of blockchain technology 10.2 Market challenges 10.2.1 Regulation over loot box 10.2.2 Increasing risk of cybercrime through online gaming 10.2.3 Change in government regulations on net neutrality Exhibit 53: Impact of drivers and challenges 10.3 Market trends 10.3.1 Increasing emergence of cloud gaming 10.3.2 Growth in free-to-play model 10.3.3 Rise in strategic partnerships and acquisitions 11. Vendor Landscape 11.1 Competitive scenario 11.2 Vendor landscape Exhibit 54: Vendor landscape 11.3 Landscape disruption The potential for the disruption of the market landscape was moderate in 2020, and its threat is expected to remain unchanged by 2025. Exhibit 55: Landscape disruption 11.4 Industry risks Exhibit 56: Industry risks 12. Vendor Analysis 12.1 Vendors covered Exhibit 57: Vendors covered 12.2 Market positioning of vendors Exhibit 58: Market positioning of vendors 12.3 Activision Blizzard Inc. Exhibit 59: Activision Blizzard Inc. - Overview Exhibit 60: Activision Blizzard Inc. - Business segments Exhibit 61: Activision Blizzard Inc. – Key news Exhibit 62: Activision Blizzard Inc. - Key offerings Exhibit 63: Activision Blizzard Inc. - Segment focus 12.4 Bandai Namco Holdings Inc. Exhibit 64: Bandai Namco Holdings Inc. - Overview Exhibit 65: Bandai Namco Holdings Inc. - Business segments Exhibit 66: Bandai Namco Holdings Inc. - Key offerings Exhibit 67: Bandai Namco Holdings Inc. - Segment focus 12.5 CyberAgent Inc. Exhibit 68: CyberAgent Inc. - Overview Exhibit 69: CyberAgent Inc. - Business segments Exhibit 70: CyberAgent Inc. – Key news Exhibit 71: CyberAgent Inc. - Key offerings Exhibit 72: CyberAgent Inc. - Segment focus 12.6 Electronic Arts Inc. Exhibit 73: Electronic Arts Inc. - Overview Exhibit 74: Electronic Arts Inc. - Business segments Exhibit 75: Electronic Arts Inc. - Key offerings Exhibit 76: Electronic Arts Inc. - Segment focus 12.7 GungHo Online Entertainment Inc. Exhibit 77: GungHo Online Entertainment Inc. - Overview Exhibit 78: GungHo Online Entertainment Inc. - Product and service Exhibit 79: GungHo Online Entertainment Inc. - Key offerings 12.8 Microsoft Corp. Exhibit 80: Microsoft Corp. - Overview Exhibit 81: Microsoft Corp. - Business segments Exhibit 80: Microsoft Corp. – Key news Exhibit 83: Microsoft Corp. - Key offerings Exhibit 84: Microsoft Corp. - Segment focus 12.9 NetEase Inc. Exhibit 85: NetEase Inc. - Overview Exhibit 86: NetEase Inc. - Business segments Exhibit 87: NetEase Inc. - Key offerings Exhibit 88: NetEase Inc. - Segment focus 12.10 Sony Corp. Exhibit 89: Sony Corp. - Overview Exhibit 90: Sony Corp. - Business segments Exhibit 91: Sony Corp. – Key news Exhibit 92: Sony Corp. - Key offerings Exhibit 93: Sony Corp. - Segment focus 12.11 Tencent Holdings Ltd. Exhibit 94: Tencent Holdings Ltd. - Overview Exhibit 95: Tencent Holdings Ltd. - Business segments Exhibit 96: Tencent Holdings Ltd. – Key news Exhibit 97: Tencent Holdings Ltd. - Key offerings Exhibit 98: Tencent Holdings Ltd. - Segment focus 12.12 The Walt Disney Co. Exhibit 99: The Walt Disney Co. - Overview Exhibit 100: The Walt Disney Co. - Business segments Exhibit 101: The Walt Disney Co. – Key news Exhibit 102: The Walt Disney Co. - Key offerings Exhibit 103: The Walt Disney Co. - Segment focus 13. Appendix 13.1 Scope of the report 13.1.1 Market definition 13.1.2 Objectives 13.1.3 Notes and caveats About Us Contact View original content to download multimedia:https://www.prnewswire.com/news-releases/gaming-market-size-to-grow-by-usd-125-65-billion--industry-share--heightening-vision-in-interactive-home-entertainment-sector-301536804.html SOURCE Technavio |