Global Digital Games Industry Market Analysis & Forecast 2018-2023

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  • In the Global Digital Games Industry Market Analysis & Forecast 2018-2023, the revenue is valued at USD XX million in 2017 and is expected to reach USD XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023. The production is estimated at XX million in 2017 and is forecasted to reach XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023.

    It covers Regional Segment Analysis, Type, Appliction, Major Manufactures, Industry Chain Analysis, Competitive Insights and Macroeconomic Analysis.

    Global Digital Games Market: Regional Segment Analysis

    North America

    Europe

    China

    Japan

    Southeast Asia

    India


    The Major players reported in the market include:

    Behavior Interactive

    Activision Blizzard Inc.

    Asobo Studio

    CCP hf

    Warner Bros. Interactive Entertainment

    The Lego Group

    Cryptic Studios

    Changyou.com

    Electronic Arts Inc.

    Global Digital Games Market: Product Segment Analysis

    Digital

    Physical

    Type3

    Global Digital Games Market: Application Segment Analysis

    Private

    Commercial

    Application3

    Reasons for Buying this Report

    This report provides pin-point analysis for changing competitive dynamics

    It provides a forward looking perspective on different factors driving or restraining market growth

    It provides a six-year forecast assessed on the basis of how the market is predicted to grow

    It helps in understanding the key product segments and their future

    It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors

    It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments

     

  • With tables and figures helping analyze worldwide Global Digital Games market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.

    Global Digital Games Industry Market Analysis & Forecast 2018-2023
    Chapter 1 Digital Games Market Overview

    1.1 Product Overview and Scope of Digital Games

    1.2 Digital Games Market Segmentation by Type in 2016

    1.2.1 Global Production Market Share of Digital Games by Type in 2016
    1.2.1 Digital
    1.2.2 Physical
    1.2.3 Type3

    1.3 Digital Games Market Segmentation by Application in 2016

    1.3.1 Digital Games Consumption Market Share by Application in 2016
    1.3.2 Private
    1.3.3 Commercial
    1.3.4 Application3

    1.4 Digital Games Market Segmentation by Regions

    1.4.1 North America
    1.4.2 China
    1.4.3 Europe
    1.4.4 Southeast Asia
    1.4.5 Japan
    1.4.6 India

    1.5 Global Market Size (Value) of Digital Games (2013-2023)

    1.5.1 Global Product Sales and Growth Rate (2013-2023)
    1.5.2 Global Product Revenue and Growth Rate (2013-2023)
    Chapter 2 Global Economic Impact on Digital Games Industry

    2.1 Global Macroeconomic Environment Analysis

    2.1.1 Global Macroeconomic Analysis
    2.1.2 Global Macroeconomic Environment Development Trend

    2.2 Global Macroeconomic Environment Analysis by Regions

    Chapter 3 Global Digital Games Market Competition by Manufacturers

    3.1 Global Digital Games Production and Share by Manufacturers (2016 and 2017)

    3.2 Global Digital Games Revenue and Share by Manufacturers (2016 and 2017)

    3.3 Global Digital Games Average Price by Manufacturers (2016 and 2017)

    3.4 Manufacturers Digital Games Manufacturing Base Distribution, Production Area and Product Type

    3.5 Digital Games Market Competitive Situation and Trends

    3.5.1 Digital Games Market Concentration Rate
    3.5.2 Digital Games Market Share of Top 3 and Top 5 Manufacturers
    3.5.3 Mergers & Acquisitions, Expansion
    Chapter 4 Global Digital Games Production, Revenue (Value) by Region (2013-2018)

    4.1 Global Digital Games Production by Region (2013-2018)

    4.2 Global Digital Games Production Market Share by Region (2013-2018)

    4.3 Global Digital Games Revenue (Value) and Market Share by Region (2013-2018)

    4.4 Global Digital Games Production, Revenue, Price and Gross Margin (2013-2018)

    4.5 North America Digital Games Production, Revenue, Price and Gross Margin (2013-2018)

    4.5.1 North AmericaDigital GamesProduction and Market Share by Manufacturers
    4.5.2 North AmericaDigital GamesProduction and Market Share by Type
    4.5.3 North AmericaDigital GamesProduction and Market Share by Application

    4.6 Europe Digital Games Production, Revenue, Price and Gross Margin (2013-2018)

    4.6.1 EuropeDigital GamesProduction and Market Share by Manufacturers
    4.6.2 Europe Digital Games Production and Market Share by Type
    4.6.3 Europe Digital Games Production and Market Share by Application
    4.7 China Digital Games Production, Revenue, Price and Gross Margin (2013-2018)
    4.7.1 ChinaDigital GamesProduction and Market Share by Manufacturers
    4.7.2 China Digital Games Production and Market Share by Type
    4.7.3 China Digital Games Production and Market Share by Application
    4.8 Japan Digital Games Production, Revenue, Price and Gross Margin (2013-2018)
    4.8.1 Japan Digital Games Production and Market Share by Manufacturers
    4.8.2 Japan Digital Games Production and Market Share by Type
    4.8.3 Japan Digital Games Production and Market Share by Application
    4.9 Southeast Asia Digital Games Production, Revenue, Price and Gross Margin (2013-2018)
    4.9.1 Southeast Asia Digital Games Production and Market Share by Manufacturers
    4.9.2 Southeast Asia Digital Games Production and Market Share by Type
    4.9.3 Southeast Asia Digital Games Production and Market Share by Application
    4.10 India Digital Games Production, Revenue, Price and Gross Margin (2013-2018)
    4.10.1 India Digital Games Production and Market Share by Manufacturers
    4.10.2 India Digital Games Production and Market Share by Type
    4.10.3 India Digital Games Production and Market Share by Application
    Chapter 5 Global Digital Games Supply (Production), Consumption, Export, Import by Regions (2013-2018)

    5.1 Global Digital Games Consumption by Regions (2013-2018)

    5.2 North America Digital Games Production, Consumption, Export, Import by Regions (2013-2018)

    5.3 Europe Digital Games Production, Consumption, Export, Import by Regions (2013-2018)

    5.4 China Digital Games Production, Consumption, Export, Import by Regions (2013-2018)

    5.5 Japan Digital Games Production, Consumption, Export, Import by Regions (2013-2018)

    5.6 Southeast Asia Digital Games Production, Consumption, Export, Import by Regions (2013-2018)

    5.7 India Digital Games Production, Consumption, Export, Import by Regions (2013-2018)
    Chapter 6 Global Digital Games Production, Revenue (Value), Price Trend by Type

    6.1 Global Digital Games Production and Market Share by Type (2013-2018)

    6.2 Global Digital Games Revenue and Market Share by Type (2013-2018)

    6.3 Global Digital Games Price by Type (2013-2018)

    6.4 Global Digital Games Production Growth by Type (2013-2018)

    Chapter 7 Global Digital Games Market Analysis by Application

    7.1 Global Digital Games Consumption and Market Share by Application (2013-2018)

    7.2 Global Digital Games Revenue and Market Share by Type (2013-2018)

    7.3 Global Digital Games Consumption Growth Rate by Application (2013-2018)

    7.4 Market Drivers and Opportunities

    7.4.1 Potential Applications
    7.4.2 Emerging Markets/Countries
    Chapter 8 Global Digital Games Manufacturers Analysis

    8.1 Behavior Interactive

    8.1.1 Company Basic Information, Manufacturing Base and Competitors
    8.1.2 Product Type, Application and Specification
    8.1.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.1.4 Business Overview

    8.2 Activision Blizzard Inc.

    8.2.1 Company Basic Information, Manufacturing Base and Competitors
    8.2.2 Product Type, Application and Specification
    8.2.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.2.4 Business Overview

    8.3 Asobo Studio

    8.3.1 Company Basic Information, Manufacturing Base and Competitors
    8.3.2 Product Type, Application and Specification
    8.3.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.3.4 Business Overview

    8.4 CCP hf

    8.4.1 Company Basic Information, Manufacturing Base and Competitors
    8.4.2 Product Type, Application and Specification
    8.4.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.4.4 Business Overview

    8.5 Warner Bros. Interactive Entertainment

    8.5.1 Company Basic Information, Manufacturing Base and Competitors
    8.5.2 Product Type, Application and Specification
    8.5.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.5.4 Business Overview

    8.6 The Lego Group

    8.6.1 Company Basic Information, Manufacturing Base and Competitors
    8.6.2 Product Type, Application and Specification
    8.6.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.6.4 Business Overview
    8.7 Cryptic Studios
    8.7.1 Company Basic Information, Manufacturing Base and Competitors
    8.7.2 Product Type, Application and Specification
    8.7.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.7.4 Business Overview
    8.8 Changyou.com
    8.8.1 Company Basic Information, Manufacturing Base and Competitors
    8.8.2 Product Type, Application and Specification
    8.8.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.8.4 Business Overview
    8.9 Electronic Arts Inc.
    8.9.1 Company Basic Information, Manufacturing Base and Competitors
    8.9.2 Product Type, Application and Specification
    8.9.3 Production, Revenue, Price and Gross Margin (2013-2018)
    8.9.4 Business Overview

    Chapter 9 Digital Games Manufacturing Cost Analysis

    9.1 Digital Games Key Raw Materials Analysis

    9.1.1 Key Raw Materials
    9.1.2 Price Trend of Key Raw Materials
    9.1.3 Key Suppliers of Raw Materials
    9.1.4 Market Concentration Rate of Raw Materials

    9.2 Proportion of Manufacturing Cost Structure

    9.2.1 Raw Materials
    9.2.2 Labor Cost
    9.2.3 Manufacturing Expenses

    9.3 Manufacturing Process Analysis of Digital Games

    Chapter 10 Industrial Chain, Sourcing Strategy and Downstream Buyers

    10.1 Digital Games Industrial Chain Analysis

    10.2 Upstream Raw Materials Sourcing

    10.3 Raw Materials Sources of Digital Games Major Manufacturers in 2016

    10.4 Downstream Buyers

    Chapter 11 Marketing Strategy Analysis, Distributors/Traders

    11.1 Marketing Channel

    11.1.1 Direct Marketing
    11.1.2 Indirect Marketing
    11.1.3 Marketing Channel Development Trend

    11.2 Market Positioning

    11.2.1 Pricing Strategy
    11.2.2 Brand Strategy
    11.2.3 Target Client

    11.3 Distributors/Traders List

    Chapter 12 Market Effect Factors Analysis

    12.1 Technology Progress/Risk

    12.1.1 Substitutes Threat
    12.1.2 Technology Progress in Related Industry

    12.2 Consumer Needs/Customer Preference Change

    12.3 Economic/Political Environmental Change

    Chapter 13 Global Digital Games Market Forecast (2018-2023)

    13.1 Global Digital Games Production, Revenue Forecast (2018-2023)

    13.2 Global Digital Games Production, Consumption Forecast by Regions (2018-2023)

    13.3 Global Digital Games Production Forecast by Type (2018-2023)

    13.4 Global Digital Games Consumption Forecast by Application (2018-2023)

    13.5 Digital Games Price Forecast (2018-2023)

    Chapter 14 Appendix

     

  • The Global Digital Games Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

    Report Objectives / Segmentation Covered :
    By Companies / players:
    • Behavior Interactive; Activision Blizzard Inc.; Asobo Studio; CCP hf; Warner Bros. Interactive Entertainment; The Lego Group; Cryptic Studios; Changyou.com; Electronic Arts Inc.
    By Regions:
    • North America
    • Europe
    • China
    • Japan
    • Southeast Asia
    • India
    By Type:
    • Digital
    • Physical
    • Type3
    By Application:
    • Private
    • Commercial
    • Application3
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Research objectives

Where will all these developments take the industry in the long

To study and analyze the global Market consumption (value & volume) by key regions/countries, product type and application, history data from 2015 to 2019, and forecast to 2025.

What are the future opportunities in the market?

To understand the structure of Market by identifying its various subsegments.

What are the major driving forces expected to impact the development of the market market across different regions?

To analyze the market with respect to individual growth trends, future prospects, and their contribution to the total market.

Which industry trends are likely to shape the future of the industry during the forecast period 2020-2025?

To project the consumption of market submarkets, with respect to key regions.

Who are the major driving forces expected to decide the fate of the industry worldwide.

To strategically profile the key players and comprehensively analyze their growth strategies.

What are the key barriers and threats believed to hinder the development of the industry?

To analyze competitive developments such as expansions,agreements, new product launches, and acquisitions in the market.

Who are the prominent market players making a mark in the market with their winning strategies?

To share detailed information about the key factors influencing the growth of the market

What will be the growth rate and the market size of the industry for the forecast period 2020-2025?

Focuses on the key global market Vendors, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.

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