Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2015-2020

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  • The growing digital gaming demand from the social, casual and core gamers, increase penetration of the portable gaming devices such as smartphones and tablets and preference for paymium and freemium subscription models are supporting the growth of the digital gaming market especially in the emerging markets of Asia Pacific, Middle East and Africa (MEA). Despite, certain factors like piracy, games utilizing lot of space and traditional systems not capable of supporting the AAA games may still impact the growth of the digital gaming market.

    The Digital Gaming market is one of the rapidly growing market across the globe. The Digital Gaming market is expected to grow at a CAGR of 17.2% during the period of 2015-2020.The growth of gaming market is due to an increasing demand for the freemium subscription model and is expected to grow at a CAGR of 20.3% during the period of 2015-2020. The market is growing due to increasing in the use of smartphones and tablets for gaming. In addition, the growing audience of gaming especially youngsters is fostering the demand for the market.

    One of the major trend in the market seen is integration of virtual technologies into the gaming. Nowadays, vendors are coming up the mobile gaming applications integrated with virtual technologies that will help the customer in offering easy controls. Moreover, Apple's new product was launched with the concept of virtual technologies that attracted all gadgets lovers to use it. However, the internet bandwidth and increasing government policies in some countries is impacting the growth of the market.

    The Digital Gaming market is analysed in six regions - North America, Western Europe, Central Eastern Europe, Middle East & Africa, Latin America and Asia-Pacific. The Middle East & Africa (MEA) region is one of the emerging regions for the digital gaming market growth resulting in huge business investments from most of the players. MEA's digital gaming market is expected to grow at a CAGR of 25.4% during the period of 2015 to 2020. The vendors present in US are trying to capture the market for gaming in APAC as there is less competition present and there is an increase in the young population in countries such as Vietnam and India. Some of the players present in the market are Microsoft, Nintendo, Samsung, and Sony.

    This study covers and analyses "Digital Gaming market" globally. Bringing out the complete key insights of this industry, this report aims to provide an opportunity for players to understand the latest trends, current market scenario, government initiative and technologies related to the market. In addition, helps the venture capitalist in understanding the companies better and take informed decisions.

     

  • With tables and figures helping analyze worldwide Global Digital Gaming 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.


    1 Industry Outlook

    1.1 Industry Overview

    1.2 Industry Trends

    1.3 Pest Analysis


    2 Report Outline

    2.1 Report Scope

    2.2 Report Summary

    2.3 Research Methodology

    2.4 Report Assumptions


    3 Market Snapshot

    3.1 Total Addressable Market (TAM)

    3.2 Segmented Addressable Market (SAM)

    3.3 Parent/Related Markets

    3.3.1 Smartphones and Tablets Gaming Market
    3.3.2 Cloud Gaming Market
    3.3.3 Online Gaming Market

    4 Market Outlook

    4.1 Market Overview

    4.2 Market Trends & Impact

    4.3 Market Segmentation

    4.4 Technology Roadmap

    4.5 Porter 5 (Five) Forces


    5 Market Characteristics

    5.1 Ecosystem

    5.2 Market Dynamics

    5.2.1 Drivers
    5.2.1.1 Increase in Gaming Audience
    5.2.1.2 Retail Games
    5.2.1.3 Low Cost Games
    5.2.2 Restraints
    5.2.2.1 Growing Piracy
    5.2.2.2 Utilizes lot of Space in the System
    5.2.2.3 Traditional Systems not Capable of Supporting Heavy Games
    5.2.3 Opportunities
    5.2.3.1 For Game Publishers and Developers
    5.2.3.2 Upcoming Technology Friendly Gaming Devices
    5.2.3.3 Cloud Gaming
    5.2.4 DRO - Impact Analysis
    5.2.5 Key stakeholders

    6 Gaming Audience: Market Size & Analysis

    6.1 Overview

    6.1.1 Market Size and Analysis

    6.2 Social Gamers

    6.2.1 By Market Size and Analysis

    6.3 Serious Gamers

    6.3.1 Market Size and Analysis

    6.4 Core Gamers

    6.4.1 Market Size and Analysis

    7 Devices: Market Size & Analysis

    7.1 Overview

    7.1.1 Market Size and Analysis

    7.2 Featured Phones and Smartphones

    7.2.1 Market Size & Analysis

    7.3 Tablets

    7.3.1 Market Size & Analysis by Tablets

    7.4 PC

    7.4.1 Market Size & Analysis by PC

    7.5 Laptops

    7.5.1 Market Size & Analysis by Laptops

    7.6 Console Units

    7.6.1 Market Size & Analysis by Console Units
    7.7 Vendor Profiles
    7.7.1 Sony Corporation
    7.7.1.1 Overview
    7.7.1.2 Financial Health
    7.7.1.3 Business Units
    7.7.1.3.1 Overall
    7.7.1.3.2 Market Specific
    7.7.1.4 SWOT Analysis
    7.7.1.5 Key Business Priorities
    7.7.1.6 Business Strategy & View
    7.7.2 Microsoft Corporation
    7.7.2.1 Overview
    7.7.2.2 Financial Health
    7.7.2.3 Business Units
    7.7.2.3.1 Overall
    7.7.2.3.2 Market Specific
    7.7.2.4 SWOT Analysis
    7.7.2.5 Key Business Priorities
    7.7.2.6 Business Strategy & Views
    7.7.3 Nintendo Co., Ltd.
    7.7.3.1 Overview
    7.7.3.2 Financial Health
    7.7.3.3 Business Units
    7.7.3.3.1 Overall
    7.7.3.3.2 Market Specific
    7.7.3.4 SWOT Analysis
    7.7.3.5 Key Business Priorities
    7.7.3.6 Business Strategy & View
    7.7.4 Samsung Electronics Co Ltd
    7.7.4.1 Overview
    7.7.4.2 Financial Health
    7.7.4.3 Business Units
    7.7.4.3.1 Overall
    7.7.4.3.2 Market Specific
    7.7.4.4 SWOT Analysis
    7.7.4.5 Key Business Priorities
    7.7.4.6 Business Strategy & View
    7.7.5 LG Electronics Inc.
    7.7.5.1 Overview
    7.7.5.2 Financial Health
    7.7.5.3 Business Units
    7.7.5.3.1 Overall
    7.7.5.3.2 Market Specific
    7.7.5.4 SWOT Analysis
    7.7.5.5 Key Business Priorities
    7.7.5.6 Business Strategy & View

    8 Gaming Platform: Market Size & Analysis

    8.1 Overview

    8.1.1 Market Size & Analysis

    8.2 Flash

    8.2.1 Market Size & Analysis

    8.3 iOS

    8.3.1 Drivers of iOS Platform
    8.3.2 Market Size & Analysis

    8.4 Android

    8.4.1 Drivers of Android Platform
    8.4.2 Gaming Audience Spend Time on Android Phone
    8.4.3 Market Size & Analysis

    8.5 Social Network

    8.5.1 Drivers of Social Network Gaming Platform
    8.5.2 Market Size & Analysis

    8.6 Vendor Profiles

    8.6.1 Zynga Inc.
    8.6.1.1 Overview
    8.6.1.2 Financial Health
    8.6.1.3 Business Units
    8.6.1.3.1 Overall
    8.6.1.3.2 Market Specific
    8.6.1.4 SWOT Analysis
    8.6.1.5 Key Business Priorities
    8.6.1.6 Business Strategy & Views
    8.6.2 Electronic Arts Inc. (EA)
    8.6.2.1 Overview
    8.6.2.2 Financial Health
    8.6.2.3 Business Units
    8.6.2.3.1 Market Specific
    8.6.2.4 SWOT Analysis
    8.6.2.5 Key Business Priorities
    8.6.2.6 Business Strategy & Views
    8.6.3 King Digital Entertainment Plc
    8.6.3.1 Overview
    8.6.3.2 Financial Health
    8.6.3.3 Business Units
    8.6.3.3.1 Market Specific
    8.6.3.4 SWOT Analysis
    8.6.3.5 Key Business Priorities
    8.6.3.6 Business Strategy & Views
    8.6.4 Sega Games Co. Ltd
    8.6.4.1 Overview
    8.6.4.2 Financial Health
    8.6.4.3 Business Units
    8.6.4.3.1 Market Specific
    8.6.4.4 SWOT Analysis
    8.6.4.5 Key Business Priorities
    8.6.4.6 Business Strategy & Views
    8.6.5 NVidia Corporation
    8.6.5.1 Overview
    8.6.5.2 Financial Health
    8.6.5.3 Business Units
    8.6.5.3.1 Overall
    8.6.5.3.2 Market Specific
    8.6.5.4 SWOT Analysis
    8.6.5.5 Key Business Priorities
    8.6.5.6 Business Strategy & Views

    9 Gaming Subscription Model: Market Size & Analysis

    9.1 Overview

    9.1.1 Market Size & Analysis

    9.2 Premium Model

    9.2.1 Drivers of Premium Subscription Model
    9.2.2 Market Size & Analysis

    9.3 Paymium Model

    9.3.1 Drivers of Paymium Subscription Model
    9.3.2 Market Size & Analysis

    9.4 Freemium Model

    9.4.1 Drivers of the Freemium Model
    9.4.2 Market Size & Analysis

    10 Regions: Market Size & Analysis

    10.1 Overview

    10.1.1 Market Size & Analysis

    10.2 North America

    10.2.1 Drivers of North America Digital Gaming Market
    10.2.2 United States
    10.2.3 Canada
    10.2.4 Market Size & Analysis

    10.3 Western Europe

    10.3.1 Drivers of Western Europe Digital Gaming
    10.3.2 UK
    10.3.3 Germany
    10.3.4 France
    10.3.5 Market Size & Analysis

    10.4 Asia-Pacific

    10.4.1 Drivers of Asia Pacific Digital Gaming
    10.4.2 China
    10.4.3 Japan
    10.4.4 South Korea
    10.4.5 Market Size & Analysis

    10.5 Central Eastern Europe

    10.5.1 Drivers of CEE Digital Gaming Market
    10.5.2 Market Size & Analysis

    10.6 Middle East and Africa (MEA)

    10.6.1 Drivers of MEA Digital Gaming Market
    10.6.2 Market Size & Analysis
    10.7 Latin America
    10.7.1 Drivers of Latin America Digital Gaming Market
    10.7.2 Market Size & Analysis

    11 Competitive Landscape

    11.1 Competitor Comparison Analysis

    11.1.1 Competitor Analysis (Console device Manufacturer’s)
    11.1.2 Analysis By Gaming Subscription Model
    11.1.3 Analysis By Gaming Platform

    11.2 Market Landscape

    11.2.1 Mergers & Acquisitions (M&A)
    11.2.2 Venture Capital (VC) Funding
    11.2.3 Joint Ventures & Collaborations

    12 End-User Analysis

    13 Global Generalists

    13.1 Google Inc

    13.1.1 Overview
    13.1.2 Key Offerings
    13.1.3 Objectives and Progress

    13.2 Amazon.com, Inc.

    13.2.1 Overview
    13.2.2 Key Offerings
    13.2.3 Objectives and Progress

    13.3 International Business Machines Corp.

    13.3.1 Overview
    13.3.2 Key Offerings
    13.3.3 Objectives and Progress

    13.4 Apple Inc.

    13.4.1 Overview
    13.4.2 Key Offerings
    13.4.3 Objectives and Progress

    13.5 Facebook Inc

    13.5.1 Overview
    13.5.2 Key Offerings
    13.5.3 Objectives and Progress

    14 Companies to Watch For

    14.1 APAR GAMES

    14.1.1 Overview
    14.1.2 Key Offerings
    14.1.3 Objective and Progress

    14.2 Zatun

    14.2.1 Overview
    14.2.2 Key Offerings
    14.2.3 Objective And Progrss

    14.3 Kabam

    14.3.1 Overview
    14.3.2 Key Offerings
    14.3.3 Objective and Progress

    14.4 Rolocule

    14.4.1 Overview
    14.4.2 Key Offerings
    14.4.3 Objective and Progress

    14.5 Tapinator, Inc.

    14.5.1 Overview
    14.5.2 Key Offerings
    14.5.3 Objective and Progress
    Annexure
    Acronyms

     

  • The Global Digital Gaming 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:
    • Sony Corporation Microsoft Corporation Nintendo Co.
    • Ltd. Samsung Electronics Co Ltd LG Electronics Inc. Zynga Inc. Electronic Arts Inc. (EA) King Digital Entertainment Plc Sega Games Co. Ltd NVidia Corporation Google Inc Amazon.com
    • Inc. International Business Machines Corp Apple Inc Facebook Inc APAR GAMES Zatun Kabam Rolocule Tapinator
    • Inc
    By Regions:
      By Type:
        By Application:
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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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