GLOBAL GAMING MARKET FORECAST 2019-2027

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GLOBAL GAMING MARKET FORECAST 2019-2027

Games are defined as a structured form of play that is hugely popular for entertainment purposes. The gaming market was valued at $107.07 billion in 2018 & is estimated to generate net revenue of approximately $180.34 billion by 2027, growing at a CAGR of 6.06% during the forecast period 2019-2027.

GLOBAL GAMING MARKET FORECAST 2019-2027

Global Gaming Market by Type (Online, Offline) by Components (Software, Hardware) by Device Type (Console, Mobile (Action, Arcade, Strategy & Brain Games, Casino, Casual, Sports, Rpg), Computer & by Geography.

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Games are defined as a structured form of play that is hugely popular for entertainment purposes. Goals, challenge, rules and interaction, are some key components of games. The games may be of various genres that include online games, free to play games, massively multiplayer online (MMO), Free2Play (F2P), social media games, etc. Global gaming market supplies digital games provided by developers. The gaming market was valued at $107.07 billion in 2018 & is estimated to generate net revenue of approximately $180.34 billion by 2027, growing at a CAGR of 6.06% during the forecast period 2019-2027. Market growth for the industry is being driven by a set of factors which are mentioned below:

  • The emergence of next-generation gaming consoles
  • Growing internet penetration
  • The surge in the number of smartphone users
  • Easy availability of games at free of cost
  • Huge & loyal consumer base of digital games

 Gaming Market

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The strong customer base of gaming acts as the major driver for global gaming market growth. As per World Economic Forum, XX million gamers were recorded in 1995 worldwide that rose up to nearly XX billion by 2017. The worldwide consumers are observed to be more inclined to games owing to various factors like declining data rates, falling smartphone prices, games available on various platforms, the advent of intensive and interactive games with better graphics, etc. Furthermore, the number of gaming companies worldwide has also increased which is providing gamers with more options on the basis of price, genres, platform, etc.

In 2018, mobile gaming became the leading segment in terms of revenue in the global gaming market with around XX% market share. The dominance of the mobile gaming market is primarily attributed to increasing smartphone/tablet penetration, the introduction of graphics intensive mobile games, falling smartphone prices, etc. Also, XX% of the U.S. adult population owned a smartphone in 2015.

While, Europe is also among regions that have a huge number of smartphone owners, as XX% of the adult population owned smartphones in Europe during 2015. Moreover, maximized OLED screen, game app ecosystem, LCD with a large screen, HDR display, dynamic vibration system and some other features of mobile games are driving the adoption of mobile gaming. Various games such as Pokémon Go, PUBG, Mini Militia, Fortnite, etc. are multiplayer based online games which have drawn consumers’ attention extensively, thereby driving the mobile gaming market. Also, mobile gaming is expected to register the fastest CAGR of XX% till 2027. The global smartphone subscriptions in 2017 were XX billion and are expected to reach XX billion by 2020. Companies in software development are using new concepts and interactive platforms for developing mobile games to attract a newer customer base. For instance, in 2017, Tencent Games released ‘Player Unknown’s Battle Ground’ for iOS and android operating system run smartphones. Thus, growing adoption of mobiles and development of new games for the said device is expected to drive mobile segment in the gaming market.

On the other hand, global gaming market growth is restricted by factors such as high cost of game development, piracy issues & increasing prevalence of counterfeit gaming products, complexity of localization of games & difficulties related to hardware compatibility. Piracy and counterfeiting pose a grave threat to the gaming industry. The increasing availability of counterfeit consoles acts as a major hurdle to the growth of the market. The increasing demand for cheap and low-cost consoles has boosted the manufacturing of low-cost fraudulent products, driving down the revenue opportunities for game developers. The prevalence of pirated games and counterfeit consoles is rampant in Asian countries such as China, Singapore, and Thailand. According to the Entertainment Software Association (ESA), the U.S., close to XX% of all illegal game file sharing takes place in countries such as Spain, France, Italy, China and Brazil, which can be largely attributed to Peer-to-Peer (P2P) piracy.

Report scope of global gaming market covers segmentation analysis of component, device, mobile game genre and type.

Market by Component:

  • Hardware
  • Software

Market by Type:

  • Online gaming
  • Offline gaming

Market by Device:

  • Console gaming
  • Mobile gaming
    • Action
    • Arcade
    • Strategy & Brain Games
    • Casino
    • Casual
    • Sports
    • RPG
  • Computer gaming

The report scope is widely characterized on the basis of the component, device, mobile game genre and type. The total market revenue is calculated on the basis of revenue generated by the organized market players worldwide. However, the report excludes installation and maintenance of gaming platforms.

On the basis of geography, the global gaming market has been segmented into four major regions:

Geographically, the gaming market has been dominated by the Asia Pacific region with the largest market share by XX% in terms of revenue in 2018. The dominance of Asia Pacific is attributed towards the fact that there is a presence of majority of the key players that are offering their gaming services in this region. The Asia Pacific is home to some of the biggest names in digital gaming. For example, China-based digital gaming enterprise called Tencent, is one of the major names in the gaming industry. It develops and distributes games through its platform and generates several billion of money through online and mobile game revenues. Also, Nintendo (Japan), Nexon (South Korea), Sony Corporation (Japan), Tencent Games (China) are some of the other gaming enterprises. Investments made by gaming companies are mainly driving the Asia Pacific gaming market. For instance, in January 2018, Alphabet Inc. (Google) had made an investment in the Chinese live-stream mobile game platform “Chushou” that brings the start-up’s total funding to $XX million. In addition, Garena, (Singapore) engaged in mobile gaming by March 2016 announced about the funding of $XX million to develop software that can link people up for multiplayer games, then ventured into game distribution.

Additionally, Asia-Pacific is the fastest growing market for games. It is already leading the way in gaming revenue, topping all other regions. The key driving factors for the region’s growth is expected to be the increasing proliferation of smartphone users and improving broadband connections. Improving economic conditions and elevating lifestyles in the region is expected to be the add-ons for the overall growth of the industry in the region.

The global gaming market has been segmented on the basis of the component, mobile genre, device and type. The device segment is further segmented into console gaming, mobile gaming and computer gaming. Various types of gaming majorly include online gaming and offline gaming. Market by component comprises of hardware and software. The mobile gaming market has been broadly segmented into seven main genres namely action, arcade, strategy and brain games, casino, trivia, sports and role-playing (RPG).

The market has some players, and some of the major key players involved in the global gaming market are:

  • Activision Blizzard
  • Microsoft Corporation
  • Tencent Games
  • Sony Corporation
  • Electronic Arts
  • Other companies

Market share analysis along with company profiles of prominent market players are discussed in detail. Most of the companies are looking for strategies such as merger & acquisition, partnership, contracts, agreements, & new product launch, in order to gain a competitive edge over other companies. For instance, in August 2018, Square Enix Holdings Co., Ltd. has launched ‘SaGa: Scarlet Grace’ a role-playing video game for PS4, Microsoft Windows and Nintendo Switch that was launched on  PlayStation Vita in 2016. In August 2018, Tencent Games signed a partnership agreement with the video game publisher Activision to create an all-new “Call of Duty” mobile game for the Chinese market. In June 2018, Microsoft Corporation acquired a whole new bunch of game studios that include Ninja Theory, Playground Games, Undead Labs and Compulsion Games. In February 2018, Rockstar Games Inc. decided to launch its new video game “Red Dead Redemption 2” in the near future.

Key findings of the Global Gaming market:

  • The rising adoption of augmented & virtual reality (VR) headsets is an emerging trend in the global gaming market.
  • The e-sports market has higher rate of growth, and it will continue to have further significant growth during the forecast period.
  • Games as a service is a relatively new approach in the gaming market. It increases user convenience, flexibility, engagement as well as time spent on games and is likely to drive the growth of the market during the forecast period.
  • Revenue generated by companies operating in the gaming industry has also shown a significant hike over the year.

 

  1. RESEARCH SCOPE
    • STUDY GOALS
    • SCOPE OF THE MARKET STUDY
    • WHO WILL FIND THIS REPORT USEFUL?
    • STUDY & FORECASTING YEARS
  2. RESEARCH METHODOLOGY
    • SOURCES OF DATA
      • SECONDARY DATA
      • PRIMARY DATA
    • TOP-DOWN APPROACH
    • BOTTOM-UP APPROACH
    • DATA TRIANGULATION
  3. EXECUTIVE SUMMARY
    • MARKET SUMMARY
    • KEY FINDINGS
      • MOBILE GAMING DOMINATES THE DEVICE TYPE SEGMENT
      • EMERGENCE OF GAMES AS A SERVICE
      • SURGE IN THE REVENUE GENERATION FROM GAMING INDUSTRY
      • ONLINE GAMING IS ANTICIPATED TO ADVANCE DYNAMICALLY
      • SOFTWARE SEGMENT TO GROW AT HIGHEST CAGR
  1. MARKET DYNAMICS
    • TIMELINE OF GAMING INDUSTRY
    • PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
    • MARKET SCOPE & DEFINITION
    • MARKET DRIVERS
      • EMERGENCE OF NEXT GENERATION GAMING CONSOLES
      • GROWING INTERNET PENETRATION
      • SURGE IN THE NUMBER OF SMARTPHONE USERS
      • EASY AVAILABILITY OF GAMES AT FREE OF COST
      • HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
    • MARKET RESTRAINTS
      • HIGH COST OF GAME DEVELOPMENT
      • PIRACY ISSUES
    • MARKET OPPORTUNITIES
      • GROWING ADOPTION OF AUGMENTED & VIRTUAL REALITY IN GAMING INDUSTRY
      • DEVELOPMENT IN WORLDWIDE E-SPORTS MARKET
    • MARKET CHALLENGES
      • INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
      • COMPLEXITY OF LOCALIZATION OF GAMES
      • DIFFICULTIES RELATED TO HARDWARE COMPATIBILITY
  1. MARKET BY TYPE
    • ONLINE
    • OFFLINE
  2. MARKET BY COMPONENTS
    • SOFTWARE
    • HARDWARE
  3. MARKET BY DEVICE TYPE
    • CONSOLE
    • MOBILE
      • ACTION
      • ARCADE
      • STRATEGY & BRAIN GAMES
      • CASINO
      • CASUAL
      • SPORTS
      • RPG
    • COMPUTER
  4. KEY ANALYTICS
    • PORTERS FIVE FORCE MODEL
      • THREAT OF NEW ENTRANTS
      • THREAT OF SUBSTITUTE
      • BARGAINING POWER OF SUPPLIERS
      • BARGAINING POWER OF BUYERS
      • THREAT OF COMPETITIVE RIVALRY
    • KEY BUYING CRITERIA
      • GAME RATINGS
      • PRICE
      • EXCLUSIVITY
      • ONLINE SERVICE
      • DEVICE TYPE & COMPATIBILITY
        • PERFORMANCE
        • BACKWARD COMPATIBILITY
        • PERIPHERALS
        • STORAGE
        • MEDIA SUPPORT
    • OPPORTUNITY MATRIX
    • VENDOR LANDSCAPE
    • VALUE CHAIN ANALYSIS
      • SUPPLIERS
      • RESEARCH & DEVELOPMENT
      • HARDWARE MANUFACTURING, SOFTWARE DEVELOPMENT & PUBLISHING
      • DISTRIBUTORS
    • INVESTMENT ANALYSIS
      • BY REGION
      • BY TYPE
      • BY DEVICE TYPE
  1. GEOGRAPHICAL ANALYSIS
    • NORTH AMERICA
      • UNITED STATES
      • CANADA
    • EUROPE
      • UNITED KINGDOM
      • GERMANY
      • FRANCE
      • SPAIN
      • ITALY
      • REST OF EUROPE
    • ASIA PACIFIC
      • CHINA
      • JAPAN
      • INDIA
      • SOUTH KOREA
      • AUSTRALIA
      • REST OF ASIA PACIFIC
    • REST OF WORLD
      • LATIN AMERICA
      • MIDDLE EAST & AFRICA
  1. COMPETITIVE LANDSCAPE
    • MARKET SHARE ANALYSIS
    • KEY COMPANY ANALYSIS
    • CORPORATE STRATEGIES
      • PRODUCT LAUNCH, INNOVATION & PRODUCT UPGRADATION
      • PARTNERSHIP & COLLABORATION
      • MERGER & ACQUISITION
      • OTHER KEY STRATEGIES
    • COMPANY PROFILES
      • ACTIVISION BLIZZARD
      • BETHESDA SOFTWORKS LLC
      • ELECTRONIC ARTS INC.
      • GAMELOFT (ACQUIRED BY VIVENDI)
      • MICROSOFT CORPORATION
      • NEXON CO, LTD
      • NINTENDO CO., LTD
      • NVIDIA
      • ROCKSTAR GAMES INC.
      • SEGA
      • SONY CORPORATION
      • SQUARE ENIX HOLDINGS CO., LTD.
      • TENCENT GAMES
      • UBISOFT ENTERTAINMENT SA
      • ZYNGA
TABLE LIST
TABLE 1: GLOBAL GAMING MARKET, BY GEOGRAPHY, 2019-2027 (IN $ BILLION)TABLE 2: REVENUE GENERATED BY MAJOR PLAYERS OF GAMING INDUSTRY IN 2017 (IN $ MILLION)TABLE 3: TIMELINE OF GAMING INDUSTRYTABLE 4: EIGHTH GENERATION GAMING CONSOLESTABLE 5: MOST PIRATED GAMES AS OF 2017TABLE 6: GLOBAL GAMING MARKET, BY TYPE, 2019-2027, (IN $ BILLION)TABLE 7: GLOBAL ONLINE GAMING MARKET, BY REGION, 2019-2027 (IN $ BILLION)TABLE 8: GLOBAL OFFLINE GAMING MARKET, BY REGION, 2019-2027 (IN $ BILLION)TABLE 9: GLOBAL GAMING MARKET, BY COMPONENTS, 2019-2027, (IN $ BILLION)TABLE 10: GLOBAL SOFTWARE MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 11: GLOBAL HARDWARE MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 12: GLOBAL GAMING MARKET, BY DEVICE TYPE, 2019-2027, (IN $ BILLION)

TABLE 13: GLOBAL CONSOLE GAMING MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 14: GLOBAL MOBILE MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 15: GLOBAL MOBILE GAMING MARKET, BY GAME GENRE 2019-2027, (IN $ BILLION)

TABLE 16: SOME OF THE MOST POPULAR ACTION GAMES

TABLE 17: GLOBAL ACTION GAMES MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 18: SOME OF THE MOST POPULAR ARCADE GAMES

TABLE 19: GLOBAL ARCADE GAMES MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 20: SOME OF THE MOST POPULAR STRATEGY & BRAIN GAMES

TABLE 21: GLOBAL STRATEGY & BRAIN GAMES MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 22: SOME OF THE MOST POPULAR CASINO GAMES

TABLE 23: GLOBAL CASINO GAMES MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 24: SOME OF THE MOST POPULAR CASUAL GAMES

TABLE 25: GLOBAL CASUAL GAMES MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 26: SOME OF THE MOST POPULAR SPORTS GAMES

TABLE 27: GLOBAL SPORTS GAMES MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 28: SOME OF THE MOST POPULAR RPG GAMES

TABLE 29: GLOBAL RPG GAMES MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 30: GLOBAL COMPUTER GAMING MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 31: OPPORTUNITY MATRIX

TABLE 32: VENDOR LANDSCAPE

TABLE 33: LEADING DISTRIBUTORS OF DIGITAL GAMES WORLDWIDE

TABLE 34: GLOBAL GAMING MARKET, BY GEOGRAPHY, 2019-2027, (IN $ BILLION)

TABLE 35: NORTH AMERICA GAMING MARKET, BY COUNTRY, 2019-2027 (IN $ BILLION)

TABLE 36: EUROPE GAMING MARKET, BY COUNTRY, 2019-2027 (IN $ BILLION)

TABLE 37: ASIA PACIFIC GAMING MARKET, BY COUNTRY, 2019-2027 (IN $ BILLION)

TABLE 38: REST OF WORLD GAMING MARKET, BY REGION, 2019-2027 (IN $ BILLION)

TABLE 39: LIST OF PRODUCT LAUNCHES

TABLE 40: LIST OF PARTNERSHIP & COLLABORATION

TABLE 41: LIST OF MERGER & ACQUISITION

TABLE 42: LIST OF OTHER KEY STRATEGIES

LIST OF FIGURES

FIGURE 1: GLOBAL GAMING MARKET, BY DEVICE TYPE, 2018 & 2027 (IN %)

FIGURE 2: MOBILE-CELLULAR TELEPHONE SUBSCRIPTIONS ACROSS GEOGRAPHIES, 2010-2017, (IN MILLION)

FIGURE 3: INTERNET PENETRATION RATE ACROSS KEY GEOGRAPHIES IN 2017 (IN %)

FIGURE 4: SMARTPHONE USERS ACROSS THE WORLD, 2016-2020 (IN BILLION)

FIGURE 5: RISING NUMBER OF SOFTWARE PIRACY RATE OF KEY COUNTRIES, 2010-2016 (IN %)

FIGURE 6: AVERAGE RATE OF UNLICENSED SOFTWARE USED ACROSS KEY GEOGRAPHIES IN 2017 (IN %)

FIGURE 7: WORLDWIDE GROWTH IN UNIT SHIPMENTS OF AUGMENTED REALITY HEADSET, 2016-2021 (IN MILLION)

FIGURE 8: GLOBAL GAMING MARKET, BY ONLINE, 2019-2027 (IN $ BILLION)

FIGURE 9: GLOBAL GAMING MARKET, BY OFFLINE, 2019-2027 (IN $ BILLION)

FIGURE 10: GLOBAL GAMING MARKET, BY SOFTWARE, 2019-2027 (IN $ BILLION)

FIGURE 11: GLOBAL GAMING MARKET, BY HARDWARE, 2019-2027 (IN $ BILLION)

FIGURE 12: GLOBAL GAMING MARKET, BY CONSOLE, 2019-2027 (IN $ BILLION)

FIGURE 13: GLOBAL GAMING MARKET, BY MOBILE, 2019-2027 (IN $ BILLION)

FIGURE 14: GLOBAL MOBILE GAMING MARKET, BY ACTION GAMES, 2019-2027 (IN $ BILLION)

FIGURE 15: GLOBAL MOBILE GAMING MARKET, BY ARCADE GAMES, 2019-2027 (IN $ BILLION)

FIGURE 16: GLOBAL MOBILE GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2019-2027 (IN $ BILLION)

FIGURE 17: GLOBAL MOBILE GAMING MARKET, BY CASINO GAMES, 2019-2027 (IN $ BILLION)

FIGURE 18: GLOBAL MOBILE GAMING MARKET, BY CASUAL GAMES, 2019-2027 (IN $ BILLION)

FIGURE 19: GLOBAL MOBILE GAMING MARKET, BY SPORTS GAMES, 2019-2027 (IN $ BILLION)

FIGURE 20: GLOBAL MOBILE GAMING MARKET, BY RPG GAMES, 2019-2027 (IN $ BILLION)

FIGURE 21: GLOBAL GAMING MARKET, BY COMPUTER, 2019-2027 (IN $ BILLION)

FIGURE 22: PORTER’S FIVE FORCE ANALYSIS

FIGURE 23: KEY BUYING IMPACT ANALYSIS OF GAMING MARKET

FIGURE 24: KEY BUYING IMPACT ANALYSIS OF GAMING DEVICES

FIGURE 25: VALUE CHAIN ANALYSIS

FIGURE 26: INVESTMENT ANALYSIS OF GAMING MARKET, BY REGION, IN 2018

FIGURE 27: INVESTMENT ANALYSIS OF GAMING MARKET, BY DEVICE TYPE, IN 2018

FIGURE 28: INVESTMENT ANALYSIS OF GAMING MARKET, BY TYPE, IN 2018

FIGURE 29: GLOBAL GAMING MARKET, REGIONAL OUTLOOK, 2018 & 2027 (IN %)

FIGURE 30: UNITED STATES GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 31: CANADA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 32: UNITED KINGDOM GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 33: GERMANY GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 34: FRANCE GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 35: SPAIN GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 36: ITALY GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 37: REST OF EUROPE GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 38: CHINA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 39: JAPAN GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 40: INDIA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 41: SOUTH KOREA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 42: AUSTRALIA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 43: REST OF ASIA PACIFIC GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 44: LATIN AMERICA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 45: MIDDLE EAST & AFRICA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 46: MARKET SHARE ANALYSIS OF KEY PLAYERS IN 2018 (IN %)

  1. MARKET BY TYPE
    • ONLINE
    • OFFLINE
  2. MARKET BY COMPONENTS
    • SOFTWARE
    • HARDWARE
  3. MARKET BY DEVICE TYPE
    • CONSOLE
    • MOBILE
      • ACTION
      • ARCADE
      • STRATEGY & BRAIN GAMES
      • CASINO
      • CASUAL
      • SPORTS
      • RPG
    • COMPUTER
  4. GEOGRAPHICAL ANALYSIS
    • NORTH AMERICA
      • UNITED STATES
      • CANADA
    • EUROPE
      • UNITED KINGDOM
      • GERMANY
      • FRANCE
      • SPAIN
      • ITALY
      • REST OF EUROPE
    • ASIA PACIFIC
      • CHINA
      • JAPAN
      • INDIA
      • SOUTH KOREA
      • AUSTRALIA
      • REST OF ASIA PACIFIC
    • REST OF WORLD
      • LATIN AMERICA
      • MIDDLE EAST & AFRICA

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