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MEDIA & ENTERTAINMENT

Global Gaming Market - Industry Trends and Forecast to 2032

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​REPORT OVERVIEW

Global Gaming Market, By Device Type (Mobile Games, Console Games, Downloaded/Box PC Games, and Browser PC Games), Game Type (Shooter, Action, Sports, Role Playing, and Others), End-User (Male and Female), Connection Type (Online and Offline), Region (North America, Europe, Asia-Pacific, South America, Middle East and Africa) – Industry Trends and Forecast to 2032.

Market Insights
The global gaming market size is valued to be USD xx million in 2023 and is expected to reach USD xx million by 2032, and it is expected to register a CAGR of xx% over the forecast period 2024-2032.

The games market, also known as the gaming industry, encompasses the production, distribution, and consumption of various forms of interactive entertainment software and hardware. It includes video games, mobile games, console games, PC games, online games, virtual reality (VR) games, and other related products and services.

The respective global report analyses market trends, consumer behaviour and industry dynamics to guide towards entry into new markets with ease. Also, it assists in tailoring market specific and related products and services to meet the needs, preferences, and expectations of target audience by delving into their psychology. The report also specializes with comprehensive and extensive competitive analysis which offers useful insights into competitor strengths, weaknesses, opportunities, and threats. The respective report offers exclusive insights into the potential impact of disruptive developments and technologies that are expected to completely transform corporate operations. The context includes tailor-made research solutions to create a stronger footprint in their particular industries thereby offering dedicated customized solutions according to the client needs which helps in addressing unique business challenges with more simplified and efficient decision-making solutions.
Market Dynamics
DRIVERS
  • Emergence of cloud gaming
  • Expansion of Virtual Reality (VR) and Augmented Reality (AR)
RESTRAINTS
  • Supply chain disruptions
  • Cybersecurity threats
OPPORTUNITIES
  • Metaverse development
  • Monetization models innovation
CHALLENGES
  • Societal concerns
  • Market saturation and competition

​SEGMENTATION

  • Device Type
    • Mobile Games
    • Console Games
    • Downloaded/Box PC Games
    • Browser PC Games
  • Game Type
    • Shooter
    • Action
    • Sports
    • Role Playing
    • Others
  • End-User
    • Male
    • Female
  • Connection Type
    • Online
    • Offline
The respective global report is completely customizable specific to regions (North America, Europe, Asia-Pacific, South America, Middle East and Africa), countries, segments, and key players as per the client requirements.
REGIONAL SEGMENTATION
  • North America
    • U.S.
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • U.K.
    • France
    • Italy
    • Spain
    • Russia
    • The Netherlands
    • Belgium
    • Turkey
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Singapore
    • Malaysia
    • Australia
    • Thailand
    • Philippines
    • Rest of Asia-Pacific
  • South America
    • Brazil
    • Argentina
    • Chile
    • Colombia
    • Rest of South America
  • Middle East and Africa
    • Kingdom of Saudi Arabia
    • South Africa
    • U.A.E.
    • Egypt
    • Rest of Middle East and Africa

​KEY MARKET PLAYERS

  • Sony corporation
  • Microsoft corporation
  • Apple Inc.
  • Google
  • Bandai Namco Entertainment
  • Nexon company
  • Nintendo
  • Activision Blizzard
  • Electronic arts Inc.
  • Ubisoft Entertainment

​Table OF CONTENTS

  • SECTION 1 - INTRODUCTION
  • 1.1 Taxonomy
  • 1.2 Market Overview
  • 1.3 Currency and Limitations
  •   1.3.1 Currency
  •   1.3.2 Limitations
  • 1.4 Key Competitors

  • SECTION 2 - RESEARCH METHODOLOGY
  • 2.1 Research Approach
  • 2.2 Data Collection and Validation
  •   2.2.1 Secondary Research
  •   2.2.2 Primary Research
  • 2.3 Market Assessment
  •   2.3.1 Market Size Estimation
  •   2.3.2 Bottom-up Approach
  •   2.3.3 Top-down Approach
  •   2.3.4 Growth Forecast
  • 2.4 Market Study Assumptions
  • 2.5 Data Sources

  • SECTION 3 - EXECUTIVE SUMMARY
  • 3.1 Global Gaming Market, by Device Type
  • 3.2 Global Gaming Market, by Game Type
  • 3.3 Global Gaming Market, by End-User
  • 3.4 Global Gaming Market, by Connection Type
  • 3.5 Global Gaming Market, by Geography
  • 3.6 Market Position Grid

  • SECTION 4 - PREMIUM INSIGHTS
  • 4.1 Regulatory Framework
  •   4.1.1 Standards
  •   4.1.2 Regulatory Landscape
  • 4.2 Value Chain Analysis
  • 4.3 Supply Chain Analysis
  • 4.4 COVID-19 Impact
  • 4.5 Russia-Ukraine War Impact
  • 4.6 PORTER's Five Force Analysis
  • 4.7 PESTLE Analysis
  • 4.8 SWOT Analysis
  • 4.9 Go to Market Strategy
  • 4.10 Opportunity Orbit
  • 4.11 Multivariate Modelling
  • 4.12 Pricing Analysis

  • SECTION 5 - MARKET DYNAMICS
  • 5.1 Trends
  •   5.1.1 Cross-platform play and progression
  •   5.1.2 Emergence of GameFi
  •   5.1.3 Trend 3
  • 5.2 Drivers
  •   5.2.1 Emergence of cloud gaming
  •   5.2.2 Expansion of Virtual Reality (VR) and Augmented Reality (AR)
  •   5.2.3 Driver 3
  •   5.2.4 Driver 4
  • 5.3 Restraints
  •   5.3.1 Supply chain disruptions
  •   5.3.2 Cybersecurity threats
  •   5.3.3 Restraint 3
  • 5.4 Opportunities
  •   5.4.1 Metaverse development
  •   5.4.2 Monetization models innovation
  •   5.4.3 Opportunity 3
  •   5.4.4 Opportunity 4
  • 5.5 Challenges
  •   5.5.1 Societal concerns
  •   5.5.2 Market saturation and competition
  •   5.5.3 Challenge 3

  • SECTION 6 - GLOBAL GAMING MARKET, BY DEVICE TYPE
  • 6.1 Device Type Summary
  • 6.2 Market Attractive Index
  • 6.3 Global Gaming Market, by Device Type (2019-2032)

  • SECTION 7 - GLOBAL GAMING MARKET, BY GAME TYPE
  • 7.1 Game Type Summary
  • 7.2 Market Attractive Index
  • 7.3 Global Gaming Market, by Game Type (2019-2032)

  • SECTION 8 - GLOBAL GAMING MARKET, BY END-USER
  • 8.1 End-User Summary
  • 8.2 Market Attractive Index
  • 8.3 Global Gaming Market, by End-User (2019-2032)

  • SECTION 9 - GLOBAL GAMING MARKET, BY CONNECTION TYPE
  • 9.1 Connection Type Summary
  • 9.2 Market Attractive Index
  • 9.3 Global Gaming Market, by Connection Type (2019-2032)

  • SECTION 10 - GLOBAL GAMING MARKET, BY GEOGRAPHY
  • 10.1 Regional Summary
  • 10.2 Market Attractive Index
  • 10.3 Global Gaming Market, by Geography (2019-2032)

  • SECTION 11 - NORTH AMERICA GAMING MARKET
  • 11.1 North America Summary
  • 11.2 Market Attractive Index
  • 11.3 North America Gaming Market, by Device Type (2019-2032)
  • 11.4 North America Gaming Market, by Game Type (2019-2032)
  • 11.5 North America Gaming Market, by End-User (2019-2032)
  • 11.6 North America Gaming Market, by Connection Type (2019-2032)
  • 11.7 North America Gaming Market, by Country (2019-2032)
  •   11.7.1 U.S.
  •   11.7.2 Canada
  •   11.7.3 Mexico
  •   11.7.4 Rest of North America

  • SECTION 12 - EUROPE GAMING MARKET
  • 12.1 Europe Summary
  • 12.2 Market Attractive Index
  • 12.3 Europe Gaming Market, by Device Type (2019-2032)
  • 12.4 Europe Gaming Market, by Game Type (2019-2032)
  • 12.5 Europe Gaming Market, by End-User (2019-2032)
  • 12.6 Europe Gaming Market, by Connection Type (2019-2032)
  • 12.7 Europe Gaming Market, by Country (2019-2032)
  •   12.7.1 Germany
  •   12.7.2 U.K.
  •   12.7.3 France
  •   12.7.4 Italy
  •   12.7.5 Spain
  •   12.7.6 Russia
  •   12.7.7 The Netherlands
  •   12.7.8 Belgium
  •   12.7.9 Turkey
  •   12.7.10 Rest of Europe

  • SECTION 13 - ASIA-PACIFIC GAMING MARKET
  • 13.1 Asia-Pacific Summary
  • 13.2 Market Attractive Index
  • 13.3 Asia-Pacific Gaming Market, by Device Type (2019-2032)
  • 13.4 Asia-Pacific Gaming Market, by Game Type (2019-2032)
  • 13.5 Asia-Pacific Gaming Market, by End-User (2019-2032)
  • 13.6 Asia-Pacific Gaming Market, by Connection Type (2019-2032)
  • 13.7 Asia-Pacific Gaming Market, by Country (2019-2032)
  •   13.7.1 China
  •   13.7.2 India
  •   13.7.3 Japan
  •   13.7.4 South Korea
  •   13.7.5 Singapore
  •   13.7.6 Malaysia
  •   13.7.7 Australia
  •   13.7.8 Thailand
  •   13.7.9 Philippines
  •   13.7.10 Rest of Asia-Pacific

  • SECTION 14 - SOUTH AMERICA GAMING MARKET
  • 14.1 South America Summary
  • 14.2 Market Attractive Index
  • 14.3 South America Gaming Market, by Device Type (2019-2032)
  • 14.4 South America Gaming Market, by Game Type (2019-2032)
  • 14.5 South America Gaming Market, by End-User (2019-2032)
  • 14.6 South America Gaming Market, by Connection Type (2019-2032)
  • 14.7 South America Gaming Market, by Country (2019-2032)
  •   14.7.1 Brazil
  •   14.7.2 Argentina
  •   14.7.3 Chile
  •   14.7.4 Colombia
  •   14.7.5 Rest of South America

  • SECTION 15 - MIDDLE EAST AND AFRICA GAMING MARKET
  • 15.1 Middle East and Africa Summary
  • 15.2 Market Attractive Index
  • 15.3 Middle East and Africa Gaming Market, by Device Type (2019-2032)
  • 15.4 Middle East and Africa Gaming Market, by Game Type (2019-2032)
  • 15.5 Middle East and Africa Gaming Market, by End-User (2019-2032)
  • 15.6 Middle East and Africa Gaming Market, by Connection Type (2019-2032)
  • 15.7 Middle East and Africa Gaming Market, by Country (2019-2032)
  •   15.7.1 Kingdom of Saudi Arabia
  •   15.7.2 South Africa
  •   15.7.3 U.A.E.
  •   15.7.4 Egypt
  •   15.7.5 Rest of Middle East and Africa

  • SECTION 16 - COMPANY SHARE ANALYSIS
  • 16.1 Global Gaming Market, Company Share Analysis
  • 16.2 North America Gaming Market, Company Share Analysis
  • 16.3 Europe Gaming Market, Company Share Analysis
  • 16.4 Asia-Pacific Gaming Market, Company Share Analysis

  • SECTION 17 - COMPANY PROFILES
  • 17.1 Sony corporation
  •   17.1.1 Company Snapshot
  •   17.1.2 Financial Overview
  •   17.1.3 Product Portfolio
  •   17.1.4 Recent Developments
  • 17.2 Microsoft corporation
  •   17.2.1 Company Snapshot
  •   17.2.2 Financial Overview
  •   17.2.3 Product Portfolio
  •   17.2.4 Recent Developments
  • 17.3 Apple Inc.
  •   17.3.1 Company Snapshot
  •   17.3.2 Financial Overview
  •   17.3.3 Product Portfolio
  •   17.3.4 Recent Developments
  • 17.4 Google
  •   17.4.1 Company Snapshot
  •   17.4.2 Financial Overview
  •   17.4.3 Product Portfolio
  •   17.4.4 Recent Developments
  • 17.5 Bandai Namco Entertainment
  •   17.5.1 Company Snapshot
  •   17.5.2 Financial Overview
  •   17.5.3 Product Portfolio
  •   17.5.4 Recent Developments
  • 17.6 Nexon company
  •   17.6.1 Company Snapshot
  •   17.6.2 Financial Overview
  •   17.6.3 Product Portfolio
  •   17.6.4 Recent Developments
  • 17.7 Nintendo
  •   17.7.1 Company Snapshot
  •   17.7.2 Financial Overview
  •   17.7.3 Product Portfolio
  •   17.7.4 Recent Developments
  • 17.8 Activision Blizzard
  •   17.8.1 Company Snapshot
  •   17.8.2 Financial Overview
  •   17.8.3 Product Portfolio
  •   17.8.4 Recent Developments
  • 17.9 Electronic arts Inc.
  •   17.9.1 Company Snapshot
  •   17.9.2 Financial Overview
  •   17.9.3 Product Portfolio
  •   17.9.4 Recent Developments
  • 17.10 Ubisoft Entertainment
  •   17.10.1 Company Snapshot
  •   17.10.2 Financial Overview
  •   17.10.3 Product Portfolio
  •   17.10.4 Recent Developments

  • SECTION 18 - RELATED REPORTS

  • SECTION 19 - DISCLAIMER

​RESEARCH METHODOLOGY

The research methodology employed in Uniprism Market Research involves four basic steps namely research and data collection, data pre-processing, modeling and forecasting, quality assurance and output.
RESEARCH AND DATA COLLECTION
A tripod model research technique is followed for research and data collection in which various approaches such as primary research, secondary research, and product mapping are considered.

Primary research basically involves the process of conducting personalized interviews with market related professionals of major market players, investors, distributors, vendors and many more.

The secondary research include data published by government, annual reports, press releases, investor presentations of companies, white papers, certified publications, annual manufacturing limit of the respective industries related to the market, production consumption analysis of certain products respective to the market and many more.

Below mention are few of the sources which we have considered while estimating the market size:
For instance,
  • Research articles published on Technium
  • Science and MDPI
  • Research publications by government approved associations and societies

Product mapping means the process of mapping the list of products that a key player contributes to the market as well as estimating the revenue of those products in order to define the Global Company share analysis of the respective Global Company in global, regional, and country level markets.
DATA PRE-PROCESSING

The term "data pre-processing" refers to the collection of procedures and methods used to clean, modify, and make ready for analysis the raw data gathered during research and data collection. The completion of this phase is necessary to guarantee that the data are reliable, consistent, and appropriate for statistical analysis and other data-driven tasks. The data pre-processing ensures that the information gathered from research and data collection is comparable and expressed in standard units, by the integration of missing data pointers and algorithmic approaches.

MODELING AND FORECASTING
The process of developing mathematical, statistical, or computational representations of real-world occurrences or relationships is known as modelling. These models are intended to replicate and explain market interactions, interdependence, and dynamics. These models are used by Uniprism Market Research to acquire a better knowledge of numerous market characteristics such as customer preferences, pricing elasticity, competition dynamics, and more. Depending on the individual study aims, many types of models are utilized, such as regression models, econometric models, decision tree models, and machine learning models.

Forecasting is the process of predicting future market conditions, trends, and occurrences using past data and models. Forecasting is used by Uniprism Market Research to estimate future sales, demand for products or services, market growth, and other important performance metrics. Forecasting accurately can assist organizations in making educated decisions about resource allocation, pricing, inventory management, and marketing tactics.

We create standardized bottom-up or top-down models that scale by leveraging data science and machine learning technology. All our market models consider the unique market characteristics of each country. Forecasting is based on major market indicators and a combination of traditional methodologies, such as exponential smoothing, time series analysis, regression analysis, and more modern techniques such as machine learning algorithms are all forecasting methodologies. The method chosen is determined on the nature of the data and the specific forecasting aims.
QUALITY ASSURANCE AND OUTPUT

Quality assurance and output involves the process of validation, adjustments, further publications of key market indicators. Extensive plausibility and consistency tests are performed on derived time series to ensure the high degree of quality of our market analysis. This quality assurance procedure also includes rigorous inspection, validation, and editing by an experienced management team to assure the dependability of the published data.

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