Global Online Gaming Market Insight 2020, Forecast to 2030

  • The Online Gaming market was valued at US$ xx in 2019, prior to COVID-19. Whereas post-COVID-19 scenario, the market for Online Gaming is projected to grow from US$ xx million in 2020, and is projected to reach xx by 2025, at a CAGR of xx% during the forecast period. Projected and forecast revenue values are in constant U.S. dollars, unadjusted for inflation. Product values are estimated based on manufacturers' revenue.


    The report offers detailed coverage of Online Gaming industry and main market trends. The market research includes historical and forecast market data, demand, application details, price trends, and company shares of the leading Online Gaming by geography. The report splits the market size, by volume and value, on the basis of application type and geography.


    In addition to this data, the report provides insight into drivers of market demand and strategies of suppliers. Key players are profiled, and their market shares in the global Online Gaming market are discussed.


    The market is segmented by types:

    Smartphones Online Gaming

    Tablets Online Gaming

    Others


    It can be also divided by applications:

    Young Adults

    Adults

    Mature Adults

    Seniors


    And this report covers the historical situation, present status and the future prospects of the global Online Gaming market for 2015-2025. In this report, we analyze global market from 5 geographies: Asia-Pacific, Europe, North America, Middle East & Africa, South America.


    Finally, the report provides detailed profile and data information analysis of leading company.

    Activision Blizzard Inc.

    Electronic ArtsInc.

    Giant Interactive Group Inc.

    GungHo Online Entertainment Inc.

    King Digital Entertainment

    Microsoft Corp.

    NCSOFT Corp.

    Sony Corp

    Take-Two Interactive Software Inc.

    Tencent HoldingsLtd.

    Zynga Inc.


    Report Includes:

    - xx data tables and xx additional tables

    - An overview of global Online Gaming market

    - An detailed key players analysis across regions

    - Analyses of global market trends, with historical data, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025

    - Insights into regulatory and environmental developments

    - Information on the supply and demand scenario and evaluation of technological and investment opportunities in the Online Gaming market

    - Profiles of major players in the industry, including Activision Blizzard Inc., Electronic ArtsInc., Giant Interactive Group Inc., GungHo Online Entertainment Inc., King Digital Entertainment..


    Research objectives

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

    To understand the structure of Online Gaming market by identifying its various subsegments.

    Focuses on the key global Online Gaming manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, Porter's five forces analysis, SWOT analysis and development plans in next few years.

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

    To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).

    To project the consumption of Online Gaming submarkets, with respect to key regions (along with their respective key countries).

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

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

     

  • With tables and figures helping analyze worldwide Global Online 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.

    Global Online Gaming Market Report 2020, Forecast to 2025

    1 Scope of the Study

    1.1 Online Gaming Introduction

    1.2 Research Programs

    1.3 Analysis of Macroeconomic Indicators

    1.4 Years Considered

    1.5 Methodology

    1.6 Data Source

    1.7 Research Objectives

    2 Online Gaming Industry Overview

    2.1 Global Online Gaming Market Size (Million USD) Comparison by Regions (2020-2025)

    2.1.1 Online Gaming Global Main Region Market Analysis

    2.2 Market Analysis by Type

    2.2.1 Smartphones Online Gaming
    2.2.2 Tablets Online Gaming
    2.2.3 Others

    2.3 Market Analysis by Application

    2.3.1 Young Adults
    2.3.2 Adults
    2.3.3 Mature Adults
    2.3.4 Seniors

    2.4 Global Online Gaming Revenue, Sales and Market Share by Manufacturer

    2.4.1 Global Online Gaming Sales and Market Share by Manufacturer (2018-2020)
    2.4.2 Global Online Gaming Revenue and Market Share by Manufacturer (2018-2020)
    2.4.3 Global Online Gaming Industry Concentration Ratio (CR5 and HHI)
    2.4.4 Top 5 Online Gaming Manufacturer Market Share
    2.4.5 Top 10 Online Gaming Manufacturer Market Share
    2.4.6 Date of Key Manufacturers Enter into Online Gaming Market
    2.4.7 Key Manufacturers Online Gaming Product Offered
    2.4.8 Mergers & Acquisitions Planning

    2.5 Online Gaming Historical Development Overview

    2.6 Market Dynamics

    2.6.1 Market Opportunities
    2.6.2 Market Risk
    2.6.3 Market Driving Force
    2.6.4 Porter's Five Forces Analysis
    2.7 Coronavirus Disease 2019 (Covid-19): Online Gaming Industry Impact
    2.7.1 How the Covid-19 is Affecting the Online Gaming Industry
    2.7.2 Online Gaming Business Impact Assessment - Covid-19
    2.7.3 Market Trends and Online Gaming Potential Opportunities in the COVID-19 Landscape
    2.7.4 Measures / Proposal against Covid-19

    3 Related Market Analysis

    3.1 Related Market Overview

    3.2 Macro Analysis of Upstream Markets

    3.3 Key Players in Related Markets

    3.4 Related Markets Trend Analysis


    4 Global Online Gaming Market Size Categorized by Regions

    4.1 Global Online Gaming Revenue and Market Share by Regions

    4.1.1 Global Online Gaming Sales and Market Share by Regions (2015-2020)
    4.1.2 Global Online Gaming Revenue and Market Share by Regions (2015-2020)

    4.2 Europe Online Gaming Revenue and Growth Rate (2015-2020)

    4.3 APAC Online Gaming Revenue and Growth Rate (2015-2020)

    4.4 North America Online Gaming Revenue and Growth Rate (2015-2020)

    4.5 South America Online Gaming Revenue and Growth Rate (2015-2020)

    4.6 Middle East & Africa Online Gaming Revenue and Growth Rate (2015-2020)


    5 Europe Online Gaming Market Size Categorized by Countries

    5.1 Europe Online Gaming Revenue and Market Share by Countries

    5.1.1 Europe Online Gaming Revenue by Countries (2015-2020)
    5.1.2 Germany Online Gaming Revenue and Growth Rate (2015-2020)
    5.1.3 UK Online Gaming Revenue and Growth Rate (2015-2020)
    5.1.4 France Online Gaming Revenue and Growth Rate (2015-2020)
    5.1.5 Russia Online Gaming Revenue and Growth Rate (2015-2020)
    5.1.6 Italy Online Gaming Revenue and Growth Rate (2015-2020)
    5.1.7 Spain Online Gaming Revenue and Growth Rate (2015-2020)

    5.2 Europe Online Gaming Revenue (Value) by Manufacturers (2018-2020)

    5.3 Europe Online Gaming Revenue and Market Share by Type (2015-2020)

    5.4 Europe Online Gaming Revenue and Market Share by Application (2015-2020)


    6 Asia-Pacific Online Gaming Market Size Categorized by Countries

    6.1 Asia-Pacific Online Gaming Revenue and Market Share by Countries

    6.1.1 Asia-Pacific Online Gaming Revenue by Countries (2015-2020)
    6.1.2 China Online Gaming Revenue and Growth Rate (2015-2020)
    6.1.3 Japan Online Gaming Revenue and Growth Rate (2015-2020)
    6.1.4 Korea Online Gaming Revenue and Growth Rate (2015-2020)
    6.1.5 India Online Gaming Revenue and Growth Rate (2015-2020)
    6.1.6 Southeast Asia Online Gaming Revenue and Growth Rate (2015-2020)
    6.1.7 Australia Online Gaming Revenue and Growth Rate (2015-2020)

    6.2 Asia-Pacific Online Gaming Revenue (Value) by Players (2018-2020)

    6.3 Asia-Pacific Online Gaming Revenue and Market Share by Type (2015-2020)

    6.4 Asia-Pacific Online Gaming Revenue and Market Share by Application (2015-2020)


    7 North America Online Gaming Market Size Categorized by Countries

    7.1 North America Online Gaming Revenue and Market Share by Countries

    7.1.1 North America Online Gaming Revenue by Countries (2015-2020)
    7.1.2 United States Online Gaming Revenue and Growth Rate (2015-2020)
    7.1.3 Canada Online Gaming Revenue and Growth Rate (2015-2020)
    7.1.4 Mexico Online Gaming Revenue and Growth Rate (2015-2020)

    7.2 North America Online Gaming Revenue (Value) by Players (2018-2020)

    7.3 North America Online Gaming Revenue and Market Share by Type (2015-2020)

    7.4 North America Online Gaming Revenue and Market Share by Application (2015-2020)


    8 South America Online Gaming Market Size Categorized by Countries

    8.1 South America Online Gaming Revenue and Market Share by Countries

    8.1.1 South America Online Gaming Revenue by Countries (2015-2020)
    8.1.2 Brazil Online Gaming Revenue and Growth Rate (2015-2020)

    8.2 South America Online Gaming Revenue (Value) by Players (2018-2020)

    8.3 South America Online Gaming Revenue and Market Share by Type (2015-2020)

    8.4 South America Online Gaming Revenue and Market Share by Application (2015-2020)


    9 Middle East and Africa Online Gaming Market Size Categorized by Countries

    9.1 Middle East and Africa Online Gaming Revenue and Market Share by Countries

    9.1.1 Middle East and Africa Online Gaming Revenue by Countries (2015-2020)
    9.1.2 GCC Countries Online Gaming Revenue and Growth Rate (2015-2020)
    9.1.3 Turkey Online Gaming Revenue and Growth Rate (2015-2020)
    9.1.4 Egypt Online Gaming Revenue and Growth Rate (2015-2020)
    9.1.5 South Africa Online Gaming Revenue and Growth Rate (2015-2020)

    9.2 Middle East and Africa Online Gaming Revenue (Value) by Players (2018-2020)

    9.3 Middle East and Africa Online Gaming Revenue and Market Share by Type (2015-2020)

    9.4 Middle East and Africa Online Gaming Revenue and Market Share by Application (2015-2020)


    10 Global Online Gaming Market Segment by Type

    10.1 Global Online Gaming Revenue and Market Share by Type (2015-2020)

    10.2 Global Online Gaming Market Forecast by Type (2020-2025)

    10.3 Smartphones Online Gaming Revenue Growth Rate

    10.4 Tablets Online Gaming Revenue Growth Rate

    10.5 Others Revenue Growth Rate


    11 Global Online Gaming Market Segment by Application

    11.1 Global Online Gaming Revenue Market Share by Application (2015-2020)

    11.2 Global Online Gaming Market Forecast by Application (2020-2025)

    11.3 Young Adults Revenue Growth Rate (2015-2025)

    11.4 Adults Revenue Growth Rate (2015-2025)

    11.5 Mature Adults Revenue Growth Rate (2015-2025)

    11.6 Seniors Revenue Growth Rate (2015-2025)


    12 Market Forecast for Online Gaming

    12.1 Global Online Gaming Market Size Forecast (2020-2025)

    12.2 Online Gaming Market Forecast by Regions (2020-2025)

    12.3 Europe Online Gaming Revenue Market Forecast (2020-2025)

    12.4 APAC Online Gaming Revenue Market Forecast (2020-2025)

    12.5 North America Online Gaming Revenue Market Forecast (2020-2025)

    12.6 South America Online Gaming Revenue Market Forecast (2020-2025)

    12.7 Middle East & Africa Online Gaming Revenue Market Forecast (2020-2025)

    13 Analysis of Online Gaming Industry Key Vendors

    13.1 Activision Blizzard Inc.

    13.1.1 Company Details
    13.1.2 Product Information
    13.1.3 Activision Blizzard Inc. Online Gaming Revenue and Gross Margin (2018-2020)
    13.1.4 Main Business Overview
    13.1.5 Activision Blizzard Inc. News

    13.2 Electronic ArtsInc.

    13.2.1 Company Details
    13.2.2 Product Information
    13.2.3 Electronic ArtsInc. Online Gaming Revenue and Gross Margin (2018-2020)
    13.2.4 Main Business Overview
    13.2.5 Electronic ArtsInc. News

    13.3 Giant Interactive Group Inc.

    13.3.1 Company Details
    13.3.2 Product Information
    13.3.3 Giant Interactive Group Inc. Online Gaming Revenue and Gross Margin (2018-2020)
    13.3.4 Main Business Overview
    13.3.5 Giant Interactive Group Inc. News

    13.4 GungHo Online Entertainment Inc.

    13.4.1 Company Details
    13.4.2 Product Information
    13.4.3 GungHo Online Entertainment Inc. Online Gaming Revenue and Gross Margin (2018-2020)
    13.4.4 Main Business Overview
    13.4.5 GungHo Online Entertainment Inc. News

    13.5 King Digital Entertainment

    13.5.1 Company Details
    13.5.2 Product Information
    13.5.3 King Digital Entertainment Online Gaming Revenue and Gross Margin (2018-2020)
    13.5.4 Main Business Overview
    13.5.5 King Digital Entertainment News

    13.6 Microsoft Corp.

    13.6.1 Company Details
    13.6.2 Product Information
    13.6.3 Microsoft Corp. Online Gaming Revenue and Gross Margin (2018-2020)
    13.6.4 Main Business Overview
    13.6.5 Microsoft Corp. News
    13.7 NCSOFT Corp.
    13.7.1 Company Details
    13.7.2 Product Information
    13.7.3 NCSOFT Corp. Online Gaming Revenue and Gross Margin (2018-2020)
    13.7.4 Main Business Overview
    13.7.5 NCSOFT Corp. News
    13.8 Sony Corp
    13.8.1 Company Details
    13.8.2 Product Information
    13.8.3 Sony Corp Online Gaming Revenue and Gross Margin (2018-2020)
    13.8.4 Main Business Overview
    13.8.5 Sony Corp News
    13.9 Take-Two Interactive Software Inc.
    13.9.1 Company Details
    13.9.2 Product Information
    13.9.3 Take-Two Interactive Software Inc. Online Gaming Revenue and Gross Margin (2018-2020)
    13.9.4 Main Business Overview
    13.9.5 Take-Two Interactive Software Inc. News

    13.10 Tencent HoldingsLtd.

    13.10.1 Company Details
    13.10.2 Product Information
    13.10.3 Tencent HoldingsLtd. Online Gaming Revenue and Gross Margin (2018-2020)
    13.10.4 Main Business Overview
    13.10.5 Tencent HoldingsLtd. News
    13.11 Zynga Inc.
    13.11.1 Company Details
    13.11.2 Product Information
    13.11.3 Zynga Inc. Online Gaming Revenue and Gross Margin (2018-2020)
    13.11.4 Main Business Overview
    13.11.5 Zynga Inc. News

    14 Research Findings and Conclusion

    15 Appendix

     

  • The Global Online 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:
      By Regions:
        By Type:
          By Application:
          Frequently asked questions(FAQ's):
          What is the Global Online Gaming Market really preparing for?

          Companies in the Global Online Gaming Industry will need to adapt swiftly to the behavioral changes that are reshaping consumer decision journeys.

          What are the major applications for Global Online Gaming?

          Global Online Gaming has a wide range of applications, including and others.

          What is the anticipated growth rate for the Global Online Gaming Market?

          During the projected year from 2024 to 2029, the Global Online Gaming Market is expected to grow at a CAGR of xx%.

          What are the underlying opportunities in the Global Online Gaming Market?

          The influx of capital into the Global Online Gaming Market, as well as the deployment of technologies designed to increase efficiency and yield high volume, are paving the way for promising market opportunities.

          How is the Global Online Gaming Market's changing dynamics captured?

          The Global Online Gaming analysis provides high-level qualitative commentary on market dynamics, including information on growth drivers, influential trends, challenges, and opportunities.

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