Global Digital Gaming Market (2018-2023)

Updated On: 25 March, 2019 | No of Pages: 90-100 | Format: PDF | SKU: 201894
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Over the last decade, gaming has evolved as the single largest source of entertainment worldwide. Google’s announcement of the launch of its console-less video game system, Stadia, further reinstates that investments and business opportunities in the Digital gaming market are set to rise.

According to our research report, globally digital gaming is projected to surpass USD 264.9 Bn in revenue by 2023, expanding at a CAGR of 15.7%. The proliferation of smartphones and tablets is providing a considerable push to the gaming industry, alongside the improvements in technology and the ease of access to internet connectivity which have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.

Global Digital Gaming Market (2018-2023)

Segmentation based on platform:

Amongst the various platforms used for gaming namely PC, Mobile, and Console, which platform is likely to garner maximum revenue? Given the roll out of 5G and penetration of smartphones, it’s going to be the mobile platform. The mobile platform is expected to grow at the highest CAGR of 23.1% during the 2018-2023 period, leading to a global revenue generation of USD 165.3 Bn by 2023. Besides internet connectivity, the availability of affordable feature-rich smartphones across the globe is going to be a major growth driver. However, the gain of mobile gaming is the loss of PC gaming. Gamers are increasingly realizing the convenience that mobile gaming offers over the console and PC games, leading to its wide adoption. Hence, PC gaming is expected to relegate to a market share of only 11.0% by 2023.

Regional insights:

The digital gaming market in North America is expected to grow at a CAGR of 14.6% during the 2018-2023 period. Events such as eSports in the U.S. is backed by astounding internet connectivity in the region. Asia-Pacific is the leading contributor to the global digital gaming market. It is expected to contribute USD 137.8 Bn by 2023. Additionally, the Asia-Pacific region will witness the highest CAGR of 17.5% during the forecast period of 2018-2023. The key countries contributing to APAC’s humongous revenue are China, South Korea, Japan, and India. The revenue contribution by Latin America is expected to be USD 6.9 Bn by 2023. Distribution and marketing in the Latin American region are being revamped innovatively. Both Sony and Microsoft have programs for their console markets in Latin America that are open to independent developers and small studios, which in turn is strengthening the console gaming in the region. The EMEA region is expected to capture a market share of 22.0% by 2023. The VR gaming segment is one of the most competitive spaces of gaming in Europe.

Companies covered:

  • Activision Blizzard
  • Electronic Arts
  • Take-Two Interactive
  • Ubisoft
  • Zynga
  • Tencent
  • GungHo Online
  • Nintendo
  • Sony Corporation
  • Microsoft Corporation

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Chapter 1: Executive summary 

1.1. Executive summary I

1.2. Executive summary II

Chapter 2: Global digital gaming – market introduction

2.1. Key questions answered in this study

2.2. Market scope and segmentation

2.3. Market definitions – different business models

2.4. Market definitions – based on platform

Chapter 3: Global digital gaming market - overview

3.1. Global market overview - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), geography-wise market revenue (USD Bn), and market attractiveness analysis

3.2. Global market trends

3.3. Global market drivers and challenges

3.4. Distribution channel analysis

3.5. Opportunity areas

Chapter 4: Global digital gaming market – based on regions

4.1. North America market overview - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), market trends, market drivers and challenges

4.2. Asia-Pacific market overview - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), market trends, market drivers and challenges

4.3. Latin America market overview - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), market trends, market drivers and challenges

4.4. Europe, Middle East, and Africa market overview - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), market trends, market drivers and challenges

Chapter 5: Global digital gaming market – based on platform

5.1. PC gaming - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), key market observations, drivers and challenges

5.2. Mobile gaming - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), key market observations, drivers and challenges

5.3. Console gaming - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), key market observations, drivers and challenges

Chapter 6: Major platforms – based on regions

6.1. North America – platform overview - historical (2015-2017) and forecasted (2018-

2023) market size (USD Bn), key market observations

6.2. Asia-Pacific – platform overview - historical (2015-2017) and forecasted (2018-

2023) market size (USD Bn), key market observations

6.3. Latin America – platform overview - historical (2015-2017) and forecasted (2018-

2023) market size (USD Bn), key market observations

6.4. Europe, Middle East, and Africa – platform overview - historical (2015-2017) and forecasted (2018-2023) market size (USD Bn), key market observations

Chapter 7: Competitive landscape

7.1. Activision Blizzard

7.1.a. Company snapshot

7.1.b. Product offerings

7.1.c. Geographical presence

7.1.d. Key numbers

7.1.e. Recent developments & strategic initiatives

7.2. Electronic Arts

7.2.a. Company snapshot

7.2.b. Product offerings

7.2.c. Geographical presence

7.2.d. Key numbers

7.2.e. Recent developments & strategic initiatives

7.3. Take Two Interactive

7.3.a. Company snapshot

7.3.b. Product offerings

7.3.c. Geographical presence

7.3.d. Key numbers

7.3.e. Recent developments & strategic initiatives

7.4. Ubisoft

7.4.a. Company snapshot

7.4.b. Product offerings

7.4.c. Geographical presence

7.4.d. Key numbers

7.4.e. Recent developments & strategic initiatives

7.5. Zynga

7.5.a. Company snapshot

7.5.b. Product offerings

7.5.c. Geographical presence

7.5.d. Key numbers

7.5.e. Recent developments & strategic initiatives

7.6. Tencent

7.6.a. Company snapshot

7.6.b. Product offerings

7.6.c. Geographical presence

7.6.d. Key numbers

7.6.e. Recent developments & strategic initiatives

7.7. GungHo Online

7.7.a. Company snapshot

7.7.b. Product offerings

7.7.c. Geographical presence

7.7.d. Key numbers

7.7.e. Recent developments & strategic initiatives

7.8. Nintendo

7.8.a. Company snapshot

7.8.b. Product offerings

7.8.c. Geographical presence

7.8.d. Key numbers

7.8.e. Recent developments & strategic initiatives

7.9. Sony Corporation

7.9.a. Company snapshot

7.9.b. Product offerings

7.9.c. Geographical presence

7.9.d. Key numbers

7.9.e. Recent developments & strategic initiatives

7.10. Microsoft Corporation

7.10.a. Company snapshot

7.10.b. Product offerings

7.10.c. Geographical presence

7.10.d. Key numbers

7.10. Recent developments & strategic initiatives 

Chapter 8: Conclusion

Chapter 9: Appendix

9.1. List of tables

9.2. Research methodology

9.3. About Netscribes Inc.

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