Published :
Tables : 35
Figures : 28
Category : Information & Communications Technology
No. of Pages : 150
Report Code : ICT1054
Video Games Market Introduction: Video Games Market is estimated to value over USD 250 billion by 2027 end and register a CAGR of over 11% during the forecast period 2020 to 2027. Video games industry has been exponentially growing over the past decade. The valuation of the market in 2019 was recorded over USD 135 billion and it is expected to reach around USD 250 billion by the end of 2027. Video games have a wide user spectrum, right from small children to the population in the age range of 40 to 50. This is a major driving factor of the global market. Besides this, high-speed internet has been regularised not only in developed economies but also in developing economies and it is an important element for video games to perform seamlessly. This becomes an integral factor responsible for the proliferation of the market. Video games are available at minimal prices on the internet or even free of cost, like in case of PUBG or Fortnite which can be downloaded free of cost. Furthermore, individuals have multiple devices like tablets, computers, consoles and laptops that are capable of running high-end games which increases the demand for video games on multiple platforms. Additionally, the increased sale of mobile devices is expected to expand market size significantly as a majority of users around the world prefer playing mobile-based games. Development of comparable mechanics to games that already exist to reduce overall risk, game pricing based on the quality of content and deep gameplay are some of the current trends in the video games industry. Furthermore, strategies are devised to develop solid relationships with fellow gamers by establishing communities. Major steps are taken to establish relationships between gamers and publishers by arranging annual conferences like ‘E3’ or Electronic Entertainment Expo, where big game studious as well as indie game developers launch their new games while console developers like Sony and Microsoft launch new gaming hardware and give hands-on experience to the gamers who can provide with some valuable feedback which proves to be helpful to the companies to understand end-user needs and make changes before getting into mass production. Such conferences and communities can positively affect the growth of the market. Mobile Gaming is Expected to Witness a Remarkable Rise Over the Forecast Period According to Capcom, the mobile gaming segment has increased by around 45% since 2017 in terms of revenue. According to TechCrunch, the United States being the country with the most mobile gaming session shares of over 20% which is followed by India with over 13% of shares. It is expected that the number of mobile phone gamers in the US shall reach around 193 million by 2020 which is around 10% of growth since 2017. Apple’s App Store had gross revenue of over USD 7.9 billion from mobile games in Q3 of 2017 while Google’s Play Store grossed around USD 4.6 billion in Q3, 2017. Casual games are the most popular gaming category in Android with a reach of over 59% among Android users as of September 2017. In 2016, arcade games were the most downloaded games in the United States with over 64 million downloads which were followed by action games with over 60 million downloads. According to Think Gaming, as of January 2018, the top-grossing iPhone gaming app in the United States is ‘Fortnite’, who grossed a daily revenue of over USD 2 million. It generated more daily revenue than ‘Candy Crush Saga’ in April 2018. As per Slice Intelligence, mobile gamers who play ‘Mobile Strike’, had average spending of USD 310 on in-game purchases. But some factors can significantly affect the growth of this segment. As per mobyaffiliates, around 47.5% of game developers consider rising marketing costs as one of the major threats to the growth of the mobile gaming industry. Furthermore, over 63% of game developers consider the rising UA costs as another threat to the mobile gaming business. Tencent Mobile Games, the publishers who launched the most popular mobile game ‘PUBG Mobile’, was the top gaming app for an iPhone while grossing revenue of over USD 235 million as of January 2018. But King Games, publisher of ‘Candy Crush Saga”, generated almost twice the revenue as compared to Tencent in January 2018. Video Games Market Segmentation: By Game Type Role-Playing Games Strategy Games Action Games Action-Adventure Games Simulation Games Sports Games Puzzle Games Idle Games By Device Type Consoles Non-Portable PlayStation Xbox Portable Nintendo Tablets iPads Smartphones Android Smartphones iOS Smartphones Personal Computers By Platform Type Cloud-Based Gaming On-Site Gaming PlayStation Tops the Sales Amongst Gaming Consoles Worldwide Console gaming segment has immense potential to showcase remarkable market growth during the forecast period owing to the integration of virtual reality and augmented reality into the core console hardware. Sony’s PlayStation 2 sold close to 158 million units in 2017 making it the most popular video game console across the world. According to VGChartz, as of March 2018, Wii Sports, a sports video game developed and published by Nintendo, sold close to 83 million units worldwide which made it the best-selling console game and it was followed by Super Mario Bros, another Nintendo game, with over 40 million units sold. Nintendo provides stiff competition when it comes to gaming console sales. Nintendo DS has sold over 154 million units while PlayStation 2 sold over 158 million units worldwide. Microsoft’s Xbox 360, despite it having high-quality hardware than PlayStation, sold almost half the number of units sold by PlayStation. One of the main reasons for this to happen is the quality of exclusive games offered by Xbox. PlayStation offers great exclusive games like ‘Last of Us’, which is the best game story ever told, the ‘God of War’ franchise, the ‘Yakuza’ series and many more such games. Xbox do offer some quality games as well, but most of them are not story-oriented. They offer games like the ‘Forza Motorsport ’series, the ‘Halo’ series, the ‘Gears of War’ franchise out of which only ‘Gears of War’ franchise has a storyline. Microsoft needs to collaborate with quality gaming publishers to gain more popularity amongst gamers worldwide which would help increase the unit sales. Microsoft and Sony Have Decide to Collaborate- A Strategic Move Over the Newest Competitors, Google and Amazon According to The Verge, Microsoft and Sony have planned to establish a partnership to develop future cloud solutions for content and game streaming. This partnership will let Sony utilize Microsoft’s cloud system, Azure, which shall help them power future as well as existing streaming services while Microsoft will gain access to some quality gaming and streaming content. This has been a strategic move by Sony and Microsoft owing to the launch of Google’s cloud streaming service, Stadia. Google is planning to integrate the YouTube platform to let people play games instantly on their phones or PCs. With the help of Project Stream, which is Google’s attempt to stream video games on the Chrome browser, it will be possible for gamers to play high-end games like ‘Assassin’s Creed: Odyssey’ without the hassle of buying expensive gaming laptops and consoles. This, coupled with Google’s web dominance, resulted in Microsoft and Sony taking these steps. Even Amazon is planning to launch a cloud-based gaming service which can utilize the power of Amazon Web Servers (AWS), and as they own Twitch, the biggest game streaming platform in the world, it will be a profitable move for Amazon. Microsoft and Nintendo have teamed up for promoting cross-play, which will enable a Nintendo Switch user play with an Xbox user for multiplayer games. This initiative shall help expand the gaming community which will be helpful for the market proliferation. Key market players include ACTIVISION BLIZZARD, APPLE, BANDAI NAMCO, BETHESDA SOFTWORKS, ASUS, TFG, VALVE CORP., CAPCOM, TENCENT, EA SPORTS, SONY, DISCORD, EPIC GAMES, AMAZON, GAMEEVIL, GUNGHO ONLINE, HTC, IGG, INSOMNIA GAMES, KING, KONAMI, MICROSOFT, SEGA, UBISOFT, SHADOW. Get unlimited analyst support and customise this study further to your requirements, contact sales@futurewiseresearch.com
Video Games Market is estimated to value over USD 250 billion by 2027 end and register a CAGR of over 11% during the forecast period 2020 to 2027.
Video games industry has been exponentially growing over the past decade. The valuation of the market in 2019 was recorded over USD 135 billion and it is expected to reach around USD 250 billion by the end of 2027. Video games have a wide user spectrum, right from small children to the population in the age range of 40 to 50. This is a major driving factor of the global market. Besides this, high-speed internet has been regularised not only in developed economies but also in developing economies and it is an important element for video games to perform seamlessly. This becomes an integral factor responsible for the proliferation of the market.
Video games are available at minimal prices on the internet or even free of cost, like in case of PUBG or Fortnite which can be downloaded free of cost. Furthermore, individuals have multiple devices like tablets, computers, consoles and laptops that are capable of running high-end games which increases the demand for video games on multiple platforms. Additionally, the increased sale of mobile devices is expected to expand market size significantly as a majority of users around the world prefer playing mobile-based games.
Development of comparable mechanics to games that already exist to reduce overall risk, game pricing based on the quality of content and deep gameplay are some of the current trends in the video games industry. Furthermore, strategies are devised to develop solid relationships with fellow gamers by establishing communities. Major steps are taken to establish relationships between gamers and publishers by arranging annual conferences like ‘E3’ or Electronic Entertainment Expo, where big game studious as well as indie game developers launch their new games while console developers like Sony and Microsoft launch new gaming hardware and give hands-on experience to the gamers who can provide with some valuable feedback which proves to be helpful to the companies to understand end-user needs and make changes before getting into mass production. Such conferences and communities can positively affect the growth of the market.
Mobile Gaming is Expected to Witness a Remarkable Rise Over the Forecast Period
According to Capcom, the mobile gaming segment has increased by around 45% since 2017 in terms of revenue. According to TechCrunch, the United States being the country with the most mobile gaming session shares of over 20% which is followed by India with over 13% of shares. It is expected that the number of mobile phone gamers in the US shall reach around 193 million by 2020 which is around 10% of growth since 2017. Apple’s App Store had gross revenue of over USD 7.9 billion from mobile games in Q3 of 2017 while Google’s Play Store grossed around USD 4.6 billion in Q3, 2017.
Casual games are the most popular gaming category in Android with a reach of over 59% among Android users as of September 2017. In 2016, arcade games were the most downloaded games in the United States with over 64 million downloads which were followed by action games with over 60 million downloads.
According to Think Gaming, as of January 2018, the top-grossing iPhone gaming app in the United States is ‘Fortnite’, who grossed a daily revenue of over USD 2 million. It generated more daily revenue than ‘Candy Crush Saga’ in April 2018. As per Slice Intelligence, mobile gamers who play ‘Mobile Strike’, had average spending of USD 310 on in-game purchases. But some factors can significantly affect the growth of this segment. As per mobyaffiliates, around 47.5% of game developers consider rising marketing costs as one of the major threats to the growth of the mobile gaming industry. Furthermore, over 63% of game developers consider the rising UA costs as another threat to the mobile gaming business.
Tencent Mobile Games, the publishers who launched the most popular mobile game ‘PUBG Mobile’, was the top gaming app for an iPhone while grossing revenue of over USD 235 million as of January 2018. But King Games, publisher of ‘Candy Crush Saga”, generated almost twice the revenue as compared to Tencent in January 2018.
Video Games Market Segmentation:
By Game Type
By Device Type
By Platform Type
PlayStation Tops the Sales Amongst Gaming Consoles Worldwide
Console gaming segment has immense potential to showcase remarkable market growth during the forecast period owing to the integration of virtual reality and augmented reality into the core console hardware. Sony’s PlayStation 2 sold close to 158 million units in 2017 making it the most popular video game console across the world. According to VGChartz, as of March 2018, Wii Sports, a sports video game developed and published by Nintendo, sold close to 83 million units worldwide which made it the best-selling console game and it was followed by Super Mario Bros, another Nintendo game, with over 40 million units sold.
Nintendo provides stiff competition when it comes to gaming console sales. Nintendo DS has sold over 154 million units while PlayStation 2 sold over 158 million units worldwide. Microsoft’s Xbox 360, despite it having high-quality hardware than PlayStation, sold almost half the number of units sold by PlayStation. One of the main reasons for this to happen is the quality of exclusive games offered by Xbox. PlayStation offers great exclusive games like ‘Last of Us’, which is the best game story ever told, the ‘God of War’ franchise, the ‘Yakuza’ series and many more such games. Xbox do offer some quality games as well, but most of them are not story-oriented. They offer games like the ‘Forza Motorsport ’series, the ‘Halo’ series, the ‘Gears of War’ franchise out of which only ‘Gears of War’ franchise has a storyline. Microsoft needs to collaborate with quality gaming publishers to gain more popularity amongst gamers worldwide which would help increase the unit sales.
Microsoft and Sony Have Decide to Collaborate- A Strategic Move Over the Newest Competitors, Google and Amazon
According to The Verge, Microsoft and Sony have planned to establish a partnership to develop future cloud solutions for content and game streaming. This partnership will let Sony utilize Microsoft’s cloud system, Azure, which shall help them power future as well as existing streaming services while Microsoft will gain access to some quality gaming and streaming content. This has been a strategic move by Sony and Microsoft owing to the launch of Google’s cloud streaming service, Stadia. Google is planning to integrate the YouTube platform to let people play games instantly on their phones or PCs. With the help of Project Stream, which is Google’s attempt to stream video games on the Chrome browser, it will be possible for gamers to play high-end games like ‘Assassin’s Creed: Odyssey’ without the hassle of buying expensive gaming laptops and consoles. This, coupled with Google’s web dominance, resulted in Microsoft and Sony taking these steps. Even Amazon is planning to launch a cloud-based gaming service which can utilize the power of Amazon Web Servers (AWS), and as they own Twitch, the biggest game streaming platform in the world, it will be a profitable move for Amazon.
Microsoft and Nintendo have teamed up for promoting cross-play, which will enable a Nintendo Switch user play with an Xbox user for multiplayer games. This initiative shall help expand the gaming community which will be helpful for the market proliferation.
Key market players include ACTIVISION BLIZZARD, APPLE, BANDAI NAMCO, BETHESDA SOFTWORKS, ASUS, TFG, VALVE CORP., CAPCOM, TENCENT, EA SPORTS, SONY, DISCORD, EPIC GAMES, AMAZON, GAMEEVIL, GUNGHO ONLINE, HTC, IGG, INSOMNIA GAMES, KING, KONAMI, MICROSOFT, SEGA, UBISOFT, SHADOW.
Get unlimited analyst support and customise this study further to your requirements, contact sales@futurewiseresearch.com
1. Market Introduction 1.1 Objectives of the Study 1.2 Market Definition 1.3 Market Scope 1.3.1 Years Considered for the Study 1.3.2 Market Covered 1.4 Currency 1.5 Limitations 1.6 Stakeholders 2. Research Methodology 2.1 Research Data 2.1.1 Secondary Data 2.1.1.1 Key Data From Secondary Sources 2.1.2 Primary Data 2.1.2.1 Key Data From Primary Sources 2.2 Market Size Estimation 2.3 Market Breakdown and Data Triangulation 2.4 Assumptions for the Study 3. Executive Summary 3.1 Market Outlook 3.2 Segment Outlook 3.3 Competitive Insights 4. Global Video Games Market Variables, Trends & Scope 4.1. Market Lineage Outlook 4.2. Penetration and Growth Prospect Mapping 4.3. Industry Value Chain Analysis 4.4. Cost Analysis Breakdown 4.5. Technology Overview 4.6. Regulatory Framework 4.6.1. Reimbursement Framework 4.6.2. Standards And Compliances 5. Market Overview 5.1. Market Dynamics 5.1.1. Market Driver Analysis 5.1.1.1. Increasing focus of Video Game Designers on Brand Protection 5.1.1.2. Positive Impact on the Industry with the COVID-19 Outbreak 5.1.1.3. Rising Importance of E-Sports Across the World 5.1.1.4. The Emergence of Cloud-Based Gaming 5.1.1.5. Untapped Opportunities in Emerging Regions 5.1.2. Market Restraint Analysis 5.1.2.1. High Cost Associated With the Implementation of Ray Tracing Technology 5.1.2.2. Exclusion of E-Sports from Major Sporting Events Like the Olympics 5.1.3. Industry Challenges 5.1.3.1. Presence of Ambiguous Regulatory Framework 6. Global Video Games Market Analysis Tools 6.1. Industry Analysis - Porter’s 6.1.1. Supplier Power 6.1.2. Buyer Power 6.1.3. Substitution Threat 6.1.4. Threat from New Entrants 6.1.5. Competitive Rivalry 6.2. Pestel Analysis 6.2.1. Political Landscape 6.2.2. Environmental Landscape 6.2.3. Social Landscape 6.2.4. Technology Landscape 6.2.5. Legal Landscape 6.3. Major Deals And Strategic Alliances Analysis 6.3.1. Joint Ventures 6.3.2. Mergers and Acquisitions 6.3.3. Licensing and Partnership 6.3.4. Technology Collaborations 6.3.5. Strategic Divestments 6.4. Market Entry Strategies 6.5. Case Studies 7. Global Video Games Market , By Game Type Historical Analysis and Forecast 2020-2027 (USD Million) 7.1. Role-Playing Games 7.2. Strategy Games 7.3. Action Games 7.4. Action-Adventure Games 7.5. Simulation Games 7.6. Sports Games 7.7. Puzzle Games 7.8. Idle Games 8. Global Video Games Market , By Device Type Historical Analysis and Forecast 2020-2027 (USD Million) 8.1. Consoles 8.1.1. Non-Portable 8.1.1.1. PlayStation 8.1.1.2. Xbox 8.1.2. Portable 8.1.2.1. Nintendo 8.2. Tablets 8.2.1. iPads 8.3. Smartphones 8.3.1. Android Smartphones 8.3.2. iOS Smartphones 8.4. Personal Computers 9. Global Video Games Market , By Platform Type Historical Analysis and Forecast 2020-2027 (USD Million) 9.1. Cloud-Based Gaming 9.2. On-Site Gaming 10. North America Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 10.1. Introduction 10.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019 10.2.1. U.S.A 10.2.2. Canada 10.2.3. Mexico 10.3. Market Size (USD Million) Forecast for North America 2020-2027 11. Latin America Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 11.1. Introduction 11.2. Regional Market Trends 11.3. Historical Market Size (USD Million) Analysis By Country, 2015-2019 11.3.1. Brazil 11.3.2. Venezuela 11.3.3. Argentina 11.3.4. Rest of Latin America 11.4. Market Size (USD Million) Forecast for Latin America 2020-2027 12. Europe Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 12.1. Introduction 12.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019 12.2.1. Germany 12.2.2. U.K 12.2.3. France 12.2.4. Italy 12.2.5. Spain 12.2.6. Russia 12.2.7. Poland 12.2.8. Switzerland 12.2.9.Rest of Western Europe 12.3. Market Size (USD Million) Forecast for Europe 020-2027 13. Asia Pacific Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 13.1. Introduction 13.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019 13.2.1. Japan 13.2.2. China 13.2.3. Singapore 13.2.4. India 13.2.5. Australia and New Zealand 13.2.6. ASEAN 13.2.7. South Korea 13.2.8. Rest of Asia Pacific 13.3. Market Size (USD Million) Forecast for Asia Pacific 2020-2027 14. Middle East and Africa Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 14.1. Introduction 14.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019 14.2.1. Saudi Arabia 14.2.2. UAE 14.2.3. South Africa 14.2.4. Egypt 14.3. Market Size (USD Million) Forecast for MEA 2020-2027 15. Company Profiles (Competition Dashboard, Competitors Deep Dive, Product Type and Technology Portfolio, Financial Layouts) 15.1 ACTIVISION BLIZZARD 15.1.1. Company Overview 15.1.2. Product Portfolio 15.1.3. SWOT Analysis 15.1.4. Financial Overview 15.1.5. Strategic Overview 15.2 APPLE 15.2.1. Company Overview 15.2.2. Product Portfolio 15.2.3. SWOT Analysis 15.2.4. Financial Overview 15.2.5. Strategic Overview 15.3. BETHESDA SOFTWORKS 15.3.1. Company Overview 15.3.2. Product Portfolio 15.3.3. SWOT Analysis 15.3.4. Financial Overview 15.3.5. Strategic Overview 15.4 BANDAI NAMCO 15.4.1. Company Overview 15.4.2. Product Portfolio 15.4.3. SWOT Analysis 15.4.4. Financial Overview 15.4.5. Strategic Overview 15.5 ASUS 15.5.1. Company Overview 15.5.2. Product Portfolio 15.5.3. SWOT Analysis 15.5.4. Financial Overview 15.5.5. Strategic Overview 15.6 TFG 15.6.1. Company Overview 15.6.2. Product Portfolio 15.6.3. SWOT Analysis 15.6.4. Financial Overview 15.6.5. Strategic Overview 15.7 VALVE CORP. 15.7.1. Company Overview 15.7.2. Product Portfolio 15.7.3. SWOT Analysis 15.7.4. Financial Overview 15.7.5. Strategic Overview 15.8 CAPCOM 15.8.1. Company Overview 15.8.2. Product Portfolio 15.8.3. SWOT Analysis 15.8.4. Financial Overview 15.8.5. Strategic Overview 15.9 TENCENT 15.9.1. Company Overview 15.9.2. Product Portfolio 15.9.3. SWOT Analysis 15.9.4. Financial Overview 15.9.5. Strategic Overview 15.10 EA SPORTS 15.10.1. Company Overview 15.10.2. Product Portfolio 15.10.3. SWOT Analysis 15.10.4. Financial Overview 15.10.5. Strategic Overview 15.11 SONY 15.11.1. Company Overview 15.11.2. Product Portfolio 15.11.3. SWOT Analysis 15.11.4. Financial Overview 15.11.5. Strategic Overview 15.12 DISCORD 15.12.1. Company Overview 15.12.2. Product Portfolio 15.12.3. SWOT Analysis 15.12.4. Financial Overview 15.12.5. Strategic Overview 15.13 EPIC GAMES 15.13.1. Company Overview 15.13.2. Product Portfolio 15.13.3. SWOT Analysis 15.13.4. Financial Overview 15.13.5. Strategic Overview 15.14 AMAZON 15.14.1. Company Overview 15.14.2. Product Portfolio 15.14.3. SWOT Analysis 15.14.4. Financial Overview 15.14.5. Strategic Overview 15.15 GAMEEVIL 15.15.1. Company Overview 15.15.2. Product Portfolio 15.15.3. SWOT Analysis 15.15.4. Financial Overview 15.15.5. Strategic Overview 15.16 GUNGHO ONLINE 15.16.1. Company Overview 15.16.2. Product Portfolio 15.16.3. SWOT Analysis 15.16.4. Financial Overview 15.16.5. Strategic Overview 15.17 HTC 15.17.1. Company Overview 15.17.2. Product Portfolio 15.17.3. SWOT Analysis 15.17.4. Financial Overview 15.17.5. Strategic Overview 15.18 IGG 15.18.1. Company Overview 15.18.2. Product Portfolio 15.18.3. SWOT Analysis 15.18.4. Financial Overview 15.18.5. Strategic Overview 15.19 INSOMNIAC GAMES 15.19.1. Company Overview 15.19.2. Product Portfolio 15.19.3. SWOT Analysis 15.19.4. Financial Overview 15.19.5. Strategic Overview 15.20 KING 15.20.1. Company Overview 15.20.2. Product Portfolio 15.20.3. SWOT Analysis 15.20.4. Financial Overview 15.20.5. Strategic Overview 15.21 KONAMI 15.21.1. Company Overview 15.21.2. Product Portfolio 15.21.3. SWOT Analysis 15.21.4. Financial Overview 15.21.5. Strategic Overview 15.22 MICROSOFT 15.22.1. Company Overview 15.22.2. Product Portfolio 15.22.3. SWOT Analysis 15.22.4. Financial Overview 15.22.5. Strategic Overview 15.23 SEGA 15.23.1. Company Overview 15.23.2. Product Portfolio 15.23.3. SWOT Analysis 15.23.4. Financial Overview 15.23.5. Strategic Overview 15.24 UBISOFT 15.24.1. Company Overview 15.24.2. Product Portfolio 15.24.3. SWOT Analysis 15.24.4. Financial Overview 15.24.5. Strategic Overview 15.25 SHADOW 15.25.1. Company Overview 15.25.2. Product Portfolio 15.25.3. SWOT Analysis 15.25.4. Financial Overview 15.25.5. Strategic Overview 16. FutureWise SME key takeaway points for Client
1. Market Introduction
1.1 Objectives of the Study
1.2 Market Definition
1.3 Market Scope
1.3.1 Years Considered for the Study
1.3.2 Market Covered
1.4 Currency
1.5 Limitations
1.6 Stakeholders
2. Research Methodology
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.2 Market Size Estimation
2.3 Market Breakdown and Data Triangulation
2.4 Assumptions for the Study
3. Executive Summary
3.1 Market Outlook
3.2 Segment Outlook
3.3 Competitive Insights
4. Global Video Games Market Variables, Trends & Scope
4.1. Market Lineage Outlook
4.2. Penetration and Growth Prospect Mapping
4.3. Industry Value Chain Analysis
4.4. Cost Analysis Breakdown
4.5. Technology Overview
4.6. Regulatory Framework 4.6.1. Reimbursement Framework 4.6.2. Standards And Compliances
5. Market Overview
5.1. Market Dynamics 5.1.1. Market Driver Analysis 5.1.1.1. Increasing focus of Video Game Designers on Brand Protection
5.1.1.2. Positive Impact on the Industry with the COVID-19 Outbreak
5.1.1.3. Rising Importance of E-Sports Across the World
5.1.1.4. The Emergence of Cloud-Based Gaming 5.1.1.5. Untapped Opportunities in Emerging Regions 5.1.2. Market Restraint Analysis 5.1.2.1. High Cost Associated With the Implementation of Ray Tracing Technology
5.1.2.2. Exclusion of E-Sports from Major Sporting Events Like the Olympics 5.1.3. Industry Challenges 5.1.3.1. Presence of Ambiguous Regulatory Framework
6. Global Video Games Market Analysis Tools 6.1. Industry Analysis - Porter’s 6.1.1. Supplier Power 6.1.2. Buyer Power 6.1.3. Substitution Threat 6.1.4. Threat from New Entrants 6.1.5. Competitive Rivalry 6.2. Pestel Analysis 6.2.1. Political Landscape 6.2.2. Environmental Landscape 6.2.3. Social Landscape 6.2.4. Technology Landscape 6.2.5. Legal Landscape 6.3. Major Deals And Strategic Alliances Analysis 6.3.1. Joint Ventures 6.3.2. Mergers and Acquisitions 6.3.3. Licensing and Partnership 6.3.4. Technology Collaborations 6.3.5. Strategic Divestments 6.4. Market Entry Strategies 6.5. Case Studies
7. Global Video Games Market , By Game Type Historical Analysis and Forecast 2020-2027 (USD Million)
7.1. Role-Playing Games
7.2. Strategy Games
7.3. Action Games
7.4. Action-Adventure Games
7.5. Simulation Games
7.6. Sports Games
7.7. Puzzle Games
7.8. Idle Games
8. Global Video Games Market , By Device Type Historical Analysis and Forecast 2020-2027 (USD Million)
8.1. Consoles
8.1.1. Non-Portable
8.1.1.1. PlayStation
8.1.1.2. Xbox
8.1.2. Portable
8.1.2.1. Nintendo
8.2. Tablets
8.2.1. iPads
8.3. Smartphones
8.3.1. Android Smartphones
8.3.2. iOS Smartphones 8.4. Personal Computers
9. Global Video Games Market , By Platform Type Historical Analysis and Forecast 2020-2027 (USD Million)
9.1. Cloud-Based Gaming
9.2. On-Site Gaming 10. North America Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
10.1. Introduction
10.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019
10.2.1. U.S.A
10.2.2. Canada
10.2.3. Mexico
10.3. Market Size (USD Million) Forecast for North America 2020-2027
11. Latin America Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
11.1. Introduction
11.2. Regional Market Trends
11.3. Historical Market Size (USD Million) Analysis By Country, 2015-2019
11.3.1. Brazil
11.3.2. Venezuela
11.3.3. Argentina
11.3.4. Rest of Latin America
11.4. Market Size (USD Million) Forecast for Latin America 2020-2027
12. Europe Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
12.1. Introduction
12.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019
12.2.1. Germany
12.2.2. U.K
12.2.3. France
12.2.4. Italy
12.2.5. Spain
12.2.6. Russia
12.2.7. Poland
12.2.8. Switzerland
12.2.9.Rest of Western Europe
12.3. Market Size (USD Million) Forecast for Europe 020-2027
13. Asia Pacific Video Games Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
13.1. Introduction
13.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019
13.2.1. Japan
13.2.2. China
13.2.3. Singapore
13.2.4. India
13.2.5. Australia and New Zealand
13.2.6. ASEAN
13.2.7. South Korea
13.2.8. Rest of Asia Pacific
13.3. Market Size (USD Million) Forecast for Asia Pacific 2020-2027
14. Middle East and Africa Video Games Market Analysis 2015–2019 and Forecast
2020–2027 (USD Million)
14.1. Introduction
14.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019
14.2.1. Saudi Arabia
14.2.2. UAE
14.2.3. South Africa
14.2.4. Egypt
14.3. Market Size (USD Million) Forecast for MEA 2020-2027
15. Company Profiles (Competition Dashboard, Competitors Deep Dive, Product Type and Technology Portfolio, Financial Layouts)
15.1 ACTIVISION BLIZZARD
15.1.1. Company Overview
15.1.2. Product Portfolio
15.1.3. SWOT Analysis
15.1.4. Financial Overview
15.1.5. Strategic Overview
15.2 APPLE
15.2.1. Company Overview
15.2.2. Product Portfolio
15.2.3. SWOT Analysis
15.2.4. Financial Overview
15.2.5. Strategic Overview
15.3. BETHESDA SOFTWORKS
15.3.1. Company Overview
15.3.2. Product Portfolio
15.3.3. SWOT Analysis
15.3.4. Financial Overview
15.3.5. Strategic Overview
15.4 BANDAI NAMCO
15.4.1. Company Overview
15.4.2. Product Portfolio
15.4.3. SWOT Analysis
15.4.4. Financial Overview
15.4.5. Strategic Overview
15.5 ASUS
15.5.1. Company Overview
15.5.2. Product Portfolio
15.5.3. SWOT Analysis
15.5.4. Financial Overview
15.5.5. Strategic Overview
15.6 TFG
15.6.1. Company Overview
15.6.2. Product Portfolio
15.6.3. SWOT Analysis
15.6.4. Financial Overview
15.6.5. Strategic Overview
15.7 VALVE CORP.
15.7.1. Company Overview
15.7.2. Product Portfolio
15.7.3. SWOT Analysis
15.7.4. Financial Overview
15.7.5. Strategic Overview
15.8 CAPCOM
15.8.1. Company Overview
15.8.2. Product Portfolio
15.8.3. SWOT Analysis
15.8.4. Financial Overview
15.8.5. Strategic Overview
15.9 TENCENT
15.9.1. Company Overview
15.9.2. Product Portfolio
15.9.3. SWOT Analysis
15.9.4. Financial Overview
15.9.5. Strategic Overview
15.10 EA SPORTS
15.10.1. Company Overview
15.10.2. Product Portfolio
15.10.3. SWOT Analysis
15.10.4. Financial Overview
15.10.5. Strategic Overview
15.11 SONY
15.11.1. Company Overview
15.11.2. Product Portfolio
15.11.3. SWOT Analysis
15.11.4. Financial Overview
15.11.5. Strategic Overview
15.12 DISCORD
15.12.1. Company Overview
15.12.2. Product Portfolio
15.12.3. SWOT Analysis
15.12.4. Financial Overview
15.12.5. Strategic Overview
15.13 EPIC GAMES
15.13.1. Company Overview
15.13.2. Product Portfolio
15.13.3. SWOT Analysis
15.13.4. Financial Overview
15.13.5. Strategic Overview
15.14 AMAZON
15.14.1. Company Overview
15.14.2. Product Portfolio
15.14.3. SWOT Analysis
15.14.4. Financial Overview
15.14.5. Strategic Overview
15.15 GAMEEVIL
15.15.1. Company Overview
15.15.2. Product Portfolio
15.15.3. SWOT Analysis
15.15.4. Financial Overview
15.15.5. Strategic Overview
15.16 GUNGHO ONLINE
15.16.1. Company Overview
15.16.2. Product Portfolio
15.16.3. SWOT Analysis
15.16.4. Financial Overview
15.16.5. Strategic Overview
15.17 HTC
15.17.1. Company Overview
15.17.2. Product Portfolio
15.17.3. SWOT Analysis
15.17.4. Financial Overview
15.17.5. Strategic Overview
15.18 IGG
15.18.1. Company Overview
15.18.2. Product Portfolio
15.18.3. SWOT Analysis
15.18.4. Financial Overview
15.18.5. Strategic Overview
15.19 INSOMNIAC GAMES
15.19.1. Company Overview
15.19.2. Product Portfolio
15.19.3. SWOT Analysis
15.19.4. Financial Overview
15.19.5. Strategic Overview
15.20 KING
15.20.1. Company Overview
15.20.2. Product Portfolio
15.20.3. SWOT Analysis
15.20.4. Financial Overview
15.20.5. Strategic Overview
15.21 KONAMI
15.21.1. Company Overview
15.21.2. Product Portfolio
15.21.3. SWOT Analysis
15.21.4. Financial Overview
15.21.5. Strategic Overview
15.22 MICROSOFT
15.22.1. Company Overview
15.22.2. Product Portfolio
15.22.3. SWOT Analysis
15.22.4. Financial Overview
15.22.5. Strategic Overview
15.23 SEGA
15.23.1. Company Overview
15.23.2. Product Portfolio
15.23.3. SWOT Analysis
15.23.4. Financial Overview
15.23.5. Strategic Overview
15.24 UBISOFT
15.24.1. Company Overview
15.24.2. Product Portfolio
15.24.3. SWOT Analysis
15.24.4. Financial Overview
15.24.5. Strategic Overview
15.25 SHADOW
15.25.1. Company Overview
15.25.2. Product Portfolio
15.25.3. SWOT Analysis
15.25.4. Financial Overview
15.25.5. Strategic Overview
16. FutureWise SME key takeaway points for Client
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