The gaming market has seen consistent rise since 2009 after the downturn of 2008 when the whole economy was affected due to the financial meltdown as people were not able to spend on the secondary needs, but after 2009 there was an increase and boom in the Gaming industry was observed till 2011. The Total Gaming Market was recorded at USD 70.5 Billion in 2011 which is seen to be rising and expected to reach USD 117.9 billion by 2015. 

The Global market is estimated to increase due to increasing demand of the users and growing technological advancements in the industry. The age group of individuals taking the gaming experience range from 5 to 45 years. The innovations and tech games are the reasons why people take up gaming as a source of entertainment. Gaming is also made possible on laptops, tablets, and mobile devices, which makes gaming preferable also on move. High speed internet connectivity or broadband makes gaming experience pleasurable and games can be played between users who are interconnected. The lead manufacturers in the gaming Industry are Sony, Microsoft and Nintendo which undertake steps to integrate new gaming technologies and bring about advancement in gaming. The boost in the smartphone and tablet market is also responsible for the growth in the gaming market. There are many games available online which can be downloaded free of charge online or at a minimal cost. UK is the largest market for gaming which is followed by other geographies such as the U.S. and Asia Pacific. 

The market is dominated by the major players in the gaming industry such as Nintendo, Sony, and Microsoft. Other key participants include Viacom, Ubisoft, Apple, Zynga, EA sports, Disney Entertainment. 

The report contains the global outlook of the Gaming market and discusses the detailed overview and market figures. The research report study and analyze the industry growth rate, industry structure and industry capacity. It analyses the data and forecasts the Gaming market size, production forecasts along with key factors driving and restraining the market. Gaming has its increased usage in the market due to increasing applications across. The manufacturers of Gaming Devices are producing them at competitive prices. This results into boom in the gaming industry due to increase in demand. 

The report gives the detailed analysis of the demand and usage trends across different geographies like U.S, Europe, Asia Pacific and RoW. The report also gives the demand trends in different sectors of usage. It focuses on the emerging technologies in the gaming market.

The world of gaming has evolved dramatically over the past few decades, providing gamers an enriching and addictive experience with every little change. According to a report, about 150 million American enjoy playing video games, out of which 42% play video games on a daily basis. Statistics show that a gamer’s average age is 35, while 74% are around 18 years of age or older. Female gamers, too, make up a huge chunk of the gaming population, accounting for a share of about 44%. With such huge numbers driving the global gaming industry, it is only natural that it treads a path of success.

The report on the global gaming market provides an overview of the drivers, restraints, opportunities, and threats existing in this market. With the help of a SWOT analysis and a Porter’s five forces analysis, the report helps in evaluating the global gaming market thoroughly. It also provides an insight into the market’s competitive overview, market attractiveness analysis, and representation of key players’ market shares. Furthermore, the report also assesses the growth trajectory of the global gaming market by evaluating its historical data in light of current trends.

Overview of the Global Gaming Market

The global gaming market has been valued at US$70.5 bn in 2011 and is expected to reach a figure of US$117.9 bn by 2015. During this span, the market is expected to expand at a CAGR of 13.7%.

Growth of the global gaming market will mainly be attributable to the huge population base that is seeking gaming activities as a source of entertainment and recreation. This market experienced a downturn in the economic recession of 2008. However, it has picked up pace with rising disposable incomes, the growing number of gamers within the age bracket of 5 years to 45 years, and increasing Internet penetration all over the world. Additionally, as games become an indispensable part of every device such as smartphones, laptops, and tablets, they are empowering and encouraging consumers to be a part of the booming gaming culture across the globe.
 
The global gaming market has been segmented on the basis of types and geography. The types of products in the gaming market are gaming hardware, gaming software, and online gaming. Gaming hardware is further sub-segmented into video game handheld and accessories and videogame console and accessories. On the other hand, gaming software is sub-segmented into gaming development tool software, video game console software, personal computer gaming software, mobile gaming software, and video game handheld software. Furthermore, the online gaming segment includes sub-segments such as mobile users and Internet users. Geographically, this market is spread over regions such as Asia Pacific, Europe, North America, and Rest of the World.

One of the biggest gaming markets in the world is the U.K. The U.S. follows the U.K. closely. However, market research analysts predict that Asia Pacific will create the next big wave in the gaming market by offering it a huge number of opportunities in the near future. 

Companies Mentioned in the Global Gaming Market

The important players in the global gaming market are Viacom Inc., Nintendo Co. Ltd, Activision Blizzard Inc., Sony Corporation, Take-Two Interactive Software Inc., Disney Entertainment, Microsoft Corporation, Konami Corporation, THQ Inc., RealNetworks Inc., Ubisoft Entertainment S.A., Apple Inc,, and EA Sports Inc.

The global gaming market is categorized into the following segments:

Gaming market, by type

  • Gaming hardware

    • Video game handheld and accessories
    • Video game console and accessories
  • Gaming software

    • Video game console software
    • Gaming development tool software
    • Personal computer (PC) gaming software
    • Mobile gaming software
    • Video game handheld software
  • Online gaming

    • Internet users
    • Mobile users

Gaming market, by Geography

  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World

This report gives you access to decisive data such as:

  • Market growth drivers 
  • Factors limiting market growth
  • Current market trends 
  • Market structure
  • Market projections for the coming years 

Key highlights of this report

  • Overview of key market forces propelling and restraining market growth 
  • Up-to-date analyses of market trends and technological improvements 
  • Pin-point analyses of market competition dynamics to offer you a competitive edge
  • An analysis of strategies of major competitors 
  • An array of graphics and SWOT analysis of major industry segments 
  • Detailed analyses of industry trends
  • A well-defined technological growth map with an impact-analysis 
  • Offers a clear understanding of the competitive landscape and key product segments

This study by TMR is all-encompassing framework of the dynamics of the market. It mainly comprises critical assessment of consumers' or customers' journeys, current and emerging avenues, and strategic framework to enable CXOs take effective decisions.

Our key underpinning is the 4-Quadrant Framework EIRS that offers detailed visualization of four elements:

  • Customer Experience Maps
  • Insights and Tools based on data-driven research
  • Actionable Results to meet all the business priorities
  • Strategic Frameworks to boost the growth journey

The study strives to evaluate the current and future growth prospects, untapped avenues, factors shaping their revenue potential, and demand and consumption patterns in the global market by breaking it into region-wise assessment.

The following regional segments are covered comprehensively:

  • North America
  • Asia Pacific
  • Europe
  • Latin America
  • The Middle East and Africa

The EIRS quadrant framework in the report sums up our wide spectrum of data-driven research and advisory for CXOs to help them make better decisions for their businesses and stay as leaders.

Below is a snapshot of these quadrants.

1. Customer Experience Map

The study offers an in-depth assessment of various customers’ journeys pertinent to the market and its segments. It offers various customer impressions about the products and service use. The analysis takes a closer look at their pain points and fears across various customer touchpoints. The consultation and business intelligence solutions will help interested stakeholders, including CXOs, define customer experience maps tailored to their needs. This will help them aim at boosting customer engagement with their brands.

2. Insights and Tools

The various insights in the study are based on elaborate cycles of primary and secondary research the analysts engage with during the course of research. The analysts and expert advisors at TMR adopt industry-wide, quantitative customer insights tools and market projection methodologies to arrive at results, which makes them reliable. The study not just offers estimations and projections, but also an uncluttered evaluation of these figures on the market dynamics. These insights merge data-driven research framework with qualitative consultations for business owners, CXOs, policy makers, and investors. The insights will also help their customers overcome their fears.

3. Actionable Results

The findings presented in this study by TMR are an indispensable guide for meeting all business priorities, including mission-critical ones. The results when implemented have shown tangible benefits to business stakeholders and industry entities to boost their performance. The results are tailored to fit the individual strategic framework. The study also illustrates some of the recent case studies on solving various problems by companies they faced in their consolidation journey.

4. Strategic Frameworks

The study equips businesses and anyone interested in the market to frame broad strategic frameworks. This has become more important than ever, given the current uncertainty due to COVID-19. The study deliberates on consultations to overcome various such past disruptions and foresees new ones to boost the preparedness. The frameworks help businesses plan their strategic alignments for recovery from such disruptive trends. Further, analysts at TMR helps you break down the complex scenario and bring resiliency in uncertain times.

The report sheds light on various aspects and answers pertinent questions on the market. Some of the important ones are:

1. What can be the best investment choices for venturing into new product and service lines?

2. What value propositions should businesses aim at while making new research and development funding?

3. Which regulations will be most helpful for stakeholders to boost their supply chain network?

4. Which regions might see the demand maturing in certain segments in near future?

5. What are the some of the best cost optimization strategies with vendors that some well-entrenched players have gained success with?

6. Which are the key perspectives that the C-suite are leveraging to move businesses to new growth trajectory?

7. Which government regulations might challenge the status of key regional markets?

8. How will the emerging political and economic scenario affect opportunities in key growth areas?

9. What are some of the value-grab opportunities in various segments?

10. What will be the barrier to entry for new players in the market?

With a robust experience in creating exceptional market reports, Transparency Market Research has emerged as one of the trusted market research companies among a large number of stakeholders and CXOs. Every report at Transparency Market Research goes through rigorous research activity in every aspect. The researchers at TMR keep a close watch on the market and extract beneficial growth-boosting points. These points help the stakeholders to strategize their business plans accordingly.

TMR researchers conduct exhaustive qualitative and quantitative research. This research involves taking inputs from the experts in the market, focused attention on recent developments, and others. This method of research makes TMR stand out from other market research firms.

Here's how Transparency Market Research helps the stakeholders and CXOs through the reports:

Inculcation and Evaluation of Strategic Collaborations: The TMR researchers analyze recent strategic activities like mergers, acquisitions, partnerships, collaborations, and joint ventures. All the information is compiled and included in the report.

Perfect Market Size Estimations: The report analyzes the demographics, growth potential, and capability of the market through the forecast period. This factor leads to the estimation of the market size and also provides an outline about how the market will retrieve growth during the assessment period.

Investment Research: The report focuses on the ongoing and upcoming investment opportunities across a particular market. These developments make the stakeholders aware of the current investment scenario across the market.

Note: Although care has been taken to maintain the highest levels of accuracy in TMR’s reports, recent market/vendor-specific changes may take time to reflect in the analysis.

 

1. Introduction

    1.1. Report Description

    1.2. Research Methodology

 

2. Executive Summary

 

3. Global Gaming Market Overview

    3.1. Market Trends and Future Outlook

    3.2. Global Gaming Market Size and Forecast, 2011 - 2015

    3.3. Global Gaming Market Share, 2011 – 2015

    3.4. Value Chain Analysis

    3.5. Growth Drivers

           3.5.1. Growth in Broadband Industry

           3.5.2. Efficient Hardware compatibility

           3.5.3. Wireless Gaming

           3.5.4. Increase in disposable incomes

           3.5.5. Technological Advancement

           3.5.6. Innovative Pricing model

    3.6. Restraints

           3.6.1. Maturity of other segments

           3.6.2. Frauds

           3.6.3. Innovation in Gaming

    3.7. Opportunities

    3.8. Porter’s Five Force Model

           3.8.1. Bargaining power of Supplier

           3.8.2. Bargaining power of Buyer

           3.8.3. Threat of Substitute

           3.8.4. Threat of New Entrant

           3.8.5. Rivalry among Competitors

    3.9. Gaming Overall Market Segmentation

 

4. Gaming Market segmentation

    4.1. Gaming Market Segmentation by Type

           4.1.1. Gaming Hardware Market Size, Analysis and Forecast, 2011 - 2015

                     4.1.1.1. Video game handheld and accessories 

                                 4.1.1.1.1. Market Trend Analysis

                                 4.1.1.1.2. Market Size and Forecast. 2011 - 2015

                     4.1.1.2. Video game consoles and accessories

                                 4.1.1.2.1. Market Trend Analysis

                                 4.1.1.2.2. Market Size and Forecast. 2011 - 2015

                     4.1.1.3. Hardware market share Analysis and Forecast, 2011 - 2015

            4.1.2. Gaming Software Market Size, Analysis and Forecast, 2011 - 2015

                     4.1.2.1. Video game console software

                                 4.1.2.1.1. Market trend Analysis

                                 4.1.2.1.2. Market Size and Forecast, 2011 - 2015

                     4.1.2.2. Gaming development tools software

                                 4.1.2.2.1. Market Trend Analysis

                                 4.1.2.2.2. Market Size and Forecast. 2011 - 2015

                     4.1.2.3.  PC gaming software

                                 4.1.2.3.1. Market Trend Analysis

                                 4.1.2.3.2. Market Size and Forecast. 2011 - 2015

                     4.1.2.4. Mobile gaming software

                                 4.1.2.4.1. Market Trend Analysis

                                 4.1.2.4.2. Market Size and Forecast. 2011 - 2015

                     4.1.2.5. Video game handheld software

                                 4.1.2.5.1. Market Trend Analysis

                                 4.1.2.5.2. Market Size and Forecast. 2011 - 2015

           4.1.3. Online Gaming Market

                     4.1.3.1. Internet Users

                                 4.1.3.1.1. Market Trend Analysis

                                 4.1.3.1.2. Market Size and Forecast. 2011 - 2015

                     4.1.3.2. Mobile Users

                                 4.1.3.2.1. Market Trend Analysis

                                 4.1.3.2.2. Market Size and Forecast. 2011 - 2015

    4.2. Monetization and Revenue Generation methods

           4.2.1. Advertising or content services

           4.2.2. Advergaming

           4.2.3. In game advertising

           4.2.4. Content devices music

           4.2.5. Online platforms

           4.2.6. Hosting

           4.2.7. Publishing Platforms

           4.2.8. Currency/product exchange service

4.3. Global Gaming Market Revenue and Forecast by Geography

           4.3.1. U.S.

                                 4.3.1.1.1. Market Trend Analysis

                                 4.3.1.1.2. Market Size and Forecast. 2011 - 2015

           4.3.2. Europe

                                 4.3.2.1.1. Market Trend Analysis

                                 4.3.2.1.2. Market Size and Forecast. 2011 - 2015

           4.3.3. Asia Pacific

                                 4.3.3.1.1. Market Trend Analysis

                                 4.3.3.1.2. Market Size and Forecast. 2011 - 2015

           4.3.4. ROW

                                 4.3.4.1.1. Market Trend Analysis

                                 4.3.4.1.2. Market Size and Forecast. 2011 - 2015

 

5. Competitive Landscape

    5.1. Summary 

    5.2. Market Share By Key Players

    5.3. Competitive Strategy By Key Players

    5.4. Agreements and Collaborations

    5.5. Recent Developments

 

6. Recommendations

    6.1. Market Strategy for Success

    6.2. Barriers to be Considered

    6.3. Future Assumptions

 

7. Company Profiles

    7.1. Nintendo

          7.1.1. Company overview

          7.1.2. Products and service

          7.1.3. Business strategies

          7.1.4. Financial Overview

          7.1.5. Recent Development

    7.2. Activision Blizzard

          7.2.1. Company overview

          7.2.2. Products and service

          7.2.3. Business strategies

          7.2.4. Financial Overview

          7.2.5. Recent Development

    7.3. Sony

          7.3.1. Company overview

          7.3.2. Products and service

          7.3.3. Business strategies

          7.3.4. Financial Overview

          7.3.5. Recent Development

    7.4. Konami

          7.4.1. Company overview

          7.4.2. Products and service

          7.4.3. Business strategies

          7.4.4. Financial Overview

          7.4.5. Recent Development

   7.5. Disney entertainment

          7.5.1. Company overview

          7.5.2. Products and service

          7.5.3. Business strategies

          7.5.4. Financial Overview

          7.5.5. Recent Development

   7.6. Microsoft

          7.6.1. Company overview

          7.6.2. Products and service

          7.6.3. Business strategies

          7.6.4. Financial Overview

          7.6.5. Recent Development

   7.7. Viacom

          7.7.1. Company overview

          7.7.2. Products and service

          7.7.3. Business strategies

          7.7.4. Financial Overview

          7.7.5. Recent Development

    7.8. Ubisoft

           7.8.1. Company overview

           7.8.2. Products and service

           7.8.3. Business strategies

           7.8.4. Financial Overview

          7.8.5. Recent Development

   7.9. Take-two interactive

         7.9.1. Company overview

         7.9.2. Products and service

         7.9.3. Business strategies

         7.9.4. Financial Overview

         7.9.5. Recent Development

   7.10. THQ

           7.10.1. Company overview

           7.10.2. Products and service

           7.10.3. Business strategies

           7.10.4. Financial Overview

           7.10.5. Recent Development

   7.11. Real networks

           7.11.1. Company overview

           7.11.2. Products and service

           7.11.3. Business strategies

           7.11.4. Financial Overview

           7.11.5. Recent Development

   7.12. Zynga

           7.12.1. Company overview

           7.12.2. Products and service

           7.12.3. Business strategies

           7.12.4. Financial Overview

           7.12.5. Recent Development

   7.13. Apple

           7.13.1. Company overview

           7.13.2. Products and service

           7.13.3. Business strategies

           7.13.4. Financial Overview

           7.13.5. Recent Development

   7.14. EA sport

           7.14.1. Company overview

           7.14.2. Products and service

           7.14.3. Business strategies

           7.14.4. Financial Overview

           7.14.5. Recent Development

LIST OF FIGURES

 

Fig 1. Global Gaming Market Overview, 2011 – 2015 (USD Billion) 

Fig 2. Global Gaming Market Overview in percentage (2011 v/s 2015)

Fig 3. Global Gaming Market Size, 2011 – 2015 (USD Billion) 

Fig 4. Gaming Console Market Share by Major Players 

Fig 5. Porters Five Forces model

Fig 6. Global Market Forecast 2011 – 2015 (USD Billion) 

Fig 7. Global Gaming Market share (2011) 

Fig 8. Global Gaming Market share (2015) 

Fig 9. Total video gaming hardware market, 2011 – 2015 (USD Billion) 

Fig 10. Total video gaming software market, 2011 – 2015 (USD Billion) 

Fig 11. Video Game Handheld and Accessories Market, 2011 – 2015 (USD Billion) 

Fig 12. Video Game console and Accessories Market, 2011 – 2015 (USD Billion) 

Fig 13. Global Gaming Hardware Market share (2011) 

Fig 14. Global Gaming Hardware Market share (2015) 

Fig 15. Distribution of software gaming market size, 2011 – 2015 (USD Billion) 

Fig 16. Software gaming Market Share 2011 v/s 2015 (%)

Fig 17. Video Games Consoles Software Market Size and Forecast 2011 – 2015 (USD Billion)

Fig 18. Gaming Development Tools Software Market Size and Forecast 2011 – 2015 (USD Billion)

Fig 19. PC Gaming Software Market Size and Forecast 2011 – 2015 (USD Billion) 

Fig 20. Mobile Gaming Software Market Size and Forecast 2011 – 2015 (USD Billion) 

Fig 21. Video Game Handheld Software Market Size and Forecast 2011 – 2015 (USD Billion) 

Fig 22. Number of Internet Users and Forecast, 2011 – 2015 (Million) 

Fig 23. Number of Mobile Users and Forecast, 2011 – 2015 (Million)

Fig 24. Online and Mobile Gamers, (2011 v/s 2015) 

Fig 25. Video Games Ad Revenues Forecast 2011 – 2015 (USD Billion) 

Fig 26. Global Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)

Fig 27. Global Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)

Fig 28. Asia Pacific Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)

Fig 29. U.S. Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)

Fig 30. Europe Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)

Fig 31. RoW Gaming Market Revenue and Forecast 2011 – 2015 (USD Billion)

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Global Gaming Market