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Global Games Market 2023 by Company, Regions, Type and Application, Forecast to 2029

A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role. According to our (Global Info Research) latest study, the global Games market size was valued at USD 191780 million in 2022 and is forecast to a readjusted size of USD 386440 million by 2029 with a CAGR of 10.5% during review period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes. China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period. This report is a detailed and comprehensive analysis for global Games market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided. Key Features: Global Games market size and forecasts, in consumption value ($ Million), 2018-2029 Global Games market size and forecasts by region and country, in consumption value ($ Million), 2018-2029 Global Games market size and forecasts, by Type and by Application, in consumption value ($ Million), 2018-2029 Global Games market shares of main players, in revenue ($ Million), 2018-2023 The Primary Objectives in This Report Are: To determine the size of the total market opportunity of global and key countries To assess the growth potential for Games To forecast future growth in each product and end-use market To assess competitive factors affecting the marketplace This report profiles key players in the global Games market based on the following parameters - company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Activision Blizzard, Electronic Arts, Microsoft, NetEase and Nintendo, etc. This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence. Market segmentation Games market is split by Type and by Application. For the period 2018-2029, the growth among segments provide accurate calculations and forecasts for consumption value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets. Market segment by Type Online Game Offline Game Market segment by Application Amateur Professional Market segment by players, this report covers Activision Blizzard Electronic Arts Microsoft NetEase Nintendo Sony Tencent ChangYou DeNA GungHo Apple Google Nexon Sega NetEase Namco Bandai Ubisoft Square Enix Take-Two Interactive King Digital Entertainment Market segment by regions, regional analysis covers North America (United States, Canada, and Mexico) Europe (Germany, France, UK, Russia, Italy, and Rest of Europe) Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific) South America (Brazil, Argentina and Rest of South America) Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa) The content of the study subjects, includes a total of 13 chapters: Chapter 1, to describe Games product scope, market overview, market estimation caveats and base year. Chapter 2, to profile the top players of Games, with revenue, gross margin and global market share of Games from 2018 to 2023. Chapter 3, the Games competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast. Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2018 to 2029. Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2018 to 2023.and Games market forecast, by regions, type and application, with consumption value, from 2024 to 2029. Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War Chapter 12, the key raw materials and key suppliers, and industry chain of Games. Chapter 13, to describe Games research findings and conclusion.
1 Market Overview 1.1 Product Overview and Scope of Games 1.2 Market Estimation Caveats and Base Year 1.3 Classification of Games by Type 1.3.1 Overview: Global Games Market Size by Type: 2018 Versus 2022 Versus 2029 1.3.2 Global Games Consumption Value Market Share by Type in 2022 1.3.3 Online Game 1.3.4 Offline Game 1.4 Global Games Market by Appli
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About this Report
Report ID 306826
Category
  • Software and Services
Published on 27-Jan
Number of Pages 123
Publisher Name Global Info Research
Editor Rating
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