2013-2028 Report on Global Gaming Market by Player, Region, Type, Application and Sales Channel


Report ID : RC-50093 Category : Information And Communication Technology
Published Date : Oct-19 Pages : 124 Format : PDF
The global Gaming market was valued at $XX million in 2018, and MAResearch analysts predict the global market size will reach $XX million by the end of 2028, growing at a CAGR of XX% between 2018 and 2028.

This report provides detailed historical analysis of global market for Gaming from 2013-2018, and provides extensive market forecasts from 2019-2028 by region/country and subsectors. It covers the sales volume, price, revenue, gross margin, historical growth and future perspectives in the Gaming market.

Leading players of Gaming including:
    Activision Blizzard
    Electronic Arts
    Microsoft
    NetEase
    Nintendo
    Sony
    Tencent
    ChangYou
    DeNA
    GungHo
    Apple
    Google
    Nexon
    Sega
    Warner Bros
    Namco Bandai
    Ubisoft
    Square Enix
    Take-Two Interactive
    King Digital Entertainment

Market split by Type, can be divided into:
    Mobile Gaming
    Console Gaming
    PC Gaming

Market split by Application, can be divided into:
    Amateur
    Professional

Market split by Sales Channel, can be divided into:
    Direct Channel
    Distribution Channel

Market segment by Region/Country including:
    North America (United States, Canada and Mexico)
    Europe (Germany, UK, France, Italy, Russia and Spain etc.)
    Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)
    South America Brazil, Argentina, Colombia and Chile etc.)
    Middle East & Africa (South Africa, Egypt, Nigeria and Saudi Arabia etc.)

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Table of Contents

Chapter 1 Gaming Market Overview
    1.1 Gaming Definition
    1.2 Global Gaming Market Size Status and Outlook (2013-2028)
    1.3 Global Gaming Market Size Comparison by Region (2013-2028)
    1.4 Global Gaming Market Size Comparison by Type (2013-2028)
    1.5 Global Gaming Market Size Comparison by Application (2013-2028)
    1.6 Global Gaming Market Size Comparison by Sales Channel (2013-2028)
    1.7 Gaming Market Dynamics
        1.7.1 Market Drivers/Opportunities
        1.7.2 Market Challenges/Risks
        1.7.3 Market News (Mergers/Acquisitions/ Expansion)
Chapter 2 Gaming Market Segment Analysis by Player
    2.1 Global Gaming Sales and Market Share by Player (2016-2018)
    2.2 Global Gaming Revenue and Market Share by Player (2016-2018)
    2.3 Global Gaming Average Price by Player (2016-2018)
    2.4 Players Competition Situation & Trends
    2.5 Conclusion of Segment by Player
Chapter 3 Gaming Market Segment Analysis by Type
    3.1 Global Gaming Market by Type
        3.1.1 Mobile Gaming
        3.1.2 Console Gaming
        3.1.3 PC Gaming
    3.2 Global Gaming Sales and Market Share by Type (2013-2018)
    3.3 Global Gaming Revenue and Market Share by Type (2013-2018)
    3.4 Global Gaming Average Price by Type (2013-2018)
    3.5 Leading Players of Gaming by Type in 2018
    3.6 Conclusion of Segment by Type
Chapter 4 Gaming Market Segment Analysis by Application
    4.1 Global Gaming Market by Application
        4.1.1 Amateur
        4.1.2 Professional
    4.2 Global Gaming Sales and Market Share by Application (2013-2018)
    4.3 Leading Consumers of Gaming by Application in 2018
    4.4 Conclusion of Segment by Application
Chapter 5 Gaming Market Segment Analysis by Sales Channel
    5.1 Global Gaming Market by Sales Channel
        5.1.1 Direct Channel
        5.1.2 Distribution Channel
    5.2 Global Gaming Sales and Market Share by Sales Channel (2013-2018)
    5.3 Leading Distributors/Dealers of Gaming by Sales Channel in 2018
    5.4 Conclusion of Segment by Sales Channel
Chapter 6 Gaming Market Segment Analysis by Region
    6.1 Global Gaming Market Size and CAGR by Region (2013-2028)
    6.2 Global Gaming Sales and Market Share by Region (2013-2018)
    6.3 Global Gaming Revenue and Market Share by Region (2013-2018)
    6.4 North America
        6.4.1 North America Market by Country
        6.4.2 North America Gaming Market Share by Type
        6.4.3 North America Gaming Market Share by Application
        6.4.4 United States
        6.4.5 Canada
        6.4.6 Mexico
    6.5 Europe
        6.5.1 Europe Market by Country
        6.5.2 Europe Gaming Market Share by Type
        6.5.3 Europe Gaming Market Share by Application
        6.5.4 Germany
        6.5.5 UK
        6.5.6 France
        6.5.7 Italy
        6.5.8 Russia
        6.5.9 Spain
    6.6 Asia-Pacific
        6.6.1 Asia-Pacific Market by Country
        6.6.2 Asia-Pacific Gaming Market Share by Type
        6.6.3 Asia-Pacific Gaming Market Share by Application
        6.6.4 China
        6.6.5 Japan
        6.6.6 Korea
        6.6.7 India
        6.6.8 Southeast Asia
        6.6.9 Australia
    6.7 South America
        6.7.1 South America Market by Country
        6.7.2 South America Gaming Market Share by Type
        6.7.3 South America Gaming Market Share by Application
        6.7.4 Brazil
        6.7.5 Argentina
        6.7.6 Colombia
        6.7.7 Chile
    6.8 Middle East & Africa
        6.8.1 Middle East & Africa Market by Country
        6.8.2 Middle East & Africa Gaming Market Share by Type
        6.8.3 Middle East & Africa Gaming Market Share by Application
        6.8.4 Egypt
        6.8.5 Saudi Arabia
        6.8.6 South Africa
        6.8.7 Nigeria
    6.9 Conclusion of Segment by Region
Chapter 7 Profile of Leading Gaming Players
    7.1 Activision Blizzard
        7.1.1 Company Snapshot
        7.1.2 Product/Business Offered
        7.1.3 Business Performance (Sales, Price, Revenue, Gross Margin and Market Share)
        7.1.4 Strategy and SWOT Analysis
    7.2 Electronic Arts
    7.3 Microsoft
    7.4 NetEase
    7.5 Nintendo
    7.6 Sony
    7.7 Tencent
    7.8 ChangYou
    7.9 DeNA
    7.10 GungHo
    7.11 Apple
    7.12 Google
    7.13 Nexon
    7.14 Sega
    7.15 Warner Bros
    7.16 Namco Bandai
    7.17 Ubisoft
    7.18 Square Enix
    7.19 Take-Two Interactive
    7.20 King Digital Entertainment
Chapter 8 Upstream and Downstream Analysis of Gaming
    8.1 Industrial Chain of Gaming
    8.2 Upstream of Gaming
        8.2.1 Raw Materials
        8.2.2 Labor Cost
        8.2.3 Manufacturing Expenses
        8.2.4 Manufacturing Cost Structure
        8.2.5 Manufacturing Process
    8.3 Downstream of Gaming
        8.3.1 Leading Distributors/Dealers of Gaming
        8.3.2 Leading Consumers of Gaming
Chapter 9 Development Trend of Gaming (2019-2028)
    9.1 Global Gaming Market Size (Sales and Revenue) Forecast (2019-2028)
    9.2 Global Gaming Market Size and CAGR Forecast by Region (2019-2028)
    9.3 Global Gaming Market Size and CAGR Forecast by Type (2019-2028)
    9.4 Global Gaming Market Size and CAGR Forecast by Application (2019-2028)
    9.5 Global Gaming Market Size Forecast by Sales Channel (2019-2028)
Chapter 10 Appendix
    10.1 Research Methodology
    10.2 Data Sources
    10.3 Disclaimer
    10.4 Analysts Certification

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