Report Details

Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2019-2025

Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2019-2025

Report Format PDF & Excel
Pages 181
Publish Date Aug, 2019

The growing digital gaming demand from the social, casual and core gamers, increase penetration of the portable gaming devices such as smartphones and tablets and preference for paymium and freemium subscription models are supporting the growth of the digital gaming market especially in the emerging markets of Asia Pacific, Middle East and Africa (MEA). Despite, certain factors like piracy, games utilizing lot of space and traditional systems not capable of supporting the AAA games may still impact the growth of the digital gaming market.

The Digital Gaming market is one of the rapidly growing market across the globe. The Digital Gaming market is expected to grow at a CAGR of 17.2% during the period of 2019-2025.The growth of gaming market is due to an increasing demand for the freemium subscription model and is expected to grow at a CAGR of 20.3% during the period of 2019-2025. The market is growing due to increasing in the use of smartphones and tablets for gaming. In addition, the growing audience of gaming especially youngsters is fostering the demand for the market.

One of the major trend in the market seen is integration of virtual technologies into the gaming. Nowadays, vendors are coming up the mobile gaming applications integrated with virtual technologies that will help the customer in offering easy controls. Moreover, Apple's new product was launched with the concept of virtual technologies that attracted all gadgets lovers to use it. However, the internet bandwidth and increasing government policies in some countries is impacting the growth of the market.

The Digital Gaming market is analysed in six regions - North America, Western Europe, Central Eastern Europe, Middle East & Africa, Latin America and Asia-Pacific. The Middle East & Africa (MEA) region is one of the emerging regions for the digital gaming market growth resulting in huge business investments from most of the players. MEA's digital gaming market is expected to grow at a CAGR of 25.4% during the period of 2019 to 2025. The vendors present in US are trying to capture the market for gaming in APAC as there is less competition present and there is an increase in the young population in countries such as Vietnam and India. Some of the players present in the market are Microsoft, Nintendo, Samsung, and Sony.

This study covers and analyses "Digital Gaming market" globally. Bringing out the complete key insights of this industry, this report aims to provide an opportunity for players to understand the latest trends, current market scenario, government initiative and technologies related to the market. In addition, helps the venture capitalist in understanding the companies better and take informed decisions.

United States

Canada

UK

Germany

France

China

Japan

South Korea

Gaming Audience

Social Gamers

Serious Gamers

Core Gamers

Devices

Featured Phones and Smartphones

Tablets

PC

Laptops

Console Units

Gaming Platform:

Flash

iOS

Android

Social Network

Sony Corporation

Microsoft Corporation

Nintendo Co., Ltd.

Samsung Electronics Co Ltd

LG Electronics Inc.

Zynga Inc.

Electronic Arts Inc. (EA)

King Digital Entertainment Plc

Sega Games Co. Ltd

NVidia Corporation

Google Inc

Amazon.com, Inc.

International Business Machines Corp

Apple Inc

Facebook Inc

APAR GAMES

Zatun

Kabam

Rolocule

Tapinator, Inc

EXECUTIVE SUMMARY

According to the statistics available, the total global population in the year 2013 was 6.40 billion out of which 2.40 billion had access to the internet (online users) and 1.20 billion users are active gamers. Thus, these statistics clearly shows how much scope of growth is there for the digital gaming market space. Today, the gamers are preferring freemium model as it gives them freedom to play games for free, and play on the latest gaming versions and ease of playing the game from any of the game devices such as smartphones, smart TVs, tablets, pcs and game consoles.

Today, gaming platforms such as iOS and android are one of the popular gaming platform. The gamers prefer puzzles, casual, action and sports games on these platform. League of Legends, Counter strike, crossfire and candy crush are some of the popular digital games. Presently, more than 32% of the people in the age group of 18-35 years spend on an average 22 hours in a week on playing games. To attract the gamers and to maximize their gaming reach, the gaming platform providers provides attractive virtual gifts to the gamer in order to move into next level by inviting more people to the game.

Companies are supporting freemium model due to the increase demand from the gaming audience. In near future, lot many innovations such as virtual gaming will be seen in the digital gaming space and also, the games will be of low cost and high resolution with improved graphics. Thus, improving the gamer’s overall gaming experience.

The Global Digital gaming market is expected to grow at a CAGR of 17.2%during the period of 2019-2025, respectively. The gaming platform is estimated to grow at a CAGR of 22.9% followed by gaming devices which is estimated to grow at a CAGR of 21.2% during the forecasted period 2019-2025.

1 Industry Outlook

1.1 Industry Overview

1.2 Industry Trends

1.3 Pest Analysis

2 Report Outline

2.1 Report Scope

2.2 Report Summary

2.3 Research Methodology

2.4 Report Assumptions

3 Market Snapshot

3.1 Total Addressable Market (TAM)

3.2 Segmented Addressable Market (SAM)

3.3 Parent/Related Markets

3.3.1 Smartphones and Tablets Gaming Market

3.3.2 Cloud Gaming Market

3.3.3 Online Gaming Market

4 Market Outlook

4.1 Market Overview

4.2 Market Trends & Impact

4.3 Market Segmentation

4.4 Technology Roadmap

4.5 Porter 5 (Five) Forces

5 Market Characteristics

5.1 Ecosystem

5.2 Market Dynamics

5.2.1 Drivers

5.2.1.1 Increase in Gaming Audience

5.2.1.2 Retail Games

5.2.1.3 Low Cost Games

5.2.2 Restraints

5.2.2.1 Growing Piracy

5.2.2.2 Utilizes lot of Space in the System

5.2.2.3 Traditional Systems not Capable of Supporting Heavy Games

5.2.3 Opportunities

5.2.3.1 For Game Publishers and Developers

5.2.3.2 Upcoming Technology Friendly Gaming Devices

5.2.3.3 Cloud Gaming

5.2.4 DRO - Impact Analysis

5.2.5 Key stakeholders

6 Gaming Audience: Market Size & Analysis

6.1 Overview

6.1.1 Market Size and Analysis

6.2 Social Gamers

6.2.1 By Market Size and Analysis

6.3 Serious Gamers

6.3.1 Market Size and Analysis

6.4 Core Gamers

6.4.1 Market Size and Analysis

7 Devices: Market Size & Analysis

7.1 Overview

7.1.1 Market Size and Analysis

7.2 Featured Phones and Smartphones

7.2.1 Market Size & Analysis

7.3 Tablets

7.3.1 Market Size & Analysis by Tablets

7.4 PC

7.4.1 Market Size & Analysis by PC

7.5 Laptops

7.5.1 Market Size & Analysis by Laptops

7.6 Console Units

7.6.1 Market Size & Analysis by Console Units

7.7 Vendor Profiles

7.7.1 Sony Corporation

7.7.1.1 Overview

7.7.1.2 Financial Health

7.7.1.3 Business Units

7.7.1.3.1 Overall

7.7.1.3.2 Market Specific

7.7.1.4 SWOT Analysis

7.7.1.5 Key Business Priorities

7.7.1.6 Business Strategy & View

7.7.2 Microsoft Corporation

7.7.2.1 Overview

7.7.2.2 Financial Health

7.7.2.3 Business Units

7.7.2.3.1 Overall

7.7.2.3.2 Market Specific

7.7.2.4 SWOT Analysis

7.7.2.5 Key Business Priorities

7.7.2.6 Business Strategy & Views

7.7.3 Nintendo Co., Ltd.

7.7.3.1 Overview

7.7.3.2 Financial Health

7.7.3.3 Business Units

7.7.3.3.1 Overall

7.7.3.3.2 Market Specific

7.7.3.4 SWOT Analysis

7.7.3.5 Key Business Priorities

7.7.3.6 Business Strategy & View

7.7.4 Samsung Electronics Co Ltd

7.7.4.1 Overview

7.7.4.2 Financial Health

7.7.4.3 Business Units

7.7.4.3.1 Overall

7.7.4.3.2 Market Specific

7.7.4.4 SWOT Analysis

7.7.4.5 Key Business Priorities

7.7.4.6 Business Strategy & View

7.7.5 LG Electronics Inc.

7.7.5.1 Overview

7.7.5.2 Financial Health

7.7.5.3 Business Units

7.7.5.3.1 Overall

7.7.5.3.2 Market Specific

7.7.5.4 SWOT Analysis

7.7.5.5 Key Business Priorities

7.7.5.6 Business Strategy & View

8 Gaming Platform: Market Size & Analysis

8.1 Overview

8.1.1 Market Size & Analysis

8.2 Flash

8.2.1 Market Size & Analysis

8.3 iOS

8.3.1 Drivers of iOS Platform

8.3.2 Market Size & Analysis

8.4 Android

8.4.1 Drivers of Android Platform

8.4.2 Gaming Audience Spend Time on Android Phone

8.4.3 Market Size & Analysis

8.5 Social Network

8.5.1 Drivers of Social Network Gaming Platform

8.5.2 Market Size & Analysis

8.6 Vendor Profiles

8.6.1 Zynga Inc.

8.6.1.1 Overview

8.6.1.2 Financial Health

8.6.1.3 Business Units

8.6.1.3.1 Overall

8.6.1.3.2 Market Specific

8.6.1.4 SWOT Analysis

8.6.1.5 Key Business Priorities

8.6.1.6 Business Strategy & Views

8.6.2 Electronic Arts Inc. (EA)

8.6.2.1 Overview

8.6.2.2 Financial Health

8.6.2.3 Business Units

8.6.2.3.1 Market Specific

8.6.2.4 SWOT Analysis

8.6.2.5 Key Business Priorities

8.6.2.6 Business Strategy & Views

8.6.3 King Digital Entertainment Plc

8.6.3.1 Overview

8.6.3.2 Financial Health

8.6.3.3 Business Units

8.6.3.3.1 Market Specific

8.6.3.4 SWOT Analysis

8.6.3.5 Key Business Priorities

8.6.3.6 Business Strategy & Views

8.6.4 Sega Games Co. Ltd

8.6.4.1 Overview

8.6.4.2 Financial Health

8.6.4.3 Business Units

8.6.4.3.1 Market Specific

8.6.4.4 SWOT Analysis

8.6.4.5 Key Business Priorities

8.6.4.6 Business Strategy & Views

8.6.5 NVidia Corporation

8.6.5.1 Overview

8.6.5.2 Financial Health

8.6.5.3 Business Units

8.6.5.3.1 Overall

8.6.5.3.2 Market Specific

8.6.5.4 SWOT Analysis

8.6.5.5 Key Business Priorities

8.6.5.6 Business Strategy & Views

9 Gaming Subscription Model: Market Size & Analysis

9.1 Overview

9.1.1 Market Size & Analysis

9.2 Premium Model

9.2.1 Drivers of Premium Subscription Model

9.2.2 Market Size & Analysis

9.3 Paymium Model

9.3.1 Drivers of Paymium Subscription Model

9.3.2 Market Size & Analysis

9.4 Freemium Model

9.4.1 Drivers of the Freemium Model

9.4.2 Market Size & Analysis

10 Regions: Market Size & Analysis

10.1 Overview

10.1.1 Market Size & Analysis

10.2 North America

10.2.1 Drivers of North America Digital Gaming Market

10.2.2 United States

10.2.3 Canada

10.2.4 Market Size & Analysis

10.3 Western Europe

10.3.1 Drivers of Western Europe Digital Gaming

10.3.2 UK

10.3.3 Germany

10.3.4 France

10.3.5 Market Size & Analysis

10.4 Asia-Pacific

10.4.1 Drivers of Asia Pacific Digital Gaming

10.4.2 China

10.4.3 Japan

10.4.4 South Korea

10.4.5 Market Size & Analysis

10.5 Central Eastern Europe

10.5.1 Drivers of CEE Digital Gaming Market

10.5.2 Market Size & Analysis

10.6 Middle East and Africa (MEA)

10.6.1 Drivers of MEA Digital Gaming Market

10.6.2 Market Size & Analysis

10.7 Latin America

10.7.1 Drivers of Latin America Digital Gaming Market

10.7.2 Market Size & Analysis

11 Competitive Landscape

11.1 Competitor Comparison Analysis

11.1.1 Competitor Analysis (Console device Manufacturer’s)

11.1.2 Analysis By Gaming Subscription Model

11.1.3 Analysis By Gaming Platform

11.2 Market Landscape

11.2.1 Mergers & Acquisitions (M&A)

11.2.2 Venture Capital (VC) Funding

11.2.3 Joint Ventures & Collaborations

12 End-User Analysis

13 Global Generalists

13.1 Google Inc

13.1.1 Overview

13.1.2 Key Offerings

13.1.3 Objectives and Progress

13.2 Amazon.com, Inc.

13.2.1 Overview

13.2.2 Key Offerings

13.2.3 Objectives and Progress

13.3 International Business Machines Corp.

13.3.1 Overview

13.3.2 Key Offerings

13.3.3 Objectives and Progress

13.4 Apple Inc.

13.4.1 Overview

13.4.2 Key Offerings

13.4.3 Objectives and Progress

13.5 Facebook Inc

13.5.1 Overview

13.5.2 Key Offerings

13.5.3 Objectives and Progress

14 Companies to Watch For

14.1 APAR GAMES

14.1.1 Overview

14.1.2 Key Offerings

14.1.3 Objective and Progress

14.2 Zatun

14.2.1 Overview

14.2.2 Key Offerings

14.2.3 Objective And Progrss

14.3 Kabam

14.3.1 Overview

14.3.2 Key Offerings

14.3.3 Objective and Progress

14.4 Rolocule

14.4.1 Overview

14.4.2 Key Offerings

14.4.3 Objective and Progress

14.5 Tapinator, Inc.

14.5.1 Overview

14.5.2 Key Offerings

14.5.3 Objective and Progress

Annexure

AcronymsList of Tables

TABLE 1 KEYSTAKEHOLDERS

TABLE 2 GLOBAL DIGITAL GAMING AUDIENCE MARKET, 2019-2025 ($BILLION)

TABLE 3 GLOBAL DIGITAL GAMING AUDIENCE MARKET,2019-2025 (Y-O-Y)%

TABLE 4 GLOBAL DIGITAL GAMING DEVICE MARKET,2019-2025($BILLION)

TABLE 5 GLOBAL DIGITAL GAMING DEVICE MARKET,2019-2025 (Y-O-Y)%

TABLE 6 SONY CORPORATION: KEY FINANCIAL INDICATORS, 2013-2014 ($MILLION)

TABLE 7 MICROSOFT: KEY FINANCIAL INDICATORS, 2013-2014 ($MILLION)

TABLE 8 NINTENDO: KEY FINANCIAL INDICATORS, 2013-2014 ($MILLION)

TABLE 9 SAMSUNG: KEY FINANCIAL INDICATORS, 2013-2014 ($BILLION)

TABLE 10 LG: KEY FINANCIAL INDICATORS, 2013-2014 ($MILLION)

TABLE 11 GLOBAL DIGITAL GAMING PLATFORM MARKET, 2019-2025 ($BILLION)

TABLE 12 GLOBAL DIGITAL GAMING PLATFORM MARKET, 2019-2025 (Y-O-Y)%

TABLE 13 ZYNGA: KEY FINANCIAL INDICATORS, 2013-2014 ($MILLIONS)

TABLE 14 EA: KEY FINANCIAL INDICATORS, 2013-2014 ($MILLION)

TABLE 15 KING DIGITAL ENTERTAINMENT: KEY FINANCIAL INDICATORS, 2013-2014 ($MILLION)

TABLE 16 NVIDIA: KEY FINANCIAL INDICATORS, 2013-2014 ($THOUSANDS)

TABLE 17 GLOBAL DIGITAL GAMING SUBSCRIPTION MODEL,2019-2025 ($BILLION)

TABLE 18 GLOBAL DIGITAL GAMING SUBSCRIPTION MODEL, 2019-2025 (Y-O-Y)%

TABLE 19 GLOBAL DIGITAL GAMING MARKET REVENUE BY REGIONS, 2019-2025 ($BILLION)

TABLE 20 GLOBAL DIGITAL GAMING MARKET REVENUE BY REGIONS,2019-2025 (Y-O-Y)%

TABLE 21 KEY INDICATORS: UNITED STATES

TABLE 22 KEY INDICATORS: CANADA

TABLE 23 NORTH AMERICA DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

TABLE 24 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 ($BILLION)

TABLE 25 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 (Y-O-Y) %

TABLE 26 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 ($BILLION)

TABLE 27 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 (Y-O-Y) %

TABLE 28 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2019-2025 ($BILLION)

TABLE 29 NORTH AMERICA DIGITAL GAMING REVENUE, BY GAMING PLATFORMS, 2019-2025 (Y-O-Y) %.

TABLE 30 NORTH AMERICA DIGITAL GAMING REVENUE, BY COUNTRIES, 2019-2025 ($BILLION)

TABLE 31 KEY INDICATORS: UK

TABLE 32 KEY INDICATORS: GERMANY

TABLE 33 KEY INDICATORS: FRANCE

TABLE 34 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

TABLE 35 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 ($BILLION)

TABLE 36 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 (Y-O-Y) %

TABLE 37 WESTERN EUROPE DIGITAL GAMING REVENUE, BY GAMING DEVICES, 2019-2025($BILLION)

TABLE 38 WESTERN EUROPE DIGITAL GAMING REVENUE, BY GAMING DEVICES, 2019-2025 (Y-O-Y)%

TABLE 39 WESTERN EUROPE DIGITAL GAMING REVENUE, BY GAMING PLATFORMS, 2019-2025 ($BILLION)

TABLE 40 WESTERN EUROPE DIGITAL GAMING REVENUE, BY GAMING PLATFORMS, 2019-2025(Y-O-Y)%

TABLE 41 WESTERN EUROPE DIGITAL GAMING REVENUE, BY COUNTRIES, 2019-2025 ($BILLION)

TABLE 42 KEY INDICATORS: CHINA

TABLE 43 KEY INDICATORS: JAPAN

TABLE 44 KEY INDICATORS: SOUTH KOREA

TABLE 45 ASIA –PACIFIC DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

TABLE 46 ASIA –PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 ($BILLION)

TABLE 47 ASIA–PACIFIC DIGITAL GAMING MARKET REVENUE,BY GAMING AUDIENCE,2019-2025 (Y-O-Y)%

TABLE 48 ASIA–PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 ($BILLION)

TABLE 49 ASIA–PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 (Y-O-Y)%

TABLE 50 ASIA–PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2019-2025 ($BILLION)

TABLE 51 ASIA–PACIFIC DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2019-2025 (Y-O-Y)%

TABLE 52 ASIA–PACIFIC DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2019-2025 ($BILLION)

TABLE 53 COUNTRY ANALYSIS

TABLE 54 CEE DIGITAL GAMING MARKET REVENUE, 2019-2025 ($BILLION)

TABLE 55 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 ($BILLION)

TABLE 56 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 (Y-O-Y)%

TABLE 57 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 ($BILLION)

TABLE 58 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 (Y-O-Y)%

TABLE 59 CEE DIGITAL GAMING MARKET REVENUE ,BY GAMING PLATFORMS ,2019-2025 ($BILLION)

TABLE 60 CEE DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2019-2025 (Y-O-Y)%

TABLE 61 CEE DIGITAL GAMING MARKET REVENUE ,BY COUNTRIES, 2019-2025 ($BILLION)

TABLE 62 COUNTRY ANALYSIS

TABLE 63 MEA DIGITAL GAMING MARKET REVENUE BY TYPES ,2019-2025 ($BILLION)

TABLE 64 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 ($BILLION)

TABLE 65 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 (Y-O-Y)%

TABLE 66 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 ($BILLION)

TABLE 67 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 (Y-O-Y)%

TABLE 68 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2019-2025 ($BILLION)

TABLE 69 MEA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORMS, 2019-2025 (Y-O-Y)%

TABLE 70 MEA DIGITAL GAMING MARKET REVENUE, BY COUNTRIES 2019-2025 ($BILLION)

TABLE 71 COUNTRY ANALYSIS

TABLE 72 LATIN AMERICA DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

TABLE 73 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 ($BILLION)

TABLE 74 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 (Y-O-Y)%

TABLE 75 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING DEVICES, 2019-2025 ($BILLION)

TABLE 76 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING AUDIENCE, 2019-2025 (Y-O-Y)%

TABLE 77 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORM, 2019-2025 ($BILLION)

TABLE 78 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY GAMING PLATFORM, 2019-2025 (Y-O-Y)%

TABLE 79 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2019-2025 ($BILLION)

TABLE 80 COMPETITOR ANALYSIS (CONSOLE DEVICE MANUFACTURER’S)

TABLE 81 MERGER & ACQUISITION, 2014–2019

TABLE 82 VENTURE CAPITAL (VC) FUNDING, 2012–2019

TABLE 83 JOINT VENTURES & COLLABORATIONSList of Charts

CHART 1 PEST ANALYSIS ON GLOBAL DIGITAL GAMING MARKET

CHART 2 RESEARCH METHODOLOGY

CHART 3 GLOBAL DIGITAL GAMING MARKET REVENUE, 2019–2025

CHART 4 GLOBAL CLOUD GAMING MARKET REVENUE, 2019–2025

CHART 5 GLOBAL DIGITAL GAMING MARKET SEGMENTATION

CHART 6 TECHNOLOGY ROADMAP OF GLOBAL DIGITAL GAMING MARKET

CHART 7 PORTERS 5 FORCES GLOBAL DIGITAL GAMING MARKET

CHART 8 ECOSYSTEM OF GLOBAL DIGITAL GAMING MARKET

CHART 9 MARKET DYNAMICS – DRIVERS, RESTRAINTS & OPPORTUNITIES

CHART 10 DRO - IMPACT ANALYSIS OF GLOBAL DIGITAL GAMING MARKET

CHART 11 GAMING AUDIENCE BY GENDER (BY AGE)

CHART 12 GAMING PREFERANCE BY GENDER

CHART 13 GLOBAL DIGITAL GAMING AUDIENCE MARKET,2019-2025 ($BILLION)

CHART 14 GLOBAL DIGITAL GAMING AUDIENCE MARKET, 2019-2025 ($BILLION)

CHART 15 SOCIAL GAMERS CHARACTERISTICS

CHART 16 SOCIAL GAMERS CLASSIFICATION ACCORDING TO THEIR GAMING BEHAVIOR

CHART 17 FEW SOCIAL GAMES

CHART 18 SOCIAL GAMERS BEHAVIOR ANALYSIS ACCORDING TO GENDER

CHART 19 GLOBAL SOCIAL GAMING AUDIENCE,2019-2025 ($BILLION)

CHART 20 FEW SERIOUS GAMES

CHART 21 GLOBAL SERIOUS GAMING AUDIENCE, 2019-2025 ($BILLION)

CHART 22 FEW CORE GAMES

CHART 23 CORE GAMERS GAMING PURCHASING PATTERN

CHART 24 GLOBAL CORE GAMING AUDIENCE,2019-2025($BILLION)

CHART 25 GAME DEVICES MARKET SHARE 2014

CHART 26 GLOBAL DIGITAL GAMING DEVICE MARKET, 2019-2025 ($BILLION)

CHART 27 GLOBAL DIGITAL GAMING DEVICE MARKET, 2019-2025 ($BILLION)

CHART 28 FEATURED PHONES AND SMARTPHONES GAMING

CHART 29 GLOBAL DIGITAL GAMING PREFERRED LOCATION BY MOBILE GAMERS, 2019-2025

CHART 30 TYPES OF GAME PREFERENCE BY REGION ON ANDROID PHONE

CHART 31 GLOBAL MOBILE VENDOR SHARE Q2,2019

CHART 32 GLOBAL SMARTPHONE MARKET SHARE BY OPERATING SYSTEM, 2014-2018

CHART 33 GLOBAL DIGITAL GAMING DEVICE MARKET BY FEATURE PHONE AND SMARTPHONE ,2019-2025

CHART 34 TABLET GAMING

CHART 35 GLOBAL TABLET SHIPMENTS, 2013-2014 (MILLION UNITS)

CHART 36 GLOBAL TABLET MARKETSHARE BY OPERATING SYSTEM, 2014

CHART 37 GLOBAL DIGITAL GAMING DEVICE MARKET BY TABLETS, 2019-2025 ($BILLION)

CHART 38 PC GAMING

CHART 39 GLOBAL PC SHIPMENT OF LEADING VENDORS, 2014

CHART 40 GLOBAL DIGITAL GAMING DEVICE MARKET BY PC, 2019-2025 ($BILLION)

CHART 41 LAPTOP GAMING

CHART 42 GLOBAL LAPTOP SHIPMENT, 2014-2017 ($MILLION)

CHART 43 GLOBAL DIGITAL GAMING DEVICE MARKET BY LAPTOPS, 2019-2025 ($BILLION)

CHART 44 CONSOLE GAMING

CHART 45 GLOBAL MARKETSHARE OF CONSOLE DEVICES,2014

CHART 46 GLOBAL DIGITAL GAMING DEVICE MARKET BY CONSOLE DEVIES, 2019-2025 ($BILLION)

CHART 47 SONY CORPORATION: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 48 SONY CORPORATION: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 49 SONY CORPORATION: SWOT ANALYSIS

CHART 50 MICROSOFT: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 51 SONY CORPORATION: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 52 MICROSOFT: SWOT ANALYSIS

CHART 53 NINTENDO: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 54 NINTENDO: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 55 NINTENDO: SWOT ANALYSIS

CHART 56 SAMSUNG: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 57 SAMSUNG SWOT ANALYSIS

CHART 58 LG: SWOT ANALYSIS

CHART 59 GLOBAL DIGITAL GAMING PLATFORM MARKET, 2019-2025 ($BILLION)

CHART 60 GLOBAL DIGITAL GAMING PLATFORM MARKET, 2019-2025 ($BILLION)

CHART 61 EVOLUTION OF FLASH BASED GAMES

CHART 62 FEW FLASHGAMES

CHART 63 GLOABAL DIGITAL GAMING PLATFORM MARKET BY FLASH, 2019-2025 ($BILLION)

CHART 64 DRIVERS OF IOS PLATFORM

CHART 65 FEW IOS PLATFORM GAMES

CHART 66 IOS DEVICE SHIPMENT Q1, 2019 ('000 UNITS)

CHART 67 LEADING IOS PLATFORM GAMES

CHART 68 GLOBAL DIGITAL GAMING PLATFORM FOR IOS PLATFORM, 2019-2025 ($BILLION)

CHART 69 DRIVERS OF ANDROID PLATFORM

CHART 70 FEW ANDROID GAMES

CHART 71 LEADING ANDROID GAMES

CHART 72 OUT OF 50 MINUTES SPEND IN A DAY ON ANDROID PHONE, SHARE OF GAMES

CHART 73 GLOBAL DIGITAL GAMING PLATFORM FOR ANDROID PLATFORM,2019-2025 ($BILLION)

CHART 74 DRIVERS OF SOCIAL NETWORK GAMING PLATFORM

CHART 75 FEW SOCIAL GAMES

CHART 76 GLOBAL DIGITAL GAMING PLATFORM FOR SOCIAL NETWORK GAMING PLATFORM, 2019-2025 ($BILLION)

CHART 77 ZYNGA: SWOT ANLYSIS

CHART 78 EA: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 79 EA SWOT ANALYSIS

CHART 80 KING DIGITAL ENTERTAINMENT: SWOT ANALYSIS

CHART 81 SEGA GAMES CO.LTD: SWOT ANALYSIS

CHART 82 NVIDIA: REVENUE BY SEGMENTS, 2013-2014 (PERCENTAGE)

CHART 83 NVIDIA: REVENUE BY REGIONS, 2013-2014 (PERCENTAGE)

CHART 84 NVIDIA: SWOT ANALYSIS

CHART 85 GLOBAL DIGITAL GAMING SUBSCRIPTION MODEL, 2019-2025 ($BILLION)

CHART 86 GLOBAL DIGITAL GAMING SUBSCRIPTION MODEL, 2019-2025 ($BILLION)

CHART 87 PREMIUM GAMING SUBSCRIPTION MODEL

CHART 88 DRIVERS OF PREMIUM SUBSCRIPTION MODEL

CHART 89 GLOBAL DIGITAL GAMING PREMIUM SUBSCRIPTION MODEL, 2019-2025 ($BILLION)

CHART 90 PREMIUM SUBSCRIPTION MODEL BY TYPES, 2019-2025 ($BILLION)

CHART 91 PAYMIUM MODEL

CHART 92 DRIVERS OF PAYMIUM SUBSCRIPTION MODEL

CHART 93 GLOBAL DIGITAL PAYMIUM SUBSCRIPTION MODEL, 2019-2025 ($BILLION)

CHART 94 GLOBAL DIGITAL PREMIUM SUBSCRIPTION MODEL, 2019-2025 ($BILLION)

CHART 95 FREEMIUM MODEL

CHART 96 DRIVERS OF THE FREEMIUM MODEL

CHART 97 GLOBAL DIGITAL GAMING FREEMIUM SUBSCRIPTION MODEL, 2019-2025 ($BILLION)

CHART 98 GLOBAL DIGITAL GAMING FREEMIUM SUBSCRIPTION MODEL, 2019-2025 ($BILLION)

CHART 99 GLOBAL DIGITAL GAMING MARKET REVENUE BY REGIONS, 2019-2025 ($ BILLION)

CHART 100 GLOBAL DIGITAL GAMING MARKET REVENUE BY REGIONS, 2019-2025 ($BILLION)

CHART 101 DRIVERS OF NORTH AMERICA DIGITAL GAMING MARKET

CHART 102 NORTH AMERICA DIGITAL GAMING MARKET REVENUE, 2019-2025 ($BILLION)

CHART 103 NORTH AMERICA DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

CHART 104 NORTH AMERICA DIGITAL GAMING REVENUE, BY COUNTRIES, 2019-2025($BILLION)

CHART 105 DRIVERS OF WESTERN EUROPE DIGITAL GAMING

CHART 106 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE, 2019-2025 ($BILLION)

CHART 107 WESTERN EUROPE DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

CHART 108 WESTERN EUROPE DIGITAL GAMING REVENUE, BY COUNTRIES, 2019-2025 ($BILLION)

CHART 109 DRIVERS OF ASIA PACIFIC DIGITAL GAMING

CHART 110 ASIA-PACIFIC DIGITAL GAMING MARKET REVENUE ,2019-2025 ($BILLION)

CHART 111 ASIA–PACIFIC DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

CHART 112 ASIA–PACIFIC DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2019-2025 ($BILLION)

CHART 113 DRIVERS OF CEE DIGITAL GAMING MARKET

CHART 114 CEE DIGITAL GAMING MARKET REVENUE, 2019-2025 ($BILLION)

CHART 115 CEE DIGITAL GAMING MARKET REVENUE, 2019-2025 ($BILLION)

CHART 116 CEE DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2019-2025 ($BILLION)

CHART 117 DRIVERS OF MEA DIGITAL GAMING MARKET

CHART 118 MEA DIGITAL GAMING MARKET REVENUE, 2019-2025 ($BILLION)

CHART 119 MEA DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

CHART 120 MEA DIGITAL GAMING MARKET REVENUE, BY COUNTRIES 2019-2025 ($BILLION)

CHART 121 DRIVERS OF LATIN AMERICA DIGITAL GAMING MARKET

CHART 122 LATIN AMERICA DIGITAL GAMING MARKET REVENUE ,2019-2025 ($BILLION)

CHART 123 LATIN AMERICA DIGITAL GAMING MARKET REVENUE BY TYPES, 2019-2025 ($BILLION)

CHART 124 LATIN AMERICA DIGITAL GAMING MARKET REVENUE, BY COUNTRIES, 2019-2025 ($BILLION)

CHART 125 ANALYSIS BY GAMING SUBSCRIPTION MODEL

CHART 126 ANALYSIS BY GAMING PLATFORM

CHART 127 PARTICIPATED REGIONS

CHART 128 GAMING AUDIENCE ACCORDING TO GENDER

CHART 129 HOW OFTEN THE GAMER’S PLAY DIGITAL GAME

CHART 130 PREFERED GAME CATEGORY

CHART 131 GAMING DEVICE

CHART 132 SUBSCRIPTION MODEL

CHART 133 PREFERED PLACE FOR GAMING

CHART 134 DAILY TIME SPENT ON GAMES

CHART 135 ZATUN: KEY OFFERINGS

Research Methodology
The research study released with title "Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2019-2025" involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.

Key Executives Interviewed

Global Digital Gaming Market Gaming Audience

Research Programs/Design
Historical Data (2017-2022E)
  • Industry Trends
  • Competition Analysis & Landscape
  • By Company
  • Product Launches
  • Joint Venture & Partnerships
  • Merger & Acquisitions
  • Market Segment
  • by Type
  • by Application / End Users
  • By Regions/ Geography
  • Value in Dollar Term
  • Segment Revenue for Major & Emerging Players
  • Market Share
  • % Growth Rate
  • Current Scenario Analysis
  • Sales Volume by Key Players
  • % Market Share & Position
  • % Growth Rate
Market Factor Analysis
  • Market Environment
  • Government Policy & Regulatory Factors
  • Technological Changes
  • Market Risks & Challenges
  • Market Drivers
  • Market Maturity Indicators
  • Impact of Cost Variance
  • Growth Determinants
Market Forecast (2023F-2028F)
  • Overall Size (Value & Volume*)
  • by Type
  • by Application
  • By Region / Country
  • Key Data (Value & Volume*)
  • %Market Share
  • %Growth Rate
  • CAGR (2023-2028)

Market Size Estimation

Top-down and bottom-up approaches are used to validate and estimate the global/regional market size by manufacturers, regional splits, product segments and application.

To establish Research coverage of the study with most relevant & functional players HTF MI follows industry standards such as NAICS/SIC/ICB/TRCB, furthermore the sorted list of companies is validated using Product Mapping and business activities and shortlisted by industry perspective.

HTF MI select experienced analyst and associate that are specialized in the domain for conducting research. They prepare a list of companies by region that helps to understand players penetration rate in the market. This companies are further analyses in what segment or application they serve in our market. The list of product and applications are evaluated for each companies dealing in the Global Digital Gaming Market Gaming Audience. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand company’s positioning regarding market value, volume and their market share for regional as well as global. Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Online) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc from Global Digital Gaming Market Gaming Audience who then work towards appointment generation.

Primary Data Collection

The primary research is performed by taking the interviews of executives of various companies dealing in the Global Digital Gaming Market Gaming Audience as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and relevant list of appointee or target primary respondents; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & In Mail, Community Forums, Open Survey, SurveyMonkey etc.

Secondary Sources

The secondary resources considered in the Global Digital Gaming Market Gaming Audience study includes company annual reports, press releases, published articles of organizations and associations, and the survey taken through different mediums such as online website and forums, survey monkey, LinkedIn, etc. In addition, the valuable strategic information obtained from industry association, paid database, and investor presentations are also good tool for information to make appropriate iterative validation are used to modify market models and cross-verify primary research and insights.

Market Breakdown and Data Triangulation

To make market engineering data complete; extensive primary research is conducted to gather information and validate the critical numbers derived to be used for calculations of market statistics; market size estimations; forecasting; breakdown; and data triangulation. Both top-down and bottom-up approaches were applied, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Furthermore qualitative and further quantitative analysis is also done for all the numbers arrived at in the market estimation process to list relevant information in the final deliverable report "Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2019-2025" .

Market Size
  • Segmental value
  • Geographic Penetration
  • Product Adoption Rate for Different market
  • Research Journals
  • Company Websites
  • White Papers
  • Annual Reports and SEC Filings
  • Company Websites and Press Releases
  • Public and Paid Databases
  • HTF MI Data Repository
Market Position of Top Company
  • Product Financials
  • Geographic value Mix
  • Total Company value
  • Business/Segment value
Qualitative Analysis
  • Influencing Trends
  • Market Potential
  • Market Risks and Opportunities
  • Growth Drivers and Constraints
  • Geographical Footprints
  • Government Policies
  • Company Websites and Press Releases
  • Survey Reports and Paid Databases
  • Annual Reports
  • Industry Associations
  • HTF MI Database

Key Information from Primary Sources

Primary Sources Parameters Key Data
Market Segments
  • Market Forecast (Value & Volume*) by Application, Type & Region / Country
  • History and Forecast
  • Market Size (Value & Volume) by Application
  • Market Size by Regions, Status & Forecast
  • Market Share & Growth Rate by Type & Application
  • Value by Key Business Segments
  • % Growth Rate by Segments
  • Growth Rate and Market Share by Regions
  • Market Size Status & Forecast
Total Market
  • Overall Size, Status & Forecast
  • Market Size Status & Forecast
Format Properties
1-User Access The report is sent in PDF format. The report will be emailed to you. This is a single user access license, allowing one specific user to access the report.
Site User The study would be provided in PDF format. The report will be emailed to you. This is a site license, allowing 1-10 employees within your organisation to access the report.
Enterprise User The format of deliverable would be PDF and Excel. This is an enterprise or corporate license, allowing all employees within your organisation irrespective of geographic location to access the report.

Frequently Asked Questions (FAQ):

The Digital Gaming market is expected to grow at a compound annual growth rate of YY% from 2021 to 2028 to reach USD XXX Million by 2028
This latest research publication on Digital Gaming Market is an in-depth market tracker and delivers comprehensive evaluation of the challenges faced by manufacturers in current scenario to achieve new growth cycle.
The Digital Gaming market can thrive at robust growth rate CAGR during projected period.