Gaming Market Size to Grow by USD 125.65 Billion

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Gaming Market 2021-2025: Driver

The integration of blockchain technology in the gaming industry is enabling players to trade in-game virtual assets with other competing players and facilitate peer-to-peer transactions. The technology is being adopted by several gaming companies and gaming console manufacturers. Microsoft recently announced its plan to roll out blockchain technology for Xbox. The integration of blockchain is expected to provide fast and secure payment networks and allow game developers to monetize their gaming services efficiently. The integration of blockchain technology will provide substantial growth opportunities for gaming companies during the forecast period, driving the growth of the gaming market size.

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Gaming Market 2021-2025: Segmentation

  • Type
    • Casual Gaming
    • Professional Gaming
  • Device
    • Mobile Gaming
    • Console Gaming
    • PC Gaming
  • Platform

The gaming market share growth by the casual gaming segment will be significant during the forecast period. The market for casual gaming is growing with the increasing adoption of mobile gaming. Most casual gamers prefer mobile devices over PCs and consoles because of easy access to the games. In addition, casual gamers play games online on their mobile devices, as it is easy for them to play games of their choice from anywhere at any time. 

  • Geography
    • APAC
    • North America
    • Europe
    • MEA
    • South America

The 56% of the market’s growth will originate from APAC during the forecast period. China, Japan, and South Korea (Republic of Korea) are the key markets for gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions. The increasing penetration of e-sports in developing countries, such as Taiwan, Malaysia, and Singapore will facilitate the gaming market growth in APAC over the forecast period. 

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Our Gaming Market Report Covers the Following Areas:

Gaming Market 2021-2025: Vendor Analysis

The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

  • Activision Blizzard Inc.
  • Bandai Namco Holdings Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • Sony Corp.
  • Tencent Holdings Ltd.
  • The Walt Disney Co. 

The gaming market is fragmented and the vendors are deploying growth strategies such as developing innovative products, solutions, and services to compete in the market. 

Download Our Sample Report for more vendor insights with product offerings & news

Gaming Market 2021-2025: Key Highlights

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will assist gaming market growth during the next five years
  • Estimation of the gaming market size and its contribution to the parent market
  • Predictions on upcoming trends and changes in consumer behavior
  • The growth of the gaming market
  • Analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of gaming market vendors

Related Reports:

Cloud Gaming Market by Platform, Type, and Geography – Forecast and Analysis 2022-2026: The cloud gaming market share is expected to increase by USD 5.73 billion from 2021 to 2026, at a CAGR of 31.13%. To get more exclusive research insights: Download Our Sample Report

Online Gaming Market by Type and Geography – Forecast and Analysis 2022-2026: The online gaming market share is expected to increase by USD 46.59 billion from 2021 to 2026, and the market’s growth momentum will accelerate at a CAGR of 12.27%. To get more exclusive research insights: Download Our Sample Report

Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 12%

Market growth 2021-2025

$ 125.65 billion

Market structure

Fragmented

YoY growth (%)

10.41

Regional analysis

APAC, North America, Europe, MEA, and South America

Performing market contribution

APAC at 56%

Key consumer countries

China, US, Japan, South Korea (Republic of Korea), and Germany

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co.

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for the forecast period,

Customization preview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of Contents:

1. Executive Summary 

2. Market Landscape  

  2.1 Market ecosystem 

  Exhibit 01:  Parent market

  2.2 Market Characteristics 

  Exhibit 02:  Market Characteristics

  2.3 Value chain analysis 

  Exhibit 03:  Interactive Home Entertainment Market

  2.3.1 Content origination

  2.3.2 Application development

  2.3.3 Hardware manufacturers

  2.3.4 Publishing and aggregation

  2.3.5 Wireless application service

  2.3.6 Portal provisioning

  2.3.7 Mobile delivery

  2.3.8 User interactivity provisioning

  2.3.9 Distribution and retailing of video games

  2.3.10 Billing and customer care

  2.3.11 Marketing and sales 

  2.3.12 Support activities 

3. Market Sizing 

  3.1 Market definition

  Exhibit 04:  Offerings of vendors included in the market definition

  3.2 Market segment analysis 

  Exhibit 05:  Market segments

  3.3 Market size 2020 

  3.4 Market outlook: Forecast for 2020 – 2025 

  Exhibit 06:  Global – Market size and forecast 2020 – 2025 ($ billion)

  3.4.1.1 Availability of multi-functional gaming consoles

  3.4.1.2 Growing in-app purchases in free games

  3.4.1.3 Growth in multiplayer mobile gaming

  3.4.1.4 Advent of digital downloading

  3.4.1.5 Games as a service

  3.4.1.6 Emergence of cloud gaming

  Exhibit 07:  Global market: Year-over-year growth 2020 – 2025 (%)

4. Five Forces Analysis  

  4.1 Five Forces Summary 

  Exhibit 08: Five forces analysis 2020 & 2025

  4.2 Bargaining power of buyers 

  4.3 Bargaining power of suppliers 

  4.4 Threat of new entrants 

  4.5 Threat of substitutes 

  4.6 Threat of rivalry 

  4.7 Market condition

  Market condition – Five forces 2020

5. Market Segmentation by Type 

  The segments covered in this chapter are: 

  • Casual gaming
  • Professional gaming

Both segments have been ranked based on their market size in 2020. The casual gaming segment constituted the largest segment in 2020, while the smallest segment was professional gaming.

  5.1 Market segments

  Exhibit 15: Type – Market share 2020-2025 (%)

  5.2 Comparison by Type  

  Exhibit 16: Comparison by Type

  5.3 Casual gaming – Market size and forecast 2020-2025  

  Exhibit 17: Casual gaming – Market size and forecast 2020-2025 ($ billion)

  Exhibit 18: Casual gaming – Year-over-year growth 2020-2025 (%)

  5.4 Professional gaming – Market size and forecast 2020-2025 

  Exhibit 19: Professional gaming – Market size and forecast 2020-2025 ($ billion)

  Exhibit 20: Professional gaming – Year-over-year growth 2020-2025 (%)

  5.5 Market opportunity by Type 

  Exhibit 21: Market opportunity by Type

6. Market Segmentation by Device 

  The segments covered in this chapter are: 

  • Mobile gaming
  • Console gaming
  • PC gaming

The three segments have been ranked based on their market size in 2020. The mobile gaming segment constituted the largest segment in 2020, while the smallest segment was PC gaming. The 2020 market position of all three segments will likely remain the same in 2025.

  6.1 Market segments

  Exhibit 22: Device – Market share 2020-2025 (%)

  6.2 Comparison by Device 

  Exhibit 23: Comparison by Device

  6.3 Mobile gaming – Market size and forecast 2020-2025 

  Exhibit 24: Mobile gaming – Market size and forecast 2020-2025 ($ billion)

  Exhibit 25: Mobile gaming – Year-over-year growth 2020-2025 (%)

  6.4 Console gaming – Market size and forecast 2020-2025  

  Exhibit 26: Console gaming – Market size and forecast 2020-2025 ($ billion)

  Exhibit 27: Console gaming – Year-over-year growth 2020-2025 (%)

  6.5 PC gaming – Market size and forecast 2020-2025 

  Exhibit 28: PC gaming – Market size and forecast 2020-2025 ($ billion)

  Exhibit 29: PC gaming – Year-over-year growth 2020-2025 (%)

  6.6 Market opportunity by Device 

  Exhibit 30: Market opportunity by Device

7. Market Segmentation by Platform 

  The segments covered in this chapter are: 

Both segments have been ranked based on their market size in 2020. The online segment constituted the largest segment in 2020, while the smallest segment was offline.

  7.1 Market segments

  Exhibit 31:  Platform – Market share 2020-2025 (%)

  7.2 Comparison by Platform 

  Exhibit 32: Comparison by Platform

  7.3 Online – Market size and forecast 2020-2025 

  Exhibit 33: Online – Market size and forecast 2020-2025 ($ billion)

  7.3.1.1 Increasing adoption of smartphones

  7.3.1.2 Increasing popularity of F2P online games

  7.3.1.3 Growing popularity of MMO gaming

  Exhibit 34: Online – Year-over-year growth 2020-2025 (%)

  7.4 Offline – Market size and forecast 2020-2025 

  Exhibit 35:  Offline – Market size and forecast 2020-2025 ($ billion)

  Exhibit 36:  Offline – Year-over-year growth 2020-2025 (%)

  7.5 Market opportunity by Platform 

  Exhibit 37:  Market opportunity by Platform

8. Customer landscape 

  Technavio’s customer landscape matrix comparing Drivers or price sensitivity, Adoption lifecycle, importance in customer price basket, Adoption rate and Key purchase criteria

  Exhibit 38: Customer landscape

9. Geographic Landscape 

  The regions covered in the report are: 

  • APAC
  • North America 
  • Europe
  • MEA
  • South America 

The five regions have been ranked based on their market size in 2020. APAC ranked first as the largest region, while South America was the smallest region in 2020.

  9.1 Geographic segmentation

  Exhibit 39: Market share by geography 2020-2025 (%)

  9.2 Geographic comparison 

  Exhibit 40: Geographic comparison

  9.3 APAC – Market size and forecast 2020-2025  

  Exhibit 41: APAC – Market size and forecast 2020-2025 ($ billion)

  Exhibit 42: APAC – Year-over-year growth 2020-2025 (%)

  9.4 North America – Market size and forecast 2020-2025 

  Exhibit 43: North America – Market size and forecast 2020-2025 ($ billion)

  Exhibit 44: North America – Year-over-year growth 2020-2025 (%)

  9.5 Europe – Market size and forecast 2020-2025  

  Exhibit 45: Europe – Market size and forecast 2020-2025 ($ billion)

  Exhibit 46: Europe – Year-over-year growth 2020-2025 (%)

  9.6 MEA – Market size and forecast 2020-2025 

  Exhibit 47: MEA – Market size and forecast 2020-2025 ($ billion)

  Exhibit 48: MEA – Year-over-year growth 2020-2025 (%)

  9.7 South America – Market size and forecast 2020-2025  

  Exhibit 49: South America – Market size and forecast 2020-2025 ($ billion)

  Exhibit 50: South America – Year-over-year growth 2020-2025 (%)

  9.8 Key leading countries 

  Exhibit 51: Key leading countries

  9.9 Market opportunity by geography

  Exhibit 52: Market opportunity by geography ($ billion)

10. Drivers, Challenges, and Trends 

  10.1 Market drivers 

  10.1.1 Growing adoption of AR and VR games

  10.1.2 Rising popularity of e-sports

  10.1.3 Integration of blockchain technology

  10.2 Market challenges 

  10.2.1 Regulation over loot box

  10.2.2 Increasing risk of cybercrime through online gaming

  10.2.3 Change in government regulations on net neutrality

  Exhibit 53: Impact of drivers and challenges

  10.3 Market trends 

  10.3.1 Increasing emergence of cloud gaming

  10.3.2 Growth in free-to-play model

  10.3.3 Rise in strategic partnerships and acquisitions

11. Vendor Landscape  

  11.1 Competitive scenario  

  11.2 Vendor landscape  

  Exhibit 54: Vendor landscape

  11.3 Landscape disruption 

The potential for the disruption of the market landscape was moderate in 2020, and its threat is expected to remain unchanged by 2025. 

  Exhibit 55: Landscape disruption

  11.4 Industry risks  

  Exhibit 56: Industry risks

12. Vendor Analysis 

  12.1 Vendors covered 

  Exhibit 57: Vendors covered

  12.2 Market positioning of vendors 

  Exhibit 58: Market positioning of vendors

  12.3 Activision Blizzard Inc. 

  Exhibit 59:  Activision Blizzard Inc. – Overview

  Exhibit 60:  Activision Blizzard Inc. – Business segments

  Exhibit 61:  Activision Blizzard Inc. – Key news

  Exhibit 62:  Activision Blizzard Inc. – Key offerings

  Exhibit 63:  Activision Blizzard Inc. – Segment focus

  12.4 Bandai Namco Holdings Inc.  

  Exhibit 64:  Bandai Namco Holdings Inc.  – Overview

  Exhibit 65:  Bandai Namco Holdings Inc.  – Business segments

  Exhibit 66:  Bandai Namco Holdings Inc.  – Key offerings

  Exhibit 67:  Bandai Namco Holdings Inc.  – Segment focus

  12.5 CyberAgent Inc.

  Exhibit 68:  CyberAgent Inc. – Overview

  Exhibit 69:  CyberAgent Inc. – Business segments

  Exhibit 70:  CyberAgent Inc. – Key news

  Exhibit 71:  CyberAgent Inc. – Key offerings

  Exhibit 72:  CyberAgent Inc. – Segment focus

  12.6 Electronic Arts Inc. 

  Exhibit 73:  Electronic Arts Inc. – Overview

  Exhibit 74:  Electronic Arts Inc. – Business segments

  Exhibit 75:  Electronic Arts Inc. – Key offerings

  Exhibit 76:  Electronic Arts Inc. – Segment focus

  12.7 GungHo Online Entertainment Inc. 

  Exhibit 77:  GungHo Online Entertainment Inc. – Overview

  Exhibit 78:  GungHo Online Entertainment Inc. – Product and service

  Exhibit 79:  GungHo Online Entertainment Inc. – Key offerings

  12.8 Microsoft Corp. 

  Exhibit 80:  Microsoft Corp. – Overview

  Exhibit 81:  Microsoft Corp. – Business segments

  Exhibit 80:  Microsoft Corp. – Key news

  Exhibit 83:  Microsoft Corp. – Key offerings

  Exhibit 84:  Microsoft Corp. – Segment focus

  12.9 NetEase Inc.  

  Exhibit 85:  NetEase Inc.  – Overview

  Exhibit 86:  NetEase Inc.  – Business segments

  Exhibit 87:  NetEase Inc.  – Key offerings

  Exhibit 88:  NetEase Inc.  – Segment focus

  12.10 Sony Corp. 

  Exhibit 89:  Sony Corp. – Overview

  Exhibit 90:  Sony Corp. – Business segments

  Exhibit 91:  Sony Corp. – Key news

  Exhibit 92:  Sony Corp. – Key offerings

  Exhibit 93:  Sony Corp. – Segment focus

  12.11 Tencent Holdings Ltd. 

  Exhibit 94:  Tencent Holdings Ltd. – Overview

  Exhibit 95:  Tencent Holdings Ltd. – Business segments

  Exhibit 96:  Tencent Holdings Ltd. – Key news

  Exhibit 97:  Tencent Holdings Ltd. – Key offerings

  Exhibit 98:  Tencent Holdings Ltd. – Segment focus

  12.12 The Walt Disney Co. 

  Exhibit 99:  The Walt Disney Co. – Overview

  Exhibit 100:  The Walt Disney Co. – Business segments

  Exhibit 101:  The Walt Disney Co. – Key news

  Exhibit 102:  The Walt Disney Co. – Key offerings

  Exhibit 103:  The Walt Disney Co. – Segment focus

13. Appendix 

  13.1 Scope of the report 

  13.1.1 Market definition

  13.1.2 Objectives

  13.1.3 Notes and caveats

About Us
Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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Website: www.technavio.com/

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