GLOBAL GAMING MARKET 2024-2032

ICT | Media Software & Services

GLOBAL GAMING MARKET 2024-2032

Market by Type, Component, Device Type, Genre, and Regional Outlook | Forecast 2024-2032

Request For Customization

Request Custom Report

Request Custom Report

Enquire before buying

Enquire Before Buying

The global gaming market encompasses digital games developed for entertainment purposes, constituting a diverse array of genres such as online games, free-to-play games, massively multiplayer online (MMO), Free2Play (F2P), and social media games. The surge in Esports’ popularity has garnered a broad audience across various regions and cultures, transforming gaming events into successful platforms for marketing and attracting investments from sports organizations and mainstream companies. Technological advancements and increased accessibility, with a 2021 smartphone penetration rate of 67%, are significant drivers propelling the gaming industry forward. This, coupled with a changing perception that embraces gaming as mainstream entertainment, underscores the sector’s dynamic growth and global impact.

According to an Analysis of Triton Market Research, the Global Gaming Market was valued at $376.81 billion in 2023 and is expected to reach $1011.86 billion by 2032, growing at a CAGR of 11.45% during the forecast period 2024-2032.


MARKET PERFORMANCE: DRIVERS, CHALLENGES, AND OPPORTUNITIES

The rise of next generation gaming consoles, increasing internet access, rapid increase in the number of smartphone users, the extensive and devoted audience for digital games, and convenient accessibility to free games are the factors that are driving the market for gaming. The emergence of next-generation gaming consoles marks a significant leap in gaming technology and user experience. Increasing internet access has become a catalyst for the gaming industry, facilitating online gaming experiences and connectivity. A rapid increase in the number of smartphone users, with a growing penetration rate, amplifies the reach and engagement of mobile gaming. The existence of an extensive and devoted audience for digital games forms a robust foundation for the gaming market, fostering sustained interest and participation. Convenient accessibility to free games further broadens the gaming market’s appeal, providing entry points for a diverse range of players and contributing to the industry’s widespread growth.

However, the high cost of game development, piracy challenges, the rise of counterfeit gaming merchandise, challenges in localization of games and hardware compatibility issues are likely to hamper the growth of this market during the forecast period. The high cost of game development emerges as a significant hurdle, requiring substantial financial investment and impacting the profitability of game developers. The pervasive issue of piracy presents an ongoing threat, diminishing revenue streams and challenging the industry’s efforts to protect intellectual property. Localization of games poses another obstacle, as adapting content for diverse markets demands resources and expertise. Furthermore, hardware compatibility issues introduce complexities, limiting seamless gaming experiences across various platforms.

The advent of 5G technology brings enhanced processing power and reduced latency, revolutionizing the gaming experience by enabling seamless and responsive gameplay. Cloud gaming offers unrestricted access to a vast array of games, eliminating the need for high-end hardware and expanding the gaming audience. Augmented Reality (AR) and Virtual Reality (VR) technologies contribute to more affordable immersive experiences, providing gamers with a new level of engagement. Additionally, the integration of edge computing enhances the overall gaming experience by enabling real-time processing and reducing latency, ensuring a smoother and more responsive gameplay environment.



Report scope can be customized per your requirements - Request Free Sample Report

KEY GEOGRAPHIES COVERED:

•         North America: United States and Canada

•         Europe: United Kingdom, Germany, France, Spain, Italy, Poland, and Rest of Europe

•         Asia-Pacific: China, Japan, India, South Korea, ASEAN Countries, Australia & New Zealand, and Rest of Asia-Pacific

•         Latin America: Brazil, Mexico, and Rest of Latin America

•         Middle East and Africa: United Arab Emirates, Saudi Arabia, Turkey, South Africa, and Rest of Middle East & Africa

SEGMENTATION ANALYSIS – GAMING MARKET:

•         Market by Type:

o        Online

o        Offline

•         Market by Component:

o        Software

o        Hardware

Hardware leads the market in terms of revenue. This segment comprises different gaming hardware components, such as hand-held video game consoles, static video game consoles, video game hardware accessories, tablets, smartphones, etc., to play online as well as offline games. Gaming laptops, personal computers, etc., are integrated with advanced video cards, high core count CPUs, solid state drives, power supply units, etc., in order to enhance the gaming experience of the user.

•         Market by Device Type:

o        Console Gaming

o        PC Gaming

o        Mobile Gaming

•         Android

•         IOS

o        Browser Gaming

•         Market by Genre:

o        Action/Adventure Games

o        Arcade Games

o        Strategy & Brain Games

o        Casino Games

o        Casual Games

o        Sport Games

o        Other Genres

Sport Games are estimated to progress with the highest CAGR during the forecast period. These games duplicate the gameplay of traditional sporting events, where the opposing team is either controlled by the computer or by another player. However, these types of games lack in terms of quality and graphics. Franchises like FIFA, Madden NFL, NBA 2K, and MLB are some of the most well-known sports video games. These video games replicate basketball, baseball, soccer, and American football, and they provide a number of gameplay options, including single-player campaigns and online multiplayer competitions.

COMPETITIVE LANDSCAPE:

The competitive landscape helps dive into data about the key players in the gaming industry. The strategic initiatives for each of the companies considered have been covered in detail.

Acquisition (November 2022): ironSource & Unity

The goal of the acquisition was to gather under one roof all the resources game developers require to design, test, release, expand, and monetize their games. Through this agreement, ironSource will get direct access to the estimated 70% of mobile developers that use Unity as their preferred development environment.

Collaboration (May 2022): Blizzard Entertainment and Warcraft Arclight Rumble

With Warcraft Arclight Rumble, Blizzard Entertainment released an action-packed mobile strategy game. This action-packed mobile strategy will be available in limited locations for Android and iOS smartphones. Players will be able to acquire over 60 characters from the Warcraft universe as a result of the agreement.

KEY BENEFITS OF THE REPORT:

·       Triton Market Research has a collective experience of 25-30 years in the industry, with its analysts and experts encompassing the most infallible research methodology for its market intelligence and industry analysis.

·       Our research methodology helps in achieving a broader consensus of the market size, shape, and industry trends within each industry segment.

·       The strategy adopted in designing the research methodology includes the amalgamation of the information assembled from primary and secondary sources, with the assistance of analytical tools to construct the forecast and predictive models.

·       The scope of the market report comprises the current scenario of the global gaming market, along with a detailed overview of the industry outlook, market dynamics, segmentation analysis, regional outlook, and competitive landscape for the period 2024-2032.

FAQs:

1.)  How is the rise of online gaming platforms impacting the market?

Online platforms facilitate multiplayer experiences, contributing to the growth of esports and competitive gaming. This surge in connectivity has also driven the popularity of collaborative and social gaming experiences.

2.)   How is 5G technology influencing the gaming market?

5G technology is enhancing the gaming market by providing increased processing power, reduced latency, and a more seamless gaming experience. It enables faster and more responsive gameplay, opening up new possibilities for immersive gaming.

3.)   What is cloud gaming, and how does it contribute to the gaming industry?

Cloud gaming allows users to play games via streaming, eliminating the need for high-end hardware. It provides unrestricted access to a wide range of games and expands the gaming audience by making gaming more accessible.

Related Reports

AFRICA MOBILE PAYMENT MARKET 2019-2027
ICT

AFRICA MOBILE PAYMENT MARKET 2019-2027

Market By Medium, Type, Applic ..

VIEW REPORT
ASIA PACIFIC BIOMETRICS MARKET 2019-2027
ICT

ASIA PACIFIC BIOMETRICS MARKET 2019-2027

Market By Type, End-users, Tec ..

VIEW REPORT
ASIA-PACIFIC 3D PRINTING MARKET 2019-2027
ICT

ASIA-PACIFIC 3D PRINTING MARKET 2019-2027

Market By Component, Technolog ..

VIEW REPORT
ASIA-PACIFIC 4D PRINTING MARKET 2019-2028
ICT

ASIA-PACIFIC 4D PRINTING MARKET 2019-2028

Market By Material, Industry V ..

VIEW REPORT
ASIA-PACIFIC 5G CHIPSET MARKET 2019-2025
ICT

ASIA-PACIFIC 5G CHIPSET MARKET 2019-2025

Market By Product, IC Type, In ..

VIEW REPORT
ASIA-PACIFIC 5G INFRASTRUCTURE MARKET 2019-2025
ICT

ASIA-PACIFIC 5G INFRASTRUCTURE MARKET 2019-2025

Market By Communication Infras ..

VIEW REPORT
ASIA-PACIFIC ADAPTIVE SECURITY MARKET 2019-2027
ICT

ASIA-PACIFIC ADAPTIVE SECURITY MARKET 2019-2027

Market By Type Of Offering, De ..

VIEW REPORT

Table of Content

1. GLOBAL GAMING MARKET- SUMMARY

2. INDUSTRY OUTLOOK

2.1. PARENT MARKET ANALYSIS- MEDIA & ENTERTAINMENT

2.2. IMPACT ANALYSIS ON THE GAMING MARKET

2.2.1. COVID-19 IMPACT ON THE GAMING MARKET

2.2.2. UKRAINE-RUSSIA WAR IMPACT ON THE GAMING MARKET

2.3. PORTER’S FIVE FORCES ANALYSIS

2.3.1. THREAT OF NEW ENTRANTS

2.3.2. THREAT OF SUBSTITUTES

2.3.3. BARGAINING POWER OF BUYERS

2.3.4. BARGAINING POWER OF SUPPLIERS

2.3.5. THREAT OF COMPETITIVE RIVALRY

2.4. MARKET MATURITY ANALYSIS

2.5. INDUSTRY COMPONENTS

2.5.1. COMPONENT SUPPLIERS

2.5.2. RESEARCH & DEVELOPMENT

2.5.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING

2.5.4. DISTRIBUTORS

2.6. REGULATORY FRAMEWORK

2.7. KEY BUYING IMPACT ANALYSIS

2.7.1. GAME RATINGS

2.7.2. PRICE

2.7.3. EXCLUSIVITY

2.7.4. ONLINE SERVICE

2.7.5. DEVICE TYPE & COMPATIBILITY

2.7.5.1. PERFORMANCE

2.7.5.2. BACKWARD COMPATIBILITY

2.7.5.3. PERIPHERALS

2.7.5.4. STORAGE

2.7.5.5. MEDIA SUPPORT

2.8. KEY MARKET STRATEGIES

2.8.1. COLLABORATIONS

2.8.2. PRODUCT LAUNCHES

2.8.3. ACQUISITIONS

2.8.4. EXPANSIONS

2.9. MARKET DRIVERS

2.9.1. RISE OF NEXT-GENERATION GAMING CONSOLES

2.9.2. INCREASING INTERNET ACCESS

2.9.3. RAPID INCREASE IN SMARTPHONE USERS

2.9.4. EXTENSIVE AND DEVOTED AUDIENCE FOR DIGITAL GAMES

2.9.5. CONVENIENT ACCESSIBILITY TO FREE GAMES

2.10. MARKET CHALLENGES

2.10.1. ELEVATED EXPENSES IN GAME DEVELOPMENT

2.10.2. PIRACY CHALLENGES ASSOCIATED WITH DIGITAL GAMES

2.10.3. RISING INCIDENCE OF COUNTERFEIT GAMING MERCHANDISE

2.10.4. CHALLENGES IN THE LOCALIZATION OF GAMES

2.10.5. HARDWARE COMPATIBILITY ISSUES

2.11. MARKET OPPORTUNITIES

2.11.1. ENHANCED PROCESSING POWER AND REDUCED LATENCY WITH 5G CONNECTIVITY

2.11.2. UNRESTRICTED GAMING ACCESS WITH CLOUD GAMING

2.11.3. IMMERSIVE EXPERIENCES AT MORE AFFORDABLE PRICES WITH AR & VR

2.11.4. ENHANCED GAMING EXPERIENCE WITH EDGE COMPUTING

2.12. ANALYST PERSPECTIVE

3. GLOBAL GAMING MARKET – BY TYPE

3.1. ONLINE

3.2. OFFLINE

4. GLOBAL GAMING MARKET – BY COMPONENT

4.1. SOFTWARE

4.2. HARDWARE

5. GLOBAL GAMING MARKET – BY DEVICE TYPE

5.1. CONSOLE GAMING

5.2. PC GAMING

5.3. MOBILE GAMING

5.3.1. ANDROID

5.3.2. IOS

5.4. BROWSER GAMING

6. GLOBAL GAMING MARKET – BY GENRE

6.1. ACTION/ADVENTURE GAMES

6.2. ARCADE GAMES

6.3. STRATEGY & BRAIN GAMES

6.4. CASINO GAMES

6.5. CASUAL GAMES

6.6. SPORT GAMES

6.7. OTHER GENRES

7. GLOBAL GAMING MARKET – BY REGIONAL OUTLOOK

7.1. NORTH AMERICA

7.1.1. MARKET BY TYPE

7.1.2. MARKET BY COMPONENT

7.1.3. MARKET BY DEVICE TYPE

7.1.3.1. MARKET BY MOBILE GAMING

7.1.4. MARKET BY GENRE

7.1.5. COUNTRY ANALYSIS

7.1.5.1. UNITED STATES

7.1.5.1.1. UNITED STATES GAMING MARKET FORECAST & PROSPECTS

7.1.5.2. CANADA

7.1.5.2.1. CANADA GAMING MARKET FORECAST & PROSPECTS

7.2. EUROPE

7.2.1. MARKET BY TYPE

7.2.2. MARKET BY COMPONENT

7.2.3. MARKET BY DEVICE TYPE

7.2.3.1. MARKET BY MOBILE GAMING

7.2.4. MARKET BY GENRE

7.2.5. COUNTRY ANALYSIS

7.2.5.1. UNITED KINGDOM

7.2.5.1.1. UNITED KINGDOM GAMING MARKET FORECAST & PROSPECTS

7.2.5.2. GERMANY

7.2.5.2.1. GERMANY GAMING MARKET FORECAST & PROSPECTS

7.2.5.3. FRANCE

7.2.5.3.1. FRANCE GAMING MARKET FORECAST & PROSPECTS

7.2.5.4. ITALY

7.2.5.4.1. ITALY GAMING MARKET FORECAST & PROSPECTS

7.2.5.5. SPAIN

7.2.5.5.1. SPAIN GAMING MARKET FORECAST & PROSPECTS

7.2.5.6. POLAND

7.2.5.6.1. POLAND GAMING MARKET FORECAST & PROSPECTS

7.2.5.7. REST OF EUROPE

7.2.5.7.1. REST OF EUROPE GAMING MARKET FORECAST & PROSPECTS

7.3. ASIA-PACIFIC

7.3.1. MARKET BY TYPE

7.3.2. MARKET BY COMPONENT

7.3.3. MARKET BY DEVICE TYPE

7.3.3.1. MARKET BY MOBILE GAMING

7.3.4. MARKET BY GENRE

7.3.5. COUNTRY ANALYSIS

7.3.5.1. CHINA

7.3.5.1.1. CHINA GAMING MARKET FORECAST & PROSPECTS

7.3.5.2. JAPAN

7.3.5.2.1. JAPAN GAMING MARKET FORECAST & PROSPECTS

7.3.5.3. INDIA

7.3.5.3.1. INDIA GAMING MARKET FORECAST & PROSPECTS

7.3.5.4. SOUTH KOREA

7.3.5.4.1. SOUTH KOREA GAMING MARKET FORECAST & PROSPECTS

7.3.5.5. ASEAN COUNTRIES

7.3.5.5.1. ASEAN COUNTRIES GAMING MARKET FORECAST & PROSPECTS

7.3.5.6. AUSTRALIA & NEW ZEALAND

7.3.5.6.1. AUSTRALIA & NEW ZEALAND GAMING MARKET FORECAST & PROSPECTS

7.3.5.7. REST OF ASIA-PACIFIC

7.3.5.7.1. REST OF ASIA-PACIFIC GAMING MARKET FORECAST & PROSPECTS

7.4. LATIN AMERICA

7.4.1. MARKET BY TYPE

7.4.2. MARKET BY COMPONENT

7.4.3. MARKET BY DEVICE TYPE

7.4.3.1. MARKET BY MOBILE GAMING

7.4.4. MARKET BY GENRE

7.4.5. COUNTRY ANALYSIS

7.4.5.1. BRAZIL

7.4.5.1.1. BRAZIL GAMING MARKET FORECAST & PROSPECTS

7.4.5.2. MEXICO

7.4.5.2.1. MEXICO GAMING MARKET FORECAST & PROSPECTS

7.4.5.3. REST OF LATIN AMERICA

7.4.5.3.1. REST OF LATIN AMERICA GAMING MARKET FORECAST & PROSPECTS

7.5. MIDDLE EAST AND AFRICA

7.5.1. MARKET BY TYPE

7.5.2. MARKET BY COMPONENT

7.5.3. MARKET BY DEVICE TYPE

7.5.3.1. MARKET BY MOBILE GAMING

7.5.4. MARKET BY GENRE

7.5.5. COUNTRY ANALYSIS

7.5.5.1. UNITED ARAB EMIRATES

7.5.5.1.1. UNITED ARAB EMIRATES GAMING MARKET FORECAST & PROSPECTS

7.5.5.2. TURKEY

7.5.5.2.1. TURKEY GAMING MARKET FORECAST & PROSPECTS

7.5.5.3. SAUDI ARABIA

7.5.5.3.1. SAUDI ARABIA GAMING MARKET FORECAST & PROSPECTS

7.5.5.4. SOUTH AFRICA

7.5.5.4.1. SOUTH AFRICA GAMING MARKET FORECAST & PROSPECTS

7.5.5.5. REST OF MIDDLE EAST & AFRICA

7.5.5.5.1. REST OF MIDDLE EAST & AFRICA GAMING MARKET FORECAST & PROSPECTS

8. COMPETITIVE LANDSCAPE

8.1. ACTIVISION BLIZZARD

8.1.1. OVERVIEW

8.1.2. PRODUCT PORTFOLIO

8.1.3. KEY STRENGTHS

8.1.4. KEY CHALLENGES

8.2. MICROSOFT CORPORATION

8.2.1. OVERVIEW

8.2.2. PRODUCT PORTFOLIO

8.2.3. KEY STRENGTHS

8.2.4. KEY CHALLENGES

8.3. BETHESDA SOFTWORKS LLC

8.3.1. OVERVIEW

8.3.2. PRODUCT PORTFOLIO

8.3.3. KEY STRENGTHS

8.3.4. KEY CHALLENGES

8.4. ELECTRONIC ARTS INC

8.4.1. OVERVIEW

8.4.2. PRODUCT PORTFOLIO

8.4.3. KEY STRENGTHS

8.4.4. KEY CHALLENGES

8.5. SONY CORPORATION

8.5.1. OVERVIEW

8.5.2. PRODUCT PORTFOLIO

8.5.3. KEY STRENGTHS

8.5.4. KEY CHALLENGES

8.6. UBISOFT ENTERTAINMENT SA

8.6.1. OVERVIEW

8.6.2. PRODUCT PORTFOLIO

8.6.3. KEY STRENGTHS

8.6.4. KEY CHALLENGES

8.7. SQUARE ENIX HOLDINGS CO LTD

8.7.1. OVERVIEW

8.7.2. PRODUCT PORTFOLIO

8.7.3. KEY STRENGTHS

8.7.4. KEY CHALLENGES

8.8. NINTENDO CO LTD

8.8.1. OVERVIEW

8.8.2. PRODUCT PORTFOLIO

8.8.3. KEY STRENGTHS

8.8.4. KEY CHALLENGES

8.9. SEGA

8.9.1. OVERVIEW

8.9.2. PRODUCT PORTFOLIO

8.9.3. KEY STRENGTHS

8.9.4. KEY CHALLENGES

8.10. ZYNGA

8.10.1. OVERVIEW

8.10.2. PRODUCT PORTFOLIO

8.10.3. KEY STRENGTHS

8.10.4. KEY CHALLENGES

9. RESEARCH METHODOLOGY & SCOPE

9.1. RESEARCH SCOPE & DELIVERABLES

9.1.1. OBJECTIVES OF STUDY

9.1.2. SCOPE OF STUDY

9.2. SOURCES OF DATA

9.2.1. PRIMARY DATA SOURCES

9.2.2. SECONDARY DATA SOURCES

9.3. RESEARCH METHODOLOGY

9.3.1. EVALUATION OF PROPOSED MARKET

9.3.2. IDENTIFICATION OF DATA SOURCES

9.3.3. ASSESSMENT OF MARKET DETERMINANTS

9.3.4. DATA COLLECTION

9.3.5. DATA VALIDATION & ANALYSIS

List of Tables

TABLE 1: GLOBAL GAMING MARKET, BY REGIONAL OUTLOOK, HISTORICAL YEARS, 2020-2023 (IN $ BILLION)

TABLE 2: GLOBAL GAMING MARKET, BY REGIONAL OUTLOOK, FORECAST YEARS, 2024-2032 (IN $ BILLION)

TABLE 3: LEADING DISTRIBUTORS OF DIGITAL GAMES WORLDWIDE

TABLE 4: REGULATORY FRAMEWORK

TABLE 5: LIST OF COLLABORATIONS

TABLE 6: LIST OF PRODUCT LAUNCHES

TABLE 7: LIST OF ACQUISITIONS

TABLE 8: LIST OF EXPANSIONS

TABLE 9: NINTH GENERATION GAMING CONSOLES

TABLE 10: GLOBAL GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)

TABLE 11: GLOBAL GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)

TABLE 12: GLOBAL GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)

TABLE 13: GLOBAL GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

TABLE 14: GLOBAL GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)

TABLE 15: GLOBAL GAMING MARKET, BY REGIONAL OUTLOOK, HISTORICAL YEARS, 2020-2023 (IN $ BILLION)

TABLE 16: GLOBAL GAMING MARKET, BY REGIONAL OUTLOOK, FORECAST YEARS, 2024-2032 (IN $ BILLION)

TABLE 17: NORTH AMERICA GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)

TABLE 18: NORTH AMERICA GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)

TABLE 19: NORTH AMERICA GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)

TABLE 20: NORTH AMERICA GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)

TABLE 21: NORTH AMERICA GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

TABLE 22: NORTH AMERICA GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)

TABLE 23: EUROPE GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)

TABLE 24: EUROPE GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)

TABLE 25: EUROPE GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)

TABLE 26: EUROPE GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)

TABLE 27: EUROPE GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

TABLE 28: EUROPE GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)

TABLE 29: ASIA-PACIFIC GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)

TABLE 30: ASIA-PACIFIC GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)

TABLE 31: ASIA-PACIFIC GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)

TABLE 32: ASIA-PACIFIC GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)

TABLE 33: ASIA-PACIFIC GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

TABLE 34: ASIA-PACIFIC GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)

TABLE 35: LATIN AMERICA GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)

TABLE 36: LATIN AMERICA GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)

TABLE 37: LATIN AMERICA GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)

TABLE 38: LATIN AMERICA GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)

TABLE 39: LATIN AMERICA GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

TABLE 40: LATIN AMERICA GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)

TABLE 41: MIDDLE EAST AND AFRICA GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)

TABLE 42: MIDDLE EAST AND AFRICA GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)

TABLE 43: MIDDLE EAST AND AFRICA GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)

TABLE 44: MIDDLE EAST AND AFRICA GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)

TABLE 45: MIDDLE EAST AND AFRICA GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

TABLE 46: MIDDLE EAST AND AFRICA GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)

List of Figures

FIGURE 1: MARKET MATURITY ANALYSIS

FIGURE 2: INDUSTRY COMPONENTS

FIGURE 3: KEY BUYING IMPACT ANALYSIS

FIGURE 4: GLOBAL GAMING MARKET, BY TYPE, 2023 & 2032 (IN %)

FIGURE 5: GLOBAL GAMING MARKET, BY ONLINE, 2024-2032 (IN $ BILLION)

FIGURE 6: GLOBAL GAMING MARKET, BY OFFLINE, 2024-2032 (IN $ BILLION)

FIGURE 7: GLOBAL GAMING MARKET, BY COMPONENT, 2023 & 2032 (IN %)

FIGURE 8: GLOBAL GAMING MARKET, BY SOFTWARE, 2024-2032 (IN $ BILLION)

FIGURE 9: GLOBAL GAMING MARKET, BY HARDWARE, 2024-2032 (IN $ BILLION)

FIGURE 10: GLOBAL GAMING MARKET, BY DEVICE TYPE, 2023 & 2032 (IN %)

FIGURE 11: GLOBAL GAMING MARKET, BY CONSOLE GAMING, 2024-2032 (IN $ BILLION)

FIGURE 12: GLOBAL GAMING MARKET, BY PC GAMING, 2024-2032 (IN $ BILLION)

FIGURE 13: GLOBAL GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

FIGURE 14: GLOBAL GAMING MARKET, BY ANDROID, 2024-2032 (IN $ BILLION)

FIGURE 15: GLOBAL GAMING MARKET, BY IOS, 2024-2032 (IN $ BILLION)

FIGURE 16: GLOBAL GAMING MARKET, BY BROWSER GAMING, 2024-2032 (IN $ BILLION)

FIGURE 17: GLOBAL GAMING MARKET, BY GENRE, 2023 & 2032 (IN %)

FIGURE 18: GLOBAL GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2024-2032 (IN $ BILLION)

FIGURE 19: GLOBAL GAMING MARKET, BY ARCADE GAMES, 2024-2032 (IN $ BILLION)

FIGURE 20: GLOBAL GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2024-2032 (IN $ BILLION)

FIGURE 21: GLOBAL GAMING MARKET, BY CASINO GAMES, 2024-2032 (IN $ BILLION)

FIGURE 22: GLOBAL GAMING MARKET, BY CASUAL GAMES, 2024-2032 (IN $ BILLION)

FIGURE 23: GLOBAL GAMING MARKET, BY SPORT GAMES, 2024-2032 (IN $ BILLION)

FIGURE 24: GLOBAL GAMING MARKET, BY OTHER GENRES, 2024-2032 (IN $ BILLION)

FIGURE 25: GLOBAL GAMING MARKET, BY REGIONAL OUTLOOK, 2023 & 2032 (IN %)

FIGURE 26: UNITED STATES GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 27: CANADA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 28: UNITED KINGDOM GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 29: GERMANY GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 30: FRANCE GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 31: ITALY GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 32: SPAIN GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 33: POLAND GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 34: REST OF EUROPE GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 35: CHINA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 36: JAPAN GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 37: INDIA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 38: SOUTH KOREA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 39: ASEAN COUNTRIES GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 40: AUSTRALIA & NEW ZEALAND GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 41: REST OF ASIA-PACIFIC GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 42: BRAZIL GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 43: MEXICO GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 44: REST OF LATIN AMERICA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 45: UNITED ARAB EMIRATES GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 46: TURKEY GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 47: SAUDI ARABIA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 48: SOUTH AFRICA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 49: REST OF MIDDLE EAST & AFRICA GAMING MARKET 2024-2032 (IN $ BILLION)

Purchase Options

  • Licence Type
  • Price
  • User/Sharing
  • Printing
  • Delivery Formats
  • Free customization (Pre-sale)
  • Analyst hour support (Post Sale)
  • Customized notification for newly published report
  • Free report on update (within 180 days)

Single User PDF

$2,750.00

  • User/Sharing
  • Restricted to one authorized user
  • Printing
  • Not printable
  • Delivery Formats
  • Pdf
  • Free customization (Pre-sale)
  • 10% Free customization
  • Analyst hour support (Post Sale)
  • 3 hours
  • Customized notification (newly published)
  • Free report on update (within 180 days)

Enterprise Online/PDF

$4,000.00

  • User/Sharing
  • Unlimited
  • Printing
  • Unlimited
  • Delivery Formats
  • Pdf and market estimation excel
  • Free customization (Pre-sale)
  • 20% Free customization
  • Analyst hour support (Post Sale)
  • 8 hour
  • Customized notification (newly published)
  • Free report on update (within 180 days)

Request free Sample

Request Custom Report

Request Custom Report

Enquire before buying

Enquire Before Buying