Global Gaming Market Size, Share, Trends, Growth 2032

Gaming Market

Global Gaming Market By Game Type (Tablet, Console, Downloaded/Box PC, Smartphone, And Browser PC) And By Region - Global Industry Perspective, Comprehensive Analysis, and Forecast, 2024-2032

Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-1703 Published Date: Oct-2024 Status : Published
Market Size in 2023 Market Forecast in 2032 CAGR (in %) Base Year
USD 276.99 Billion USD 911.66 Billion 12.7% 2023

Table Of Content

  • Chapter 1. Preface
    • 1.1. Report Description and Scope
    • 1.2. Research Scope
    • 1.3. Research Methodology
      • 1.3.1. Market Research Process
      • 1.3.2. Market Research Methodology
  • Chapter 2. Executive Summary
    • 2.1. Gaming Market, 2015–2025 (USD Billion)
    • 2.2. Gaming Market: Snapshot
  • Chapter 3. Global Gaming Market– Industry Analysis
    • 3.1. Gaming Market: Market Dynamics
    • 3.2. Market Drivers
      • 3.2.1. Burgeoning requirement for recreational, leisure, and entertainment activities is projected to result in humungous gaming market penetration across the globe over the ensuing years.
      • 3.2.2. Myriad genres like simulation, action, and strategy are attracting players across the globe towards gaming activities and this, in turn, has enlarged the scope of the gaming industry in the recent years.
      • 3.2.3. With COVID-19 epidemic spreading rapidly across the globe, the focus has shifted from physical sports to online gaming, thereby driving the market trends.
    • 3.3. Porter’s Five Forces Analysis
    • 3.4. Market Attractiveness Analysis
      • 3.4.1. Market attractiveness analysis By Product
  • Chapter 4. Global Gaming Market– Competitive Landscape
    • 4.1. Company market share analysis
      • 4.1.1. Global Gaming Market: company market share, 2017
    • 4.2. Strategic development
      • 4.2.1. Acquisitions & mergers
      • 4.2.2. New Product launches
      • 4.2.3. Agreements, partnerships, cullaborations, and joint ventures
      • 4.2.4. Research and development and Regional expansion
    • 4.3. Price trend analysis
  • Chapter 5. Global Gaming Market– Product Analysis
    • 5.1. Global Gaming Market overview: By Product
      • 5.1.1. Global Gaming Market share, By Product, 2018 and 2025
    • 5.2. Tablet
      • 5.2.1. Global Gaming Market By Tablet, 2015–2025 (USD Billion)
    • 5.3. Consule
      • 5.3.1. Global Gaming Market By Consule, 2015–2025 (USD Billion)
    • 5.4. Downloaded/Box PC
      • 5.4.1. Global Gaming Market By Downloaded/Box PC, 2015–2025 (USD Billion)
    • 5.5. Smartphone
      • 5.5.1. Global Gaming Market By Smartphone, 2015–2025 (USD Billion)
    • 5.6. Browser PC
      • 5.6.1. Global Gaming Market By Browser PC, 2015–2025 (USD Billion)
  • Chapter 6. Company Profiles
    • 6.1. Bandai Namco Entertainment Inc.
      • 6.1.1. Overview
      • 6.1.2. Financials
      • 6.1.3. Technology Portfolio
      • 6.1.4. Business Strategy
      • 6.1.5. Recent Developments
    • 6.2. Activision Blizzard Inc.
      • 6.2.1. Overview
      • 6.2.2. Financials
      • 6.2.3. Technology Portfolio
      • 6.2.4. Business Strategy
      • 6.2.5. Recent Developments
    • 6.3. Electronic Arts Inc.
      • 6.3.1. Overview
      • 6.3.2. Financials
      • 6.3.3. Technology Portfolio
      • 6.3.4. Business Strategy
      • 6.3.5. Recent Developments
    • 6.4. CyberAgent Inc.
      • 6.4.1. Overview
      • 6.4.2. Financials
      • 6.4.3. Technology Portfolio
      • 6.4.4. Business Strategy
      • 6.4.5. Recent Developments
    • 6.5. Microsoft Corp.
      • 6.5.1. Overview
      • 6.5.2. Financials
      • 6.5.3. Technology Portfolio
      • 6.5.4. Business Strategy
      • 6.5.5. Recent Development
    • 6.6. GungHo Online Entertainment Inc.
      • 6.6.1. Overview
      • 6.6.2. Financials
      • 6.6.3. Technology Portfolio
      • 6.6.4. Business Strategy
      • 6.6.5. Recent Development
    • 6.7. Sony Corp.
      • 6.7.1. Overview
      • 6.7.2. Financials
      • 6.7.3. Technology Portfolio
      • 6.7.4. Business Strategy
      • 6.7.5. Recent Development
    • 6.8. NetEase Inc.
      • 6.8.1. Overview
      • 6.8.2. Financials
      • 6.8.3. Technology Portfolio
      • 6.8.4. Business Strategy
      • 6.8.5. Recent Development
    • 6.9. The Walt Disney Co.
      • 6.9.1. Overview
      • 6.9.2. Financials
      • 6.9.3. Technology Portfolio
      • 6.9.4. Business Strategy
      • 6.9.5. Recent Development
    • 6.10. Tencent Huldings Ltd
      • 6.10.1. Overview
      • 6.10.2. Financials
      • 6.10.3. Technology Portfolio
      • 6.10.4. Business Strategy
      • 6.10.5. Recent Development

Table Of Figures

List of Figures

1. Market research process
2. Market research methodology
3. Global Gaming Market, 2015–2025 (USD Billion)
4. Porter’s Five Forces Analysis
5. Global Gaming Market attractiveness, By Product 
6.  Global Gaming Market Share by Product ,2018 and 2025 (USD Billion)
7. Global Gaming Market by Tablet ,2015–2025 (USD Billion)
8. Global Gaming Market by Console ,2015–2025 (USD Billion)
9. Global Gaming Market by Downloaded/Box PC,2015–2025 (USD Billion)
10. Global Gaming Market by Smartphone,2015–2025 (USD Billion)
11. Global Gaming Market by Browser PC,2015–2025 (USD Billion)
12. Global Gaming Market share, by Region, 2018 and 2025
13. North America Gaming Market, 2015–2025 (USD Billion)
14. Europe Gaming Market, 2015–2025 (USD Billion)
15. Asia Pacific Gaming Market, 2015–2025 (USD Billion)
16. Latin America Gaming Market, 2015–2025 (USD Billion)
17. The Middle East and Africa Gaming Market, 2015–2025 (USD Billion)
 


Table Of Tables

List of Tables

1. Global Gaming Market: snapshot
2. Drivers of the Gaming Market: impact analysis
3. North America Gaming Market revenue, By Product , 2015–2025 (USD Billion)
4. The U.S. Gaming Market revenue, By Product , 2015–2025 (USD Billion)
5. Rest of North America Gaming Market revenue, By Product , 2015–2025 (USD Billion)
6. Europe Gaming Market revenue, By Product , 2015–2025 (USD Billion)
7. UK Gaming Market revenue, By Product , 2015–2025 (USD Billion)
8. France Gaming Market revenue, By Product , 2015–2025 (USD Billion)
9. Germany Gaming Market revenue, By Product , 2015–2025 (USD Billion)
10. Rest of Europe Gaming Market revenue, By Product , 2015–2025 (USD Billion)
11. Asia Pacific Gaming Market revenue, By Product , 2015–2025 (USD Billion)
12. China Gaming Market revenue, By Product , 2015–2025 (USD Billion)
13. Japan Gaming Market revenue, By Product , 2015–2025 (USD Billion)
14. India Gaming Market revenue, By Product , 2015–2025 (USD Billion)
15. Rest of Asia Pacific Gaming Market revenue, By Product , 2015–2025 (USD Billion)
16. Latin America Gaming Market revenue, By Product , 2015–2025 (USD Billion)
17. Brazil Gaming Market revenue, By Product , 2015–2025 (USD Billion)
18. Rest of Latin America Gaming Market revenue, By Product , 2015–2025 (USD Billion)
19. The Middle East and Africa Gaming Market revenue, By Product , 2015–2025 (USD Billion)
20. Saudi Arabia Gaming Market revenue, By Product , 2015–2025 (USD Billion)
21. South Africa Gaming Market revenue, By Product , 2015–2025 (USD Billion)
22. Rest of the Middle East & Africa Gaming Market revenue, By Product , 2015–2025 (USD Billion)

 
 

Methodology

FrequentlyAsked Questions

Usually on a computer, console, mobile phone, or dedicated gaming system, gaming is the act of playing electronic or digital games. From casual smartphone games to more intense and fierce online multiplayer games, it covers a broad spectrum of interests and experiences.

Rising cloud gaming services—like Google Stadia and Xbox Cloud Gaming—allows players to stream games without requiring premium gear. This opens the game audience and reduces the entrance obstacle.

According to a report from Zion Market Research, the global Global Gaming Market was valued at USD 276.99 Billion in 2023 and is projected to hit USD 911.66 Billion by 2032.

According to a report from Zion Market Research, the global Global Gaming Market a compound annual growth rate (CAGR) of 12.7% during the forecast period 2024-2032.

The expansion of the market in Asia Pacific over the forecast timeline is credited to the launching of next-gen game consoles along with the surging acceptance of gaming instruments in the Asia Pacific zone.

Key players profiled in the study include GungHo Online Entertainment Inc., Electronic Arts Inc., The Walt Disney Co., Bandai Namco Entertainment Inc., Sony Corp., Activision Blizzard Inc., CyberAgent Inc., Microsoft Corp., NetEase Inc., and Tencent Holdings Ltd.

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