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Global Digital Gaming Market (2018-2023)

Published: 2018
Format: XLS / XLSX
Code: NI385
Pages: 100
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"Digital Games is one of most booming sectors of the Global Media and Entertainment Industry, and it comprises games played on PCs, Mobiles, and Consoles. According to Netscribes Gaming Market Research, the digital games market is expected to have a significant growth at a CAGR of 18.98% (2018-2023) leading to a global digital gaming market size of USD 323.91 Bn by 2023.

Mobile gaming has developed at a staggeringly high rate in recent times and was the largest segment in 2017, followed by Console and PC games. It is the fastest growing segment of the market and is forecasted to grow at a high CAGR through 2018-2023. The segment is gaining traction due to low entry barriers and fast proliferation activities of internet and smartphones across the globe.

PC Games and Console Games hold significant portions of the global digital games revenues. Though the online-browser gaming within PC games have taken a shift to smartphones and tablets, expanded digital purchases on these platforms along with the introduction of new technologies like Augmented Reality and Virtual Reality are driving the markets forward.

Key growth factors:
o The use of internet and smartphones is one of the primary requirements of video games market in the age of digital distribution of games. Thus increased internet and smartphone penetration across the globe is driving the global digital games market.
o Factors like improvement in global economic growth which provides consumers with more disposable income to spend on gaming and increase in the number of worldwide gamers are continuously raising the demand for digital gaming across the globe.

Threats and key players:
o Although the digital gaming industry is forecasted to have a healthy growth globally, still, there is low internet speed and smartphone penetration in several regions of the world which hinders the growth of digital games. Also, often, challenging economic conditions, political unrest and governmental restrictions in regions restrict the growth of digital gaming market. Case in point, the recent political turmoil like Eurozone crisis, Brexit, etc. have challenged the growth of the market.
o Some of the major gaming companies in the Digital Gaming Market are Activision Blizzard, Electronic Arts, Take-Two Interactive and Ubisoft.
nteractive and Ubisoft.

What’s covered in the report?
o Overview of the Global Digital Gaming market
o Overview of different business models in digital games
o Analysis of the value chain of games and distribution channel analysis of games
o Historical, current and forecasted market size data for PC games Market, Mobile Games market and Console Games market
o Historical, current and forecasted market size data for Freemium, Pay to play, Advertising models market
o Historical, current and forecasted market size data for Shooter, Role- play Action, Sports, Strategy, Other genres market
o Historical, current and forecasted regional (North America, Europe, Asia Pacific, Latin America, Middle East & Africa) market size data for Digital Gaming Market segmentations (By platforms- PC, Console, Mobile, by revenue models- Freemium, Pay to play, Advertising, By genres- Shooter, Role- play Action, Sports, Strategy, Others)
o Market Trends in Global Digital Gaming Market
o Qualitative analysis of the key drivers and challenges affecting the Global Digital Gaming Market and its segmentations (By platforms- PC, Console, Mobile, by revenue models- Freemium, Pay to play, Advertising, By genres- Shooter, Role- play Action, Sports, Strategy, Others)
o Analysis of spending for segmentation by platforms– (Global, North America, Europe, Asia Pacific, Latin America,Middle East and Africa)
o Analysis of the competitive landscape and profiles of major players operating in the market
o Analysis of new age startups in the global games market

Why buy?
o Get a broad understanding of the Global Digital Gaming Market, PC games Market, Mobile Games Market and Console Games Market.
o Get a broad understanding of the different business models used in digital games
o Get an understanding of how the games reach the end users from the developers
o Get Region-specific market size and observations for the Digital Gaming market and its segmentations (By platforms- PC, Console, Mobile, by revenue models- Freemium, Pay to play, Advertising, By genres- Shooter, Role- play Action, Sports, Strategy, Others)
o Get specific drivers and challenges for Digital Gaming market and its segmentations (By platforms- PC, Console, Mobile, by revenue models- Freemium, Pay to play, Advertising, By genres- Shooter, Role- play Action, Sports, Strategy, Others)
o Get analysis of spending for segmentation by platforms– (Global, North America, Europe, Asia Pacific, Latin America,Middle East and Africa)
o Recognize major competitors' business and market dynamics, and respond accordingly
o Get start-up company profiles

Customizations Available
With the given market data, Research on India offers customizations according to specific needs. Write to us at [email protected]."

Contents

"Chapter 1: Executive summary
1.1. Market scope and segmentation
1.2. Key questions answered
1.3. Executive summary

Chapter 2: Introduction
2.1. Market definitions - PC games, mobile games and console games
2.2. Different business models
2.3. Value chain of games
2.4. Distribution channel analysis: big four companies
2.5. Distribution channel estimation: big four companies

Chapter 3: Global Digital Gaming market overview
3.1. Global market overview
o Global historical (2015-2017) market size (USD Bn)
o Global forecasted (2018-2023) market size (USD Bn)
o Geography wise market size (USD Bn) in 2017 and 2023
o Key observations
3.2. Global trends

Chapter 4: Global Digital Gaming market segmentation - by regions
4.1. North America
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
4.2. Europe
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
4.3. Asia Pacific
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
4.4. Latin America
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
4.5. Middle East and Africa
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends

Chapter 5: Global Digital Gaming market segmentation - by platform
5.1. Global market share and size (USD Bn – 2017) – by platforms (PC, Console, Mobile)
5.2. Global PC games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
5.3. Global mobile games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
5.4. Global console games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges

Chapter 6: Global Digital Gaming market segmentation – by revenue models
6.1. Global market share and size (USD Bn - 2017) – by revenue models (Freemium, Pay to Play, Advertising)
6.2. Global freemium model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
6.3. Global pay to play model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
6.4. Global advertising model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges

Chapter 7: Global Digital Gaming market segmentation – by genres
7.1. Global market share and size (USD Bn – 2017) – by genres (Shooter, Role- play Action, Sports, Strategy, Others)
7.2. Global shooter genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
7.3. Global role-playing action genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
7.4. Global sports genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
7.5. Global strategy genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
7.6. Other genres market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges

Chapter 8: Major digital gaming segmentation-by regions
8.1. North America
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.2. Europe
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.3. Asia Pacific
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.4. Latin America
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.5. Middle East and Africa
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors

Chapter 9: Global Digital Gaming Spend Analysis
9.1. Paying players share by platform – 2017
9.2. PC games - Average spending and payers (Global, North America, Europe, Asia Pacific, Latin America, Middle East and Europe)
9.3. Console games - Average spending and payers (Global, North America, Europe, Asia Pacific, Latin America, Middle East and Europe)
9.4. Mobile games - Average spending and payers (Global, North America, Europe, Asia Pacific, Latin America, Middle East and Europe)
9.5. Spend analysis – by regions (North America, Europe, Asia Pacific, Latin America, Middle East and Europe)

Chapter 10: Competitive landscape
10.1. Activision Blizzard
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.2. Electronic Arts
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.3. Take - Two Interactive
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.4. Ubisoft
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.5. Zynga
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.6. Nintendo
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.7. GungHo Online
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.8. NCsoft
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.9. Sony Corporation
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.10. Microsoft Corporation
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations

Chapter 11: Gaming Start – Up Firms
11.1. Chopup
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.2. Omnidrone
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.3. Piranha Games
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.4. Nazara Techonologies
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.5. Witching Hour Studios
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.6. Touchten Games
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.7. Steel Wool Studios
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.8. Playsnak
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
Chapter 12: Market Share of Companies
12.1. Global Digital Games market - share of companies
12.2. Global PC Games market - share of companies
12.3. Global Mobile Games market - share of companies
12.4. Global Console Games market - share of companies
Chapter 13: Conclusion
Chapter 14: Appendix
14.1. List of tables
14.2. Research methodology
14.3. Assumptiont Netscribes Inc.

Note: The Table of Contents (ToC) provided above contains the targeted coverage. The coverage is subject to change as we progress with the researc

LIST OF FIGURES/ CHARTS
Chapter 2: Introduction
1. Value Chain of Games
2. Distribution Channel Analysis : Major Four Companies
3. Distribution Channel Estimation : Major Four Companies

Chapter 3: Global Digital Games Market Overview
1. Global historical market revenue
2. Global forecasted market revenue
3. Geography-wise market revenue

Chapter 4: Global Digital Games Market – By Regions
1. Market Revenue – North America
2. Market Revenue – Asia Pacific
3. Market Revenue – Latin America
4. Market Revenue –Europe
5. Market Revenue – Middle East & Africa

Chapter 5: Global Digital Games Market - by platforms
1. PC Games Global Revenue
2. Mobile Games Global Revenue
3. Console Games Global revenue

Chapter 6: Global Digital Games Market- by revenue models
1. Freemium model global revenue
2. Pay to play model global revenue
3. Advertising model global revenue

Chapter 7: Global Digital Games Market- by genre
1. Shooter genre global revenue
2. Role-play action genre global revenue
3. Sports genre global revenue
4. Strategy genre global revenue
5. Other genre global revenue

Chapter 8: Major digital gaming segmentation-by regions
1. Revenue Contribution of major platforms – North America
2. Revenue Contribution of major revenue models– North America
3. Revenue Contribution of major genres– North America
4. Revenue Contribution of major platforms – Europe
5. Revenue Contribution of major revenue models– Europe
6. Revenue Contribution of major genres– Europe
7. Revenue Contribution of Platforms – Asia Pacific
8. Revenue Contribution of major revenue models– Asia Pacific
9. Revenue Contribution of major genres– Asia Pacific
10. Revenue Contribution of major platforms – Latin America
11. Revenue Contribution of major revenue models – Latin America
12. Revenue Contribution of major genres - Latin America
13. Revenue Contribution of Platforms – Middle East & Africa
14. Revenue Contribution of major revenue models – Middle East & Africa
15. Revenue Contribution of major genres - Middle East & Africa

Chapter 9: Global Digital Gaming Spend Analysis
1. Paying Players Share - By Platform
2. PC Games - Average Spending and Payers
3. Mobile Games - Average Spending and Payers
4. Console Games - Average Spending and Payers

Chapter 12: Market Share of Companies
    1.   Global Digital Games Market Share
    2.   Global PC Games Market Share
    3.   Global Mobile Games Market Share
    4.   Global Console Games Market Share

LIST OF TABLES
Table 1: Segments by Platform (2015 – 2023) value in USD Bn
Table 2: Segments by Revenue models (2015 – 2023) value in USD Bn
Table 3: Segments by Genres (2015 – 2023) value in USD Bn
Table 4: Segments by Region: North America (2015 – 2023) value in USD Bn
Table 3: Segments by Region: Europe (2015 – 2023) value in US$ Bn
Table 4: Segments by Region: Asia Pacific (2015 – 2023) value in US$ Bn
Table 5: Segments by Region: Latin America (2015 – 2023) value in US$ Bn
Table 6: Segments by Region: Middle East Africa (2015 – 2023) value in US$ Bn
Table 7: Geography: (2015 – 2023) value in US$ Bn
Table 8: Activision Blizzard: By Distribution Channel
Table 9: Activision Blizzard: By Geography
Table 10: Activision Blizzard: By Product
Table 11: Electronic Arts: By Distribution Channel
Table 12: Electronic Arts: By Geography
Table 13: Electronic Arts: By Product
Table 14: Take Two Interactive: By Distribution Channel
Table 15: Take Two Interactive: By Geography
Table 16: Take Two Interactive: By Product
Table 17: Ubisoft: By Distribution Channel
Table 18: Ubisoft: By Geography
Table 19: Ubisoft: By Product
Table 20: Revenues of Companies (2012-2016)
Table 21: Gross margin of companies (value in %)
Table 22: Net margin of companies value in %)
Table 23: Return on Asset of Companies value in %)
Table 24: Return on Equity of Companies (value in %)
COMPANIES COVERED
Major Companies:
o Activision Blizzard
o Electronic Arts’
o Take - Two Interactive
o Ubisoft
o Zynga
o Nintendo
o GungHo Online
o NCsoft
o Sony Corporation
o Microsoft Corporation

Start-up Companies:
o Chopup
o Omnidrone
o Piranha Games
o Nazara Techonologies
o Witching Hour Studios
o Touchten Games
o Steel Wool Studios
o Playsnak

"

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