Digital Games Market Emerging Trends and 2022 Forecast by Top Companies - Activision Blizzard, Electronic Arts', Take-Two Interactive, Ubisoft, Zynga, Nintendo, GungHo Online
Mobile gaming has developed at a staggeringly high rate in recent times and was the largest segment in 2016, followed by console and PC games. According to the gaming industry forecasts, it will be the fastest growing segment of the market and is expected to grow at a CAGR of 25.5% through 2017-2022. The segment is gaining traction due to low entry barriers and fast proliferation activities of internet and smartphones across the globe.
Top Companies Covered in Digital Games Market Report are:
Activision Blizzard, Electronic Arts', Take-Two Interactive, Ubisoft, Zynga, Nintendo, GungHo Online, NCsoft, Sony Corporation, Microsoft Corporation
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PC games and console games hold significant portions of the global digital games revenues and are expected to grow at a CAGR of 11% and 14.8% respectively through 2017-2022. Though much of the free browser/online gaming industry within PC games has shifted to smartphones and tablets, the analysis shows expanded digital purchases on PCs. Both PC and console segments are to witness growth due to the adoption of Virtual Reality, eSports and increased digital purchases.
Key growth factors
The increased penetration of smartphones and internet across the world is one of the main reasons behind the growth of the video games market. That in turn contributes to an overall increase in the digital distribution of games.
Worldwide economic growth provides customers more disposable income that they can spend on their gaming needs. Further, an increase in the number of gamers across the world also raises the demand for digital games.
Threats and key players
Despite a forecast in growth, slow internet speed and low smartphone penetration across many regions of the world hinders the growth of the digital games market. Often, challenging economic conditions, political unrest and government restrictions in certain areas restrict the growth of the digital gaming market. The recent turmoil with regard to the Eurozone and Brexit, among others, has challenged the growth of the market for digital games.
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Fundamentals of Table of Content:
Chapter 1: Executive Summary
1.1. Market Scope and Segmentation
1.2. Key Questions Answered in This Study
1.3. Executive Summary
Chapter 2: Introduction
2.1. Market Definitions
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 Games Market Overview
-Global market revenue (US$ bn)
-Global forecasted market revenue (US$ bn)
-Geography wise market revenue (US$ bn)
Chapter 4: Global Digital Games Market-By Regions
Chapter 5: Global Digital Games Market-By Platform
Chapter 6: Major Platforms Overview-Regions
Chapter 7: Competitive Landscape
Chapter 8: Gaming Start-Up Firms
Chapter 9: Market Share of Companies
Chapter 10: Conclusion
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