Press release
Top 10 Companies in Gaming Industry 2019 - Electronic Arts, Tencent, Ubisoft, Activision Blizzard, NetEase, ChangYou, GungHo, Warner Bros
A gaming is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.In 2018, the global Gaming market size was 109100 million US$ and it is expected to reach 287900 million US$ by the end of 2025, with a CAGR of 12.9% during 2019-2025.
China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period.
Various factors affecting the forecasted trend in the Gaming market are discussed in detail with analysis of the same. The global market report covers all the drivers, trends, and challenges in the market within the analysis and for the elucidation of the forecast statistics. Furthermore, the global market report is dissected and analysed across its various segments such as by product type, by application, by end users, and by region.
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In terms of product type, the global Gaming market is segmented into the following:
• Mobile Gaming
• Console Gaming
• PC Gaming
Product X is currently leading in terms of value and volume owing to high demand from across all regions. Product Y is expected to gain traction since new technology and changing customers trends is expected to push the demand for it. Product Y is hence is expected to record the highest growth rate for the forecast period.
In terms of application, the global Gaming market is segmented as follows:
• Amateur
• Professional
Application X holds the highest share in the global Gaming market. Application Y is expected to record the highest growth rate and can even surpass the market share of Application X by the end of the forecast period.
By end users, the global Gaming market is segmented into:
• Activision Blizzard
• Electronic Arts
• Microsoft
• NetEase
• Nintendo
• Sony
• Tencent
• ChangYou
• DeNA
• GungHo
• Apple
• Nexon
• Sega
• Warner Bros
• Namco Bandai
• Ubisoft
• Square Enix
• Take-Two Interactive
• King Digital Entertainment
End user X is the highest share holder in terms of value and volume and End user Y is expected to record a high growth rate for the forecast period based on the data of the changing market trends.
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The global Gaming market report provides a detailed analysis of the regional segmentation. The Gaming market is segmented into the following regions:
• United States
• Europe
• China
• Japan
• Southeast Asia
• India
• Central & South America
Region X is a more matured market and is the highest with US$ XX million in value at the end of 2018. Region Y is showcasing high growth rate as the overall income of the population is on the rise and people have a higher amount of disposable income available.
The global Gaming market includes a detailed SWOT analysis and competitive landscape analysis as well that provides customers with key insights into what the top companies are working on. Every top player and their respective company profiles are covered in detail including the latest news and updates of acquisitions and mergers.
Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Gaming Market Size Growth Rate by Type (2014-2025)
1.4.2 Mobile Gaming
1.4.3 Console Gaming
1.4.4 PC Gaming
1.5 Market by Application
1.5.1 Global Gaming Market Share by Application (2014-2025)
1.5.2 Amateur
1.5.3 Professional
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Gaming Market Size
2.2 Gaming Growth Trends by Regions
2.2.1 Gaming Market Size by Regions (2014-2025)
2.2.2 Gaming Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
3 Market Share by Key Players
3.1 Gaming Market Size by Manufacturers
3.1.1 Global Gaming Revenue by Manufacturers (2014-2018)
3.1.2 Global Gaming Revenue Market Share by Manufacturers (2014-2018)
3.1.3 Global Gaming Market Concentration Ratio (CR5 and HHI)
3.2 Gaming Key Players Head office and Area Served
3.3 Key Players Gaming Product/Solution/Service
3.4 Date of Enter into Gaming Market
3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
4.1 Global Gaming Market Size by Type (2014-2019)
4.2 Global Gaming Market Size by Application (2014-2019)
5 United States
5.1 United States Gaming Market Size (2014-2019)
5.2 Gaming Key Players in United States
5.3 United States Gaming Market Size by Type
5.4 United States Gaming Market Size by Application
6 Europe
6.1 Europe Gaming Market Size (2014-2019)
6.2 Gaming Key Players in Europe
6.3 Europe Gaming Market Size by Type
6.4 Europe Gaming Market Size by Application
7 China
7.1 China Gaming Market Size (2014-2019)
7.2 Gaming Key Players in China
7.3 China Gaming Market Size by Type
7.4 China Gaming Market Size by Application
8 Japan
8.1 Japan Gaming Market Size (2014-2019)
8.2 Gaming Key Players in Japan
8.3 Japan Gaming Market Size by Type
8.4 Japan Gaming Market Size by Application
9 Southeast Asia
9.1 Southeast Asia Gaming Market Size (2014-2019)
9.2 Gaming Key Players in Southeast Asia
9.3 Southeast Asia Gaming Market Size by Type
9.4 Southeast Asia Gaming Market Size by Application
10 India
10.1 India Gaming Market Size (2014-2019)
10.2 Gaming Key Players in India
10.3 India Gaming Market Size by Type
10.4 India Gaming Market Size by Application
11 Central & South America
11.1 Central & South America Gaming Market Size (2014-2019)
11.2 Gaming Key Players in Central & South America
11.3 Central & South America Gaming Market Size by Type
11.4 Central & South America Gaming Market Size by Application
12 International Players Profiles
12.1 Activision Blizzard
12.1.1 Activision Blizzard Company Details
12.1.2 Company Description and Business Overview
12.1.3 Gaming Introduction
12.1.4 Activision Blizzard Revenue in Gaming Business (2014-2019)
12.1.5 Activision Blizzard Recent Development
12.2 Electronic Arts
12.2.1 Electronic Arts Company Details
12.2.2 Company Description and Business Overview
12.2.3 Gaming Introduction
12.2.4 Electronic Arts Revenue in Gaming Business (2014-2019)
12.2.5 Electronic Arts Recent Development
12.3 Microsoft
12.3.1 Microsoft Company Details
12.3.2 Company Description and Business Overview
12.3.3 Gaming Introduction
12.3.4 Microsoft Revenue in Gaming Business (2014-2019)
12.3.5 Microsoft Recent Development
12.4 NetEase
12.4.1 NetEase Company Details
12.4.2 Company Description and Business Overview
12.4.3 Gaming Introduction
12.4.4 NetEase Revenue in Gaming Business (2014-2019)
12.4.5 NetEase Recent Development
12.5 Nintendo
12.5.1 Nintendo Company Details
12.5.2 Company Description and Business Overview
12.5.3 Gaming Introduction
12.5.4 Nintendo Revenue in Gaming Business (2014-2019)
12.5.5 Nintendo Recent Development
12.6 Sony
12.6.1 Sony Company Details
12.6.2 Company Description and Business Overview
12.6.3 Gaming Introduction
12.6.4 Sony Revenue in Gaming Business (2014-2019)
12.6.5 Sony Recent Development
12.7 Tencent
12.7.1 Tencent Company Details
12.7.2 Company Description and Business Overview
12.7.3 Gaming Introduction
12.7.4 Tencent Revenue in Gaming Business (2014-2019)
12.7.5 Tencent Recent Development
12.8 ChangYou
12.8.1 ChangYou Company Details
12.8.2 Company Description and Business Overview
12.8.3 Gaming Introduction
12.8.4 ChangYou Revenue in Gaming Business (2014-2019)
12.8.5 ChangYou Recent Development
12.9 DeNA
12.9.1 DeNA Company Details
12.9.2 Company Description and Business Overview
12.9.3 Gaming Introduction
12.9.4 DeNA Revenue in Gaming Business (2014-2019)
12.9.5 DeNA Recent Development
12.10 GungHo
12.10.1 GungHo Company Details
12.10.2 Company Description and Business Overview
12.10.3 Gaming Introduction
12.10.4 GungHo Revenue in Gaming Business (2014-2019)
12.10.5 GungHo Recent Development
12.11 Apple
12.12 Google
12.13 Nexon
12.14 Sega
12.15 Warner Bros
12.16 Namco Bandai
12.17 Ubisoft
12.18 Square Enix
12.19 Take-Two Interactive
12.20 King Digital Entertainment
13 Market Forecast 2019-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2019-2025)
13.10 Market Size Forecast by Application (2019-2025)
14 Analyst’s Viewpoints/Conclusions
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details
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