Press release
Global Digital Games Market Will Reach A Revised Size Of Us$ 560190 Million By 2028, Growing At A Cagr Of 16.4% During 2022-2028
A video game is an electronic game that includes a video device for human interaction with the user interface of the game. PC monitor, mobile display and TV are used as a video device. The electronic systems used to play video games are known as platforms. Different platforms include PCs, consoles, TVs, mobile devices and others. Different types of games are available for different gaming platforms. The video games are available in two formats include digital and physical. The physical format is the one in which the game is played with the use of physical disc. While digital format is the one in which the game is played after downloading and requires no physical disc to play.Market Overview
Due to the COVID-19 pandemic and Russia-Ukraine War Influence, the global market for Digital Games estimated at US$ 225580 million in the year 2022, is projected to reach a revised size of US$ 560190 million by 2028, growing at a CAGR of 16.4% during the forecast period 2022-2028.
Increasing number of gamers, rising disposable income and technology innovation are some of the major driving force for digital games market. The number of active game players is increasing globally. According to a research done by an independent research firm in the 110 largest countries in the world, in 2013 around 18.75% of the population is active game players and 2.4 billion are internet users. In addition, China alone has 180 million active game players which are almost equivalent to the number of active game players in the Western Europe. Increasing disposable income in the developing countries such as India and China is expected to fuel the growth rate of digital games market. Increasing disposable income allows the customer to spend more money.
Los Angeles, United States October 2022,- The research study presented here is a brilliant compilation of different types of analysis of critical aspects of the global Digital Games market. It sheds light on how the global Digital Games market is expected to grow during the course of the forecast period. With SWOT analysis and Porter's Five Forces analysis, it gives a deep explanation of the strengths and weaknesses of the global Digital Games market and the different players operating therein. The authors of the report have also provided qualitative and quantitative analyses of several microeconomic and macroeconomic factors impacting the global Digital Games market. In addition, the research study helps to understand the changes in the industry supply chain, manufacturing process and cost, sales scenarios, and dynamics of the global Digital Games market.
Request to Download PDF Sample Copy of Report: https://www.qyresearch.com/sample-form/form/5172574/Global-Digital-Games-Market-Report-History-and-Forecast-2017-2028-Breakdown-Data-by-Companies-Key-Regions-Types-and-Application
Report Scope
This report aims to provide a comprehensive presentation of the global market for Digital Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Digital Games.
The Digital Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2021 as the base year, with history and forecast data for the period from 2017 to 2028. This report segments the global Digital Games market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Digital Games market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
Market Segmentation
This report covers the Digital Games segments by manufacturers, by type, by application, by region and country, and provides market size and CAGR for the history and forecast period (2017-2022, 2023-2028), considering 2021 as the base year. It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market.
By Company
Behavior Interactive
Activision Blizzard
Asobo Studio
CCP
Changyou
Cryptic Studios
4A Games
GameHouse
Electronic Arts
Gamelion
Konami
Microsoft
Nexon
Rovio Entertainment
Ubisoft Entertainment
Warner Bros
The Lego
GungHo Entertainment
Digital Games Segment by Type
Digital
Physical
Digital Games Segment by Application
Private
Commercial
Digital Games Segment by Region
North America (USA, Canada, Mexico)
Europe (Germany, the U.K., France, Russia, Italy, Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East and Africa (Saudi Arabia, UAE, Egypt, South Africa, Rest of MEA)
Reasons to Buy This Report
Informative and detailed data, historical and forecast revenue data, which is analyzed to tell you why your market is set to change. Provision of market value (USD million) data for each segment and sub-segment.
This report will help stakeholders to understand the global industry status and trends of Digital Games and provides them with information on key market drivers, restraints, challenges, and opportunities. This enables you to anticipate market changes to remain ahead of your competitors.
This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition. This concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly.
This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Digital Games industry. Keeping in mind the uncertainties of COVID-19 and Russia-Ukraine War, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.
Core Chapters
Chapter One: Introduces the
Los Angeles, United States October 2022,- The research study presented here is a brilliant compilation of different types of analysis of critical aspects of the global Digital Games market. It sheds light on how the global Digital Games market is expected to grow during the course of the forecast period. With SWOT analysis and Porter's Five Forces analysis, it gives a deep explanation of the strengths and weaknesses of the global Digital Games market and the different players operating therein. The authors of the report have also provided qualitative and quantitative analyses of several microeconomic and macroeconomic factors impacting the global Digital Games market. In addition, the research study helps to understand the changes in the industry supply chain, manufacturing process and cost, sales scenarios, and dynamics of the global Digital Games market.
Request to Download PDF Sample Copy of Report: https://www.qyresearch.com/sample-form/form/5172574/Global-Digital-Games-Market-Report-History-and-Forecast-2017-2028-Breakdown-Data-by-Companies-Key-Regions-Types-and-Application
Report Scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2017-2022, 2023-2028). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments according to application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Digital Games companies' competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Enquire for customization in Report Digital Games : https://www.qyresearch.com/customize-request/form/5172574/Global-Digital-Games-Market-Report-History-and-Forecast-2017-2028-Breakdown-Data-by-Companies-Key-Regions-Types-and-Application
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