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Digital Gaming-Global Market Insights and Sales Trends 2024

Digital Gaming-Global Market Insights and Sales Trends 2024

Publishing Date : Nov, 2023

License Type :
 

Report Code : 1812467

No of Pages : 104

Synopsis
The global Digital Gaming market size is expected to reach US$ 560190 million by 2029, growing at a CAGR of 16.4% from 2023 to 2029. The market is mainly driven by the significant applications of Digital Gaming in various end use industries. The expanding demands from the Mobile Devices, PC, TV and Gaming Console, are propelling Digital Gaming market. Free-to-play, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Pay-to-play segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Digital Gaming market, driven by demand from China, the second largest economy with some signs of stabilising, the Digital Gaming market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Digital Gaming, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Digital Gaming market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Digital Gaming market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Digital Gaming sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Digital Gaming covered in this report include Activision Blizzard, Zynga, Electronic Arts, Wargaming, Giant Interactive, GungHo Online, NCSOFT, Smilegate and Microsoft, etc.
The global Digital Gaming market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Activision Blizzard
Zynga
Electronic Arts
Wargaming
Giant Interactive
GungHo Online
NCSOFT
Smilegate
Microsoft
Riot Games
Global Digital Gaming market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Digital Gaming market, Segment by Type:
Free-to-play
Pay-to-play
Global Digital Gaming market, by Application
Mobile Devices
PC
TV
Gaming Console
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). 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 by Type, 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 by 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 Gaming 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
Index
1 Market Overview of Digital Gaming
1.1 Digital Gaming Market Overview
1.1.1 Digital Gaming Product Scope
1.1.2 Digital Gaming Market Status and Outlook
1.2 Global Digital Gaming Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Digital Gaming Market Size by Region (2018-2029)
1.4 Global Digital Gaming Historic Market Size by Region (2018-2023)
1.5 Global Digital Gaming Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Digital Gaming Market Size (2018-2029)
1.6.1 North America Digital Gaming Market Size (2018-2029)
1.6.2 Europe Digital Gaming Market Size (2018-2029)
1.6.3 Asia-Pacific Digital Gaming Market Size (2018-2029)
1.6.4 Latin America Digital Gaming Market Size (2018-2029)
1.6.5 Middle East & Africa Digital Gaming Market Size (2018-2029)
2 Digital Gaming Market by Type
2.1 Introduction
2.1.1 Free-to-play
2.1.2 Pay-to-play
2.2 Global Digital Gaming Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Digital Gaming Historic Market Size by Type (2018-2023)
2.2.2 Global Digital Gaming Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Digital Gaming Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Digital Gaming Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Digital Gaming Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Digital Gaming Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Digital Gaming Revenue Breakdown by Type (2018-2029)
3 Digital Gaming Market Overview by Application
3.1 Introduction
3.1.1 Mobile Devices
3.1.2 PC
3.1.3 TV
3.1.4 Gaming Console
3.2 Global Digital Gaming Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Digital Gaming Historic Market Size by Application (2018-2023)
3.2.2 Global Digital Gaming Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Digital Gaming Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Digital Gaming Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Digital Gaming Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Digital Gaming Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Digital Gaming Revenue Breakdown by Application (2018-2029)
4 Digital Gaming Competition Analysis by Players
4.1 Global Digital Gaming Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Digital Gaming as of 2022)
4.3 Date of Key Players Enter into Digital Gaming Market
4.4 Global Top Players Digital Gaming Headquarters and Area Served
4.5 Key Players Digital Gaming Product Solution and Service
4.6 Competitive Status
4.6.1 Digital Gaming Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Activision Blizzard
5.1.1 Activision Blizzard Profile
5.1.2 Activision Blizzard Main Business
5.1.3 Activision Blizzard Digital Gaming Products, Services and Solutions
5.1.4 Activision Blizzard Digital Gaming Revenue (US$ Million) & (2018-2023)
5.1.5 Activision Blizzard Recent Developments
5.2 Zynga
5.2.1 Zynga Profile
5.2.2 Zynga Main Business
5.2.3 Zynga Digital Gaming Products, Services and Solutions
5.2.4 Zynga Digital Gaming Revenue (US$ Million) & (2018-2023)
5.2.5 Zynga Recent Developments
5.3 Electronic Arts
5.3.1 Electronic Arts Profile
5.3.2 Electronic Arts Main Business
5.3.3 Electronic Arts Digital Gaming Products, Services and Solutions
5.3.4 Electronic Arts Digital Gaming Revenue (US$ Million) & (2018-2023)
5.3.5 Wargaming Recent Developments
5.4 Wargaming
5.4.1 Wargaming Profile
5.4.2 Wargaming Main Business
5.4.3 Wargaming Digital Gaming Products, Services and Solutions
5.4.4 Wargaming Digital Gaming Revenue (US$ Million) & (2018-2023)
5.4.5 Wargaming Recent Developments
5.5 Giant Interactive
5.5.1 Giant Interactive Profile
5.5.2 Giant Interactive Main Business
5.5.3 Giant Interactive Digital Gaming Products, Services and Solutions
5.5.4 Giant Interactive Digital Gaming Revenue (US$ Million) & (2018-2023)
5.5.5 Giant Interactive Recent Developments
5.6 GungHo Online
5.6.1 GungHo Online Profile
5.6.2 GungHo Online Main Business
5.6.3 GungHo Online Digital Gaming Products, Services and Solutions
5.6.4 GungHo Online Digital Gaming Revenue (US$ Million) & (2018-2023)
5.6.5 GungHo Online Recent Developments
5.7 NCSOFT
5.7.1 NCSOFT Profile
5.7.2 NCSOFT Main Business
5.7.3 NCSOFT Digital Gaming Products, Services and Solutions
5.7.4 NCSOFT Digital Gaming Revenue (US$ Million) & (2018-2023)
5.7.5 NCSOFT Recent Developments
5.8 Smilegate
5.8.1 Smilegate Profile
5.8.2 Smilegate Main Business
5.8.3 Smilegate Digital Gaming Products, Services and Solutions
5.8.4 Smilegate Digital Gaming Revenue (US$ Million) & (2018-2023)
5.8.5 Smilegate Recent Developments
5.9 Microsoft
5.9.1 Microsoft Profile
5.9.2 Microsoft Main Business
5.9.3 Microsoft Digital Gaming Products, Services and Solutions
5.9.4 Microsoft Digital Gaming Revenue (US$ Million) & (2018-2023)
5.9.5 Microsoft Recent Developments
5.10 Riot Games
5.10.1 Riot Games Profile
5.10.2 Riot Games Main Business
5.10.3 Riot Games Digital Gaming Products, Services and Solutions
5.10.4 Riot Games Digital Gaming Revenue (US$ Million) & (2018-2023)
5.10.5 Riot Games Recent Developments
6 North America
6.1 North America Digital Gaming Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Digital Gaming Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Digital Gaming Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Digital Gaming Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Digital Gaming Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Digital Gaming Market Dynamics
11.1 Digital Gaming Industry Trends
11.2 Digital Gaming Market Drivers
11.3 Digital Gaming Market Challenges
11.4 Digital Gaming Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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