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The global Digital Gaming market was valued at US$ 190430 million in 2023 and is anticipated to reach US$ 560190 million by 2030, witnessing a CAGR of 16.4% during the forecast period 2024-2030.
North American market for Digital Gaming is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Digital Gaming is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Digital Gaming in Mobile Devices is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Digital Gaming include Activision Blizzard, Zynga, Electronic Arts, Wargaming, Giant Interactive, GungHo Online, NCSOFT, Smilegate and Microsoft, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Digital Gaming, 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 Gaming.
Report Scope
The Digital Gaming market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Digital Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
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.
The report will help the Digital Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
By Company
Segment by Type
Segment by Application
Consumption by Region
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. 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 2: Introduces executive summary of global market size, regional market size, 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 3: Detailed analysis of Digital Gaming companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Digital Gaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Free-to-play
1.2.3 Pay-to-play
1.3 Market by Application
1.3.1 Global Digital Gaming Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Mobile Devices
1.3.3 PC
1.3.4 TV
1.3.5 Gaming Console
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Digital Gaming Market Perspective (2019-2030)
2.2 Digital Gaming Growth Trends by Region
2.2.1 Global Digital Gaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Digital Gaming Historic Market Size by Region (2019-2024)
2.2.3 Digital Gaming Forecasted Market Size by Region (2025-2030)
2.3 Digital Gaming Market Dynamics
2.3.1 Digital Gaming Industry Trends
2.3.2 Digital Gaming Market Drivers
2.3.3 Digital Gaming Market Challenges
2.3.4 Digital Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Digital Gaming Players by Revenue
3.1.1 Global Top Digital Gaming Players by Revenue (2019-2024)
3.1.2 Global Digital Gaming Revenue Market Share by Players (2019-2024)
3.2 Global Digital Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Digital Gaming Revenue
3.4 Global Digital Gaming Market Concentration Ratio
3.4.1 Global Digital Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Digital Gaming Revenue in 2023
3.5 Digital Gaming Key Players Head office and Area Served
3.6 Key Players Digital Gaming Product Solution and Service
3.7 Date of Enter into Digital Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Digital Gaming Breakdown Data by Type
4.1 Global Digital Gaming Historic Market Size by Type (2019-2024)
4.2 Global Digital Gaming Forecasted Market Size by Type (2025-2030)
5 Digital Gaming Breakdown Data by Application
5.1 Global Digital Gaming Historic Market Size by Application (2019-2024)
5.2 Global Digital Gaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Digital Gaming Market Size (2019-2030)
6.2 North America Digital Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Digital Gaming Market Size by Country (2019-2024)
6.4 North America Digital Gaming Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Digital Gaming Market Size (2019-2030)
7.2 Europe Digital Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Digital Gaming Market Size by Country (2019-2024)
7.4 Europe Digital Gaming Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Digital Gaming Market Size (2019-2030)
8.2 Asia-Pacific Digital Gaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Digital Gaming Market Size by Region (2019-2024)
8.4 Asia-Pacific Digital Gaming Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Digital Gaming Market Size (2019-2030)
9.2 Latin America Digital Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Digital Gaming Market Size by Country (2019-2024)
9.4 Latin America Digital Gaming Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Digital Gaming Market Size (2019-2030)
10.2 Middle East & Africa Digital Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Digital Gaming Market Size by Country (2019-2024)
10.4 Middle East & Africa Digital Gaming Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Activision Blizzard
11.1.1 Activision Blizzard Company Detail
11.1.2 Activision Blizzard Business Overview
11.1.3 Activision Blizzard Digital Gaming Introduction
11.1.4 Activision Blizzard Revenue in Digital Gaming Business (2019-2024)
11.1.5 Activision Blizzard Recent Development
11.2 Zynga
11.2.1 Zynga Company Detail
11.2.2 Zynga Business Overview
11.2.3 Zynga Digital Gaming Introduction
11.2.4 Zynga Revenue in Digital Gaming Business (2019-2024)
11.2.5 Zynga Recent Development
11.3 Electronic Arts
11.3.1 Electronic Arts Company Detail
11.3.2 Electronic Arts Business Overview
11.3.3 Electronic Arts Digital Gaming Introduction
11.3.4 Electronic Arts Revenue in Digital Gaming Business (2019-2024)
11.3.5 Electronic Arts Recent Development
11.4 Wargaming
11.4.1 Wargaming Company Detail
11.4.2 Wargaming Business Overview
11.4.3 Wargaming Digital Gaming Introduction
11.4.4 Wargaming Revenue in Digital Gaming Business (2019-2024)
11.4.5 Wargaming Recent Development
11.5 Giant Interactive
11.5.1 Giant Interactive Company Detail
11.5.2 Giant Interactive Business Overview
11.5.3 Giant Interactive Digital Gaming Introduction
11.5.4 Giant Interactive Revenue in Digital Gaming Business (2019-2024)
11.5.5 Giant Interactive Recent Development
11.6 GungHo Online
11.6.1 GungHo Online Company Detail
11.6.2 GungHo Online Business Overview
11.6.3 GungHo Online Digital Gaming Introduction
11.6.4 GungHo Online Revenue in Digital Gaming Business (2019-2024)
11.6.5 GungHo Online Recent Development
11.7 NCSOFT
11.7.1 NCSOFT Company Detail
11.7.2 NCSOFT Business Overview
11.7.3 NCSOFT Digital Gaming Introduction
11.7.4 NCSOFT Revenue in Digital Gaming Business (2019-2024)
11.7.5 NCSOFT Recent Development
11.8 Smilegate
11.8.1 Smilegate Company Detail
11.8.2 Smilegate Business Overview
11.8.3 Smilegate Digital Gaming Introduction
11.8.4 Smilegate Revenue in Digital Gaming Business (2019-2024)
11.8.5 Smilegate Recent Development
11.9 Microsoft
11.9.1 Microsoft Company Detail
11.9.2 Microsoft Business Overview
11.9.3 Microsoft Digital Gaming Introduction
11.9.4 Microsoft Revenue in Digital Gaming Business (2019-2024)
11.9.5 Microsoft Recent Development
11.10 Riot Games
11.10.1 Riot Games Company Detail
11.10.2 Riot Games Business Overview
11.10.3 Riot Games Digital Gaming Introduction
11.10.4 Riot Games Revenue in Digital Gaming Business (2019-2024)
11.10.5 Riot Games Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Published By : QY Research