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Global Gaming Software Market Research Report 2024

Global Gaming Software Market Research Report 2024

Publishing Date : Feb, 2024

License Type :
 

Report Code : 1902728

No of Pages : 95

Synopsis
Gaming refers to playing electronic games, whether through consoles, computers, mobile phones or another medium altogether. Gaming is a nuanced term that suggests regular gameplay, possibly as a hobby. Although traditionally a solitary form of relaxation, online multiplayer video games have made gaming a popular group activity as well.
The global Gaming Software market was valued at US$ 203110 million in 2023 and is anticipated to reach US$ 309250 million by 2030, witnessing a CAGR of 6.0% during the forecast period 2024-2030.
Tencent is the world's largest manufacturers of Gaming Software with a market share of about 13%. Other major manufacturers include Sony, Apple, Warner Bros, Microsoft and Activision Blizzard, etc. The North America region is the world's largest market for this product, has a share about 27%, followed by Asia (excluding China) and China, with share 25% and 22%, separately. In terms of product types, mobile gaming is the largest market segment, occupying for a share of about 50%. In terms of product applications, gaming software is mainly used in amateur gamer, with a market share of 80%.
This report aims to provide a comprehensive presentation of the global market for Gaming Software, 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 Gaming Software.
Report Scope
The Gaming Software 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 Gaming Software 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 Gaming Software 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.
Market Segmentation
By Company
Activision Blizzard
Electronic Arts
Microsoft
NetEase
Nintendo
Sony
Tencent
ChangYou
DeNA
GungHo
Apple
Google
Nexon
Sega
Warner Bros
Namco Bandai
Ubisoft
Square Enix
Take-Two Interactive
Segment by Type
Mobile Gaming
Console Gaming
PC Gaming
Segment by Application
Amateur Gamer
Professional Gamer
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
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 Gaming Software 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.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Gaming Software Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Mobile Gaming
1.2.3 Console Gaming
1.2.4 PC Gaming
1.3 Market by Application
1.3.1 Global Gaming Software Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Amateur Gamer
1.3.3 Professional Gamer
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Gaming Software Market Perspective (2019-2030)
2.2 Gaming Software Growth Trends by Region
2.2.1 Global Gaming Software Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Gaming Software Historic Market Size by Region (2019-2024)
2.2.3 Gaming Software Forecasted Market Size by Region (2025-2030)
2.3 Gaming Software Market Dynamics
2.3.1 Gaming Software Industry Trends
2.3.2 Gaming Software Market Drivers
2.3.3 Gaming Software Market Challenges
2.3.4 Gaming Software Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Gaming Software Players by Revenue
3.1.1 Global Top Gaming Software Players by Revenue (2019-2024)
3.1.2 Global Gaming Software Revenue Market Share by Players (2019-2024)
3.2 Global Gaming Software Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Gaming Software Revenue
3.4 Global Gaming Software Market Concentration Ratio
3.4.1 Global Gaming Software Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Gaming Software Revenue in 2023
3.5 Gaming Software Key Players Head office and Area Served
3.6 Key Players Gaming Software Product Solution and Service
3.7 Date of Enter into Gaming Software Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Gaming Software Breakdown Data by Type
4.1 Global Gaming Software Historic Market Size by Type (2019-2024)
4.2 Global Gaming Software Forecasted Market Size by Type (2025-2030)
5 Gaming Software Breakdown Data by Application
5.1 Global Gaming Software Historic Market Size by Application (2019-2024)
5.2 Global Gaming Software Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Gaming Software Market Size (2019-2030)
6.2 North America Gaming Software Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Gaming Software Market Size by Country (2019-2024)
6.4 North America Gaming Software Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Gaming Software Market Size (2019-2030)
7.2 Europe Gaming Software Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Gaming Software Market Size by Country (2019-2024)
7.4 Europe Gaming Software 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 Gaming Software Market Size (2019-2030)
8.2 Asia-Pacific Gaming Software Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Gaming Software Market Size by Region (2019-2024)
8.4 Asia-Pacific Gaming Software 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 Gaming Software Market Size (2019-2030)
9.2 Latin America Gaming Software Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Gaming Software Market Size by Country (2019-2024)
9.4 Latin America Gaming Software Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Gaming Software Market Size (2019-2030)
10.2 Middle East & Africa Gaming Software Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Gaming Software Market Size by Country (2019-2024)
10.4 Middle East & Africa Gaming Software 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 Gaming Software Introduction
11.1.4 Activision Blizzard Revenue in Gaming Software Business (2019-2024)
11.1.5 Activision Blizzard Recent Development
11.2 Electronic Arts
11.2.1 Electronic Arts Company Detail
11.2.2 Electronic Arts Business Overview
11.2.3 Electronic Arts Gaming Software Introduction
11.2.4 Electronic Arts Revenue in Gaming Software Business (2019-2024)
11.2.5 Electronic Arts Recent Development
11.3 Microsoft
11.3.1 Microsoft Company Detail
11.3.2 Microsoft Business Overview
11.3.3 Microsoft Gaming Software Introduction
11.3.4 Microsoft Revenue in Gaming Software Business (2019-2024)
11.3.5 Microsoft Recent Development
11.4 NetEase
11.4.1 NetEase Company Detail
11.4.2 NetEase Business Overview
11.4.3 NetEase Gaming Software Introduction
11.4.4 NetEase Revenue in Gaming Software Business (2019-2024)
11.4.5 NetEase Recent Development
11.5 Nintendo
11.5.1 Nintendo Company Detail
11.5.2 Nintendo Business Overview
11.5.3 Nintendo Gaming Software Introduction
11.5.4 Nintendo Revenue in Gaming Software Business (2019-2024)
11.5.5 Nintendo Recent Development
11.6 Sony
11.6.1 Sony Company Detail
11.6.2 Sony Business Overview
11.6.3 Sony Gaming Software Introduction
11.6.4 Sony Revenue in Gaming Software Business (2019-2024)
11.6.5 Sony Recent Development
11.7 Tencent
11.7.1 Tencent Company Detail
11.7.2 Tencent Business Overview
11.7.3 Tencent Gaming Software Introduction
11.7.4 Tencent Revenue in Gaming Software Business (2019-2024)
11.7.5 Tencent Recent Development
11.8 ChangYou
11.8.1 ChangYou Company Detail
11.8.2 ChangYou Business Overview
11.8.3 ChangYou Gaming Software Introduction
11.8.4 ChangYou Revenue in Gaming Software Business (2019-2024)
11.8.5 ChangYou Recent Development
11.9 DeNA
11.9.1 DeNA Company Detail
11.9.2 DeNA Business Overview
11.9.3 DeNA Gaming Software Introduction
11.9.4 DeNA Revenue in Gaming Software Business (2019-2024)
11.9.5 DeNA Recent Development
11.10 GungHo
11.10.1 GungHo Company Detail
11.10.2 GungHo Business Overview
11.10.3 GungHo Gaming Software Introduction
11.10.4 GungHo Revenue in Gaming Software Business (2019-2024)
11.10.5 GungHo Recent Development
11.11 Apple
11.11.1 Apple Company Detail
11.11.2 Apple Business Overview
11.11.3 Apple Gaming Software Introduction
11.11.4 Apple Revenue in Gaming Software Business (2019-2024)
11.11.5 Apple Recent Development
11.12 Google
11.12.1 Google Company Detail
11.12.2 Google Business Overview
11.12.3 Google Gaming Software Introduction
11.12.4 Google Revenue in Gaming Software Business (2019-2024)
11.12.5 Google Recent Development
11.13 Nexon
11.13.1 Nexon Company Detail
11.13.2 Nexon Business Overview
11.13.3 Nexon Gaming Software Introduction
11.13.4 Nexon Revenue in Gaming Software Business (2019-2024)
11.13.5 Nexon Recent Development
11.14 Sega
11.14.1 Sega Company Detail
11.14.2 Sega Business Overview
11.14.3 Sega Gaming Software Introduction
11.14.4 Sega Revenue in Gaming Software Business (2019-2024)
11.14.5 Sega Recent Development
11.15 Warner Bros
11.15.1 Warner Bros Company Detail
11.15.2 Warner Bros Business Overview
11.15.3 Warner Bros Gaming Software Introduction
11.15.4 Warner Bros Revenue in Gaming Software Business (2019-2024)
11.15.5 Warner Bros Recent Development
11.16 Namco Bandai
11.16.1 Namco Bandai Company Detail
11.16.2 Namco Bandai Business Overview
11.16.3 Namco Bandai Gaming Software Introduction
11.16.4 Namco Bandai Revenue in Gaming Software Business (2019-2024)
11.16.5 Namco Bandai Recent Development
11.17 Ubisoft
11.17.1 Ubisoft Company Detail
11.17.2 Ubisoft Business Overview
11.17.3 Ubisoft Gaming Software Introduction
11.17.4 Ubisoft Revenue in Gaming Software Business (2019-2024)
11.17.5 Ubisoft Recent Development
11.18 Square Enix
11.18.1 Square Enix Company Detail
11.18.2 Square Enix Business Overview
11.18.3 Square Enix Gaming Software Introduction
11.18.4 Square Enix Revenue in Gaming Software Business (2019-2024)
11.18.5 Square Enix Recent Development
11.19 Take-Two Interactive
11.19.1 Take-Two Interactive Company Detail
11.19.2 Take-Two Interactive Business Overview
11.19.3 Take-Two Interactive Gaming Software Introduction
11.19.4 Take-Two Interactive Revenue in Gaming Software Business (2019-2024)
11.19.5 Take-Two Interactive 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

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