Global Gaming Market- Industry Analysis and Forecast (2019-2026) – By Gaming Hardware, Gaming Software, Online Gaming, Purchase Type and Region.

Global Gaming Market is expected to reach US$ XX Bn by 2026, at a CAGR of XX % during a forecast period. To know about the Research Methodology :- Request Free Sample Report The gaming industry has grown massively because of the growth in gaming audiences across the globe. The progression of investment in the gaming sector is indicating the exponential growth, massive revenue, robust user engagement and widespread geographic reach of mobile gaming. An increase in the adoption of smartphones and tablets over a billion people across the globe is one of the key drivers behind the market growth. The report study has analyzed revenue impact of covid-19 pandemic on the sales revenue of market leaders, market followers and disrupters in the report and same is reflected in our analysis. The videogame industry across the globe has contributes to the economy in many ways. The technology innovation, the domestic infrastructure for advanced online services, expansion of the complementary sectors including the broader media sector, semiconductor electronics and software are some of the driving factors behind the growth of the global gaming market. There are many consumers in the developing region who have limited access of the internet, hence expected to hinder the growth in the global gaming market. Additionally, several countries across the globe are attempting to control and restrict content available on the web is another factor hampering the market growth. For example instance, China is identified for implementing internet censorship. The mobile gaming is expected to contribute US $ XX Mn share in the global gaming market. An introduction of the widely accessible broadband connection with the availability of the smartphone is expected to drive the market growth. In the current market scenario, consumers are accessing all forms of media and entertainment through their mobile devices. The preferences of the consumers are changing, they are preferring online content over-consuming media like online news, eBooks and videos, which are commonly viewed on social media sites. Today, mobile games are accounting nearly about X3% of all app downloads. The XX bn people are playing mobile games across the globe, which is almost one-third of the global population. Region-wise, the Asia Pacific region held the largest share of the global gaming market in 2018 and it is projected to continue its dominant position in the market during the forecast period. The region is accounting nearly about X7 % share of the global market. The digital games are enjoyed by an extensive population of both males and females, in all age groups across the region is contributing maximum share in the market. In the region, an increase in the penetration of tablets and smartphones from the young population is expected to boost market growth. An increase in the emergence of cloud gaming, strategic partnerships, and acquisitions, and the adoption of AR and VR games are contributing to the significant growth in the global gaming market. Gaming key players and endemic businesses are presenting transaction targets, because of their attractive target audience. Several gaming-related companies are expanding their reach of eSports and gaming by maintaining a loyal customer base, which is fundamentally inaccessible by outmoded means of advertising and marketing. The objective of the report is to present a comprehensive analysis of Global Gaming Market including all the stakeholders of the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all aspects of the industry with a dedicated study of key players that includes market leaders, followers and new entrants by region. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors by region on the market are presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analysed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding Global Gaming Market dynamics, structure by analysing the market segments and project the Global Gaming Market size. Clear representation of competitive analysis of key players by Thyroid Gland Disorders Treatment Type, price, financial position, product portfolio, growth strategies, and regional presence in the Global Gaming Market make the report investor’s guide.

Scope of the Global Gaming Market: Inquire before buying

Global Gaming Market, By Gaming Hardware

• Video game handheld and accessories • Video game console and accessories

Global Gaming Market, By Gaming Software

• Video game console software • Gaming development tool software • Personal computer (PC) gaming software • Mobile gaming software • Video game handheld software

Global Gaming Market, By Online Gaming

• Internet users • Mobile users

Global Gaming Market, By Purchase Type

• Box/ CD Game Purchase • Shareware • Freeware • In-App Purchase Based • Other

Global Gaming Market, By Region

• North America • Europe • Asia Pacific • Middle East & Africa • South America

Key players operating in Global Gaming Market

• Viacom Inc. • Nintendo Co. Ltd • Activision Blizzard Inc. • Sony Corporation • Take-Two Interactive Software Inc. • Disney Entertainment • Microsoft Corporation • Konami Corporation • Supercell • King • King Digital Entertainment • THQ Inc. • Google • Real Networks Inc. • Square Enix • Ubisoft Entertainment S.A. • Apple Inc. • EA Sports Inc • Rovio Entertainment Corporation • NVIDIA Corporation • Valve Corporation • Bluestack Systems, Inc. • Bandai Namco Holdings Inc. • Tencent Holdings Limited
Global Gaming Market 1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary: Global Gaming Market Size, by Market Value (US$ Bn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends and Emerging Technologies 5. Supply Side and Demand Side Indicators 6. Global Gaming Market Analysis and Forecast 6.1. Global Gaming Market Size & Y-o-Y Growth Analysis 6.1.1. North America 6.1.2. Europe 6.1.3. Asia Pacific 6.1.4. Middle East & Africa 6.1.5. South America 7. Global Gaming Market Analysis and Forecast, by Gaming Hardware 7.1. Introduction and Definition 7.2. Key Findings 7.3. Global Gaming Market Value Share Analysis, by Gaming Hardware 7.4. Global Gaming Market Size (US$ Bn) Forecast, by Gaming Hardware 7.5. Global Gaming Market Analysis, by Gaming Hardware 7.6. Global Gaming Market Attractiveness Analysis, by Gaming Hardware 8. Global Gaming Market Analysis and Forecast, by Gaming Software 8.1. Introduction and Definition 8.2. Key Findings 8.3. Global Gaming Market Value Share Analysis, by Gaming Software 8.4. Global Gaming Market Size (US$ Bn) Forecast, by Gaming Software 8.5. Global Gaming Market Analysis, by Gaming Software 8.6. Global Gaming Market Attractiveness Analysis, by Gaming Software 9. Global Gaming Market Analysis and Forecast, by Online Gaming 9.1. Introduction and Definition 9.2. Key Findings 9.3. Global Gaming Market Value Share Analysis, by Online Gaming 9.4. Global Gaming Market Size (US$ Bn) Forecast, by Online Gaming 9.5. Global Gaming Market Analysis, by Online Gaming 9.6. Global Gaming Market Attractiveness Analysis, by Online Gaming 10. Global Gaming Market Analysis and Forecast, by Purchase Type 10.1. Introduction and Definition 10.2. Key Findings 10.3. Global Gaming Market Value Share Analysis, by Purchase Type 10.4. Global Gaming Market Size (US$ Bn) Forecast, by Purchase Type 10.5. Global Gaming Market Analysis, by Purchase Type 10.6. Global Gaming Market Attractiveness Analysis, by Purchase Type 11. Global Gaming Market Analysis, by Region 11.1. Global Gaming Market Value Share Analysis, by Region 11.2. Global Gaming Market Size (US$ Bn) Forecast, by Region 11.3. Global Gaming Market Attractiveness Analysis, by Region 12. North America Gaming Market Analysis 12.1. Key Findings 12.2. North America Gaming Market Overview 12.3. North America Gaming Market Value Share Analysis, by Gaming Hardware 12.4. North America Gaming Market Forecast, by Gaming Hardware 12.4.1. Video game handheld and accessories 12.4.2. Video game console and accessories 12.5. North America Gaming Market Value Share Analysis, by Gaming Software 12.6. North America Gaming Market Forecast, by Gaming Software 12.6.1. Video game console software 12.6.2. Gaming development tool software 12.6.3. Personal computer (PC) gaming software 12.6.4. Mobile gaming software 12.6.5. Video game handheld software 12.7. North America Gaming Market Value Share Analysis, by Online Gaming 12.8. North America Gaming Market Forecast, by Online Gaming 12.8.1. Internet users 12.8.2. Mobile users 12.9. North America Gaming Market Value Share Analysis, by Purchase Type 12.10. North America Gaming Market Forecast, by Purchase Type 12.10.1. Box/ CD Game Purchase 12.10.2. Shareware 12.10.3. Freeware 12.10.4. In-App Purchase Based 12.10.5. Other 12.11. North America Gaming Market Value Share Analysis, by Country 12.12. North America Gaming Market Forecast, by Country 12.12.1. U.S. 12.12.2. Canada 12.13. North America Gaming Market Analysis, by Country 12.14. U.S. Gaming Market Forecast, by Gaming Hardware 12.14.1. Video game handheld and accessories 12.14.2. Video game console and accessories 12.15. U.S. Gaming Market Forecast, by Gaming Software 12.15.1. Video game console software 12.15.2. Gaming development tool software 12.15.3. Personal computer (PC) gaming software 12.15.4. Mobile gaming software 12.15.5. Video game handheld software 12.16. U.S. Gaming Market Forecast, by Online Gaming 12.16.1. Internet users 12.16.2. Mobile users 12.17. U.S. Gaming Market Forecast, by Purchase Type 12.17.1. Box/ CD Game Purchase 12.17.2. Shareware 12.17.3. Freeware 12.17.4. In-App Purchase Based 12.17.5. Other 12.18. Canada Gaming Market Forecast, by Gaming Hardware 12.18.1. Video game handheld and accessories 12.18.2. Video game console and accessories 12.19. Canada Gaming Market Forecast, by Gaming Software 12.19.1. Video game console software 12.19.2. Gaming development tool software 12.19.3. Personal computer (PC) gaming software 12.19.4. Mobile gaming software 12.19.5. Video game handheld software 12.20. Canada Gaming Market Forecast, by Online Gaming 12.20.1. Internet users 12.20.2. Mobile users 12.21. Canada Gaming Market Forecast, by Purchase Type 12.21.1. Box/ CD Game Purchase 12.21.2. Shareware 12.21.3. Freeware 12.21.4. In-App Purchase Based 12.21.5. Other 12.22. North America Gaming Market Attractiveness Analysis 12.22.1. By Gaming Hardware 12.22.2. By Gaming Software 12.22.3. By Online Gaming 12.22.4. By Purchase Type 12.23. PEST Analysis 12.24. Key Trends 12.25. Key Developments 13. Europe Gaming Market Analysis 13.1. Key Findings 13.2. Europe Gaming Market Overview 13.3. Europe Gaming Market Value Share Analysis, by Gaming Hardware 13.4. Europe Gaming Market Forecast, by Gaming Hardware 13.4.1. Video game handheld and accessories 13.4.2. Video game console and accessories 13.5. Europe Gaming Market Value Share Analysis, by Gaming Software 13.6. Europe Gaming Market Forecast, by Gaming Software 13.6.1. Video game console software 13.6.2. Gaming development tool software 13.6.3. Personal computer (PC) gaming software 13.6.4. Mobile gaming software 13.6.5. Video game handheld software 13.7. Europe Gaming Market Value Share Analysis, by Online Gaming 13.8. Europe Gaming Market Forecast, by Online Gaming 13.8.1. Internet users 13.8.2. Mobile users 13.9. Europe Gaming Market Value Share Analysis, by Purchase Type 13.10. Europe Gaming Market Forecast, by Purchase Type 13.10.1. Box/ CD Game Purchase 13.10.2. Shareware 13.10.3. Freeware 13.10.4. In-App Purchase Based 13.10.5. Other 13.11. Europe Gaming Market Value Share Analysis, by Country 13.12. Europe Gaming Market Forecast, by Country 13.12.1. Germany 13.12.2. U.K. 13.12.3. France 13.12.4. Italy 13.12.5. Spain 13.12.6. Rest of Europe 13.13. Europe Gaming Market Analysis, by Country 13.14. Germany Gaming Market Forecast, by Gaming Hardware 13.14.1. Video game handheld and accessories 13.14.2. Video game console and accessories 13.15. Germany Gaming Market Forecast, by Gaming Software 13.15.1. Video game console software 13.15.2. Gaming development tool software 13.15.3. Personal computer (PC) gaming software 13.15.4. Mobile gaming software 13.15.5. Video game handheld software 13.16. Germany Gaming Market Forecast, by Online Gaming 13.16.1. Internet users 13.16.2. Mobile users 13.17. Germany Gaming Market Forecast, by Purchase Type 13.17.1. Box/ CD Game Purchase 13.17.2. Shareware 13.17.3. Freeware 13.17.4. In-App Purchase Based 13.17.5. Other 13.18. U.K. Gaming Market Forecast, by Gaming Hardware 13.18.1. Video game handheld and accessories 13.18.2. Video game console and accessories 13.19. U.K. Gaming Market Forecast, by Gaming Software 13.19.1. Video game console software 13.19.2. Gaming development tool software 13.19.3. Personal computer (PC) gaming software 13.19.4. Mobile gaming software 13.19.5. Video game handheld software 13.20. U.K. Gaming Market Forecast, by Online Gaming 13.20.1. Internet users 13.20.2. Mobile users 13.21. U.K. Gaming Market Forecast, by Purchase Type 13.21.1. Box/ CD Game Purchase 13.21.2. Shareware 13.21.3. Freeware 13.21.4. In-App Purchase Based 13.21.5. Other 13.22. France Gaming Market Forecast, by Gaming Hardware 13.22.1. Video game handheld and accessories 13.22.2. Video game console and accessories 13.23. France Gaming Market Forecast, by Gaming Software 13.23.1. Video game console software 13.23.2. Gaming development tool software 13.23.3. Personal computer (PC) gaming software 13.23.4. Mobile gaming software 13.23.5. Video game handheld software 13.24. France Gaming Market Forecast, by Online Gaming 13.24.1. Internet users 13.24.2. Mobile users 13.25. France Gaming Market Forecast, by Purchase Type 13.25.1. Box/ CD Game Purchase 13.25.2. Shareware 13.25.3. Freeware 13.25.4. In-App Purchase Based 13.25.5. Other 13.26. Italy Gaming Market Forecast, by Gaming Hardware 13.26.1. Video game handheld and accessories 13.26.2. Video game console and accessories 13.27. Italy Gaming Market Forecast, by Gaming Software 13.27.1. Video game console software 13.27.2. Gaming development tool software 13.27.3. Personal computer (PC) gaming software 13.27.4. Mobile gaming software 13.27.5. Video game handheld software 13.28. Italy Gaming Market Forecast, by Online Gaming 13.28.1. Internet users 13.28.2. Mobile users 13.29. Italy Gaming Market Forecast, by Purchase Type 13.29.1. Box/ CD Game Purchase 13.29.2. Shareware 13.29.3. Freeware 13.29.4. In-App Purchase Based 13.29.5. Other 13.30. Spain Gaming Market Forecast, by Gaming Hardware 13.30.1. Video game handheld and accessories 13.30.2. Video game console and accessories 13.31. Spain Gaming Market Forecast, by Gaming Software 13.31.1. Video game console software 13.31.2. Gaming development tool software 13.31.3. Personal computer (PC) gaming software 13.31.4. Mobile gaming software 13.31.5. Video game handheld software 13.32. Spain Gaming Market Forecast, by Online Gaming 13.32.1. Internet users 13.32.2. Mobile users 13.33. Spain Gaming Market Forecast, by Purchase Type 13.33.1. Box/ CD Game Purchase 13.33.2. Shareware 13.33.3. Freeware 13.33.4. In-App Purchase Based 13.33.5. Other 13.34. Rest of Europe Gaming Market Forecast, by Gaming Hardware 13.34.1. Video game handheld and accessories 13.34.2. Video game console and accessories 13.35. Rest of Europe Gaming Market Forecast, by Gaming Software 13.35.1. Video game console software 13.35.2. Gaming development tool software 13.35.3. Personal computer (PC) gaming software 13.35.4. Mobile gaming software 13.35.5. Video game handheld software 13.36. Rest of Europe Gaming Market Forecast, by Online Gaming 13.36.1. Internet users 13.36.2. Mobile users 13.37. Rest Of Europe Gaming Market Forecast, by Purchase Type 13.37.1. Box/ CD Game Purchase 13.37.2. Shareware 13.37.3. Freeware 13.37.4. In-App Purchase Based 13.37.5. Other 13.38. Europe Gaming Market Attractiveness Analysis 13.38.1. By Gaming Hardware 13.38.2. By Gaming Software 13.38.3. By Online Gaming 13.38.4. By Purchase Type 13.39. PEST Analysis 13.40. Key Trends 13.41. Key Developments 14. Asia Pacific Gaming Market Analysis 14.1. Key Findings 14.2. Asia Pacific Gaming Market Overview 14.3. Asia Pacific Gaming Market Value Share Analysis, by Gaming Hardware 14.4. Asia Pacific Gaming Market Forecast, by Gaming Hardware 14.4.1. Video game handheld and accessories 14.4.2. Video game console and accessories 14.5. Asia Pacific Gaming Market Value Share Analysis, by Gaming Software 14.6. Asia Pacific Gaming Market Forecast, by Gaming Software 14.6.1. Video game console software 14.6.2. Gaming development tool software 14.6.3. Personal computer (PC) gaming software 14.6.4. Mobile gaming software 14.6.5. Video game handheld software 14.7. Asia Pacific Gaming Market Value Share Analysis, by Online Gaming 14.8. Asia Pacific Gaming Market Forecast, by Online Gaming 14.8.1. Internet users 14.8.2. Mobile users 14.9. Asia Pacific Gaming Market Value Share Analysis, by Purchase Type 14.10. Asia Pacific Gaming Market Forecast, by Purchase Type 14.10.1. Box/ CD Game Purchase 14.10.2. Shareware 14.10.3. Freeware 14.10.4. In-App Purchase Based 14.10.5. Other 14.11. Asia Pacific Gaming Market Value Share Analysis, by Country 14.12. Asia Pacific Gaming Market Forecast, by Country 14.12.1. China 14.12.2. India 14.12.3. Japan 14.12.4. ASEAN 14.12.5. Rest of Asia Pacific 14.13. Asia Pacific Gaming Market Analysis, by Country 14.14. China Gaming Market Forecast, by Gaming Hardware 14.14.1. Video game handheld and accessories 14.14.2. Video game console and accessories 14.15. China Gaming Market Forecast, by Gaming Software 14.15.1. Video game console software 14.15.2. Gaming development tool software 14.15.3. Personal computer (PC) gaming software 14.15.4. Mobile gaming software 14.15.5. Video game handheld software 14.16. China Gaming Market Forecast, by Online Gaming 14.16.1. Internet users 14.16.2. Mobile users 14.17. China Gaming Market Forecast, by Purchase Type 14.17.1. Box/ CD Game Purchase 14.17.2. Shareware 14.17.3. Freeware 14.17.4. In-App Purchase Based 14.17.5. Other 14.18. India Gaming Market Forecast, by Gaming Hardware 14.18.1. Video game handheld and accessories 14.18.2. Video game console and accessories 14.19. India Gaming Market Forecast, by Gaming Software 14.19.1. Video game console software 14.19.2. Gaming development tool software 14.19.3. Personal computer (PC) gaming software 14.19.4. Mobile gaming software 14.19.5. Video game handheld software 14.20. India Gaming Market Forecast, by Online Gaming 14.20.1. Internet users 14.20.2. Mobile users 14.21. India Gaming Market Forecast, by Purchase Type 14.21.1. Box/ CD Game Purchase 14.21.2. Shareware 14.21.3. Freeware 14.21.4. In-App Purchase Based 14.21.5. Other 14.22. Japan Gaming Market Forecast, by Gaming Hardware 14.22.1. Video game handheld and accessories 14.22.2. Video game console and accessories 14.23. Japan Gaming Market Forecast, by Gaming Software 14.23.1. Video game console software 14.23.2. Gaming development tool software 14.23.3. Personal computer (PC) gaming software 14.23.4. Mobile gaming software 14.23.5. Video game handheld software 14.24. Japan Gaming Market Forecast, by Online Gaming 14.24.1. Internet users 14.24.2. Mobile users 14.25. Japan Gaming Market Forecast, by Purchase Type 14.25.1. Box/ CD Game Purchase 14.25.2. Shareware 14.25.3. Freeware 14.25.4. In-App Purchase Based 14.25.5. Other 14.26. ASEAN Gaming Market Forecast, by Gaming Hardware 14.26.1. Video game handheld and accessories 14.26.2. Video game console and accessories 14.27. ASEAN Gaming Market Forecast, by Gaming Software 14.27.1. Video game console software 14.27.2. Gaming development tool software 14.27.3. Personal computer (PC) gaming software 14.27.4. Mobile gaming software 14.27.5. Video game handheld software 14.28. ASEAN Gaming Market Forecast, by Online Gaming 14.28.1. Internet users 14.28.2. Mobile users 14.29. ASEAN Gaming Market Forecast, by Purchase Type 14.29.1. Box/ CD Game Purchase 14.29.2. Shareware 14.29.3. Freeware 14.29.4. In-App Purchase Based 14.29.5. Other 14.30. Rest of Asia Pacific Gaming Market Forecast, by Gaming Hardware 14.30.1. Video game handheld and accessories 14.30.2. Video game console and accessories 14.31. Rest of Asia Pacific Gaming Market Forecast, by Gaming Software 14.31.1. Video game console software 14.31.2. Gaming development tool software 14.31.3. Personal computer (PC) gaming software 14.31.4. Mobile gaming software 14.31.5. Video game handheld software 14.32. Rest of Asia Pacific Gaming Market Forecast, by Online Gaming 14.32.1. Internet users 14.32.2. Mobile users 14.33. Rest of Asia Pacific Gaming Market Forecast, by Purchase Type 14.33.1. Box/ CD Game Purchase 14.33.2. Shareware 14.33.3. Freeware 14.33.4. In-App Purchase Based 14.33.5. Other 14.34. Asia Pacific Gaming Market Attractiveness Analysis 14.34.1. By Gaming Hardware 14.34.2. By Gaming Software 14.34.3. By Online Gaming 14.34.4. By Purchase Type 14.35. PEST Analysis 14.36. Key Trends 14.37. Key Developments 15. Middle East & Africa Gaming Market Analysis 15.1. Key Findings 15.2. Middle East & Africa Gaming Market Overview 15.3. Middle East & Africa Gaming Market Value Share Analysis, by Gaming Hardware 15.4. Middle East & Africa Gaming Market Forecast, by Gaming Hardware 15.4.1. Video game handheld and accessories 15.4.2. Video game console and accessories 15.5. Middle East & Africa Gaming Market Value Share Analysis, by Gaming Software 15.6. Middle East & Africa Gaming Market Forecast, by Gaming Software 15.6.1. Video game console software 15.6.2. Gaming development tool software 15.6.3. Personal computer (PC) gaming software 15.6.4. Mobile gaming software 15.6.5. Video game handheld software 15.7. Middle East & Africa Gaming Market Value Share Analysis, by Online Gaming 15.8. Middle East & Africa Gaming Market Forecast, by Online Gaming 15.8.1. Internet users 15.8.2. Mobile users 15.9. Middle East & Africa Gaming Market Value Share Analysis, by Purchase Type 15.10. Middle East & Africa Gaming Market Forecast, by Purchase Type 15.10.1. Box/ CD Game Purchase 15.10.2. Shareware 15.10.3. Freeware 15.10.4. In-App Purchase Based 15.10.5. Other 15.11. Middle East & Africa Gaming Market Value Share Analysis, by Country 15.12. Middle East & Africa Gaming Market Forecast, by Country 15.12.1. GCC 15.12.2. South Africa 15.12.3. Rest of Middle East & Africa 15.13. Middle East & Africa Gaming Market Analysis, by Country 15.14. GCC Gaming Market Forecast, by Gaming Hardware 15.14.1. Video game handheld and accessories 15.14.2. Video game console and accessories 15.15. GCC Gaming Market Forecast, by Gaming Software 15.15.1. Video game console software 15.15.2. Gaming development tool software 15.15.3. Personal computer (PC) gaming software 15.15.4. Mobile gaming software 15.15.5. Video game handheld software 15.16. GCC Gaming Market Forecast, by Online Gaming 15.16.1. Internet users 15.16.2. Mobile users 15.17. GCC Gaming Market Forecast, by Purchase Type 15.17.1. Box/ CD Game Purchase 15.17.2. Shareware 15.17.3. Freeware 15.17.4. In-App Purchase Based 15.17.5. Other 15.18. South Africa Gaming Market Forecast, by Gaming Hardware 15.18.1. Video game handheld and accessories 15.18.2. Video game console and accessories 15.19. South Africa Gaming Market Forecast, by Gaming Software 15.19.1. Video game console software 15.19.2. Gaming development tool software 15.19.3. Personal computer (PC) gaming software 15.19.4. Mobile gaming software 15.19.5. Video game handheld software 15.20. South Africa Gaming Market Forecast, by Online Gaming 15.20.1. Internet users 15.20.2. Mobile users 15.21. South Africa Gaming Market Forecast, by Purchase Type 15.21.1. Box/ CD Game Purchase 15.21.2. Shareware 15.21.3. Freeware 15.21.4. In-App Purchase Based 15.21.5. Other 15.22. Rest of Middle East & Africa Gaming Market Forecast, by Gaming Hardware 15.22.1. Video game handheld and accessories 15.22.2. Video game console and accessories 15.23. Rest of Middle East & Africa Gaming Market Forecast, by Gaming Software 15.23.1. Video game console software 15.23.2. Gaming development tool software 15.23.3. Personal computer (PC) gaming software 15.23.4. Mobile gaming software 15.23.5. Video game handheld software 15.24. Rest of Middle East & Africa Gaming Market Forecast, by Online Gaming 15.24.1. Internet users 15.24.2. Mobile users 15.25. Rest of Middle East & Africa Gaming Market Forecast, by Purchase Type 15.25.1. Box/ CD Game Purchase 15.25.2. Shareware 15.25.3. Freeware 15.25.4. In-App Purchase Based 15.25.5. Other 15.26. Middle East & Africa Gaming Market Attractiveness Analysis 15.26.1. By Gaming Hardware 15.26.2. By Gaming Software 15.26.3. By Online Gaming 15.26.4. By Purchase Type 15.27. PEST Analysis 15.28. Key Trends 15.29. Key Developments 16. South America Gaming Market Analysis 16.1. Key Findings 16.2. South America Gaming Market Overview 16.3. South America Gaming Market Value Share Analysis, by Gaming Hardware 16.4. South America Gaming Market Forecast, by Gaming Hardware 16.4.1. Video game handheld and accessories 16.4.2. Video game console and accessories 16.5. South America Gaming Market Value Share Analysis, by Gaming Software 16.6. South America Gaming Market Forecast, by Gaming Software 16.6.1. Video game console software 16.6.2. Gaming development tool software 16.6.3. Personal computer (PC) gaming software 16.6.4. Mobile gaming software 16.6.5. Video game handheld software 16.7. South America Gaming Market Value Share Analysis, by Online Gaming 16.8. South America Gaming Market Forecast, by Online Gaming 16.8.1. Internet users 16.8.2. Mobile users 16.9. South America Gaming Market Value Share Analysis, by Purchase Type 16.10. South America Gaming Market Forecast, by Purchase Type 16.10.1. Box/ CD Game Purchase 16.10.2. Shareware 16.10.3. Freeware 16.10.4. In-App Purchase Based 16.10.5. Other 16.11. South America Gaming Market Value Share Analysis, by Country 16.12. South America Gaming Market Forecast, by Country 16.12.1. Brazil 16.12.2. Mexico 16.12.3. Rest of South America 16.13. South America Gaming Market Analysis, by Country 16.14. Brazil Gaming Market Forecast, by Gaming Hardware 16.14.1. Video game handheld and accessories 16.14.2. Video game console and accessories 16.15. Brazil Gaming Market Forecast, by Gaming Software 16.15.1. Video game console software 16.15.2. Gaming development tool software 16.15.3. Personal computer (PC) gaming software 16.15.4. Mobile gaming software 16.15.5. Video game handheld software 16.16. Brazil Gaming Market Forecast, by Online Gaming 16.16.1. Internet users 16.16.2. Mobile users 16.17. Brazil Gaming Market Forecast, by Purchase Type 16.17.1. Box/ CD Game Purchase 16.17.2. Shareware 16.17.3. Freeware 16.17.4. In-App Purchase Based 16.17.5. Other 16.18. Mexico Gaming Market Forecast, by Gaming Hardware 16.18.1. Video game handheld and accessories 16.18.2. Video game console and accessories 16.19. Mexico Gaming Market Forecast, by Gaming Software 16.19.1. Video game console software 16.19.2. Gaming development tool software 16.19.3. Personal computer (PC) gaming software 16.19.4. Mobile gaming software 16.19.5. Video game handheld software 16.20. Mexico Gaming Market Forecast, by Online Gaming 16.20.1. Internet users 16.20.2. Mobile users 16.21. Mexico Gaming Market Forecast, by Purchase Type 16.21.1. Box/ CD Game Purchase 16.21.2. Shareware 16.21.3. Freeware 16.21.4. In-App Purchase Based 16.21.5. Other 16.22. Rest of South America Gaming Market Forecast, by Gaming Hardware 16.22.1. Video game handheld and accessories 16.22.2. Video game console and accessories 16.23. Rest of South America Gaming Market Forecast, by Gaming Software 16.23.1. Video game console software 16.23.2. Gaming development tool software 16.23.3. Personal computer (PC) gaming software 16.23.4. Mobile gaming software 16.23.5. Video game handheld software 16.24. Rest of South America Gaming Market Forecast, by Online Gaming 16.24.1. Internet users 16.24.2. Mobile users 16.25. Rest of South America Gaming Market Forecast, by Purchase Type 16.25.1. Box/ CD Game Purchase 16.25.2. Shareware 16.25.3. Freeware 16.25.4. In-App Purchase Based 16.25.5. Other 16.26. South America Gaming Market Attractiveness Analysis 16.26.1. By Gaming Hardware 16.26.2. By Gaming Software 16.26.3. By Online Gaming 16.26.4. By Purchase Type 16.27. PEST Analysis 16.28. Key Trends 16.29. Key Developments 17. Company Profiles 17.1. Market Share Analysis, by Company 17.2. Competition Matrix 17.2.1. Competitive Benchmarking of key players by price, presence, market share, Applications and R&D investment 17.2.2. New Product Launches and Product Enhancements 17.2.3. Market Consolidation 17.2.3.1. M&A by Regions, Investment and Applications 17.2.3.2. M&A Key Players, Forward Integration and Backward Integration 17.3. Company Profiles: Key Players 17.3.1. Viacom Inc. 17.3.1.1. Company Overview 17.3.1.2. Financial Overview 17.3.1.3. Product Portfolio 17.3.1.4. Business Strategy 17.3.1.5. Recent Developments 17.3.1.6. Company Footprint 17.3.2. Nintendo Co. Ltd 17.3.3. Activision Blizzard Inc. 17.3.4. Sony Corporation 17.3.5. Take-Two Interactive Software Inc. 17.3.6. Disney Entertainment 17.3.7. Microsoft Corporation 17.3.8. Konami Corporation 17.3.9. King Digital Entertainment 17.3.10. THQ Inc. 17.3.11. Google 17.3.12. RealNetworks Inc. 17.3.13. Square Enix 17.3.14. Ubisoft Entertainment S.A. 17.3.15. Apple Inc. 17.3.16. EA Sports Inc. 17.3.17. Rovio Entertainment Corporation 17.3.18. NVIDIA Corporation 17.3.19. Valve Corporation 17.3.20. Bluestack Systems, Inc. 17.3.21. Bandai Namco Holdings Inc. 17.3.22. Tencent Holdings Limited 18. Primary Key Insights

About This Report

Report ID 44697
Category Information Technology & Telecommunication
Published Date Jan 2020
Updated Date
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