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Worldwide Gaming Industry to 2026 – Featuring Tencent Holdings, Sony and Microsoft Among Others – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026” report has been added to ResearchAndMarkets.com’s offering.

According to this report the global gaming market reached a value of US$ 167.9 Billion in 2020. Looking forward, the publisher expects the global gaming market to reach a value of US$ 287.1 Billion by 2026, exhibiting a CAGR of 9.24% during 2021-2026.

Gaming, also known as video games or electronic games, refers to a computer application which is played with a certain set of rules. It involves mental or physical stimulation that provides entertainment and relaxation to the player or the spectators. Gaming is a powerful tool that can help children in developing certain life skills and can also aid the educators in seeking ways to supplement classroom teaching. The gaming sector has been revolutionized with the advent of advanced graphical engines and information technology.

The increasing proliferation of mobile phones and easy availability of games on the internet along with innovations in both hardware and software are expected to have a positive impact on the growth of the global gaming market. In addition, the growing adoption of mobile and browser games which offer free-to-play business models is another trend that is gaining traction in the gaming market.

Further, with the rising popularity of e-sports, multiplayer video game competition between professional and amateur players, the gaming market is witnessing an accelerated growth worldwide. Some of the other factors propelling the gaming market are empowering nature of games; availability of different genres, such as strategy, action, simulation, etc.; and a shift from physical games to online games.

Companies Mentioned

  • Tencent Holdings Limited
  • Sony Corporation
  • Microsoft Corporation
  • Apple Inc.
  • Activision Blizzard Inc
  • Google LLC
  • NetEase Inc.
  • Electronic Arts Inc.
  • Nintendo Co. Ltdand Bandai Namco Holdings Inc.

Key Questions Answered in This Report:

  • How has the global gaming market performed so far and how will it perform in the coming years?
  • What are the key regions in the global gaming market?
  • What has been the impact of COVID-19 on the global gaming market?
  • Which are the device types in the global gaming market?
  • Which are the platforms in the global gaming market?
  • Which are the revenue types in the global gaming market?
  • Which are the popular type in the global gaming market?
  • Which are the age groups in the global gaming market?
  • What are the various stages in the value chain of the global gaming market?
  • What are the key driving factors and challenges in the global gaming market?
  • What is the structure of the global gaming market and who are the key players?
  • What is the degree of competition in the global gaming market?

Key Topics Covered:

1 Preface

2 Scope and Methodology

3 Executive Summary

4 Introduction

4.1 Overview

4.2 Key Industry Trends

5 Global Gaming Market

5.1 Market Overview

5.2 Market Performance

5.3 Impact of COVID-19

5.4 Price Analysis

5.5 Market Breakup by Device Type

5.6 Market Breakup by Platform

5.7 Market Breakup by Revenue Type

5.8 Market Breakup by Type

5.9 Market Breakup by Age Group

5.10 Market Breakup by Region

5.11 Market Forecast

5.12 SWOT Analysis

5.13 Value Chain Analysis

5.14 Porters Five Forces Analysis

6 Market Breakup by Device Type

6.1 Consoles

6.1.1 Market Trends

6.1.2 Market Forecast

6.2 Mobiles and Tablets

6.2.1 Market Trends

6.2.2 Market Forecast

6.3 Computers

6.3.1 Market Trends

6.3.2 Market Forecast

7 Market Breakup by Platform

7.1 Online

7.1.1 Market Trends

7.1.2 Market Forecast

7.2 Offline

7.2.1 Market Trends

7.2.2 Market Forecast

8 Market Breakup by Revenue Type

8.1 In-Game Purchase

8.1.1 Market Trends

8.1.2 Market Forecast

8.2 Game Purchase

8.2.1 Market Trends

8.2.2 Market Forecast

8.3 Advertising

8.3.1 Market Trends

8.3.2 Market Forecast

9 Market Breakup by Type

9.1 Adventure/Role Playing Games

9.1.1 Market Trends

9.1.2 Market Forecast

9.2 Puzzles

9.2.1 Market Trends

9.2.2 Market Forecast

9.3 Social Games

9.3.1 Market Trends

9.3.2 Market Forecast

9.4 Strategy

9.4.1 Market Trends

9.4.2 Market Forecast

9.5 Simulation

9.5.1 Market Trends

9.5.2 Market Forecast

9.6 Others

9.6.1 Market Trends

9.6.2 Market Forecast

10 Market Breakup by Age Group

10.1 Adult

10.1.1 Market Trends

10.1.2 Market Forecast

10.2 Children

10.2.1 Market Trends

10.2.2 Market Forecast

11 Market Breakup by Region

11.1 Asia Pacific

11.2 North America

11.3 Europe

11.4 Middle East and Africa

11.5 Latin America

12 Competitive Landscape

12.1 Market Structure

12.2 Key Players

12.3 Profiles of Key Players

For more information about this report visit https://www.researchandmarkets.com/r/rsrc43

Contacts

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Laura Wood, Senior Press Manager

press@researchandmarkets.com

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