Global and China Gaming Market Size, Status and Forecast 2021-2027

SKU ID :QYR-18669266 | Published Date: 30-Jun-2021 | No. of pages: 129
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.
Global Gaming key players include Activision Blizzard, Microsoft, Sony, Tencent, Apple, etc. Global top five manufacturers hold a share about 45%.
Asia-Pacific is the largest market, with a share about 45%, followed by North America and Europe, both have a share over 45 percent.
In terms of product, Mobile Gaming is the largest segment, with a share over 50%. And in terms of application, the largest application is Amateur, followed by Professional.

Market Analysis and Insights: Global Gaming Market
The global Gaming market size is projected to reach US$ 390280 million by 2027, from US$ 165870 million in 2020, at a CAGR of 12.8% during 2021-2027.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Gaming market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Gaming market in terms of revenue.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Gaming market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Gaming market.

Global Gaming Scope and Market Size
Gaming market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2016-2027.

Segment by Type
Mobile Gaming
Console Gaming
PC Gaming

Segment by Application
Amateur
Professional

By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
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

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
King Digital Entertainment
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