The report covers a detailed analysis and forecast for the global online gaming market on a global and regional level from 2021 to 2028. The study offers historical data from 2016 to 2020 along with a forecast from 2021 to 2028 based on revenue (USD Million). The study comprises a comprehensive view of the market with a review of market drivers, restraints, and opportunities. It also provides the level of impact of drivers and restraints on the online gaming market between 2021 and 2028.
These assessments help users of the report to analyze the online gaming market on the basis of different metrics that includes brand loyalty, switching costs, capital investments, economies of scale, regulatory legislation, current sales networks, production rights and patents, customer preferences, and promotional effects. This categorized data is expected to aid industry stakeholders in decision-making.The study also suggests company penetration plans for new entrants. Furthermore, the online gaming industry study report has listed the main manufacturers and distributors operating in all the major regions. We anticipate that this analysis and data will assist industry players to strengthen their networks of market penetration and expand their geographical breadth as a result of their efforts.
Market Research Store (MRS) published a latest report titled “Online Gaming Market research report which is segmented by Products (Smartphones Online Gaming, Tablets Online Gaming, Others), by Applications (Young Adults, Adults, Mature Adults, Seniors), by Key Players/Companies (Supercell, Microsoft, Zynga, King.com, Betsson AB, Activision Blizzard, LeoVegas, Electronic Arts, Kindred Group, Ubisoft, Blizzard, Take-Two Interactive Software, Mr Green)”. In 2020, the global online gaming market demand was registered at XX (USD Million) and is predicted to reach XX (USD Million) at a CAGR of XX% by 2028.
| Report Attributes | Report Details |
|---|---|
| Report Title | Online Gaming Market Research Report |
| By Products | Smartphones Online Gaming, Tablets Online Gaming, Others |
| By Applications | Young Adults, Adults, Mature Adults, Seniors |
| By Key Players | Supercell, Microsoft, Zynga, King.com, Betsson AB, Activision Blizzard, LeoVegas, Electronic Arts, Kindred Group, Ubisoft, Blizzard, Take-Two Interactive Software, Mr Green |
| Regions Covered | North America, Europe, Asia Pacific (APAC), Latin America, Middle East And Africa (MEA) |
| Countries Covered | North America : U.S and Canada Europe : U.K, Spain, Germany, Italy, Russia, France, Rest of Europe APAC : Japan, India, China, Australia, South Korea, South East Asia, Rest of Asia Pacific Latin America : Mexico, Brazil The Middle East And Africa : South Africa, UAE, Saudi Arab, Rest of MEA |
| Base Year | 2020 |
| Historical Year | 2016to 2020 (Depending on availability, data from 2010 can be offered) |
| Forecast Year | 2028 |
| Number of Pages | 123 |
| Customization Available | Yes, the report can be tailored to meet your specific requirements. |
The study includes a detailed competitive scenario and product portfolio of key vendors. The report evaluates Porter’s Five Forces model to analyze the different factors affecting the growth of the online gaming market. Furthermore, the study encompasses a market attractiveness analysis, which provides the most attractive and least attractive market segments information by products, applications, and region. Additionally, the report also covers the exhaustive regulatory landscape, technology landscape, value chain analysis and PEST analysis.
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The epidemic of COVID-19 has caused significant economic and social upheaval. The pandemic has had an influence on the supply chain and value chain of numerous businesses. The online gaming market is not an exception. The impact of the COVID-19 pandemic will be analyzed on the basis of the overall industry including both the demand side and supply side perspectives. The effects of the pandemic would be studied and analyzed for short-term and long-term scenarios. This would assist to formulate business strategies for the period during the pandemic as well as the post-pandemic period for all stakeholders involved in the industry including suppliers, manufacturers, vendors, distributors, and end-users.
The report study delivers a critical assessment on the online gaming by segmenting the total addressable market based on products, applications, and region. All the segments & categories of the online gaming market are evaluated on the basis of past and future trends. The data for the market and its segments & categories are provided from 2016 to 2028. The report has identified the important segments & categories offering the most to the total addressable market growth in terms of revenue as well as the factors advancing their development.
The report includes a detailed segment analysis of the online gaming market based on products, applications, and region. On the basis of Products, the market can be classified into Smartphones Online Gaming, Tablets Online Gaming, Others. Based on the Applications, the market can be segmented into the Young Adults, Adults, Mature Adults, Seniors.
The report provides exhaustive information on all the key players in the industry based on company overview, company market share, recent developments, business strategies, and financial performance among others. The report will also provide an extensive product portfolio for each company along with detailed descriptions/features. This report also contains useful recommendations for both established and new players around the world.
Some of the key players in the online gaming market include:
Due to the existence of multiple significant competitors, the industry is very competitive. Several inorganic growth techniques, such as acquisitions, mergers, and regional expansion are being pursued by the majority of manufacturers in order to increase their market share and obtain a competitive edge.
The report provides market size for all the segments and their categories for regions that include North America, Europe, Asia Pacific (APAC), Latin America and the Middle East & Africa (MEA). These regions are further bifurcated into major countries including the U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others. The report has analyzed both developed & developing regions considered for research of the online gaming market. To assist firms in developing effective development strategies, the regional analysis section provides a complete overview of the industry from a number of countries and regions.
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The findings would be further affirmed and expanded upon through primary research conducted with industry professionals and decision-makers from around the world. A wide range of data validation and market estimation approaches were used to further assemble and validate the results gathered during the research. We also have our data forecasting algorithm that projects market growth over the year 2028. We performed both primary and secondary research to gain a clear overview of the online gaming market. This helped us understand existing market dynamics like supply-demand imbalance, pricing trends, product preferences, consumer behavior, and other factors.
Table of Content 1 Report Overview 1.1 Study Scope 1.2 Key Market Segments 1.3 Regulatory Scenario by Region/Country 1.4 Market Investment Scenario Strategic 1.5 Market Analysis by Type 1.5.1 Global Online Gaming Market Share by Type (2020-2026) 1.5.2 Smartphones Online Gaming 1.5.3 Tablets Online Gaming 1.5.4 Others 1.6 Market by Application 1.6.1 Global Online Gaming Market Share by Application (2020-2026) 1.6.2 Young Adults 1.6.3 Adults 1.6.4 Mature Adults 1.6.5 Seniors 1.7 Online Gaming Industry Development Trends under COVID-19 Outbreak 1.7.1 Global COVID-19 Status Overview 1.7.2 Influence of COVID-19 Outbreak on Online Gaming Industry Development 2. Global Market Growth Trends 2.1 Industry Trends 2.1.1 SWOT Analysis 2.1.2 Porter’s Five Forces Analysis 2.2 Potential Market and Growth Potential Analysis 2.3 Industry News and Policies by Regions 2.3.1 Industry News 2.3.2 Industry Policies 2.4 Industry Trends Under COVID-19 3 Value Chain of Online Gaming Market 3.1 Value Chain Status 3.2 Online Gaming Manufacturing Cost Structure Analysis 3.2.1 Production Process Analysis 3.2.2 Manufacturing Cost Structure of Online Gaming 3.2.3 Labor Cost of Online Gaming 3.2.3.1 Labor Cost of Online Gaming Under COVID-19 3.3 Sales and Marketing Model Analysis 3.4 Downstream Major Customer Analysis (by Region) 3.5 Value Chain Status Under COVID-19 4 Players Profiles 4.1 Supercell 4.1.1 Supercell Basic Information 4.1.2 Online Gaming Product Profiles, Application and Specification 4.1.3 Supercell Online Gaming Market Performance (2015-2020) 4.1.4 Supercell Business Overview 4.2 Microsoft 4.2.1 Microsoft Basic Information 4.2.2 Online Gaming Product Profiles, Application and Specification 4.2.3 Microsoft Online Gaming Market Performance (2015-2020) 4.2.4 Microsoft Business Overview 4.3 Zynga 4.3.1 Zynga Basic Information 4.3.2 Online Gaming Product Profiles, Application and Specification 4.3.3 Zynga Online Gaming Market Performance (2015-2020) 4.3.4 Zynga Business Overview 4.4 King.com 4.4.1 King.com Basic Information 4.4.2 Online Gaming Product Profiles, Application and Specification 4.4.3 King.com Online Gaming Market Performance (2015-2020) 4.4.4 King.com Business Overview 4.5 Betsson AB 4.5.1 Betsson AB Basic Information 4.5.2 Online Gaming Product Profiles, Application and Specification 4.5.3 Betsson AB Online Gaming Market Performance (2015-2020) 4.5.4 Betsson AB Business Overview 4.6 Activision Blizzard 4.6.1 Activision Blizzard Basic Information 4.6.2 Online Gaming Product Profiles, Application and Specification 4.6.3 Activision Blizzard Online Gaming Market Performance (2015-2020) 4.6.4 Activision Blizzard Business Overview 4.7 LeoVegas 4.7.1 LeoVegas Basic Information 4.7.2 Online Gaming Product Profiles, Application and Specification 4.7.3 LeoVegas Online Gaming Market Performance (2015-2020) 4.7.4 LeoVegas Business Overview 4.8 Electronic Arts 4.8.1 Electronic Arts Basic Information 4.8.2 Online Gaming Product Profiles, Application and Specification 4.8.3 Electronic Arts Online Gaming Market Performance (2015-2020) 4.8.4 Electronic Arts Business Overview 4.9 Kindred Group 4.9.1 Kindred Group Basic Information 4.9.2 Online Gaming Product Profiles, Application and Specification 4.9.3 Kindred Group Online Gaming Market Performance (2015-2020) 4.9.4 Kindred Group Business Overview 4.10 Ubisoft 4.10.1 Ubisoft Basic Information 4.10.2 Online Gaming Product Profiles, Application and Specification 4.10.3 Ubisoft Online Gaming Market Performance (2015-2020) 4.10.4 Ubisoft Business Overview 4.11 Blizzard 4.11.1 Blizzard Basic Information 4.11.2 Online Gaming Product Profiles, Application and Specification 4.11.3 Blizzard Online Gaming Market Performance (2015-2020) 4.11.4 Blizzard Business Overview 4.12 Take-Two Interactive Software 4.12.1 Take-Two Interactive Software Basic Information 4.12.2 Online Gaming Product Profiles, Application and Specification 4.12.3 Take-Two Interactive Software Online Gaming Market Performance (2015-2020) 4.12.4 Take-Two Interactive Software Business Overview 4.13 Mr Green 4.13.1 Mr Green Basic Information 4.13.2 Online Gaming Product Profiles, Application and Specification 4.13.3 Mr Green Online Gaming Market Performance (2015-2020) 4.13.4 Mr Green Business Overview 5 Global Online Gaming Market Analysis by Regions 5.1 Global Online Gaming Sales, Revenue and Market Share by Regions 5.1.1 Global Online Gaming Sales by Regions (2015-2020) 5.1.2 Global Online Gaming Revenue by Regions (2015-2020) 5.2 North America Online Gaming Sales and Growth Rate (2015-2020) 5.3 Europe Online Gaming Sales and Growth Rate (2015-2020) 5.4 Asia-Pacific Online Gaming Sales and Growth Rate (2015-2020) 5.5 Middle East and Africa Online Gaming Sales and Growth Rate (2015-2020) 5.6 South America Online Gaming Sales and Growth Rate (2015-2020) 6 North America Online Gaming Market Analysis by Countries 6.1 North America Online Gaming Sales, Revenue and Market Share by Countries 6.1.1 North America Online Gaming Sales by Countries (2015-2020) 6.1.2 North America Online Gaming Revenue by Countries (2015-2020) 6.1.3 North America Online Gaming Market Under COVID-19 6.2 United States Online Gaming Sales and Growth Rate (2015-2020) 6.2.1 United States Online Gaming Market Under COVID-19 6.3 Canada Online Gaming Sales and Growth Rate (2015-2020) 6.4 Mexico Online Gaming Sales and Growth Rate (2015-2020) 7 Europe Online Gaming Market Analysis by Countries 7.1 Europe Online Gaming Sales, Revenue and Market Share by Countries 7.1.1 Europe Online Gaming Sales by Countries (2015-2020) 7.1.2 Europe Online Gaming Revenue by Countries (2015-2020) 7.1.3 Europe Online Gaming Market Under COVID-19 7.2 Germany Online Gaming Sales and Growth Rate (2015-2020) 7.2.1 Germany Online Gaming Market Under COVID-19 7.3 UK Online Gaming Sales and Growth Rate (2015-2020) 7.3.1 UK Online Gaming Market Under COVID-19 7.4 France Online Gaming Sales and Growth Rate (2015-2020) 7.4.1 France Online Gaming Market Under COVID-19 7.5 Italy Online Gaming Sales and Growth Rate (2015-2020) 7.5.1 Italy Online Gaming Market Under COVID-19 7.6 Spain Online Gaming Sales and Growth Rate (2015-2020) 7.6.1 Spain Online Gaming Market Under COVID-19 7.7 Russia Online Gaming Sales and Growth Rate (2015-2020) 7.7.1 Russia Online Gaming Market Under COVID-19 8 Asia-Pacific Online Gaming Market Analysis by Countries 8.1 Asia-Pacific Online Gaming Sales, Revenue and Market Share by Countries 8.1.1 Asia-Pacific Online Gaming Sales by Countries (2015-2020) 8.1.2 Asia-Pacific Online Gaming Revenue by Countries (2015-2020) 8.1.3 Asia-Pacific Online Gaming Market Under COVID-19 8.2 China Online Gaming Sales and Growth Rate (2015-2020) 8.2.1 China Online Gaming Market Under COVID-19 8.3 Japan Online Gaming Sales and Growth Rate (2015-2020) 8.3.1 Japan Online Gaming Market Under COVID-19 8.4 South Korea Online Gaming Sales and Growth Rate (2015-2020) 8.4.1 South Korea Online Gaming Market Under COVID-19 8.5 Australia Online Gaming Sales and Growth Rate (2015-2020) 8.6 India Online Gaming Sales and Growth Rate (2015-2020) 8.6.1 India Online Gaming Market Under COVID-19 8.7 Southeast Asia Online Gaming Sales and Growth Rate (2015-2020) 8.7.1 Southeast Asia Online Gaming Market Under COVID-19 9 Middle East and Africa Online Gaming Market Analysis by Countries 9.1 Middle East and Africa Online Gaming Sales, Revenue and Market Share by Countries 9.1.1 Middle East and Africa Online Gaming Sales by Countries (2015-2020) 9.1.2 Middle East and Africa Online Gaming Revenue by Countries (2015-2020) 9.1.3 Middle East and Africa Online Gaming Market Under COVID-19 9.2 Saudi Arabia Online Gaming Sales and Growth Rate (2015-2020) 9.3 UAE Online Gaming Sales and Growth Rate (2015-2020) 9.4 Egypt Online Gaming Sales and Growth Rate (2015-2020) 9.5 Nigeria Online Gaming Sales and Growth Rate (2015-2020) 9.6 South Africa Online Gaming Sales and Growth Rate (2015-2020) 10 South America Online Gaming Market Analysis by Countries 10.1 South America Online Gaming Sales, Revenue and Market Share by Countries 10.1.1 South America Online Gaming Sales by Countries (2015-2020) 10.1.2 South America Online Gaming Revenue by Countries (2015-2020) 10.1.3 South America Online Gaming Market Under COVID-19 10.2 Brazil Online Gaming Sales and Growth Rate (2015-2020) 10.2.1 Brazil Online Gaming Market Under COVID-19 10.3 Argentina Online Gaming Sales and Growth Rate (2015-2020) 10.4 Columbia Online Gaming Sales and Growth Rate (2015-2020) 10.5 Chile Online Gaming Sales and Growth Rate (2015-2020) 11 Global Online Gaming Market Segment by Types 11.1 Global Online Gaming Sales, Revenue and Market Share by Types (2015-2020) 11.1.1 Global Online Gaming Sales and Market Share by Types (2015-2020) 11.1.2 Global Online Gaming Revenue and Market Share by Types (2015-2020) 11.2 Smartphones Online Gaming Sales and Price (2015-2020) 11.3 Tablets Online Gaming Sales and Price (2015-2020) 11.4 Others Sales and Price (2015-2020) 12 Global Online Gaming Market Segment by Applications 12.1 Global Online Gaming Sales, Revenue and Market Share by Applications (2015-2020) 12.1.1 Global Online Gaming Sales and Market Share by Applications (2015-2020) 12.1.2 Global Online Gaming Revenue and Market Share by Applications (2015-2020) 12.2 Young Adults Sales, Revenue and Growth Rate (2015-2020) 12.3 Adults Sales, Revenue and Growth Rate (2015-2020) 12.4 Mature Adults Sales, Revenue and Growth Rate (2015-2020) 12.5 Seniors Sales, Revenue and Growth Rate (2015-2020) 13 Online Gaming Market Forecast by Regions (2020-2026) 13.1 Global Online Gaming Sales, Revenue and Growth Rate (2020-2026) 13.2 Online Gaming Market Forecast by Regions (2020-2026) 13.2.1 North America Online Gaming Market Forecast (2020-2026) 13.2.2 Europe Online Gaming Market Forecast (2020-2026) 13.2.3 Asia-Pacific Online Gaming Market Forecast (2020-2026) 13.2.4 Middle East and Africa Online Gaming Market Forecast (2020-2026) 13.2.5 South America Online Gaming Market Forecast (2020-2026) 13.3 Online Gaming Market Forecast by Types (2020-2026) 13.4 Online Gaming Market Forecast by Applications (2020-2026) 13.5 Online Gaming Market Forecast Under COVID-19 14 Appendix 14.1 Methodology 14.2 Research Data Source
Online Gaming
Online Gaming
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