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Dublin, March 01, 2021 (GLOBE NEWSWIRE) -- The "Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026" report has been added to ResearchAndMarkets.com's offering. 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. According to the latest report, titled "Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026", the global gaming market reached a value of US$ 167.9 Billion in 2020.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. 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.Key Market Segmentation:The publisher provides an analysis of the key trends in each sub-segment of the global gaming market, along with forecasts for growth at the global, regional and country level from 2021-2026. Our report has categorized the market based on region, device type, platform, revenue type, type, and age group.Breakup by Device Type:Based on the device type, the global gaming market has been segmented into consoles, mobiles and tablets, and computers. mobiles and tablets currently account for the largest share followed by consoles and computers.Breakup by Platform:Based on the platform, the market has been segmented into online and offline. The offline segment currently accounts for a larger share.Breakup by Revenue Type:Based on the revenue type, the market has been segmented into in-game purchase, game purchase and advertising.Breakup by Type:Based on type, the market has been segmented into adventure/role playing games, puzzles, social games, strategy, simulation and others.Breakup by Age Group:Based on the age group, the market has been segmented into adult and children. Adult games currently dominate the global gaming market.Regional Insights:Region-wise, Asia Pacific accounts for the largest market share. Other major regions are North America, Europe, Middle East and Africa and Latin America.Competitive Landscape:The competitive landscape of the market has also been examined with some of the key players being Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd.and Bandai Namco Holdings Inc..This report provides a deep insight into the global gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter's five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the gaming market in any manner.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 Preface2 Scope and Methodology2.1 Objectives of the Study2.2 Stakeholders2.3 Data Sources2.3.1 Primary Sources2.3.2 Secondary Sources2.4 Market Estimation2.4.1 Bottom-Up Approach2.4.2 Top-Down Approach2.5 Forecasting Methodology3 Executive Summary4 Introduction4.1 Overview4.2 Key Industry Trends5 Global Gaming Market5.1 Market Overview5.2 Market Performance5.3 Impact of COVID-195.4 Price Analysis5.5 Market Breakup by Device Type5.6 Market Breakup by Platform5.7 Market Breakup by Revenue Type5.8 Market Breakup by Type5.9 Market Breakup by Age Group5.10 Market Breakup by Region5.11 Market Forecast5.12 SWOT Analysis5.12.1 Overview5.12.2 Strengths5.12.3 Weaknesses5.12.4 Opportunities5.12.5 Threats5.13 Value Chain Analysis5.13.1 Overview5.13.2 Research and Development5.13.3 Inputs5.13.4 Products and Services5.13.5 Marketing and Distribution5.13.6 End Users5.13.7 Post Sales Service5.14 Porters Five Forces Analysis5.14.1 Overview5.14.2 Bargaining Power of Buyers5.14.3 Bargaining Power of Suppliers5.14.4 Degree of Competition5.14.5 Threat of New Entrants5.14.6 Threat of Substitutes5.14.7 Threats6 Market Breakup by Device Type6.1 Consoles6.1.1 Market Trends6.1.2 Market Forecast6.2 Mobiles and Tablets6.2.1 Market Trends6.2.2 Market Forecast6.3 Computers6.3.1 Market Trends6.3.2 Market Forecast7 Market Breakup by Platform7.1 Online7.1.1 Market Trends7.1.2 Market Forecast7.2 Offline7.2.1 Market Trends7.2.2 Market Forecast8 Market Breakup by Revenue Type8.1 In-Game Purchase8.1.1 Market Trends8.1.2 Market Forecast8.2 Game Purchase8.2.1 Market Trends8.2.2 Market Forecast8.3 Advertising8.3.1 Market Trends8.3.2 Market Forecast9 Market Breakup by Type9.1 Adventure/Role Playing Games9.1.1 Market Trends9.1.2 Market Forecast9.2 Puzzles9.2.1 Market Trends9.2.2 Market Forecast9.3 Social Games9.3.1 Market Trends9.3.2 Market Forecast9.4 Strategy9.4.1 Market Trends9.4.2 Market Forecast9.5 Simulation9.5.1 Market Trends9.5.2 Market Forecast9.6 Others9.6.1 Market Trends9.6.2 Market Forecast10 Market Breakup by Age Group10.1 Adult10.1.1 Market Trends10.1.2 Market Forecast10.2 Children10.2.1 Market Trends10.2.2 Market Forecast11 Market Breakup by Region11.1 Asia Pacific11.1.1 Market Trends11.1.2 Market Forecast11.2 North America11.2.1 Market Trends11.2.2 Market Forecast11.3 Europe11.3.1 Market Trends11.3.2 Market Forecast11.4 Middle East and Africa11.4.1 Market Trends11.4.2 Market Forecast11.5 Latin America11.5.1 Market Trends11.5.2 Market Forecast12 Competitive Landscape12.1 Market Structure12.2 Key Players12.3 Profiles of Key Players12.3.1 Tencent Holdings Limited12.3.2 Sony Corporation12.3.3 Microsoft Corporation12.3.4 Apple Inc.12.3.5 Activision Blizzard, Inc.12.3.6 Google LLC12.3.7 NetEase Inc.12.3.8 Electronic Arts Inc.12.3.9 Nintendo Co., Ltd.12.3.10 Bandai Namco Holdings Inc.For more information about this report visit https://www.researchandmarkets.com/r/cfhwgm CONTACT: CONTACT: ResearchAndMarkets.com Laura Wood, Senior Press Manager press@researchandmarkets.com For E.S.T Office Hours Call 1-917-300-0470 For U.S./CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900