全球游戏应用程序市场规模研究和预测:按市场(Google Play 商店、Apple iOS 商店)、区域分析,2022-2029 年
市场调查报告书
商品编码
1215351

全球游戏应用程序市场规模研究和预测:按市场(Google Play 商店、Apple iOS 商店)、区域分析,2022-2029 年

Global Game Applications Market Size study & Forecast, by Marketplace (Google Play Store, Apple iOS Store) and Regional Analysis, 2022-2029

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 | 商品交期: 2-3个工作天内

价格

2021 年全球游戏应用市场价值约为 1003.6 亿美元,预计在 2022-2029 年预测期内将以超过 13.3% 的健康增长率增长。

游戏应用程序是指旨在通过图形游戏来娱乐用户的软件应用程序。 游戏应用程序的用户与模拟虚构人物的图形对象交互,这些虚构人物是游戏背景故事的组成部分。 此外,游戏不仅用于娱乐目的,还用于教育、商业和医疗保健等其他领域。 智能手机在全球范围内的普及、高速互联网服务的兴起以及大公司的战略举措是加速市场增长的主要因素。

由于移动技术的快速发展,智能手机的普及推动了全球游戏应用市场的增长。 例如,根据 Statista 的数据,2021 年全球智能手机市场价值 4812 亿美元,预计到 2026 年将增长到 5000 亿美元。 而根据印度品牌资产基金会 (IBEF) 的数据,2021 年印度智能手机出货量将增长 11% 至 1.69 亿部,市场收入将达到 380 亿美元。 智能手机技术的进步和数字娱乐的使用增加也有望在预测期内为市场创造良好的增长前景。 然而,对数据隐私的日益关注将阻碍整个 2022-2029 年预测期内的市场增长。

全球游戏应用市场研究中考虑的主要区域是亚太地区、北美、欧洲、拉丁美洲和世界其他地区。 由于该地区主要市场参与者的存在以及社交媒体整合的日益普及,北美在收入方面占据了市场主导地位。 另一方面,由于低成本互联网服务的扩张以及具有低成本高速互联网服务的智能手机的普及率不断提高,预计亚太地区在预测期内将以最高复合年增长率增长。

这项研究的目的是定义近年来各个细分市场和国家/地区的市场规模,并预测它们在未来几年的价值。 本报告旨在捕捉被调查国家行业的定性和定量方面的情况。

它还提供了关键方面的详细信息,例如决定市场未来增长的驱动因素和挑战。 此外,它还包含供利益相关者投资的微观市场潜在机会,以及对主要参与者的竞争格局和产品供应的深入分析。

按市场

Google Play 商店

苹果 iOS 商店

内容

第 1 章执行摘要

  • 市场概况
  • 2019-2029 年各细分市场的全球市场估计和预测
    • 2019-2029 年按地区划分的游戏应用市场
    • 游戏应用市场,按市场划分,2019 年至 2029 年
  • 主要趋势
  • 调查方法
  • 调查先决条件

第2章游戏应用的全球市场定义和范围

  • 调查的目的
  • 市场定义和范围
    • 调查范围
    • 工业发展
  • 调查年份
  • 货币兑换率

第三章全球游戏应用市场动态

  • 游戏应用市场影响分析(2019-2029)
    • 市场驱动力
      • 全球智能手机普及率上升
      • 高速互联网服务的兴起
      • 主要市场参与者的战略举措
    • 市场挑战
      • 对数据隐私的担忧日益增加
    • 市场机会
      • 智能手机技术的发展
      • 数字娱乐的使用范围扩大

第四章全球游戏应用市场行业分析

  • 波特 5 力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争公司之间的敌对关係
  • 波特 5 力模型的未来方法 (2019-2029)
  • 害虫分析
    • 政治
    • 经济的
    • 社交
    • 技术
  • 顶级投资机会
  • 关键成功策略
  • 行业专家的展望
  • 分析师的结论和建议

第 5 章风险评估:COVID-19 的影响

  • 评估 COVID-19 对行业的总体影响
  • COVID-19 之前和 COVID-19 之后的市场情景

第 6 章全球游戏应用市场,按市场分类

  • 市场概况
  • 全球游戏应用市场:按市场分类),性能潜力分析
  • 2019-2029 年全球游戏应用市场、按市场分类的估计和预测
  • 游戏应用市场、细分市场分析
    • Google Play 商店
    • Apple iOS 商店

第 7 章:全球游戏应用市场:区域分析

  • 游戏应用市场,按地区划分的市场概况
  • 北美
    • 美国
      • 按市场估算和预测,2019 年至 2029 年
    • 加拿大
  • 欧洲游戏应用市场概况
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 意大利
    • 其他欧洲地区
  • 亚太游戏应用市场概况
    • 中国
    • 印度
    • 日本
    • 澳大利亚
    • 韩国
    • 其他亚太地区
  • 拉丁美洲游戏应用市场概况
    • 巴西
    • 墨西哥
    • 其他拉丁美洲地区
  • 世界其他地方

第 8 章衝突信息

  • 顶级市场策略
  • 公司简介
    • 腾讯控股有限公司
      • 主要信息
      • 概览
      • 财务信息(取决于数据可用性)
      • 产品概述
      • 近期趋势
    • Nintendo
    • Activision Blizzard
    • Ubisoft
    • Electronic Arts Inc.
    • Take-Two Interactive Software, Inc.
    • Bethesda Softworks LLC
    • Zynga Inc
    • Epic Games, Inc.
    • NetEase, Inc.

第 9 章研究过程

  • 研究过程
    • 数据挖掘
    • 分析
    • 市场评估
    • 验证
    • 出版
  • 调查属性
  • 调查先决条件

Global Game Applications Market is valued at approximately USD 100.36 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 13.3% over the forecast period 2022-2029. Game Applications refers to software application, intended to entertain users through graphic games. The user of the gaming application interacts with graphical objects that simulate imaginary characters that are an integral part of the background story of the game. Moreover, apart from entertainment purposes games are also developed for other domains such as education, business, and healthcare applications. The penetration of smartphones worldwide and rising emergence of high-speed internet services as well as strategic initiatives from leading market players are key factors accelerating the market growth.

The growing penetration of smartphones due to rapid growth in mobile technology is contributing to the growth of the Global Game Applications Market. For instance, according to Statista - in 2021, the global smartphone market was valued at USD 481.2 billion, and the market is projected to grow to USD 500 billion by 2026. In addition, as per the India Brand Equity Foundation (IBEF)- in 2021, India's smartphone shipments increased by 11% to 169 million units, and market revenue reached USD 38 billion. Also, rising advancements in smartphone technology and increasing usage of digital entertainment would create a lucrative growth prospectus for the market over the forecast period. However, rising concern over data privacy stifles market growth throughout the forecast period of 2022-2029.

The key regions considered for the Global Game Applications Market study include Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America dominated the market in terms of revenue, owing to the presence of leading market players as well as growing adoption of social media integrations in the region. Whereas Asia Pacific is expected to grow with the highest CAGR during the forecast period, owing to factors such as rising expansion of low-cost internet services, and increasing penetration of smartphones with low-cost high-speed internet services in the region.

Major market players included in this report are:

Tencent Holding Ltd

Nintendo

Activision Blizzard

Ubisoft

Electronic Arts Inc.

Take-Two Interactive Software, Inc.

Bethesda Softworks LLC

Zynga Inc.

Epic Games, Inc.

NetEase, Inc.

Recent Developments in the Market:

  • In January 2022, Chinese entertainment and tech group Tencent Holdings announced acquisition of UK based Sumo Group for a transaction value of USD 1.25 billion. This acquisition would enable Tencent to expand its presence in Europe region.
  • In August 2022, China based NetEase, Inc., a leader in internet and online game services announced that its games division, NetEase Games, acquired Quantic Dream S.A.

Global Game Applications Market Report Scope:

Historical Data: 2019-2020-2021

Base Year for Estimation: 2021

Forecast period: 2022-2029

Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends

Segments Covered: Marketplace, Region

Regional Scope: North America; Europe; Asia Pacific; Latin America; Rest of the World

Customization Scope: Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Marketplace

Google Play Store

Apple iOS Store

By Region:

North America

U.S.

Canada

Europe

UK

Germany

France

Spain

Italy

ROE

Asia Pacific

China

India

Japan

Australia

South Korea

RoAPAC

Latin America

Brazil

Mexico

RoLA

Rest of the World

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
    • 1.2.1. Game Applications Market, by Region, 2019-2029 (USD Billion)
    • 1.2.2. Game Applications Market, by Marketplace, 2019-2029 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Game Applications Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Scope of the Study
    • 2.2.2. Industry Evolution
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Game Applications Market Dynamics

  • 3.1. Game Applications Market Impact Analysis (2019-2029)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Growing penetration of smartphones worldwide
      • 3.1.1.2. Rising emergence of high-speed internet services
      • 3.1.1.3. Strategic initiatives from leading market players
    • 3.1.2. Market Challenges
      • 3.1.2.1. Rising concern over data privacy
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Rising advancement in smartphone technology
      • 3.1.3.2. Increasing usage of digital entertainment

Chapter 4. Global Game Applications Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Futuristic Approach to Porter's 5 Force Model (2019-2029)
  • 4.3. PEST Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
  • 4.4. Top investment opportunity
  • 4.5. Top winning strategies
  • 4.6. Industry Experts Prospective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Risk Assessment: COVID-19 Impact

  • 5.1. Assessment of the overall impact of COVID-19 on the industry
  • 5.2. Pre COVID-19 and post COVID-19 Market scenario

Chapter 6. Global Game Applications Market, by Marketplace

  • 6.1. Market Snapshot
  • 6.2. Global Game Applications Market by Marketplace, Performance - Potential Analysis
  • 6.3. Global Game Applications Market Estimates & Forecasts by Marketplace 2019-2029 (USD Billion)
  • 6.4. Game Applications Market, Sub Segment Analysis
    • 6.4.1. Google Play Store
    • 6.4.2. Apple iOS Store

Chapter 7. Global Game Applications Market, Regional Analysis

  • 7.1. Game Applications Market, Regional Market Snapshot
  • 7.2. North America Game Applications Market
    • 7.2.1. U.S. Game Applications Market
      • 7.2.1.1. Marketplace breakdown estimates & forecasts, 2019-2029
    • 7.2.2. Canada Game Applications Market
  • 7.3. Europe Game Applications Market Snapshot
    • 7.3.1. U.K. Game Applications Market
    • 7.3.2. Germany Game Applications Market
    • 7.3.3. France Game Applications Market
    • 7.3.4. Spain Game Applications Market
    • 7.3.5. Italy Game Applications Market
    • 7.3.6. Rest of Europe Game Applications Market
  • 7.4. Asia-Pacific Game Applications Market Snapshot
    • 7.4.1. China Game Applications Market
    • 7.4.2. India Game Applications Market
    • 7.4.3. Japan Game Applications Market
    • 7.4.4. Australia Game Applications Market
    • 7.4.5. South Korea Game Applications Market
    • 7.4.6. Rest of Asia Pacific Game Applications Market
  • 7.5. Latin America Game Applications Market Snapshot
    • 7.5.1. Brazil Game Applications Market
    • 7.5.2. Mexico Game Applications Market
    • 7.5.3. Rest of Latin America Game Applications Market
  • 7.6. Rest of The World Game Applications Market

Chapter 8. Competitive Intelligence

  • 8.1. Top Market Strategies
  • 8.2. Company Profiles
    • 8.2.1. Tencent Holdings Ltd.
      • 8.2.1.1. Key Information
      • 8.2.1.2. Overview
      • 8.2.1.3. Financial (Subject to Data Availability)
      • 8.2.1.4. Product Summary
      • 8.2.1.5. Recent Developments
    • 8.2.2. Nintendo
    • 8.2.3. Activision Blizzard
    • 8.2.4. Ubisoft
    • 8.2.5. Electronic Arts Inc.
    • 8.2.6. Take-Two Interactive Software, Inc.
    • 8.2.7. Bethesda Softworks LLC
    • 8.2.8. Zynga Inc
    • 8.2.9. Epic Games, Inc.
    • 8.2.10. NetEase, Inc.

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
  • 9.3. Research Assumption

LIST OF TABLES

  • TABLE 1. Global Game Applications Market, report scope
  • TABLE 2. Global Game Applications Market estimates & forecasts by Region 2019-2029 (USD Billion)
  • TABLE 3. Global Game Applications Market estimates & forecasts by Marketplace 2019-2029 (USD Billion)
  • TABLE 4. Global Game Applications Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 5. Global Game Applications Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 6. Global Game Applications Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 7. Global Game Applications Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 8. Global Game Applications Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 9. Global Game Applications Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 10. Global Game Applications Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 11. Global Game Applications Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 12. Global Game Applications Market by segment, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 13. Global Game Applications Market by region, estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 14. U.S. Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 15. U.S. Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 16. U.S. Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 17. Canada Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 18. Canada Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 19. Canada Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 20. UK Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 21. UK Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 22. UK Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 23. Germany Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 24. Germany Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 25. Germany Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 26. France Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 27. France Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 28. France Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 29. Italy Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 30. Italy Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 31. Italy Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 32. Spain Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 33. Spain Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 34. Spain Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 35. RoE Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 36. RoE Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 37. RoE Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 38. China Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 39. China Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 40. China Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 41. India Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 42. India Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 43. India Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 44. Japan Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 45. Japan Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 46. Japan Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 47. South Korea Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 48. South Korea Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 49. South Korea Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 50. Australia Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 51. Australia Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 52. Australia Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 53. RoAPAC Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 54. RoAPAC Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 55. RoAPAC Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 56. Brazil Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 57. Brazil Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 58. Brazil Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 59. Mexico Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 60. Mexico Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 61. Mexico Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 62. RoLA Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 63. RoLA Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 64. RoLA Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 65. Row Game Applications Market estimates & forecasts, 2019-2029 (USD Billion)
  • TABLE 66. Row Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 67. Row Game Applications Market estimates & forecasts by segment 2019-2029 (USD Billion)
  • TABLE 68. List of secondary sources, used in the study of global Game Applications Market
  • TABLE 69. List of primary sources, used in the study of global Game Applications Market
  • TABLE 70. Years considered for the study
  • TABLE 71. Exchange rates considered

List of tables and figures and dummy in nature, final lists may vary in the final deliverable

LIST OF FIGURES

List of figures

  • FIG 1. Global Game Applications Market, research methodology
  • FIG 2. Global Game Applications Market, Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Game Applications Market, key trends 2021
  • FIG 5. Global Game Applications Market, growth prospects 2022-2029
  • FIG 6. Global Game Applications Market, porters 5 force model
  • FIG 7. Global Game Applications Market, pest analysis
  • FIG 8. Global Game Applications Market, value chain analysis
  • FIG 9. Global Game Applications Market by segment, 2019 & 2029 (USD Billion)
  • FIG 10. Global Game Applications Market by segment, 2019 & 2029 (USD Billion)
  • FIG 11. Global Game Applications Market by segment, 2019 & 2029 (USD Billion)
  • FIG 12. Global Game Applications Market by segment, 2019 & 2029 (USD Billion)
  • FIG 13. Global Game Applications Market by segment, 2019 & 2029 (USD Billion)
  • FIG 14. Global Game Applications Market, regional snapshot 2019 & 2029
  • FIG 15. North America Game Applications Market 2019 & 2029 (USD Billion)
  • FIG 16. Europe Game Applications Market 2019 & 2029 (USD Billion)
  • FIG 17. Asia Pacific Game Applications Market 2019 & 2029 (USD Billion)
  • FIG 18. Latin America Game Applications Market 2019 & 2029 (USD Billion)
  • FIG 19. Global Game Applications Market, company Market share analysis (2021)

List of tables and figures and dummy in nature, final lists may vary in the final deliverable