封面
市场调查报告书
商品编码
1423324

2024-2032 年按设备类型、平台、收入、类型、年龄层和地区分類的游戏市场报告

Gaming Market Report by Device Type, Platform, Revenue, Type, Age Group, and Region 2024-2032

出版日期: | 出版商: IMARC | 英文 149 Pages | 商品交期: 2-3个工作天内

价格

2023年全球游戏市场规模达到2,216亿美元。展望未来, IMARC Group预计到2032年市场规模将达到4,213亿美元,2024-2032年复合年增长率(CAGR)为8.74%。游戏的日益普及,尤其是在年轻人中,电子竞技和多人电玩竞赛的出现,以及智慧型手机、平板电脑和笔记型电脑的使用率不断增加,是推动市场的一些主要因素。

游戏是指玩电子游戏的活动,涉及与使用者介面的互动以在显示装置上产生视觉回馈。它可以在各种平台上完成,包括 PlayStation、Xbox 或 Nintendo 等游戏机、个人电脑 (PC)、行动装置和专用游戏装置。它提供了广泛的体验,从简单的益智游戏到复杂且身临其境的虚拟世界,用户可以控制游戏中的角色或化身并浏览不同的关卡或场景,实现目标,克服挑战,并在游戏的叙述或情节中取得进展。目标。多年来,游戏已经超越了传统类型,现在包括动作、冒险、角色扮演、策略、运动、模拟等多种类型。

游戏从实体发行向数位发行的转变改变了游戏市场。 Steam、Epic Games Store 和游戏机市场等平台可让您轻鬆存取庞大的游戏库。此外,多人游戏、云端游戏以及 Xbox Game Pass 和 PlayStation 等基于订阅的模式等线上服务扩大了游戏受众并产生了新的收入来源。此外,游戏不再局限于特定的年龄层或性别。该行业见证了参与游戏活动的女性游戏玩家和老年人数量显着增加。游戏受众日益多元化扩大了市场,并带来了更具包容性和多样化的游戏体验。此外,在游戏内购买和微交易的支持下,免费游戏的日益普及为游戏产业的财务成功做出了贡献。免费增值模式使游戏能够覆盖更广泛的受众,并透过可选的游戏内购买(例如化妆品或附加内容)产生收入,这加快了全球产品的采用率。

游戏市场趋势/驱动因素:

游戏产业的技术进步

图形技术的进步使游戏开发人员能够创造出越来越逼真且视觉效果令人惊嘆的游戏。高清 (HD) 和 4K 解析度、改进的灯光效果、逼真的物理模拟和详细的纹理增强了游戏的整体视觉品质。对视觉沉浸式体验的需求导致了更强大的硬体的开发,例如高效能游戏机和显示卡,从而推动了市场成长。此外,VR和AR技术为游戏带来了新的可能性。 VR 透过专用耳机将玩家置于虚拟世界中,提供身临其境的体验,而 AR 使用智慧型手机或 AR 眼镜等装置将数位元素迭加到现实世界中。这些技术透过提供独特的互动体验来模糊虚拟世界和现实世界之间的界限,从而扩大了游戏市场。

智慧型手机和平板电脑的使用不断增加

智慧型手机和平板电脑的广泛采用导致手机游戏的流行度激增。手机游戏易于存取、便携,并且可以在旅途中玩。行动装置的便利性和可用性吸引了庞大的用户群,扩大了整个游戏市场。此外,智慧型手机和平板电脑具有触控萤幕介面,可提供直觉、直接的输入,让不熟悉传统游戏机或 PC 游戏控制器的休閒游戏玩家更容易玩游戏。此外,这些设备通常包含运动感测器,从而实现基于运动的游戏体验。此外,Twitch 和 YouTube Gaming 等平台允许玩家直播自己的游戏过程、观看其他人玩游戏并与观众社群互动,这也有助于市场成长。

电子竞技和竞技游戏的出现

国际邀请赛 (Dota 2)、英雄联盟世界锦标赛和《斗阵特攻》联赛等主要电竞锦标赛和赛事吸引了大量观众,通常可以与传统体育赛事相媲美或超越。受欢迎程度的激增导致主流社会越来越认识到游戏是一种合法的竞技娱乐形式。此外,职业游戏的兴起为游戏产业创造了新的职业机会和收入来源,包括玩家薪资、赞助、商品销售和媒体版权。此外,电子竞技生态系统已扩展到包括各种利益相关者,例如锦标赛组织者、团队组织、串流平台和内容创作者,为游戏市场的整体成长做出了贡献。

目录

第一章:前言

第 2 章:范围与方法

  • 研究目的
  • 利害关係人
  • 资料来源
    • 主要资源
    • 二手资料
  • 市场预测
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第 3 章:执行摘要

第 4 章:简介

  • 概述
  • 主要行业趋势

第 5 章:全球游戏市场

  • 市场概况
  • 市场业绩
  • COVID-19 的影响
  • 价格分析
  • 市场区隔:依设备类型
  • 市场区隔:依平台
  • 市场区隔:按收入类型
  • 市场区隔:按类型
  • 市场区隔:依年龄段
  • 市场区隔:按地区
  • 市场预测
  • SWOT分析
    • 概述
    • 优势
    • 弱点
    • 机会
    • 威胁
  • 价值链分析
    • 概述
    • 研究与开发
    • 输入
    • 产品与服务
    • 行销与分销
    • 终端用户
    • 售后服务
  • 波特五力分析
    • 概述
    • 买家的议价能力
    • 供应商的议价能力
    • 竞争程度
    • 新进入者的威胁
    • 替代品的威胁
    • 威胁

第 6 章:市场区隔:依设备类型

  • 游戏机
    • 市场走向
    • 市场预测
  • 手机和平板电脑
    • 市场走向
    • 市场预测
  • 电脑
    • 市场走向
    • 市场预测

第 7 章:市场区隔:按平台

  • 在线的
    • 市场走向
    • 市场预测
  • 线下
    • 市场走向
    • 市场预测

第 8 章:市场区隔:依收入类型

  • 游戏内购买
    • 市场走向
    • 市场预测
  • 游戏购买
    • 市场走向
    • 市场预测
  • 广告
    • 市场走向
    • 市场预测

第 9 章:市场区隔:按类型

  • 冒险/角色扮演游戏
    • 市场走向
    • 市场预测
  • 谜题
    • 市场走向
    • 市场预测
  • 社交游戏
    • 市场走向
    • 市场预测
  • 策略
    • 市场走向
    • 市场预测
  • 模拟
    • 市场走向
    • 市场预测
  • 其他的
    • 市场走向
    • 市场预测

第 10 章:市场区隔:依年龄段

  • 成人
    • 市场走向
    • 市场预测
  • 孩子们
    • 市场走向
    • 市场预测

第 11 章:市场区隔:按地区

  • 亚太地区
    • 市场走向
    • 市场预测
  • 北美洲
    • 市场走向
    • 市场预测
  • 欧洲
    • 市场走向
    • 市场预测
  • 中东和非洲
    • 市场走向
    • 市场预测
  • 拉丁美洲
    • 市场走向
    • 市场预测

第 12 章:竞争格局

  • 市场结构
  • 关键参与者
  • 关键参与者简介
    • Tencent Holdings Limited
    • Sony Corporation
    • Microsoft Corporation
    • Apple Inc.
    • Activision Blizzard, Inc.
    • Google LLC
    • NetEase Inc.
    • Electronic Arts Inc.
    • Nintendo Co., Ltd.
    • Bandai Namco Holdings Inc.

图片列表

Product Code: SR112024A951

Abstract

The global gaming market size reached US$ 221.6 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 471.3 Billion by 2032, exhibiting a growth rate (CAGR) of 8.74% during 2024-2032. The rising popularity of gaming especially among young individuals, the emergence of e-sports and multiplayer video game competitions, and the increasing utilization of smartphones, tablets, and laptops are some of the major factors propelling the market.

Gaming refers to the activity of playing electronic games that involve interaction with a user interface to generate visual feedback on a display device. It can be done on various platforms, including consoles such as PlayStation, Xbox, or Nintendo, personal computers (PCs), mobile devices, and dedicated gaming devices. It offers a wide range of experiences, from simple puzzle games to complex and immersive virtual worlds, where users can control characters or avatars within the game and navigate through different levels or scenarios, achieving goals, overcoming challenges, and progressing through the game's narrative or objectives. Over the years, gaming has expanded beyond traditional genres and now includes various genres like action, adventure, role-playing, strategy, sports, simulation, and many others.

The shift from physical to digital distribution of games has transformed the gaming market. Platforms like Steam, Epic Games Store, and console marketplaces provide easy access to a vast library of games. In addition, online services such as multiplayer gaming, cloud gaming, and subscription-based models like Xbox Game Pass and PlayStation have expanded the gaming audience and generated new revenue streams. Moreover, gaming is no longer limited to a specific age group or gender. The industry has witnessed a significant increase in the number of female gamers and older adults engaging in gaming activities. This growing diversity of the gaming audience has expanded the market and led to the development of more inclusive and diverse gaming experiences. Furthermore, the increasing popularity of free-to-play games, supported by in-game purchases and microtransactions, has contributed to the financial success of the gaming industry. The freemium model allows games to reach a wider audience and generate revenue through optional in-game purchases, such as cosmetic items or additional content, which is accelerating the product adoption rate across the globe.

Gaming Market Trends/Drivers:

Technological advancements in the gaming industry

Advancements in graphics technology have allowed game developers to create increasingly realistic and visually stunning games. High-definition (HD) and 4K resolutions, improved lighting effects, realistic physics simulations, and detailed textures have enhanced the overall visual quality of games. The demand for visually immersive experiences has led to the development of more powerful hardware, such as high-performance gaming consoles and graphics cards, driving market growth. Moreover, VR and AR technologies have introduced new possibilities for gaming. VR provides an immersive experience by placing players in a virtual world through specialized headsets, while AR overlays digital elements onto the real-world using devices like smartphones or AR glasses. These technologies have expanded the gaming market by offering unique and interactive experiences that blur the lines between the virtual and real worlds.

The rising use of smartphones and tablets

The widespread adoption of smartphones and tablets has led to a surge in the popularity of mobile gaming. Mobile games are easily accessible, portable, and can be played on-the-go. The convenience and availability of mobile devices have attracted a massive user base, expanding the overall gaming market. Besides, smartphones and tablets feature touchscreen interfaces that provide intuitive and direct input, making gaming more accessible to casual gamers who may not be familiar with traditional console or PC gaming controllers. Furthermore, these devices often incorporate motion sensors, enabling motion-based gameplay experiences. Moreover, platforms like Twitch and YouTube Gaming allow players to live-stream their gameplay, watch others play, and engage with a community of viewers, which is also contributing to market growth.

The emergence of esports and competitive gaming

Major esports tournaments and events, such as The International (Dota 2), League of Legends World Championship, and the Overwatch League, attract significant viewership, often rivaling or surpassing traditional sports events. This surge in popularity has led to increased mainstream recognition of gaming as a legitimate form of competitive entertainment. Moreover, the rise of professional gaming has created new career opportunities and revenue streams within the gaming industry, including player salaries, sponsorships, merchandise sales, and media rights. Furthermore, the esports ecosystem has expanded to include various stakeholders, such as tournament organizers, team organizations, streaming platforms, and content creators, contributing to the overall growth of the gaming market.

Gaming Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global gaming market report, along with forecasts at the global and regional levels from 2024-2032. Our report has categorized the market based on device type, platform, revenue, type, and age group.

Breakup by Device Type:

Consoles

Mobiles and Tablets

Computers

Mobiles and tablets dominate the market

The report has provided a detailed breakup and analysis of the gaming market based on the device type. This includes consoles, mobiles and tablets, and computers. According to the report, mobiles and tablets represented the largest segment.

Mobile and tablets are widely accessible and affordable compared to dedicated gaming consoles or high-end PCs, as the majority of people have access to a smartphone or tablet, making mobile. The convenience of playing games, combined with the affordability and ease of use, has contributed to the dominance of mobiles and tablets in the gaming market. In addition, these devices offer the advantage of portability, allowing users to play games regardless of time and place. The ability to play games on the go has significantly contributed to the popularity of mobile gaming, making it a preferred choice for casual gamers.

Consoles often have exclusive game titles that are only available on their respective platforms. These exclusive games act as system sellers, enticing gamers to purchase a particular console to access their favorite games, such as the Halo series for Xbox or the Uncharted series for PlayStation, thus accelerating the product adoption rate.

Breakup by Platform:

Online

Offline

Offline holds the largest share in the gaming industry

A detailed breakup and analysis of the gaming market based on the platform has also been provided in the report. This includes online and offline. According to the report, offline accounted for the largest market share.

Offline gaming is often associated with single-player experiences, where players can enjoy immersive and narrative-driven games on their own. These games offer rich storytelling, character development, and exploration, allowing players to engage with the game world at their own pace without the need for an internet connection. In addition, offline gaming allows players to enjoy gaming experiences without interruptions or reliance on online services in regions with limited internet access or unstable connections. Moreover, offline gaming is particularly relevant for portable gaming devices, such as handheld consoles or mobile devices. These devices allow players to enjoy gaming experiences while traveling or in situations where an internet connection may not be available, such as during flights or in remote areas.

Currently, with the widespread availability of high-speed internet connections, online gaming has gained immense popularity. Players can connect with others from around the world, engage in multiplayer matches, and participate in cooperative gameplay experiences, thus contributing to the growth of this segment.

Breakup by Revenue:

In-Game Purchase

Game Purchase

Advertising

In-game purchase exhibits a clear dominance in the market

A detailed breakup and analysis of the gaming market based on the revenue type has also been provided in the report. This includes in-game purchase, game purchase, and advertising. According to the report, in-game purchase accounted for the largest market share.

In-game purchases have proven to be a highly lucrative revenue stream for game developers and publishers. This revenue model has become increasingly prevalent, particularly in free-to-play games, as it allows developers to monetize their games by offering additional content, cosmetic items, virtual currency, or gameplay advantages for a price. Besides, In-game purchases can enhance player engagement and retention. By offering desirable in-game items or content, developers provide incentives for players to continue playing and invest in the game. Moreover, some in-game purchases offer gameplay advantages or power-ups, allowing players to progress faster or gain an edge in multiplayer matches. As a result, the desire to gain a competitive advantage or improve gameplay efficiency can drive players to make in-game purchases, thus increasing the market share of this segment.

Breakup by Type:

Adventure/Role Playing Games

Puzzles

Social Games

Strategy

Simulation

Others

Adventure/role playing games represents the most popular gaming type

A detailed breakup and analysis of the gaming market based on the type has also been provided in the report. This includes adventure/role playing games, puzzles, social games, strategy, simulation, and others. According to the report, adventure/role playing games represented the largest segment.

Adventure and RPG games are often known for their immersive storytelling and narrative-driven experiences. These games provide players with compelling storylines, well-developed characters, and intricate worlds to explore. The depth of storytelling and the ability for players to shape their character's journey appeal to a wide audience, attracting players who enjoy rich narratives and engaging storytelling experiences. They also offer extensive gameplay with vast open worlds, numerous quests, and a variety of gameplay mechanics. These games can provide hours of content, encouraging players to invest significant time and effort in the game world. Moreover, RPG elements in adventure games allow players to customize their characters, choose their abilities or skills, and progress through a leveling system. This customization and progression offer a sense of achievement and personalization, thus increasing the popularity of this genre.

Breakup by Age Group:

Adult

Children

Adults hold the majority of the overall market share

A detailed breakup and analysis of the gaming market based on the age group has also been provided in the report. This includes adults and children. According to the report, adults accounted for the largest market share.

As adults seek various forms of entertainment, gaming offers a compelling and interactive experience. Moreover, adults may turn to gaming as a means of relaxation, stress relief, social interaction, or to explore immersive virtual worlds. Besides, the gaming industry encompasses a wide range of genres and experiences that appeal to adults. From adventure and role-playing games to sports, strategy, simulation, and puzzle games, there is a diverse selection of games available to cater to different adult interests and preferences. The availability of games that align with adult tastes contributes to their participation in the gaming market. Apart from this, multiplayer games and online platforms enable players to connect with friends, join gaming communities, and participate in cooperative or competitive gameplay. The social aspect of gaming can be particularly appealing to adults who seek social connections and shared experiences.

Breakup by Region:

Asia Pacific

North America

Europe

Middle East and Africa

Latin America

Asia Pacific exhibits a clear dominance, accounting for the largest gaming market share

The report has also provided a comprehensive analysis of all the major regional markets, which include Asia Pacific, North America, Europe, the Middle East and Africa, and Latin America. According to the report, Asia Pacific was the largest market for gaming.

The Asia Pacific region is home to a significant portion of the global population, including densely populated countries such as China and India. The sheer size of the population in this region provides a substantial consumer base for the gaming industry. Moreover, the region has experienced a rapid growth in mobile gaming, driven by the widespread adoption of smartphones and increasing internet connectivity. Furthermore, Esports has gained immense popularity in the Asia Pacific region as countries like South Korea and China are known for their expanding esports scenes, attracting professional players, sponsors, and spectators.

North America has a strong console gaming market, with a large base of console players. Popular consoles, such as PlayStation, Xbox, and Nintendo, have a significant following in the region, driving sales and game development.

Competitive Landscape:

The competitive landscape of the gaming market is dynamic and highly competitive, with numerous companies competing for market share and consumer attention. Presently, key market players are investing in research and development activities to develop advanced products such as consoles joysticks and other gaming peripherals. They are also developing exclusive games supported by their consoles and platforms only such as games integrated with virtual reality (VR), which can generate sensations that stimulate the physical presence of the gamer in a computer-generated environment. Moreover, various leading market players are engaging in partnerships, collaboration and mergers and acquisitions (M&A) activities to strengthen their foothold in the market.

The report has provided a comprehensive analysis of the competitive landscape in the global gaming market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

Tencent Holdings Limited

Sony Corporation

Microsoft Corporation

Apple Inc.

Activision Blizzard, Inc.

Google LLC

NetEase Inc.

Electronic Arts Inc.

Nintendo Co., Ltd.

Bandai Namco Holdings Inc.

Recent Developments:

Sony Corporation released the highly anticipated PlayStation 5 (PS5) console featuring advanced graphics capabilities, high-speed solid-state drives, and immersive gaming experiences.

Nintendo Co. Ltd. announced the Nintendo Switch OLED Model, an upgraded version of its popular hybrid console, featuring a larger OLED screen and improved audio.

Microsoft Corporation expanded the library of its Xbox Game Pass subscription service, providing players access to a wide range of games for a monthly fee. The service also includes cloud gaming capabilities.

Key Questions Answered in This Report

  • 1. What was the size of the global gaming market in 2023?
  • 2. What is the expected growth rate of the global gaming market during 2024-2032?
  • 3. What are the key factors driving the global gaming market?
  • 4. What has been the impact of COVID-19 on the global gaming market?
  • 5. What is the breakup of the global gaming market based on the device type?
  • 6. What is the breakup of the global gaming market based on the platform?
  • 7. What is the breakup of the global gaming market based on revenue type?
  • 8. What is the breakup of the global gaming market based on the type?
  • 9. What is the breakup of the global gaming market based on the age group?
  • 10. What are the key regions in the global gaming market?
  • 11. Who are the key players/companies in the global gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting 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
    • 5.12.1 Overview
    • 5.12.2 Strengths
    • 5.12.3 Weaknesses
    • 5.12.4 Opportunities
    • 5.12.5 Threats
  • 5.13 Value Chain Analysis
    • 5.13.1 Overview
    • 5.13.2 Research and Development
    • 5.13.3 Inputs
    • 5.13.4 Products and Services
    • 5.13.5 Marketing and Distribution
    • 5.13.6 End Users
    • 5.13.7 Post Sales Service
  • 5.14 Porters Five Forces Analysis
    • 5.14.1 Overview
    • 5.14.2 Bargaining Power of Buyers
    • 5.14.3 Bargaining Power of Suppliers
    • 5.14.4 Degree of Competition
    • 5.14.5 Threat of New Entrants
    • 5.14.6 Threat of Substitutes
    • 5.14.7 Threats

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
    • 11.1.1 Market Trends
    • 11.1.2 Market Forecast
  • 11.2 North America
    • 11.2.1 Market Trends
    • 11.2.2 Market Forecast
  • 11.3 Europe
    • 11.3.1 Market Trends
    • 11.3.2 Market Forecast
  • 11.4 Middle East and Africa
    • 11.4.1 Market Trends
    • 11.4.2 Market Forecast
  • 11.5 Latin America
    • 11.5.1 Market Trends
    • 11.5.2 Market Forecast

12 Competitive Landscape

  • 12.1 Market Structure
  • 12.2 Key Players
  • 12.3 Profiles of Key Players
    • 12.3.1 Tencent Holdings Limited
    • 12.3.2 Sony Corporation
    • 12.3.3 Microsoft Corporation
    • 12.3.4 Apple Inc.
    • 12.3.5 Activision Blizzard, Inc.
    • 12.3.6 Google LLC
    • 12.3.7 NetEase Inc.
    • 12.3.8 Electronic Arts Inc.
    • 12.3.9 Nintendo Co., Ltd.
    • 12.3.10 Bandai Namco Holdings Inc.

List of Figures

  • Figure 1: Global: Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Gaming Market: Sales Value (in Billion US$), 2018-2023
  • Figure 3: Global: Gaming Market: Breakup by Device Type (in %), 2023
  • Figure 4: Global: Gaming Market: Breakup by Platform (in %), 2023
  • Figure 5: Global: Gaming Market: Breakup by Revenue Type (in %), 2023
  • Figure 6: Global: Gaming Market: Breakup by Type (in %), 2023
  • Figure 7: Global: Gaming Market: Breakup by Age Group (in %), 2023
  • Figure 8: Global: Gaming Market: Breakup by Region (in %), 2023
  • Figure 9: Global: Gaming Market Forecast: Sales Value (in Billion US$), 2024-2032
  • Figure 10: Global: Gaming Industry: SWOT Analysis
  • Figure 11: Global: Gaming Industry: Value Chain Analysis
  • Figure 12: Global: Gaming Industry: Porter's Five Forces Analysis
  • Figure 13: Global: Gaming (Consoles) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 14: Global: Gaming (Consoles) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 15: Global: Gaming (Mobiles and Tablets) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 16: Global: Gaming (Mobiles and Tablets) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 17: Global: Gaming (Computers) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 18: Global: Gaming (Computers) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 19: Global: Gaming (Online) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 20: Global: Gaming (Online) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 21: Global: Gaming (Offline) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 22: Global: Gaming (Offline) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 23: Global: Gaming (In-Game Purchase) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 24: Global: Gaming (In-Game Purchase) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 25: Global: Gaming (Game Purchase) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 26: Global: Gaming (Game Purchase) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 27: Global: Gaming (Advertising) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 28: Global: Gaming (Advertising) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 29: Global: Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 30: Global: Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 31: Global: Gaming (Puzzles) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 32: Global: Gaming (Puzzles) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 33: Global: Gaming (Social Games) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 34: Global: Gaming (Social Games) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 35: Global: Gaming (Strategy) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 36: Global: Gaming (Strategy) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 37: Global: Gaming (Simulation) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 38: Global: Gaming (Simulation) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 39: Global: Gaming (Others) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 40: Global: Gaming (Others) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 41: Global: Gaming (Adult) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 42: Global: Gaming (Adult) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 43: Global: Gaming (Children) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 44: Global: Gaming (Children) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 45: Asia Pacific: Gaming Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 46: Asia Pacific: Gaming Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 47: North America: Gaming Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 48: North America: Gaming Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 49: Europe: Gaming Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 50: Europe: Gaming Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 51: Middle East and Africa: Gaming Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 52: Middle East and Africa: Gaming Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 53: Latin America: Gaming Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 54: Latin America: Gaming Market Forecast: Sales Value (in Million US$), 2024-2032

List of Tables

  • Table 1: Global: Gaming Market: Key Industry Highlights, 2023 and 2032
  • Table 2: Global: Gaming Market Forecast: Breakup by Device Type (in Million US$), 2024-2032
  • Table 3: Global: Gaming Market Forecast: Breakup by Platform (in Million US$), 2024-2032
  • Table 4: Global: Gaming Market Forecast: Breakup by Revenue Type (in Million US$), 2024-2032
  • Table 5: Global: Gaming Market Forecast: Breakup by Type (in Million US$), 2024-2032
  • Table 6: Global: Gaming Market Forecast: Breakup by Age Group (in Million US$), 2024-2032
  • Table 7: Global: Gaming Market Forecast: Breakup by Region (in Million US$), 2024-2032
  • Table 8: Global: Gaming Market: Competitive Structure
  • Table 9: Global: Gaming Market: Key Players