封面
市场调查报告书
商品编码
1580090

数位游戏市场:按游戏类型、平台和设备划分 - 2025-2030 年全球预测

Digital Gaming Market by Game Type (Action Game, Adventure Game, Puzzle), Platform (Android, Flash, iOS), Device - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 193 Pages | 商品交期: 最快1-2个工作天内

价格

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2023年数位游戏市场规模预估为2,052.9亿美元,预估2024年将达2,253亿美元,复合年增长率为10.17%,预估2030年将达4044.6亿美元。

由于网路的普及和智慧型手机的普及,包括线上、行动和电子竞技在内的数位游戏市场正在经历快速成长。它被定义为在电子设备上运行的互动式娱乐软体,其需求是由对娱乐和社交联繫不断增长的需求(尤其是年轻人)推动的。主要应用包括 VR 游戏、云端游戏和线上多人游戏平台,最终用途主要针对消费者和企业,将游戏整合到培训和广告中。影响市场的成长要素包括人工智慧和虚拟实境的技术进步、可支配收入的增加以及先进游戏机的日益普及。网路基础设施发达、游戏人口不断增长的新兴市场充满商机。整合区块链以实现安全支付并促进「按年运行」模式是一个快速发展的领域。为了利用这一点,公司必须专注于个人化内容和高效的人工智慧分析,以提高用户参与度。相反,网路安全威胁、高昂的开发成本以及各国的监管障碍等挑战也带来了限制。此外,现有地区的市场可能会饱和。然而,可以透过开发融合实体和虚拟环境的基于 AR 的游戏,以及透过创建促进社群主导的内容开发的工具来促进创新。提高残疾游戏玩家的可访问性的研究也可能会扩大用户群。掌握消费者的偏好至关重要,包括对跨平台游戏和无缝游戏体验不断增长的需求。它本质上是一个充满活力的市场,它的发展是基于技术进步和消费者趋势。因此,企业必须围绕游戏平台创建一个永续的生态系统,包括利用资料自订行销策略,以在这个不断变化的环境中有效保持竞争力和成长。

主要市场统计
基准年[2023] 2052.9亿美元
预测年份 [2024] 2253亿美元
预测年份 [2030] 4044.6亿美元
复合年增长率(%) 10.17%

市场动态:揭示快速发展的数位游戏市场的关键市场洞察

数位游戏市场正在因供需的动态交互作用而转变。了解这些不断变化的市场动态可以帮助企业做出明智的投资决策、策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时消费行为及其对製造成本的影响以及对采购趋势的影响。

  • 市场驱动因素
    • 由于智慧型手机的普及,手机游戏增加
    • 电子竞技和游戏比赛在世界各地日益受欢迎
    • 新数字游戏格式的出现
  • 市场限制因素
    • 有关云端游戏平台的隐私和安全问题
  • 市场机会
    • 在游戏中引入虚拟实境以改善即时体验
    • 将扩增实境、虚拟实境和混合实境整合到数位游戏中
    • 云端游戏技术持续发展
  • 市场挑战
    • 有关数位内容和年龄限制的政府法规

波特五力:驾驭数位游戏市场的战略工具

波特的五力是了解数位游戏市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解数位游戏市场的外部影响

外部宏观环境因素在塑造数位游戏市场的表现动态方面发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并帮助他们做出积极主动的决策。

市场占有率分析 了解数位游戏市场的竞争状况

对数位游戏市场的详细市场占有率分析可以对供应商绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV 定位矩阵 数位游戏市场供应商绩效评估

FPNV定位矩阵是评估数位游戏市场供应商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。这四个象限使您能够清晰、准确地划分供应商,以确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析与建议绘製数位游戏市场的成功之路

对于旨在加强其在全球市场的影响力的公司来说,数位游戏市场的策略分析至关重要。透过考虑关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:对当前市场环境的详细审查、主要企业的广泛资料、对其在市场中的影响力和整体影响力的评估。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监管核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 智慧型手机的普及导致手机游戏的兴起
      • 电子竞技和游戏锦标赛在世界各地越来越受欢迎。
      • 新数字游戏格式的出现
    • 抑制因素
      • 与云端游戏平台相关的隐私和安全问题
    • 机会
      • 将虚拟实境引入游戏,提升即时体验
      • 将扩增实境、虚拟实境和混合实境整合到数位游戏中
      • 云端游戏技术不断发展
    • 任务
      • 有关数位内容和年龄限制的政府法规
  • 市场区隔分析
    • 游戏类型:年轻人往往喜欢动作游戏和冒险游戏
    • 设备:与高阶 PC 相比,由于价格实惠,主机游戏设备的使用有所增加
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章按游戏类型分類的数位游戏市场

  • 动作游戏
  • 冒险游戏
  • 种族
  • 角色扮演游戏
  • 模拟视频游戏

第七章数字游戏市场:依平台划分

  • 安卓
  • 闪光
  • iOS
  • 社群网路

第八章数字游戏市场:依设备分类

  • 电脑
  • 主机
  • 智慧型手机

第9章 美洲数字游戏市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第十章 亚太数字游戏市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十一章 欧洲、中东和非洲数位游戏市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十二章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
    • IGT World Gaming 和 PlayDigital 与 Everi 合併,巩固行业地位
    • Games Sekai完成对Super Group B2B业务的策略性收购
    • LVMH 与 Epic Games 之间的策略合作伙伴关係透过数位创新彻底改变奢侈品产业
  • 战略分析和建议

公司名单

  • Activision Blizzard, Inc.
  • Apple Inc.
  • BANDAI NAMCO Holdings Inc.
  • CAPCOM USA, INC.
  • CD Projekt SA
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • GungHo Online Entertainment, Inc.
  • King Digital Entertainment Plc
  • KONAMI GROUP CORPORATION
  • KRAFTON, Inc.
  • Microsoft Corporation
  • NCSOFT CORPORATION
  • NetEase Interactive Entertainment Pte. Ltd.
  • Nintendo Co., Ltd.
  • Proxima Beta Pte. Ltd.
  • Sega Enterprises, Ltd.
  • SidePrize LLC
  • Sony Interactive Entertainment Inc.
  • Square Enix Holdings Co., Ltd.
  • Supercell Oy
  • Take-Two Interactive Software, Inc.
  • Tapinator, Inc.
  • UBISOFT ENTERTAINMENT SA
  • Warner Bros. Entertainment Inc.
Product Code: MRR-521BAA36EAEF

The Digital Gaming Market was valued at USD 205.29 billion in 2023, expected to reach USD 225.30 billion in 2024, and is projected to grow at a CAGR of 10.17%, to USD 404.46 billion by 2030.

The digital gaming market, encompassing online, mobile, and e-sports, has seen exponential growth due to increasing internet penetration and smartphone proliferation. Defined by interactive entertainment software played on electronic devices, its necessity is driven by the rising demand for entertainment and social connectivity, particularly among younger demographics. Key applications include VR gaming, cloud gaming, and online multiplayer platforms, with end-use primarily directed at consumers and enterprises integrating gaming for training or advertising. Growth factors influencing the market include technological advancements in AI and VR, growing disposable income, and the increasing adoption of advanced gaming consoles. Opportunities abound in emerging markets with improving internet infrastructure and rising gaming populations. The integration of blockchain for secure payment or the promotion of 'play-to-earn' models is a burgeoning area. To capitalize, companies should focus on personalized content and efficient AI analytics to enhance user engagement. Conversely, challenges such as cybersecurity threats, high development costs, and regulatory hurdles in different countries pose limitations. There's also the potential for market saturation in established regions. However, innovation can be driven through the development of AR-based games that merge physical and virtual environments or creating tools that facilitate community-driven content development. Research into improving accessibility for differently-abled gamers can also expand user bases. Staying abreast of consumer preferences, like the growing demand for cross-platform play and seamless gaming experiences, is imperative. The market, dynamic by nature, thrives on technological advances and consumer trends; hence, companies should focus on creating sustainable ecosystems around gaming platforms, perhaps by leveraging data for tailored marketing strategies, to effectively sustain competitiveness and growth in this ever-evolving landscape.

KEY MARKET STATISTICS
Base Year [2023] USD 205.29 billion
Estimated Year [2024] USD 225.30 billion
Forecast Year [2030] USD 404.46 billion
CAGR (%) 10.17%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Digital Gaming Market

The Digital Gaming Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rise in mobile gaming with the proliferation of smartphones
    • Increasing popularity of esports and gaming tournaments across the globe
    • Emergence of new digital gaming formats
  • Market Restraints
    • Privacy and security concerns related to cloud gaming platforms
  • Market Opportunities
    • Introduction of virtual reality in gaming to enhance real-time experience
    • Integration of Augmented reality, virtual reality, and mixed reality into digital gaming
    • Ongoing development in cloud gaming technologies
  • Market Challenges
    • Government regulations regarding digital content and age limitations

Porter's Five Forces: A Strategic Tool for Navigating the Digital Gaming Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Digital Gaming Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Digital Gaming Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Digital Gaming Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Digital Gaming Market

A detailed market share analysis in the Digital Gaming Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Digital Gaming Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Digital Gaming Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Digital Gaming Market

A strategic analysis of the Digital Gaming Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Digital Gaming Market, highlighting leading vendors and their innovative profiles. These include Activision Blizzard, Inc., Apple Inc., BANDAI NAMCO Holdings Inc., CAPCOM U.S.A., INC., CD Projekt S.A., Electronic Arts Inc., Epic Games, Inc., GungHo Online Entertainment, Inc., King Digital Entertainment Plc, KONAMI GROUP CORPORATION, KRAFTON, Inc., Microsoft Corporation, NCSOFT CORPORATION, NetEase Interactive Entertainment Pte. Ltd., Nintendo Co., Ltd., Proxima Beta Pte. Ltd., Sega Enterprises, Ltd., SidePrize LLC, Sony Interactive Entertainment Inc., Square Enix Holdings Co., Ltd., Supercell Oy, Take-Two Interactive Software, Inc., Tapinator, Inc., UBISOFT ENTERTAINMENT S.A., and Warner Bros. Entertainment Inc..

Market Segmentation & Coverage

This research report categorizes the Digital Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Game Type, market is studied across Action Game, Adventure Game, Puzzle, Racing, Role-Playing Game, and Simulation Video Game.
  • Based on Platform, market is studied across Android, Flash, iOS, and Social Network.
  • Based on Device, market is studied across Computer, Console, and Smartphones.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rise in mobile gaming with the proliferation of smartphones
      • 5.1.1.2. Increasing popularity of esports and gaming tournaments across the globe
      • 5.1.1.3. Emergence of new digital gaming formats
    • 5.1.2. Restraints
      • 5.1.2.1. Privacy and security concerns related to cloud gaming platforms
    • 5.1.3. Opportunities
      • 5.1.3.1. Introduction of virtual reality in gaming to enhance real-time experience
      • 5.1.3.2. Integration of Augmented reality, virtual reality, and mixed reality into digital gaming
      • 5.1.3.3. Ongoing development in cloud gaming technologies
    • 5.1.4. Challenges
      • 5.1.4.1. Government regulations regarding digital content and age limitations
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Game Type: Significant preference towards action and adventure games in young demographics
    • 5.2.2. Device: Expanding use of console gaming devices due to affordability as compared to high-end PCs
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Digital Gaming Market, by Game Type

  • 6.1. Introduction
  • 6.2. Action Game
  • 6.3. Adventure Game
  • 6.4. Puzzle
  • 6.5. Racing
  • 6.6. Role-Playing Game
  • 6.7. Simulation Video Game

7. Digital Gaming Market, by Platform

  • 7.1. Introduction
  • 7.2. Android
  • 7.3. Flash
  • 7.4. iOS
  • 7.5. Social Network

8. Digital Gaming Market, by Device

  • 8.1. Introduction
  • 8.2. Computer
  • 8.3. Console
  • 8.4. Smartphones

9. Americas Digital Gaming Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Digital Gaming Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Digital Gaming Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Merger of IGT's Global Gaming and PlayDigital with Everi Strengthens Industry Position
    • 12.3.2. Games Global Completes Strategic Acquisition of Super Group's B2B Operations
    • 12.3.3. Strategic Collaboration Between LVMH and Epic Games to Revolutionize Luxury with Digital Innovation
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Activision Blizzard, Inc.
  • 2. Apple Inc.
  • 3. BANDAI NAMCO Holdings Inc.
  • 4. CAPCOM U.S.A., INC.
  • 5. CD Projekt S.A.
  • 6. Electronic Arts Inc.
  • 7. Epic Games, Inc.
  • 8. GungHo Online Entertainment, Inc.
  • 9. King Digital Entertainment Plc
  • 10. KONAMI GROUP CORPORATION
  • 11. KRAFTON, Inc.
  • 12. Microsoft Corporation
  • 13. NCSOFT CORPORATION
  • 14. NetEase Interactive Entertainment Pte. Ltd.
  • 15. Nintendo Co., Ltd.
  • 16. Proxima Beta Pte. Ltd.
  • 17. Sega Enterprises, Ltd.
  • 18. SidePrize LLC
  • 19. Sony Interactive Entertainment Inc.
  • 20. Square Enix Holdings Co., Ltd.
  • 21. Supercell Oy
  • 22. Take-Two Interactive Software, Inc.
  • 23. Tapinator, Inc.
  • 24. UBISOFT ENTERTAINMENT S.A.
  • 25. Warner Bros. Entertainment Inc.

LIST OF FIGURES

  • FIGURE 1. DIGITAL GAMING MARKET RESEARCH PROCESS
  • FIGURE 2. DIGITAL GAMING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL DIGITAL GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL DIGITAL GAMING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES DIGITAL GAMING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES DIGITAL GAMING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. DIGITAL GAMING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. DIGITAL GAMING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. DIGITAL GAMING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL DIGITAL GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL DIGITAL GAMING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. DIGITAL GAMING MARKET DYNAMICS
  • TABLE 7. GLOBAL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL DIGITAL GAMING MARKET SIZE, BY ACTION GAME, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL DIGITAL GAMING MARKET SIZE, BY ADVENTURE GAME, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL DIGITAL GAMING MARKET SIZE, BY PUZZLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL DIGITAL GAMING MARKET SIZE, BY RACING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL DIGITAL GAMING MARKET SIZE, BY ROLE-PLAYING GAME, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL DIGITAL GAMING MARKET SIZE, BY SIMULATION VIDEO GAME, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL DIGITAL GAMING MARKET SIZE, BY ANDROID, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL DIGITAL GAMING MARKET SIZE, BY FLASH, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL DIGITAL GAMING MARKET SIZE, BY IOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL DIGITAL GAMING MARKET SIZE, BY SOCIAL NETWORK, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL DIGITAL GAMING MARKET SIZE, BY COMPUTER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL DIGITAL GAMING MARKET SIZE, BY CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL DIGITAL GAMING MARKET SIZE, BY SMARTPHONES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 26. AMERICAS DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 29. ARGENTINA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 32. BRAZIL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 35. CANADA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 38. MEXICO DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 42. UNITED STATES DIGITAL GAMING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 46. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 49. AUSTRALIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 52. CHINA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. INDIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 58. INDONESIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 61. JAPAN DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 64. MALAYSIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 67. PHILIPPINES DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 70. SINGAPORE DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 73. SOUTH KOREA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 76. TAIWAN DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 79. THAILAND DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. VIETNAM DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 86. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 89. DENMARK DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. EGYPT DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 95. FINLAND DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 98. FRANCE DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 101. GERMANY DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 104. ISRAEL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. ITALY DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 110. NETHERLANDS DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 113. NIGERIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 116. NORWAY DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 119. POLAND DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. QATAR DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 125. RUSSIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 128. SAUDI ARABIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 131. SOUTH AFRICA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 134. SPAIN DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 137. SWEDEN DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 140. SWITZERLAND DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. TURKEY DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED ARAB EMIRATES DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 149. UNITED KINGDOM DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 150. DIGITAL GAMING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 151. DIGITAL GAMING MARKET, FPNV POSITIONING MATRIX, 2023