封面
市场调查报告书
商品编码
1607679

游戏市场规模、份额、成长分析,按游戏类型、设备类型、年龄组、玩家类型、地区划分 - 产业预测,2024-2031

Gaming Market Size, Share, Growth Analysis, By Game Type (Real-time Strategy (RTS), Role-playing (RPG)), By Device Type, By Age Group, By Gamer Type, By Region - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 165 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2022年全球游戏市场规模将为2,082亿美元,从2023年的2,332.3亿美元成长到2031年的5,278.7亿美元,预测期间(2024-2031年)复合年增长率为10.75%。

由于智慧型手机和先进个人电脑在开发中国家和已开发国家的日益普及,游戏产业正在经历前所未有的成长。该行业目前是世界上成长最快的行业,人们寻求互动娱乐来缓解压力并丰富休閒。游戏不仅有乐趣,还能培养成就感和团队合作精神。此外,教育游戏的激增透过提高儿童的分析和逻辑能力来支持他们的认知发展。家庭娱乐投资的增加将在预测期内进一步加速游戏市场的扩张,使其成为娱乐领域的关键参与者,满足不同的消费者偏好和参与目标。

目录

介绍

  • 研究目的
  • 调查范围
  • 定义

调查方法

  • 资讯采购
  • 二手资料和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 按细分市场的机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制因素和挑战
  • 波特分析与影响
    • 竞争公司之间的敌对关係
    • 替代品的威胁
    • 买方议价能力
    • 新进入者的威胁
    • 供应商的议价能力

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2023)
  • PESTEL分析
  • 价值链分析
  • 价格分析
  • 技术进步
  • 监管环境
  • 专利分析
  • 案例研究

游戏市场规模:依游戏类型及复合年增长率(2024-2031)

  • 市场概况
  • 即时策略(RTS)
  • 角色扮演(RPG)
  • 多人线上竞技竞技场 (MOBA)
  • 沙箱
  • 射击游戏(FPS 和 TPS)
  • 模拟和运动
  • 其他的

游戏市场规模:以设备类型和复合年增长率(2024-2031)

  • 市场概况
  • 主机
  • 移动的
  • 电脑

游戏市场规模:依年龄层及复合年增长率(2024-2031)

  • 市场概况
  • 儿童(6-12岁)
  • 青少年(13-19岁)
  • 成人(20岁以上)
  • 老年人(55岁以上)

游戏市场规模:按玩家类型和复合年增长率(2024-2031)

  • 市场概况
  • 休閒玩家
  • 职业选手

游戏市场规模:按地区和复合年增长率(2024-2031)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 西班牙
    • 法国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 中东/非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东/非洲

竞争资讯

  • 前5名企业对比
  • 主要企业市场定位(2023年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2023)
  • 主要企业简介
    • 公司简介
    • 产品系列分析
    • 按细分市场分類的份额分析
    • 收益与前一年同期比较(2021-2023)

主要企业简介

  • Sony Interactive Entertainment(Japan)
  • Tencent Interactive Entertainment(China)
  • Microsoft Gaming(USA)
  • Nintendo(Japan)
  • NetEase Games(China)
  • Electronic Arts(USA)
  • Epic Games(USA)
  • Take-Two Interactive(USA)
  • Embracer Group(Sweden)
  • MiHoYo(China)
  • Roblox Corporation(USA)
  • Playtika(Israel)
  • Ubisoft(France)
  • Nexon(South Korea)
  • 37Games(China)
  • Square Enix(Japan)
  • Oculus Studios(Meta)(USA)
  • Bandai Namco Entertainment(Japan)
  • Sega(Japan)
  • Netmarble(South Korea)

结论和建议

简介目录
Product Code: SQMIG25J2055

Global Gaming Market size was valued at USD 208.2 billion in 2022 and is poised to grow from USD 233.23 billion in 2023 to USD 527.87 billion by 2031, growing at a CAGR of 10.75% during the forecast period (2024-2031).

The gaming industry is experiencing unprecedented growth, driven by the rising adoption of smartphones and advanced personal computers in both developing and developed nations. This sector is currently the fastest-growing in the globe, as individuals seek interactive entertainment to relieve stress and enhance leisure time. Gaming not only provides enjoyment but also fosters a sense of achievement and teamwork. Additionally, the surge in educational games supports children's cognitive development by honing their analytical and logical skills. Increased investment in home entertainment further amplifies the gaming market's expansion during the forecast period, positioning it as a significant player in the entertainment landscape and addressing a diverse range of consumer preferences and engagement objectives.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Gaming Market Segmental Analysis

Global Gaming Market is segmented by Game Type, Device Type, Gamer Type, and region. Based on Game Type, the market is segmented into Real-time Strategy (RTS), Role-playing (RPG), Multiplayer Online Battle Arena (MOBA), Sandbox, Shooter (FPS and TPS), Simulation and Sports, Others. Based on Device Type, the market is segmented into Console, Mobile, Computer. Based on Gamer Type, the market is segmented into Children (6-12 years), Teenagers (13-19 years), Adults (20+ years), Seniors (55+). Based on Gamer Type, the market is segmented into Casual Player, Professional Player. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Global Gaming Market

The global gaming market is experiencing significant growth, primarily driven by the increasing engagement of individuals in various video games during their leisure time. Recent American studies indicate that 91% of male children born in 2000 participate in mobile gaming, a notable rise compared to 83% for those born earlier. Additionally, the ongoing economic development, which leads to urbanization and higher disposable incomes, is further stimulating demand for entertainment options, such as gaming. The enhanced internet connectivity across different regions, coupled with the widespread adoption of smartphones, has created a more accessible gaming environment, thus propelling the gaming market's expansion in recent times.

Restraints in the Global Gaming Market

The global gaming market faces significant obstacles due to the prevalence of social anxiety and addiction to competitive online shooter games, particularly among young children. This issue not only hampers their academic performance but also negatively impacts their mental well-being, leading to considerable challenges within families. As a result, this growing concern acts as a substantial restraint on the expansion of the gaming industry during the analysis period. Addressing these issues is crucial for fostering a healthier gaming environment and promoting responsible gaming practices, while also ensuring that the market can thrive without compromising the well-being of its younger audience.

Market Trends of the Global Gaming Market

The global gaming market is experiencing significant growth driven by an upsurge in championships and tournaments for major gaming titles. These competitive events not only engage diverse age groups but also cultivate a larger audience by highlighting professional players, who serve as influencers within the gaming community. Sponsors strategically target these interests, generating revenue for gaming companies and enhancing visibility. This competitive atmosphere fosters excitement and engagement among fans, further igniting interest in gaming. As a result, the combination of competitive play and marketing initiatives is propelling the gaming market forward, marking it as a key trend in the entertainment industry.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2023
  • PESTEL Analysis
  • Value Chain Analysis
  • Pricing Analysis
  • Technological Advancement
  • Regulatory Landscape
  • Patent Analysis
  • Case Studies

Global Gaming Market Size by Game Type & CAGR (2024-2031)

  • Market Overview
  • Real-time Strategy (RTS)
  • Role-playing (RPG)
  • Multiplayer Online Battle Arena (MOBA)
  • Sandbox
  • Shooter (FPS and TPS)
  • Simulation and Sports
  • Others

Global Gaming Market Size by Device Type & CAGR (2024-2031)

  • Market Overview
  • Console
  • Mobile
  • Computer

Global Gaming Market Size by Age Group & CAGR (2024-2031)

  • Market Overview
  • Children (6-12 years)
  • Teenagers (13-19 years)
  • Adults (20+ years)
  • Seniors (55+)

Global Gaming Market Size by Gamer Type & CAGR (2024-2031)

  • Market Overview
  • Casual Player
  • Professional Player

Global Gaming Market Size & CAGR (2024-2031)

  • North America, (Game Type, Device Type, Age Group, & Gamer Type)
    • US
    • Canada
  • Europe, (Game Type, Device Type, Age Group, &Gamer Type)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (Game Type, Device Type, Age Group, & Gamer Type)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (Game Type, Device Type, Age Group, & Gamer Type)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (Game Type, Device Type, Age Group, & Gamer Type)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Sony Interactive Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Interactive Entertainment (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Gaming (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NetEase Games (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Take-Two Interactive (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Embracer Group (Sweden)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MiHoYo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Playtika (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nexon (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 37Games (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Square Enix (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Oculus Studios (Meta) (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Netmarble (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation