デフォルト表紙
市場調査レポート
商品コード
1396977

ゲームソフトウェア市場:購入タイプ別、タイプ別:2023年~2032年の世界の機会分析と産業予測

Gaming Software Market By Purchase Type (Box/CD Game, Shareware, Freeware, In-App and Purchase-based, Digital), By Type (PC Games, Browser Games, Console Games, Smart Phone/Tablet Games): Global Opportunity Analysis and Industry Forecast, 2023-2032

出版日: | 発行: Allied Market Research | ページ情報: 英文 300 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.14円
ゲームソフトウェア市場:購入タイプ別、タイプ別:2023年~2032年の世界の機会分析と産業予測
出版日: 2023年10月31日
発行: Allied Market Research
ページ情報: 英文 300 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のゲームソフトウェア市場は、2023年から2032年までのCAGR 9.3%で、2022年の1,271億4,240万米ドルから成長し、2032年には3,015億3,880万米ドルに達すると予測されます。

新興国市場は、ビデオゲーム向けのコンピュータ・プログラムやアプリケーションの市場開拓、流通、運用に焦点を当てたソフトウェア・ビジネスのカテゴリーです。ゲームエンジン、グラフィックスレンダリング、オーディオ処理、人工知能アルゴリズムなど、インタラクティブで没入感のあるゲーム体験の創造と実行に必要な幅広いソフトウェアコンポーネントが含まれます。この市場はゲーム業界の屋台骨であり、さまざまなゲームコンテンツの制作をサポートし、数多くのプラットフォームやジャンルで人々の娯楽需要に応えています。

ゲームソフト業界は、技術の進歩により、ゲームクリエイターがより没入感があり、視覚的に魅力的なゲームを制作できるようになっています。画質、処理能力、インターネット接続の向上により、市場は拡大しています。ゲームの人気は高まっており、現在ではカジュアルなプレイヤーも熱心なプレイヤーもかつてないほど増えています。娯楽として、消費者はますますビデオゲームに傾倒しています。これが市場の拡大に拍車をかけています。さらに、VRとARは、ゲームソフト開発者がゲームを改良するためにますます利用されるようになっています。バーチャルリアリティ(VR)では、コンピュータがシミュレーションの世界を作り出し、それを見たり聞いたりすることができます。ARは、コンピューターが生成した情報を現実世界のオブジェクトと組み合わせることで、物事をよりダイナミックにします。これらすべての要因が、予測期間中の市場成長を促進すると予測されます。

ゲームソフトウェアの高コストが市場成長の大きな抑制要因となっています。ゲーム体験の需要が急増し続けている一方で、プレミアムタイトルやゲームハードウェアに関連する価格タグは、多くの潜在的プレイヤーにとって法外なものである可能性があります。このコスト障壁により、特に新興市場や予算に敏感な消費者の間では、最先端のゲームコンテンツやデバイスへのアクセスが制限されます。そのため、この業界がより多くのユーザーにリーチし、成長の可能性を十分に活用する妨げとなっています。新興国市場開拓や市場拡大を促進するために、サブスクリプションサービスやマイクロトランザクションを利用した基本プレイ無料ゲームなど、代替的な価格設定モデルを模索する動きが加速しています。

世界のゲームソフトウェア産業は、ゲームエンジン、オーディオエンジン、ゲームツール、物理エンジンなどの開発プラットフォームに基づいています。オーディオ・ビジュアル機器の技術革新の強化とハードウェア・ゲーム・プラットフォームの開発が、ゲーム・ソフトウェア産業の成長を促す主な要因となっています。ゲームソフトを使用する消費者の数は、ゲーム数の増加とともに世界レベルで増加しています。様々なインターネットプラットフォームでのビデオゲームストリーミングの増加が、世界のゲームソフトウェア産業を牽引しています。4Gや5Gなどのモバイルネットワークを利用して、世界中のどこからでもゲームをストリーミングするスマートフォンユーザーが増加しています。さらに、電子システムを利用したビデオゲームなど、さまざまなオンラインスポーツが利用可能になっています。1人または複数のプレーヤーが参加し、プロとアマチュアのプレーヤーがオンラインで競い合う。オンラインゲームやeスポーツは、今後数年間のゲームソフトウェア産業の成長を促進する主な要因です。

COVID-19の流行は、ゲームソフトウェア市場に大きな影響を与えています。戸締まりや社会的距離を置く措置が取られる中、個人が安全な自宅から娯楽や社会的交流を求めたため、ゲームソフトの需要が急増しました。このため、リモートゲームやオンラインマルチプレイヤー体験が大幅に増加し、市場の成長を牽引しました。さらに、パンデミック(世界的大流行)時には、クラウドゲームサービスが脚光を浴び、インターネット接続さえあれば、さまざまな場所からゲームにアクセスできる柔軟性をプレイヤーに提供しました。パンデミックはデジタル配信やモバイルゲームの動向を加速させ、モバイルアプリのダウンロード数やアプリ内課金が顕著に増加しました。COVID-19の影響後のゲームソフト市場は、リモートゲーム、オンラインマルチプレイヤー、モバイルゲームの人気が急上昇し、持続的な成長が見られました。クラウドベースのゲームサービスとデジタル配信も盛況で、ゲーム嗜好の変化と業界情勢への永続的な影響を反映しています。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場概要

  • 市場の定義と範囲
  • 主な調査結果
    • 影響要因
    • 主な投資機会
  • ポーターのファイブフォース分析
  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
  • 平均販売価格
  • 市場シェア分析
  • ブランドシェア分析
  • 貿易データ分析
  • 製品消費
  • バリューチェーン分析
  • 規制ガイドライン
  • 主要規制分析
  • 償還シナリオ
  • 特許情勢

第4章 ゲームソフトウェア市場:購入タイプ別

  • 概要
  • 箱/CDゲーム
  • シェアウェア
  • フリーウェア
  • アプリ内課金
  • デジタル

第5章 ゲームソフトウェア市場:タイプ別

  • 概要
  • PCゲーム
  • ブラウザゲーム
  • コンソールゲーム
  • スマートフォン/タブレットゲーム

第6章 ゲームソフトウェア市場:地域別

  • 概要
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • フランス
    • スペイン
    • イタリア
    • その他
  • アジア太平洋
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
    • その他
  • ラテンアメリカ・中東・アフリカ
    • ブラジル
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ
    • その他

第7章 競合情勢

  • イントロダクション
  • 主要成功戦略
  • 主要10社の製品マッピング
  • 競合ダッシュボード
  • 競合ヒートマップ
  • 主要企業のポジショニング、2022年

第8章 企業プロファイル

  • Rockstar Games Inc.
  • Activision Blizzard, Inc.
  • Nintendo Co., Ltd.
  • Nvidia Computer Game Company
  • Nexon Co, Ltd.
  • Electronic Arts Inc.
  • GAMELOFT
  • Valve Corporation
  • Bethesda Softworks LLC.
  • Sony Corporation
図表

LIST OF TABLES

  • TABLE 01. GLOBAL GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 02. GAMING SOFTWARE MARKET FOR BOX/CD GAME, BY REGION, 2022-2032 ($MILLION)
  • TABLE 03. GAMING SOFTWARE MARKET FOR SHAREWARE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 04. GAMING SOFTWARE MARKET FOR FREEWARE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 05. GAMING SOFTWARE MARKET FOR IN-APP AND PURCHASE-BASED, BY REGION, 2022-2032 ($MILLION)
  • TABLE 06. GAMING SOFTWARE MARKET FOR DIGITAL, BY REGION, 2022-2032 ($MILLION)
  • TABLE 07. GLOBAL GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 08. GAMING SOFTWARE MARKET FOR PC GAMES, BY REGION, 2022-2032 ($MILLION)
  • TABLE 09. GAMING SOFTWARE MARKET FOR BROWSER GAMES, BY REGION, 2022-2032 ($MILLION)
  • TABLE 10. GAMING SOFTWARE MARKET FOR CONSOLE GAMES, BY REGION, 2022-2032 ($MILLION)
  • TABLE 11. GAMING SOFTWARE MARKET FOR SMART PHONE/TABLET GAMES, BY REGION, 2022-2032 ($MILLION)
  • TABLE 12. GAMING SOFTWARE MARKET, BY REGION, 2022-2032 ($MILLION)
  • TABLE 13. NORTH AMERICA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 14. NORTH AMERICA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 15. NORTH AMERICA GAMING SOFTWARE MARKET, BY COUNTRY, 2022-2032 ($MILLION)
  • TABLE 16. U.S. GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 17. U.S. GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 18. CANADA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 19. CANADA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 20. MEXICO GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 21. MEXICO GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 22. EUROPE GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 23. EUROPE GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 24. EUROPE GAMING SOFTWARE MARKET, BY COUNTRY, 2022-2032 ($MILLION)
  • TABLE 25. GERMANY GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 26. GERMANY GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 27. UK GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 28. UK GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 29. FRANCE GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 30. FRANCE GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 31. SPAIN GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 32. SPAIN GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 33. ITALY GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 34. ITALY GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 35. REST OF EUROPE GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 36. REST OF EUROPE GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 37. ASIA-PACIFIC GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 38. ASIA-PACIFIC GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 39. ASIA-PACIFIC GAMING SOFTWARE MARKET, BY COUNTRY, 2022-2032 ($MILLION)
  • TABLE 40. CHINA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 41. CHINA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 42. JAPAN GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 43. JAPAN GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 44. INDIA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 45. INDIA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 46. SOUTH KOREA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 47. SOUTH KOREA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 48. AUSTRALIA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 49. AUSTRALIA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 50. REST OF ASIA-PACIFIC GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 51. REST OF ASIA-PACIFIC GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 52. LAMEA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 53. LAMEA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 54. LAMEA GAMING SOFTWARE MARKET, BY COUNTRY, 2022-2032 ($MILLION)
  • TABLE 55. BRAZIL GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 56. BRAZIL GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 57. SAUDI ARABIA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 58. SAUDI ARABIA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 59. UNITED ARAB EMIRATES GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 60. UNITED ARAB EMIRATES GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 61. SOUTH AFRICA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 62. SOUTH AFRICA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 63. REST OF LAMEA GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022-2032 ($MILLION)
  • TABLE 64. REST OF LAMEA GAMING SOFTWARE MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 65. ROCKSTAR GAMES INC.: KEY EXECUTIVES
  • TABLE 66. ROCKSTAR GAMES INC.: COMPANY SNAPSHOT
  • TABLE 67. ACTIVISION BLIZZARD, INC.: KEY EXECUTIVES
  • TABLE 68. ACTIVISION BLIZZARD, INC.: COMPANY SNAPSHOT
  • TABLE 69. NINTENDO CO., LTD.: KEY EXECUTIVES
  • TABLE 70. NINTENDO CO., LTD.: COMPANY SNAPSHOT
  • TABLE 71. NVIDIA COMPUTER GAME COMPANY: KEY EXECUTIVES
  • TABLE 72. NVIDIA COMPUTER GAME COMPANY: COMPANY SNAPSHOT
  • TABLE 73. NEXON CO, LTD.: KEY EXECUTIVES
  • TABLE 74. NEXON CO, LTD.: COMPANY SNAPSHOT
  • TABLE 75. ELECTRONIC ARTS INC.: KEY EXECUTIVES
  • TABLE 76. ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
  • TABLE 77. GAMELOFT: KEY EXECUTIVES
  • TABLE 78. GAMELOFT: COMPANY SNAPSHOT
  • TABLE 79. VALVE CORPORATION: KEY EXECUTIVES
  • TABLE 80. VALVE CORPORATION: COMPANY SNAPSHOT
  • TABLE 81. BETHESDA SOFTWORKS LLC.: KEY EXECUTIVES
  • TABLE 82. BETHESDA SOFTWORKS LLC.: COMPANY SNAPSHOT
  • TABLE 83. SONY CORPORATION: KEY EXECUTIVES
  • TABLE 84. SONY CORPORATION: COMPANY SNAPSHOT

LIST OF FIGURES

  • FIGURE 01. GAMING SOFTWARE MARKET, 2022-2032
  • FIGURE 02. SEGMENTATION OF GAMING SOFTWARE MARKET,2022-2032
  • FIGURE 03. TOP IMPACTING FACTORS IN GAMING SOFTWARE MARKET
  • FIGURE 04. TOP INVESTMENT POCKETS IN GAMING SOFTWARE MARKET (2023-2032)
  • FIGURE 05. BARGAINING POWER OF SUPPLIERS
  • FIGURE 06. BARGAINING POWER OF BUYERS
  • FIGURE 07. THREAT OF SUBSTITUTION
  • FIGURE 08. THREAT OF SUBSTITUTION
  • FIGURE 09. COMPETITIVE RIVALRY
  • FIGURE 10. GLOBAL GAMING SOFTWARE MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
  • FIGURE 11. REGULATORY GUIDELINES: GAMING SOFTWARE MARKET
  • FIGURE 12. IMPACT OF KEY REGULATION: GAMING SOFTWARE MARKET
  • FIGURE 13. PATENT ANALYSIS BY COMPANY
  • FIGURE 14. PATENT ANALYSIS BY COUNTRY
  • FIGURE 15. GAMING SOFTWARE MARKET, BY PURCHASE TYPE, 2022 AND 2032(%)
  • FIGURE 16. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR BOX/CD GAME, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 17. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR SHAREWARE, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 18. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR FREEWARE, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 19. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR IN-APP AND PURCHASE-BASED, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 20. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR DIGITAL, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 21. GAMING SOFTWARE MARKET, BY TYPE, 2022 AND 2032(%)
  • FIGURE 22. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR PC GAMES, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 23. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR BROWSER GAMES, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 24. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR CONSOLE GAMES, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 25. COMPARATIVE SHARE ANALYSIS OF GAMING SOFTWARE MARKET FOR SMART PHONE/TABLET GAMES, BY COUNTRY 2022 AND 2032(%)
  • FIGURE 26. GAMING SOFTWARE MARKET BY REGION, 2022 AND 2032(%)
  • FIGURE 27. U.S. GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 28. CANADA GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 29. MEXICO GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 30. GERMANY GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 31. UK GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 32. FRANCE GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 33. SPAIN GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 34. ITALY GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 35. REST OF EUROPE GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 36. CHINA GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 37. JAPAN GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 38. INDIA GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 39. SOUTH KOREA GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 40. AUSTRALIA GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 41. REST OF ASIA-PACIFIC GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 42. BRAZIL GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 43. SAUDI ARABIA GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 44. UNITED ARAB EMIRATES GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 45. SOUTH AFRICA GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 46. REST OF LAMEA GAMING SOFTWARE MARKET, 2022-2032 ($MILLION)
  • FIGURE 47. PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 48. COMPETITIVE DASHBOARD
  • FIGURE 49. COMPETITIVE HEATMAP: GAMING SOFTWARE MARKET
  • FIGURE 50. TOP PLAYER POSITIONING, 2022
目次
Product Code: A15199

The global gaming software market is anticipated to reach $3,01,538.8 million by 2032, growing from $1,27,142.4 million in 2022 at a CAGR of 9.3% from 2023 to 2032.

The gaming software market is a category of the software business that focuses on the development, distribution, and operation of computer programs and applications intended for video games. It involves a wide range of software components, including game engines, graphics rendering, audio processing, and artificial intelligence algorithms, that are required for the creation and execution of interactive and immersive gaming experiences. This market is the gaming industry's backbone, supporting the creation of different gaming content and responding to the entertainment demands of people across numerous platforms and genres.

The gaming software industry has been fueled by technological advances, which have allowed game creators to create more immersive and visually appealing games. The market has expanded as picture quality, processing power, and internet connectivity have improved. Games are getting more popular, and there are currently more casual and dedicated players than ever before. As a method of entertainment, consumers are increasingly turning to video games. This is fueling the market's expansion. Additionally, VR and AR are increasingly being used by game software developers to improve games. A computer creates a simulated world that may be seen and heard in virtual reality (VR). AR makes things more dynamic by combining computer-generated information with objects of the real world. All these factors are projected to drive the market growth during the forecast period.

The high cost of gaming software serves as a significant restraint on market growth. While the demand for gaming experiences continues to surge, the price tags associated with premium titles and gaming hardware can be prohibitive for many potential players. This cost barrier limits access to cutting-edge gaming content and devices, particularly in emerging markets or among budget-conscious consumers. Therefore, it hampers the industry's ability to reach a broader audience and fully capitalize on its growth potential. Developers and publishers are increasingly exploring alternative pricing models, such as subscription services and free-to-play games with microtransactions, to address this challenge and foster market expansion.

The global gaming software industry is based on development platforms such game engines, audio engines, gaming tools, and physics engines. The enhanced innovation in audio-visual devices and the development of hardware gaming platforms are the key factors driving the growth of the gaming software industry. The number of consumers using gaming software is increasing on a global level along with the increase in the number of games. The worldwide gaming software industry is being driven by an increase in video game streaming on various internet platforms. There is an increase in the number of smartphone users who stream games from anywhere in around the world using mobile networks such as 4G and 5G. Additionally, A wide variety of online sports are available such as video games utilizing electronic systems. They encourage single or multiple players and organized online competition between professional and amateur players. Online games or e-sports are the primary factors that fuel the growth of the game software industry in the next few years.

The COVID-19 pandemic has had a significant impact on the gaming software market. With lockdowns and social distancing measures in place, the demand for gaming software surged as individuals sought entertainment and social interaction from the safety of their homes. This led to a significant uptick in remote gaming and online multiplayer experiences, driving the market's growth. Furthermore, cloud gaming services gained prominence during the pandemic, offering players the flexibility to access games from various locations with an internet connection. The pandemic accelerated trends in digital distribution and mobile gaming, with mobile apps seeing a notable increase in downloads and in-app purchases. The gaming software market post-COVID-19 impact, witnessed sustained growth as remote gaming, online multiplayer, and mobile gaming soared in popularity. Cloud-based gaming services and digital distribution also thrived, reflecting a shift in gaming preferences and a lasting impact on the industry's landscape.

The key players profiled in this report include Sony Corporation, Valve Corporation, Ubisoft Entertainment S.A., Rockstar Games Inc., Nintendo Co., Ltd., Nexon Co, Ltd., Gameloft, Microsoft Corporation, Nvidia Computer Game Company, and Electronic Arts Inc. The market players are continuously striving to achieve an upper hand in this competitive market using strategies such as collaborations and acquisitions.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the gaming software market analysis from 2022 to 2032 to identify the prevailing gaming software market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the gaming software market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global gaming software market trends, key players, market segments, application areas, and market growth strategies.

Additional benefits you will get with this purchase are:

  • Quarterly Update and* (only available with a corporate license, on listed price)
  • 5 additional Company Profile of client Choice pre- or Post-purchase, as a free update.
  • Free Upcoming Version on the Purchase of Five and Enterprise User License.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Five and Enterprise User License. (Excel version of the report)
  • Free Updated report if the report is 6-12 months old or older.
  • 24-hour priority response*
  • Free Industry updates and white papers.

Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)

  • Investment Opportunities
  • Supply Chain Analysis & Vendor Margins
  • Technology Trend Analysis
  • Market share analysis of players by products/segments
  • New Product Development/ Product Matrix of Key Players
  • Patient/epidemiology data at country, region, global level
  • Regulatory Guidelines
  • Additional company profiles with specific to client's interest
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles
  • Historic market data
  • Key player details (including location, contact details, supplier/vendor network etc. in excel format)
  • List of customers/consumers/raw material suppliers- value chain analysis
  • Market share analysis of players at global/region/country level
  • SWOT Analysis

Key Market Segments

By Type

  • Browser Games
  • Console Games
  • Smart Phone/Tablet Games
  • PC Games

By Purchase Type

  • Box/CD Game
  • Shareware
  • Freeware
  • In-App and Purchase-based
  • Digital

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Spain
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Brazil
    • Saudi Arabia
    • United Arab Emirates
    • South Africa
    • Rest of LAMEA

Key Market Players:

    • Rockstar Games Inc.
    • Activision Blizzard, Inc.
    • Nintendo Co., Ltd.
    • Nvidia Computer Game Company
    • Nexon Co, Ltd.
    • Electronic Arts Inc.
    • GAMELOFT
    • Valve Corporation
    • Bethesda Softworks LLC.
    • Sony Corporation

TABLE OF CONTENTS

CHAPTER 1: INTRODUCTION

  • 1.1. Report description
  • 1.2. Key market segments
  • 1.3. Key benefits to the stakeholders
  • 1.4. Research methodology
    • 1.4.1. Primary research
    • 1.4.2. Secondary research
    • 1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY

  • 2.1. CXO Perspective

CHAPTER 3: MARKET OVERVIEW

  • 3.1. Market definition and scope
  • 3.2. Key findings
    • 3.2.1. Top impacting factors
    • 3.2.2. Top investment pockets
  • 3.3. Porter's five forces analysis
  • 3.4. Market dynamics
    • 3.4.1. Drivers
    • 3.4.2. Restraints
    • 3.4.3. Opportunities
  • 3.5. Average Selling Price
  • 3.6. Market Share Analysis
  • 3.7. Brand Share Analysis
  • 3.8. Trade Data Analysis
  • 3.9. Product Consumption
  • 3.10. Value Chain Analysis
  • 3.11. Regulatory Guidelines
  • 3.12. Key Regulation Analysis
  • 3.13. Reimbursement Scenario
  • 3.14. Patent Landscape

CHAPTER 4: GAMING SOFTWARE MARKET, BY PURCHASE TYPE

  • 4.1. Overview
    • 4.1.1. Market size and forecast
  • 4.2. Box/CD Game
    • 4.2.1. Key market trends, growth factors and opportunities
    • 4.2.2. Market size and forecast, by region
    • 4.2.3. Market share analysis by country
  • 4.3. Shareware
    • 4.3.1. Key market trends, growth factors and opportunities
    • 4.3.2. Market size and forecast, by region
    • 4.3.3. Market share analysis by country
  • 4.4. Freeware
    • 4.4.1. Key market trends, growth factors and opportunities
    • 4.4.2. Market size and forecast, by region
    • 4.4.3. Market share analysis by country
  • 4.5. In-App and Purchase-based
    • 4.5.1. Key market trends, growth factors and opportunities
    • 4.5.2. Market size and forecast, by region
    • 4.5.3. Market share analysis by country
  • 4.6. Digital
    • 4.6.1. Key market trends, growth factors and opportunities
    • 4.6.2. Market size and forecast, by region
    • 4.6.3. Market share analysis by country

CHAPTER 5: GAMING SOFTWARE MARKET, BY TYPE

  • 5.1. Overview
    • 5.1.1. Market size and forecast
  • 5.2. PC Games
    • 5.2.1. Key market trends, growth factors and opportunities
    • 5.2.2. Market size and forecast, by region
    • 5.2.3. Market share analysis by country
  • 5.3. Browser Games
    • 5.3.1. Key market trends, growth factors and opportunities
    • 5.3.2. Market size and forecast, by region
    • 5.3.3. Market share analysis by country
  • 5.4. Console Games
    • 5.4.1. Key market trends, growth factors and opportunities
    • 5.4.2. Market size and forecast, by region
    • 5.4.3. Market share analysis by country
  • 5.5. Smart Phone/Tablet Games
    • 5.5.1. Key market trends, growth factors and opportunities
    • 5.5.2. Market size and forecast, by region
    • 5.5.3. Market share analysis by country

CHAPTER 6: GAMING SOFTWARE MARKET, BY REGION

  • 6.1. Overview
    • 6.1.1. Market size and forecast By Region
  • 6.2. North America
    • 6.2.1. Key market trends, growth factors and opportunities
    • 6.2.2. Market size and forecast, by Purchase Type
    • 6.2.3. Market size and forecast, by Type
    • 6.2.4. Market size and forecast, by country
      • 6.2.4.1. U.S.
      • 6.2.4.1.1. Market size and forecast, by Purchase Type
      • 6.2.4.1.2. Market size and forecast, by Type
      • 6.2.4.2. Canada
      • 6.2.4.2.1. Market size and forecast, by Purchase Type
      • 6.2.4.2.2. Market size and forecast, by Type
      • 6.2.4.3. Mexico
      • 6.2.4.3.1. Market size and forecast, by Purchase Type
      • 6.2.4.3.2. Market size and forecast, by Type
  • 6.3. Europe
    • 6.3.1. Key market trends, growth factors and opportunities
    • 6.3.2. Market size and forecast, by Purchase Type
    • 6.3.3. Market size and forecast, by Type
    • 6.3.4. Market size and forecast, by country
      • 6.3.4.1. Germany
      • 6.3.4.1.1. Market size and forecast, by Purchase Type
      • 6.3.4.1.2. Market size and forecast, by Type
      • 6.3.4.2. UK
      • 6.3.4.2.1. Market size and forecast, by Purchase Type
      • 6.3.4.2.2. Market size and forecast, by Type
      • 6.3.4.3. France
      • 6.3.4.3.1. Market size and forecast, by Purchase Type
      • 6.3.4.3.2. Market size and forecast, by Type
      • 6.3.4.4. Spain
      • 6.3.4.4.1. Market size and forecast, by Purchase Type
      • 6.3.4.4.2. Market size and forecast, by Type
      • 6.3.4.5. Italy
      • 6.3.4.5.1. Market size and forecast, by Purchase Type
      • 6.3.4.5.2. Market size and forecast, by Type
      • 6.3.4.6. Rest of Europe
      • 6.3.4.6.1. Market size and forecast, by Purchase Type
      • 6.3.4.6.2. Market size and forecast, by Type
  • 6.4. Asia-Pacific
    • 6.4.1. Key market trends, growth factors and opportunities
    • 6.4.2. Market size and forecast, by Purchase Type
    • 6.4.3. Market size and forecast, by Type
    • 6.4.4. Market size and forecast, by country
      • 6.4.4.1. China
      • 6.4.4.1.1. Market size and forecast, by Purchase Type
      • 6.4.4.1.2. Market size and forecast, by Type
      • 6.4.4.2. Japan
      • 6.4.4.2.1. Market size and forecast, by Purchase Type
      • 6.4.4.2.2. Market size and forecast, by Type
      • 6.4.4.3. India
      • 6.4.4.3.1. Market size and forecast, by Purchase Type
      • 6.4.4.3.2. Market size and forecast, by Type
      • 6.4.4.4. South Korea
      • 6.4.4.4.1. Market size and forecast, by Purchase Type
      • 6.4.4.4.2. Market size and forecast, by Type
      • 6.4.4.5. Australia
      • 6.4.4.5.1. Market size and forecast, by Purchase Type
      • 6.4.4.5.2. Market size and forecast, by Type
      • 6.4.4.6. Rest of Asia-Pacific
      • 6.4.4.6.1. Market size and forecast, by Purchase Type
      • 6.4.4.6.2. Market size and forecast, by Type
  • 6.5. LAMEA
    • 6.5.1. Key market trends, growth factors and opportunities
    • 6.5.2. Market size and forecast, by Purchase Type
    • 6.5.3. Market size and forecast, by Type
    • 6.5.4. Market size and forecast, by country
      • 6.5.4.1. Brazil
      • 6.5.4.1.1. Market size and forecast, by Purchase Type
      • 6.5.4.1.2. Market size and forecast, by Type
      • 6.5.4.2. Saudi Arabia
      • 6.5.4.2.1. Market size and forecast, by Purchase Type
      • 6.5.4.2.2. Market size and forecast, by Type
      • 6.5.4.3. United Arab Emirates
      • 6.5.4.3.1. Market size and forecast, by Purchase Type
      • 6.5.4.3.2. Market size and forecast, by Type
      • 6.5.4.4. South Africa
      • 6.5.4.4.1. Market size and forecast, by Purchase Type
      • 6.5.4.4.2. Market size and forecast, by Type
      • 6.5.4.5. Rest of LAMEA
      • 6.5.4.5.1. Market size and forecast, by Purchase Type
      • 6.5.4.5.2. Market size and forecast, by Type

CHAPTER 7: COMPETITIVE LANDSCAPE

  • 7.1. Introduction
  • 7.2. Top winning strategies
  • 7.3. Product mapping of top 10 player
  • 7.4. Competitive dashboard
  • 7.5. Competitive heatmap
  • 7.6. Top player positioning, 2022

CHAPTER 8: COMPANY PROFILES

  • 8.1. Rockstar Games Inc.
    • 8.1.1. Company overview
    • 8.1.2. Key executives
    • 8.1.3. Company snapshot
  • 8.2. Activision Blizzard, Inc.
    • 8.2.1. Company overview
    • 8.2.2. Key executives
    • 8.2.3. Company snapshot
  • 8.3. Nintendo Co., Ltd.
    • 8.3.1. Company overview
    • 8.3.2. Key executives
    • 8.3.3. Company snapshot
  • 8.4. Nvidia Computer Game Company
    • 8.4.1. Company overview
    • 8.4.2. Key executives
    • 8.4.3. Company snapshot
  • 8.5. Nexon Co, Ltd.
    • 8.5.1. Company overview
    • 8.5.2. Key executives
    • 8.5.3. Company snapshot
  • 8.6. Electronic Arts Inc.
    • 8.6.1. Company overview
    • 8.6.2. Key executives
    • 8.6.3. Company snapshot
  • 8.7. GAMELOFT
    • 8.7.1. Company overview
    • 8.7.2. Key executives
    • 8.7.3. Company snapshot
  • 8.8. Valve Corporation
    • 8.8.1. Company overview
    • 8.8.2. Key executives
    • 8.8.3. Company snapshot
  • 8.9. Bethesda Softworks LLC.
    • 8.9.1. Company overview
    • 8.9.2. Key executives
    • 8.9.3. Company snapshot
  • 8.10. Sony Corporation
    • 8.10.1. Company overview
    • 8.10.2. Key executives
    • 8.10.3. Company snapshot