デフォルト表紙
市場調査レポート
商品コード
1580090

デジタルゲーム市場:ゲームタイプ、プラットフォーム、デバイス別-2025-2030年世界予測

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


出版日
発行
360iResearch
ページ情報
英文 193 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
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=148.47円
デジタルゲーム市場:ゲームタイプ、プラットフォーム、デバイス別-2025-2030年世界予測
出版日: 2024年10月30日
発行: 360iResearch
ページ情報: 英文 193 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

デジタルゲーム市場の2023年の市場規模は2,052億9,000万米ドル、2024年には2,253億米ドルに達すると予測され、CAGR 10.17%で成長し、2030年には4,044億6,000万米ドルに達すると予測されます。

オンライン、モバイル、eスポーツを包括するデジタルゲーム市場は、インターネットの普及とスマートフォンの普及により急激な成長を遂げています。電子機器上でプレイするインタラクティブなエンターテインメント・ソフトウェアと定義され、その必要性は、特に若年層におけるエンターテインメントと社会とのつながりに対する需要の高まりに後押しされています。主な用途には、VRゲーム、クラウドゲーム、オンラインマルチプレイヤープラットフォームなどがあり、最終用途は主に消費者と、トレーニングや広告のためにゲームを統合する企業に向けられています。市場に影響を与える成長要因としては、AIやVRの技術的進歩、可処分所得の増加、高度なゲーム機の採用増加などが挙げられます。インターネットインフラが整備され、ゲーム人口が増加している新興市場にはビジネスチャンスがあふれています。安全な支払いのためのブロックチェーンの統合や、「プレイ・トゥ・イヤー」モデルの促進は、急成長している分野です。これを活用するため、企業はパーソナライズされたコンテンツと効率的なAI分析に注力し、ユーザーエンゲージメントを高める必要があります。逆に、サイバーセキュリティの脅威、高い開発コスト、各国における規制のハードルといった課題は、限界をもたらしています。また、既存地域では市場が飽和する可能性もあります。しかし、物理的環境と仮想環境を融合させるARベースのゲームの開発や、コミュニティ主導のコンテンツ開発を促進するツールの作成を通じて、イノベーションを促進することができます。障害のあるゲーマーのアクセシビリティを向上させる調査も、ユーザーベースを拡大する可能性があります。クロスプラットフォーム・プレイやシームレスなゲーム体験に対する需要の高まりなど、消費者の嗜好を常に把握することが不可欠です。もともとダイナミックな市場であるため、技術の進歩や消費者の動向によって成長します。したがって、企業は、この進化し続ける状況の中で競争力と成長を効果的に維持するために、データを活用してマーケティング戦略をカスタマイズするなど、ゲームプラットフォームを中心とした持続可能なエコシステムを構築することに注力すべきです。

主な市場の統計
基準年[2023] 2,052億9,000万米ドル
予測年[2024] 2,253億米ドル
予測年[2030] 4,044億6,000万米ドル
CAGR(%) 10.17%

市場力学:急速に進化するデジタルゲーム市場の主要市場インサイトを公開

デジタルゲーム市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的意思決定、新たなビジネスチャンスの獲得を行うことができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができるとともに、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • スマートフォンの普及に伴うモバイルゲームの増加
    • 世界のesportsとゲーム大会の人気の高まり
    • 新しいデジタルゲームフォーマットの出現
  • 市場抑制要因
    • クラウドゲームプラットフォームに関するプライバシーとセキュリティの懸念
  • 市場機会
    • ゲームにおけるバーチャルリアリティのイントロダクションよるリアルタイム体験の向上
    • 拡張現実、仮想現実、複合現実のデジタルゲームへの統合
    • クラウドゲーム技術の継続的発展
  • 市場の課題
    • デジタルコンテンツや年齢制限に関する政府の規制

ポーターの5つの力:デジタルゲーム市場をナビゲートする戦略ツール

ポーターのファイブフォース(5つの力)は、デジタルゲーム市場の競合情勢を把握するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:デジタルゲーム市場における外部からの影響の把握

外部マクロ環境要因は、デジタルゲーム市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析デジタルゲーム市場における競合情勢の把握

デジタルゲーム市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスデジタルゲーム市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、デジタルゲーム市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によりベンダーを明確かつ的確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨デジタルゲーム市場における成功への道筋を描く

デジタルゲーム市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を検討することで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品上市、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • スマートフォンの普及によるモバイルゲームの台頭
      • 世界中でeスポーツやゲームトーナメントの人気が高まっている
      • 新しいデジタルゲーム形式の出現
    • 抑制要因
      • クラウドゲームプラットフォームに関連するプライバシーとセキュリティの懸念
    • 機会
      • リアルタイム体験を向上させるためにゲームにバーチャルリアリティをイントロダクション
      • 拡張現実、仮想現実、複合現実をデジタルゲームに統合
      • クラウドゲーム技術の継続的な開発
    • 課題
      • デジタルコンテンツと年齢制限に関する政府の規制
  • 市場セグメンテーション分析
    • ゲームの種類:若年層ではアクションゲームやアドベンチャーゲームが好まれる傾向が高い
    • デバイス:ハイエンドPCに比べて手頃な価格のため、コンソールゲームデバイスの使用が拡大
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 デジタルゲーム市場ゲームタイプ別

  • アクションゲーム
  • アドベンチャーゲーム
  • パズル
  • レース
  • ロールプレイングゲーム
  • シミュレーションビデオゲーム

第7章 デジタルゲーム市場:プラットフォーム別

  • アンドロイド
  • フラッシュ
  • iOS
  • ソーシャルネットワーク

第8章 デジタルゲーム市場:デバイス別

  • コンピューター
  • コンソール
  • スマートフォン

第9章 南北アメリカのデジタルゲーム市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋地域のデジタルゲーム市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのデジタルゲーム市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
    • IGTの世界ゲーミングとPlayDigitalがEveriと合併し、業界の地位が強化される
    • ゲームズ・世界、スーパー・グループのB2B事業の戦略的買収を完了
    • LVMHとEpic Gamesの戦略的提携により、デジタルイノベーションでラグジュアリーに革命を起こす
  • 戦略分析と提言

企業一覧

  • 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.
  • Warner Bros. Entertainment Inc.
図表

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
目次
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.