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市場調査レポート
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1425494

ゲームの世界市場レポート 2024年

Gaming Global Market Report 2024

出版日: 受注後更新 | 発行: The Business Research Company | ページ情報: 英文 200 Pages | 納期: 2~10営業日

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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=156.76円
ゲームの世界市場レポート 2024年
出版日: 受注後更新
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 目次
概要

ゲームの市場規模は近年急速に拡大しています。2023年の2,564億1,000万米ドルから2024年には2,866億1,000万米ドルへと、CAGR11.8%で成長します。この期間の成長は、ゲームプラットフォームの拡大、esports人気の急上昇、ゲームコミュニティの発展、モバイルゲームのブーム、ゲームコンベンションやイベントの急増に起因しています。

2023年のゲーム市場において最大の地域はアジア太平洋です。ゲーム市場レポートの対象地域は、アジア太平洋、西欧、中東欧、北米、南米、中東・アフリカです。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 マクロ経済シナリオ

  • 高インフレが市場に与える影響
  • ウクライナ・ロシア戦争が市場に与える影響
  • COVID-19による市場への影響

第5章 世界市場規模と成長

  • 世界のゲーム市場の促進要因と抑制要因
    • 市場促進要因
    • 市場抑制要因
  • 世界のゲーム市場規模実績と成長、2018~2023年
  • 世界のゲーム市場規模と成長予測、2023~2028年、2033年

第6章 市場セグメンテーション

  • 世界のゲーム市場、ゲームタイプ別セグメンテーション、実績と予測、2018~2023年、2023~2028年、2033年
  • アクション
  • シューター
  • ロールプレイング
  • スポーツ
  • その他
  • 世界のゲーム市場、機器別セグメンテーション、実績と予測、2018~2023年、2023~2028年、2033年
  • コンソール
  • 携帯
  • コンピューター
  • 世界のゲーム市場、購入タイプ別セグメンテーション、実績と予測、2018~2023年、2023~2028年、2033年
  • ボックス/CDゲームの購入
  • アプリ内購入ベース
  • シェアウェア
  • フリーウェア
  • その他
  • 世界のゲーム市場、プラットフォーム別セグメンテーション、実績と予測、2018~2023年、2023~2028年、2033年
  • オンライン
  • オフライン

第7章 地域と国の分析

  • 世界のゲーム市場、地域別、実績と予測、2018~2023年、2023~2028年、2033年
  • 世界のゲーム市場、国別、実績と予測、2018~2023年、2023~2028年、2033年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ゲーム市場の競合情勢
  • ゲーム市場の企業プロファイル
    • Microsoft Corporation
    • Nintendo Co. Ltd.
    • Rovio Entertainment Corporation
    • Nvidia Corporation
    • Electronic Arts Inc.

第31章 競合ベンチマーキング

第32章 競合ダッシュボード

第33章 主要な合併と買収

第34章 将来の展望と潜在性分析

第35章 付録

目次
Product Code: r12725

Gaming Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

Scope

Markets Covered:

  • 1) By Game Type: Action; Shooter; Role-Playing; Sports; Other Game Types
  • 2) By Device: Console; Mobile; Computer
  • 3) By Purchase Type: Box/CD Game Purchase; In-App Purchase Based; Shareware; Freeware; Other Purchase Types
  • 4) By Platform: Online; Offline
  • Companies Mentioned: Microsoft Corporation; Nintendo Co. Ltd.; Rovio Entertainment Corporation; Nvidia Corporation; Electronic Arts Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Executive Summary

Gaming refers to the engagement in activities involving the play of games designed to educate or aid in problem-solving, often within contexts like combat or corporate settings.

The main types of gaming include action, shooter, role-playing, sports, and various other game genres. Action games involve players overcoming obstacles through physical techniques, such as precision aiming and rapid reaction times. These games can be played on a variety of devices, including consoles, mobile phones, and computers. They can be acquired through different methods, such as box/CD game purchases, in-app purchases, shareware, freeware, and others. Gaming experiences are accessible through both online and offline platforms, offering a diverse range of options for players.

The gaming market research report is one of a series of new reports from The Business Research Company that provides gaming market statistics, including the gaming industry's global market size, regional shares, competitors with a gaming market share, detailed gaming market segments, market trends and opportunities, and any further data you may need to thrive in the gaming industry. This gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The gaming market size has grown rapidly in recent years. It will grow from $256.41 billion in 2023 to $286.61 billion in 2024 at a compound annual growth rate (CAGR) of 11.8%. The growth observed in the historical period can be attributed to the expansion of gaming platforms, the surge in popularity of esports, the development of gaming communities, the boom in mobile gaming, and the proliferation of gaming conventions and events.

The gaming market size is expected to see rapid growth in the next few years. It will grow to $453.74 billion in 2028 at a compound annual growth rate (CAGR) of 12.2%. The projected growth in the forecast period can be attributed to innovations in game design, a broader inclusion of casual gamers, the implementation of sustainability and eco-friendly initiatives, a heightened focus on social impact and diversity in gaming, and increased government support and recognition. Key trends expected in the forecast period encompass the rise of cloud gaming, the popularity of subscription gaming services, the integration of augmented reality (AR) and virtual reality (VR) experiences, the emphasis on user-generated content and game modding, the continued dominance of mobile gaming, and advancements in next-gen consoles and hardware.

The expanding prevalence of mobile phones is anticipated to be a major catalyst for the gaming market's advancement. Mobile phones, characterized by their portable electronic nature and cellular connectivity, play a pivotal role in the gaming sector's expansion. These devices contribute to the market by providing performance boosters, improved display quality, and top-tier specifications. Notably, in October 2021, The Economic Times reported that India exhibited the world's highest monthly average mobile data consumption per user, with 12 gigabytes. Additionally, the consistent addition of 25 million new smartphone users each quarter in India underscores the substantial growth potential driven by mobile phone proliferation.

The upward trajectory of internet penetration is poised to propel the gaming market further. Internet penetration, denoting the percentage of a population with internet access, is integral to gaming experiences, enabling seamless connections among players. This connectivity facilitates gaming activities such as connecting, competing, exploring, and expanding horizons. A case in point is the UK, where internet users increased by 224 thousand (+0.3 percent) from 2022 to 2023, reaching a total of 66.11 million users. This surge in internet users underscores the role of rising internet penetration in driving the growth of the gaming market.

Major players in the gaming market are strategically developing innovative games to capitalize on popular trends, as exemplified by EA Sports F1 22. Released in June 2022, this game serves as the official video game for the 2022 Formula One World Championship. Available on multiple platforms, including Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S, the game encompasses all official teams, drivers, and circuits from the 2022 season. Featuring a new career mode, diverse multiplayer options, and an innovative element known as F1 Life, the game demonstrates a strategic approach to leveraging Formula One's popularity for gaming market success.

Leading companies in the gaming industry are strategically pursuing partnerships to enrich their offerings and provide a comprehensive gaming experience. Strategic partnerships involve leveraging mutual strengths and resources for shared benefits. A noteworthy example is Electronic Arts Inc.'s collaboration with Middle-earth Enterprises, a US-based film production and licensing company. This partnership aims to create a new, free-to-play mobile game, The Lord of the Rings Heroes of Middle-earth. Positioned as a collectible role-playing game (RPG), it offers both new and dedicated fans a socially competitive experience, seamlessly blending fantasy and adventure from the beloved franchise. This strategic partnership reflects a concerted effort to enhance gaming experiences and diversify product offerings.

In February 2022, Tencent Holdings Ltd., a leading Chinese internet and technology company, successfully acquired 1C Entertainment for an undisclosed sum. This strategic move signifies Tencent's support for 1C Entertainment's vision and enthusiasm, aligning with its commitment to engage with creative minds within its global gaming ecosystem. The acquisition provides 1C Entertainment, a Polish business specializing in services for video game creators, game production, and distribution, with a unique opportunity to collaborate with Tencent and other notable entities within its expansive worldwide network.

Major companies operating in the gaming market report are Microsoft Corporation, Nintendo Co. Ltd., Rovio Entertainment Corporation, Nvidia Corporation, Electronic Arts Inc., Sony Corporation, Apple Inc., Google LLC, Bandai Namco Entertainment Inc., Take-Two Interactive Software Inc., Nexon Company, Activision Blizzard Inc., Ubisoft Entertainment SA, Square Enix Holdings Co. Ltd., ZeptoLab OOO, Tencent Holdings Ltd., Sega Games Co. Ltd., Capcom Co. Ltd., NetEase Inc., Interactive Entertainment Beijing Kunlun Technology Co. Ltd., Bandai Namco Holdings Inc., Konami Holdings Corporation, Zynga Inc., GungHo Online Entertainment Inc., NCSoft Corporation, Kakao Games Corp., Smilegate Holdings Inc., Gravity Co. Ltd., Pearl Abyss Corp., Com2uS Corp., LINE Corporation, and Wargaming Group Limited.

Asia-Pacific was the largest region in the gaming market in 2023. The regions covered in the gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The gaming market includes revenues earned by entities by simulation games, puzzlers, and party games. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Table of Contents

1. Executive Summary

2. Gaming Market Characteristics

3. Gaming Market Trends And Strategies

4. Gaming Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Gaming Market Size and Growth

  • 5.1. Global Gaming Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Gaming Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Gaming Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Gaming Market Segmentation

  • 6.1. Global Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Action
  • Shooter
  • Role-Playing
  • Sports
  • Other Game Types
  • 6.2. Global Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Console
  • Mobile
  • Computer
  • 6.3. Global Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Box/CD Game Purchase
  • In-App Purchase Based
  • Shareware
  • Freeware
  • Other Purchase Types
  • 6.4. Global Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Online
  • Offline

7. Gaming Market Regional And Country Analysis

  • 7.1. Global Gaming Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Gaming Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Gaming Market

  • 8.1. Asia-Pacific Gaming Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Gaming Market

  • 9.1. China Gaming Market Overview
  • 9.2. China Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Gaming Market

  • 10.1. India Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Gaming Market

  • 11.1. Japan Gaming Market Overview
  • 11.2. Japan Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Gaming Market

  • 12.1. Australia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Gaming Market

  • 13.1. Indonesia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Gaming Market

  • 14.1. South Korea Gaming Market Overview
  • 14.2. South Korea Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Gaming Market

  • 15.1. Western Europe Gaming Market Overview
  • 15.2. Western Europe Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Gaming Market

  • 16.1. UK Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Gaming Market

  • 17.1. Germany Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Gaming Market

  • 18.1. France Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Gaming Market

  • 19.1. Italy Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Gaming Market

  • 20.1. Spain Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Gaming Market

  • 21.1. Eastern Europe Gaming Market Overview
  • 21.2. Eastern Europe Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Gaming Market

  • 22.1. Russia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Gaming Market

  • 23.1. North America Gaming Market Overview
  • 23.2. North America Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Gaming Market

  • 24.1. USA Gaming Market Overview
  • 24.2. USA Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Gaming Market

  • 25.1. Canada Gaming Market Overview
  • 25.2. Canada Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Gaming Market

  • 26.1. South America Gaming Market Overview
  • 26.2. South America Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Gaming Market

  • 27.1. Brazil Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Gaming Market

  • 28.1. Middle East Gaming Market Overview
  • 28.2. Middle East Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Gaming Market

  • 29.1. Africa Gaming Market Overview
  • 29.2. Africa Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Gaming Market, Segmentation By Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Gaming Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Gaming Market Competitive Landscape And Company Profiles

  • 30.1. Gaming Market Competitive Landscape
  • 30.2. Gaming Market Company Profiles
    • 30.2.1. Microsoft Corporation
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Nintendo Co. Ltd.
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Rovio Entertainment Corporation
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Nvidia Corporation
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Electronic Arts Inc.
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Global Gaming Market Competitive Benchmarking

32. Global Gaming Market Competitive Dashboard

33. Key Mergers And Acquisitions In The Gaming Market

34. Gaming Market Future Outlook and Potential Analysis

  • 34.1 Gaming Market In 2028 - Countries Offering Most New Opportunities
  • 34.2 Gaming Market In 2028 - Segments Offering Most New Opportunities
  • 34.3 Gaming Market In 2028 - Growth Strategies
    • 34.3.1 Market Trend Based Strategies
    • 34.3.2 Competitor Strategies

35. Appendix

  • 35.1. Abbreviations
  • 35.2. Currencies
  • 35.3. Historic And Forecast Inflation Rates
  • 35.4. Research Inquiries
  • 35.5. The Business Research Company
  • 35.6. Copyright And Disclaimer