デフォルト表紙
市場調査レポート
商品コード
1806412

ゲームの世界市場レポート2025

Gaming Global Market Report 2025


出版日
ページ情報
英文 250 Pages
納期
2~10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=148.30円
ゲームの世界市場レポート2025
出版日: 2025年09月05日
発行: The Business Research Company
ページ情報: 英文 250 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

ゲーム市場規模は、今後数年で急成長が見込まれます。2029年の年間平均成長率(CAGR)は12.5%で、5,501億9,000万米ドルに成長します。予測期間の成長は、ゲームデザインの革新、カジュアルゲーマーの取り込み、持続可能性と環境に優しい取り組み、社会的影響とゲームの多様性、政府の支援と認知に起因しています。予測期間における主な動向としては、クラウドゲームの台頭、サブスクリプションゲームサービス、拡張現実(AR)および仮想現実(VR)体験、ユーザー生成コンテンツおよびゲーム改造、モバイルゲームの優位性、次世代ゲーム機およびハードウェアの革新などが挙げられます。

今後5年間の成長率12.5%という予測は、同市場の前回予測から0.5%の小幅な減少を反映しています。この減少は、主に米国と他国との間の関税の影響によるものです。コンソール、GPU、VR機器に対する関税は、ゲームラウンジのコストを上昇させ、観光拠点における最先端のゲーム体験へのアクセスを減少させる可能性があります。また、相互関税や、貿易の緊張と制限の高まりによる世界経済と貿易への悪影響により、その影響はより広範囲に及ぶと思われます。

携帯電話の普及は、今後数年間、ゲーム市場の成長を牽引すると予想されます。携帯電話は、セルラーネットワーク機能を備えた携帯電子機器です。携帯電話は、ゲーム向けに強化されたパフォーマンス、優れたディスプレイ品質、ハイエンド仕様などを提供することで、ゲーム市場の成長に貢献しています。例えば、2023年3月、英国のサイバーセキュリティ・ソリューション・プロバイダーであるCybercrew社のレポートによると、2021年には英国の世帯の91.43%がスマートフォンを使用しており、この数字は2026年には93.8%に上昇すると予測されています。その結果、携帯電話の普及がゲーム市場の拡大に拍車をかけています。

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 市場:金利、インフレ、地政学、貿易戦争と関税、そしてコロナ禍と回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のゲーム:PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のゲーム市場:成長率分析
  • 世界のゲーム市場の実績:規模と成長, 2019-2024
  • 世界のゲーム市場の予測:規模と成長, 2024-2029, 2034F
  • 世界のゲーム:総潜在市場規模(TAM)

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、実績と予測, 2019-2024, 2024-2029F, 2034F
  • アクション
  • シューター
  • ロールプレイング
  • スポーツ
  • その他のゲームタイプ
  • 世界のゲーム市場:デバイス別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • コンソール
  • モバイル
  • コンピューター
  • 世界のゲーム市場購入タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 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
  • その他の購入タイプ
  • 世界のゲーム市場:プラットフォーム別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • オンライン
  • オフライン
  • 世界のゲーム市場、アクションのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • プラットフォームゲーム
  • 格闘ゲーム
  • アドベンチャーゲーム
  • 世界のゲーム市場、シューターのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 一人称視点シューティングゲーム
  • サードパーソンシューティングゲーム
  • バトルロワイヤルゲーム
  • 世界のゲーム市場ロールプレイングのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 伝統的なRPG
  • アクションRPG
  • 大規模マルチプレイヤーオンラインRPG
  • 世界のゲーム市場スポーツの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • シミュレーションスポーツ
  • アーケードスポーツ
  • レースゲーム
  • 世界のゲーム市場、その他のゲームタイプのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • パズルゲーム
  • 戦略ゲーム
  • シミュレーションゲーム
  • カジュアルゲーム

第7章 地域別・国別分析

  • 世界のゲーム市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のゲーム市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

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:競合情勢
  • ゲーム市場:企業プロファイル
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Rovio Entertainment Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • 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.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ゲーム市場2029:新たな機会を提供する国
  • ゲーム市場2029:新たな機会を提供するセグメント
  • ゲーム市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r22631u

Gaming refers to the activity of playing games that are designed not only for entertainment but also to educate or assist in problem-solving, such as in military or corporate environments. It is widely used for recreation, social interaction, skill development, and education, offering both enjoyment and cognitive advantages. Through gaming, players can engage in challenging scenarios that enhance strategic thinking, decision-making, and problem-solving skills, while also fostering social connections and personal growth.

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.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sudden escalation of U.S. tariffs and the resulting trade tensions in spring 2025 are significantly affecting the recreation sector, especially in the supply of imported sports gear, outdoor equipment, and leisure products. Manufacturers and retailers are grappling with increased costs for goods like bicycles, camping supplies, fitness equipment, and gaming consoles-many of which rely heavily on international supply chains with few domestic alternatives. Small recreational retailers are particularly vulnerable, with some cutting back on stock or raising prices to manage shrinking profit margins. Event organizers and recreational venues are also experiencing rising costs for imported materials and equipment. In response, the industry is shifting toward suppliers in non-tariff regions, boosting local procurement efforts, and advocating for tariff exemptions on widely used recreational goods.

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 $310.97 billion in 2024 to $343.22 billion in 2025 at a compound annual growth rate (CAGR) of 10.4%. The growth in the historic period can be attributed to expansion of gaming platforms, rise of esports, gaming communities, mobile gaming boom, gaming conventions and events.

The gaming market size is expected to see rapid growth in the next few years. It will grow to $550.19 billion in 2029 at a compound annual growth rate (CAGR) of 12.5%. The growth in the forecast period can be attributed to innovations in game design, inclusion of casual gamers, sustainability and eco-friendly initiatives, social impact and diversity in gaming, government support and recognition. Major trends in the forecast period include rise of cloud gaming, subscription gaming services, augmented reality (AR) and virtual reality (VR) experiences, user-generated content and game modding, mobile gaming dominance, next-gen consoles and hardware innovations.

The forecast of 12.5% growth over the next five years reflects a modest reduction of 0.5% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs on consoles, GPUs, and VR gear may inflate costs for gaming lounges and reduce access to cutting-edge gaming experiences in tourist hubs. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The increasing proliferation of mobile phones is expected to drive the growth of the gaming market in the coming years. A mobile phone is a portable electronic device with cellular network capabilities. Mobile phones contribute to the growth of the gaming market by offering enhanced performance, better display quality, and high-end specifications tailored for gaming. For example, in March 2023, a report by Cybercrew, a UK-based provider of cybersecurity solutions, revealed that 91.43% of UK households were using smartphones in 2021, with this figure projected to rise to 93.8% by 2026. Consequently, the growing adoption of mobile phones is fueling the expansion of the gaming market.

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. For instance, in May 2022, 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 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., 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, Wargaming Group Limited

Asia-Pacific was the largest region in the gaming market in 2024. 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.

Gaming Global Market Report 2025 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 15 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, post-pandemic supply chain realignment, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • 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 2-3 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, including technological disruption, regulatory shifts, and changing consumer preferences? 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.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

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 Or CD Game Purchase; In-App Purchase Based; Shareware; Freeware; Other Purchase Types
  • 4) By Platform: Online; Offline
  • Subsegments:
  • 1) By Action: Platformers; Fighting Games; Adventure Games
  • 2) By Shooter: First-Person Shooters; Third-Person Shooters; Battle Royale Games
  • 3) By Role-Playing: Traditional RPGs; Action RPGs; Massively Multiplayer Online RPGs
  • 4) By Sports: Simulation Sports; Arcade Sports; Racing Games
  • 5) By Other Game Types: Puzzle Games; Strategy Games; Simulation Games; Casual Games
  • Companies Mentioned: 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.; 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; Wargaming Group Limited
  • 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.

Table of Contents

1. Executive Summary

2. Gaming Market Characteristics

3. Gaming Market Trends And Strategies

4. Gaming Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Gaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Gaming Market Growth Rate Analysis
  • 5.4. Global Gaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Gaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Gaming Total Addressable Market (TAM)

6. Gaming Market Segmentation

  • 6.1. Global Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Action
  • Shooter
  • Role-Playing
  • Sports
  • Other Game Types
  • 6.2. Global Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Console
  • Mobile
  • Computer
  • 6.3. Global Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Online
  • Offline
  • 6.5. Global Gaming Market, Sub-Segmentation Of Action, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Platformers
  • Fighting Games
  • Adventure Games
  • 6.6. Global Gaming Market, Sub-Segmentation Of Shooter, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • First-Person Shooters
  • Third-Person Shooters
  • Battle Royale Games
  • 6.7. Global Gaming Market, Sub-Segmentation Of Role-Playing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Traditional RPGs
  • Action RPGs
  • Massively Multiplayer Online RPGs
  • 6.8. Global Gaming Market, Sub-Segmentation Of Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation Sports
  • Arcade Sports
  • Racing Games
  • 6.9. Global Gaming Market, Sub-Segmentation Of Other Game Types, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Puzzle Games
  • Strategy Games
  • Simulation Games
  • Casual Games

7. Gaming Market Regional And Country Analysis

  • 7.1. Global Gaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Gaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Gaming Market

  • 8.1. Asia-Pacific Gaming Market Overview
  • Region Information, 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gaming Market

  • 9.1. China Gaming Market Overview
  • 9.2. China Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gaming Market

  • 10.1. India Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gaming Market

  • 11.1. Japan Gaming Market Overview
  • 11.2. Japan Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gaming Market

  • 12.1. Australia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gaming Market

  • 13.1. Indonesia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gaming Market

  • 16.1. UK Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gaming Market

  • 17.1. Germany Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gaming Market

  • 18.1. France Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gaming Market

  • 19.1. Italy Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gaming Market

  • 20.1. Spain Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gaming Market

  • 22.1. Russia Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gaming Market

  • 24.1. USA Gaming Market Overview
  • 24.2. USA Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gaming Market

  • 25.1. Canada Gaming Market Overview
  • 25.2. Canada Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gaming Market

  • 27.1. Brazil Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gaming Market

  • 29.1. Africa Gaming Market Overview
  • 29.2. Africa Gaming Market, Segmentation By Gaming Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gaming Market, Segmentation By Purchase Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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 Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Rovio Entertainment Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Nvidia Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Electronic Arts Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Gaming Market Other Major And Innovative Companies

  • 31.1. Sony Corporation
  • 31.2. Apple Inc.
  • 31.3. Google LLC
  • 31.4. Bandai Namco Entertainment Inc.
  • 31.5. Take-Two Interactive Software Inc.
  • 31.6. Nexon Company
  • 31.7. Activision Blizzard Inc.
  • 31.8. Ubisoft Entertainment SA
  • 31.9. Square Enix Holdings Co. Ltd.
  • 31.10. ZeptoLab OOO
  • 31.11. Tencent Holdings Ltd.
  • 31.12. Sega Games Co. Ltd.
  • 31.13. Capcom Co. Ltd.
  • 31.14. NetEase Inc.
  • 31.15. Interactive Entertainment Beijing Kunlun Technology Co. Ltd.

32. Global Gaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gaming Market

34. Recent Developments In The Gaming Market

35. Gaming Market High Potential Countries, Segments and Strategies

  • 35.1 Gaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gaming Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer