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

A15199

Pages: 300

Charts: 50

Tables: 84

Gaming Software Market Statistics: 2032

The global gaming software market was valued at $127.1 billion in 2022, and is projected to reach $301.5 billion by 2032, growing at a CAGR of 9.3% from 2023 to 2032. 

Gaming software is a term that refers to computer programs and apps that are designed for playing video games on various platforms such as personal tablets, computers, mobile devices, gaming consoles, and internet platforms. These programs help the industry flourish by providing developers diverse game engines, development tools, and graphics software that simplify game design and allow for increasingly sophisticated and aesthetically appealing experiences.

Gaming software is a term that refers to computer programs and applications that are designed specifically for playing video games, managing game-related material, or supporting gaming experiences across a variety of devices and platforms. Gaming software is essential for game development, allowing game designers and developers to create, program, and optimize every aspect of a video game, from its storyline and characters to its gameplay mechanics and visual effects. It plays a pivotal role in shaping the gaming industry, offering players a diverse array of gaming experiences across various platforms and genres.

The expansion of competitive gaming and e-sports has been considered a key growth factor for the worldwide gaming software industry. Skilled video gamers participate in a growing global sector. In actuality, e-sports are watched by more than 380 million viewers globally, both online and offline. "Streamers" are gamers who broadcast themselves playing video games live. In its largest e-sports commitment to date, YouTube has partnered with gaming platform Faceit on a multi-year broadcasting deal.

For Sony Playstation Vue, a 24-hour TV network devoted to e-sports, Sony is collaborating with gaming championship organizer ESL. E-sports competitions, where pro gamers play online games like Counter-Strike, Dota 2, and League of Legends, have grown in popularity around the world. This growth is projected to enhance viewership on platforms such as Twitch and YouTube Gaming, attracting sponsorships, advertising income, and even traditional sports investments.

Furthermore, as this sports environment grows, so will the necessity for advanced gaming software. Developers are being driven to build cutting-edge titles with improved visuals, smooth multiplayer capabilities, and spectator-friendly features, which is boosting the need for high-quality Gaming Software Market Forecast period.

Cybercriminals view gaming as a lucrative avenue for stealing and selling data or coercing users into sharing banking info through social engineering. High-profile platforms like Sony PlayStation Network, Microsoft Xbox Live, and Steam are prime targets. Globally, gamers have faced numerous credential-stuffing attacks, hampered online transactions, and impacted vendors' revenues. Moreover, games often require social media access, demanding stringent data privacy adherence from vendors. Breaches can erode trust and operational efficiency, posing challenges to market growth. Data synchronization as well as complexities in customer management software & security issues of these integrated platforms may act as market restraints over the forecast period.

The growth drivers for the market are the commercialization of 5G technology, a rise in the number of gamers, an upsurge in immersive and competitive gaming on mobile devices, and an increase in the number of internet users. Virtual reality headsets make it easier to create games that give players a realistic experience. It is possible to create 3D graphics that more closely resemble reality using a combination of VR headsets, modern VR tools, and game engines.

The gaming industry’s business potential, as well as its exciting new technologies, are driving interest in experimenting with virtual reality game development. Cloud gaming is expected to be transformed by 5G internet. Game developers will be able to experiment with high definition and high-quality graphics for internet gaming thanks to high-speed internet. The rise of 5G will have the greatest impact on mobile gaming, as it will allow game developers to experiment with cloud gaming for mobile game users, as well as console-level graphics. Thus, increased popularity of cloud gaming in multiplayer scenarios, greater utilization of cloud gamification, and improved cross-platform gaming experience are among the major factors that are projected to offer growth opportunities for market players during the forecast period.

The key players profiled in this report include Sony Corporation, Valve Corporation, Ubisoft Entertainment S.A., Rockstar Games Inc., Nintendo Co., Ltd., Nexon Co, Ltd., Gameloft, Microsoft Corporation, Nvidia Computer Game Company, and Electronic Arts Inc. Investment and agreement are common strategies followed by major market players. For instance, May 2022 saw the release of Warcraft Arclight Rumble, an action-packed mobile strategy game from Blizzard Entertainment. In some areas, both Android and iOS devices will be compatible with this action-packed mobile approach. The alliance has many advantages, including the ability for gamers to gather over 60 characters from the whole Warcraft universe.   

The gaming software market is segmented on the basis of purchase type, type, and region. By purchase type, the market is sub-segmented into box/CD game, shareware, freeware, in-app and purchase-based, and digital. By type, the market is classified into PC Games, browser games, console games, and smart phone/tablet games. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

[TYPEGRAPH]

By type, the smartphone/tablet games sub-segment dominated the global gaming software market share in 2022. Smartphones are a good device for video game software programs because they are portable, and it is easier to download games on a mobile phone. During the rise of COVID-19, people started to prefer smartphone gaming apps because new, more immersive games could be played while sitting at home. New technologies like AR, VR, and cloud games have also helped the smartphones sector grow. AR technology is usually used for mobile gaming because it is engaging and can be used in many different types of games.

[PURCHASETYPEGRAPH]

By purchase type, the box/CD game sub-segment dominated the market in 2022. The box/CD game segment remains a strong and influential component of the gaming software market, driven by a combination of factors that sustain its enduring popularity. box/CD games provide a reliable gaming experience without the need for constant internet connectivity. This makes them a preferred choice for individuals in areas with unreliable or limited internet access. It also ensures that players can enjoy their games even when online servers may be down, contributing to their enduring popularity. The box/CD has ability to cater to a diverse audience, offering a tangible connection to gaming's past while meeting the practical needs of gamers in various regions, all while sustaining a sense of excitement and discovery through limited editions and collectibles. These are predicted to be the major factors affecting the gaming software market size during the forecast period.

[REGIONGRAPH]

By region, North America dominated the global gaming software market in 2022. The growing usage of mobile devices has boosted the North American market for gaming software. Diverse devices with varying screen sizes and graphics enhance user experiences, aligning with evolving technology trends that heighten gaming appeal and demand for software. This anticipates continued growth in the regional gaming software market throughout the forecast period.

In North America, the gaming software market is a dynamic and thriving industry that continues to evolve with the advancement in technology and changing consumer preferences. North America has a rich gaming heritage, strong e-sports events, and a massive player base. The trend of playing mobile games in the region is driven by the widespread use of smartphones and affordable data plans.

Impact of COVID-19 on the Global Industry

  • The COVID-19 pandemic led to a significant surge in the demand for gaming software as people sought entertainment and social connection while adhering to lockdowns and social distancing measures. With individuals staying at home, the gaming software market witnessed a substantial increase in remote gaming and online multiplayer games. Platforms like Steam and PlayStation Network experienced higher user engagement.
  • Online gaming communities and forums flourished during the pandemic, providing a platform for gamers to share experiences, tips, and strategies, further contributing to the gaming software market's vitality.
  • The gaming software market experienced accelerated growth post-COVID-19, as people continued to seek entertainment and social interaction through video games. Gaming software market growth expanded into emerging markets, as more people gained access to affordable smartphones and reliable internet, creating new opportunities for developers.

Key Benefits for Stakeholders

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

Key Market Segments

  • By Type
    • Browser Games
    • Console Games
    • Smart Phone/Tablet Games
    • PC Games
  • By Purchase Type
    • Box/CD Game
    • Shareware
    • Freeware
    • In-App and Purchase-based
    • Digital
  • By Region
    • North America
      • U.S.
      • Canada
      • Mexico
    • Europe
      • Germany
      • UK
      • France
      • Spain
      • Italy
      • Rest of Europe
    • Asia-Pacific
      • China
      • Japan
      • India
      • South Korea
      • Australia
      • Rest of Asia-Pacific
    • LAMEA
      • Brazil
      • Saudi Arabia
      • United Arab Emirates
      • South Africa
      • Rest of LAMEA


Key Market Players

  • Nexon Co, Ltd.
  • Sony Corporation
  • Electronic Arts Inc.
  • Activision Blizzard, Inc.
  • Rockstar Games Inc.
  • Bethesda Softworks LLC.
  •  Nintendo Co., Ltd.
  • Valve Corporation
  • Nvidia Computer Game Company
  • GAMELOFT
  • CHAPTER 1: INTRODUCTION

    • 1.1. Report description

    • 1.2. Key market segments

    • 1.3. Key benefits to the stakeholders

    • 1.4. Research methodology

      • 1.4.1. Primary research

      • 1.4.2. Secondary research

      • 1.4.3. Analyst tools and models

  • CHAPTER 2: EXECUTIVE SUMMARY

    • 2.1. CXO Perspective

  • CHAPTER 3: MARKET OVERVIEW

    • 3.1. Market definition and scope

    • 3.2. Key findings

      • 3.2.1. Top impacting factors

      • 3.2.2. Top investment pockets

    • 3.3. Porter’s five forces analysis

    • 3.4. Market dynamics

      • 3.4.1. Drivers

      • 3.4.2. Restraints

      • 3.4.3. Opportunities

    • 3.5. Average Selling Price

    • 3.6. Market Share Analysis

    • 3.7. Brand Share Analysis

    • 3.8. Trade Data Analysis

    • 3.9. Product Consumption

    • 3.10. Value Chain Analysis

    • 3.11. Regulatory Guidelines

    • 3.12. Key Regulation Analysis

    • 3.13. Reimbursement Scenario

    • 3.14. Patent Landscape

  • CHAPTER 4: GAMING SOFTWARE MARKET, BY PURCHASE TYPE

    • 4.1. Overview

      • 4.1.1. Market size and forecast

    • 4.2. Box/CD Game

      • 4.2.1. Key market trends, growth factors and opportunities

      • 4.2.2. Market size and forecast, by region

      • 4.2.3. Market share analysis by country

    • 4.3. Shareware

      • 4.3.1. Key market trends, growth factors and opportunities

      • 4.3.2. Market size and forecast, by region

      • 4.3.3. Market share analysis by country

    • 4.4. Freeware

      • 4.4.1. Key market trends, growth factors and opportunities

      • 4.4.2. Market size and forecast, by region

      • 4.4.3. Market share analysis by country

    • 4.5. In-App and Purchase-based

      • 4.5.1. Key market trends, growth factors and opportunities

      • 4.5.2. Market size and forecast, by region

      • 4.5.3. Market share analysis by country

    • 4.6. Digital

      • 4.6.1. Key market trends, growth factors and opportunities

      • 4.6.2. Market size and forecast, by region

      • 4.6.3. Market share analysis by country

  • CHAPTER 5: GAMING SOFTWARE MARKET, BY TYPE

    • 5.1. Overview

      • 5.1.1. Market size and forecast

    • 5.2. PC Games

      • 5.2.1. Key market trends, growth factors and opportunities

      • 5.2.2. Market size and forecast, by region

      • 5.2.3. Market share analysis by country

    • 5.3. Browser Games

      • 5.3.1. Key market trends, growth factors and opportunities

      • 5.3.2. Market size and forecast, by region

      • 5.3.3. Market share analysis by country

    • 5.4. Console Games

      • 5.4.1. Key market trends, growth factors and opportunities

      • 5.4.2. Market size and forecast, by region

      • 5.4.3. Market share analysis by country

    • 5.5. Smart Phone/Tablet Games

      • 5.5.1. Key market trends, growth factors and opportunities

      • 5.5.2. Market size and forecast, by region

      • 5.5.3. Market share analysis by country

  • CHAPTER 6: GAMING SOFTWARE MARKET, BY REGION

    • 6.1. Overview

      • 6.1.1. Market size and forecast By Region

    • 6.2. North America

      • 6.2.1. Key market trends, growth factors and opportunities

      • 6.2.2. Market size and forecast, by Purchase Type

      • 6.2.3. Market size and forecast, by Type

      • 6.2.4. Market size and forecast, by country

        • 6.2.4.1. U.S.
          • 6.2.4.1.1. Market size and forecast, by Purchase Type
          • 6.2.4.1.2. Market size and forecast, by Type
        • 6.2.4.2. Canada
          • 6.2.4.2.1. Market size and forecast, by Purchase Type
          • 6.2.4.2.2. Market size and forecast, by Type
        • 6.2.4.3. Mexico
          • 6.2.4.3.1. Market size and forecast, by Purchase Type
          • 6.2.4.3.2. Market size and forecast, by Type
    • 6.3. Europe

      • 6.3.1. Key market trends, growth factors and opportunities

      • 6.3.2. Market size and forecast, by Purchase Type

      • 6.3.3. Market size and forecast, by Type

      • 6.3.4. Market size and forecast, by country

        • 6.3.4.1. Germany
          • 6.3.4.1.1. Market size and forecast, by Purchase Type
          • 6.3.4.1.2. Market size and forecast, by Type
        • 6.3.4.2. UK
          • 6.3.4.2.1. Market size and forecast, by Purchase Type
          • 6.3.4.2.2. Market size and forecast, by Type
        • 6.3.4.3. France
          • 6.3.4.3.1. Market size and forecast, by Purchase Type
          • 6.3.4.3.2. Market size and forecast, by Type
        • 6.3.4.4. Spain
          • 6.3.4.4.1. Market size and forecast, by Purchase Type
          • 6.3.4.4.2. Market size and forecast, by Type
        • 6.3.4.5. Italy
          • 6.3.4.5.1. Market size and forecast, by Purchase Type
          • 6.3.4.5.2. Market size and forecast, by Type
        • 6.3.4.6. Rest of Europe
          • 6.3.4.6.1. Market size and forecast, by Purchase Type
          • 6.3.4.6.2. Market size and forecast, by Type
    • 6.4. Asia-Pacific

      • 6.4.1. Key market trends, growth factors and opportunities

      • 6.4.2. Market size and forecast, by Purchase Type

      • 6.4.3. Market size and forecast, by Type

      • 6.4.4. Market size and forecast, by country

        • 6.4.4.1. China
          • 6.4.4.1.1. Market size and forecast, by Purchase Type
          • 6.4.4.1.2. Market size and forecast, by Type
        • 6.4.4.2. Japan
          • 6.4.4.2.1. Market size and forecast, by Purchase Type
          • 6.4.4.2.2. Market size and forecast, by Type
        • 6.4.4.3. India
          • 6.4.4.3.1. Market size and forecast, by Purchase Type
          • 6.4.4.3.2. Market size and forecast, by Type
        • 6.4.4.4. South Korea
          • 6.4.4.4.1. Market size and forecast, by Purchase Type
          • 6.4.4.4.2. Market size and forecast, by Type
        • 6.4.4.5. Australia
          • 6.4.4.5.1. Market size and forecast, by Purchase Type
          • 6.4.4.5.2. Market size and forecast, by Type
        • 6.4.4.6. Rest of Asia-Pacific
          • 6.4.4.6.1. Market size and forecast, by Purchase Type
          • 6.4.4.6.2. Market size and forecast, by Type
    • 6.5. LAMEA

      • 6.5.1. Key market trends, growth factors and opportunities

      • 6.5.2. Market size and forecast, by Purchase Type

      • 6.5.3. Market size and forecast, by Type

      • 6.5.4. Market size and forecast, by country

        • 6.5.4.1. Brazil
          • 6.5.4.1.1. Market size and forecast, by Purchase Type
          • 6.5.4.1.2. Market size and forecast, by Type
        • 6.5.4.2. Saudi Arabia
          • 6.5.4.2.1. Market size and forecast, by Purchase Type
          • 6.5.4.2.2. Market size and forecast, by Type
        • 6.5.4.3. United Arab Emirates
          • 6.5.4.3.1. Market size and forecast, by Purchase Type
          • 6.5.4.3.2. Market size and forecast, by Type
        • 6.5.4.4. South Africa
          • 6.5.4.4.1. Market size and forecast, by Purchase Type
          • 6.5.4.4.2. Market size and forecast, by Type
        • 6.5.4.5. Rest of LAMEA
          • 6.5.4.5.1. Market size and forecast, by Purchase Type
          • 6.5.4.5.2. Market size and forecast, by Type
  • CHAPTER 7: COMPETITIVE LANDSCAPE

    • 7.1. Introduction

    • 7.2. Top winning strategies

    • 7.3. Product mapping of top 10 player

    • 7.4. Competitive dashboard

    • 7.5. Competitive heatmap

    • 7.6. Top player positioning, 2022

  • CHAPTER 8: COMPANY PROFILES

    • 8.1. Rockstar Games Inc.

      • 8.1.1. Company overview

      • 8.1.2. Key executives

      • 8.1.3. Company snapshot

    • 8.2. Activision Blizzard, Inc.

      • 8.2.1. Company overview

      • 8.2.2. Key executives

      • 8.2.3. Company snapshot

    • 8.3.  Nintendo Co., Ltd.

      • 8.3.1. Company overview

      • 8.3.2. Key executives

      • 8.3.3. Company snapshot

    • 8.4. Nvidia Computer Game Company

      • 8.4.1. Company overview

      • 8.4.2. Key executives

      • 8.4.3. Company snapshot

    • 8.5. Nexon Co, Ltd.

      • 8.5.1. Company overview

      • 8.5.2. Key executives

      • 8.5.3. Company snapshot

    • 8.6. Electronic Arts Inc.

      • 8.6.1. Company overview

      • 8.6.2. Key executives

      • 8.6.3. Company snapshot

    • 8.7. GAMELOFT

      • 8.7.1. Company overview

      • 8.7.2. Key executives

      • 8.7.3. Company snapshot

    • 8.8. Valve Corporation

      • 8.8.1. Company overview

      • 8.8.2. Key executives

      • 8.8.3. Company snapshot

    • 8.9. Bethesda Softworks LLC.

      • 8.9.1. Company overview

      • 8.9.2. Key executives

      • 8.9.3. Company snapshot

    • 8.10. Sony Corporation

      • 8.10.1. Company overview

      • 8.10.2. Key executives

      • 8.10.3. Company snapshot

  • LIST OF TABLES

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

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

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