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Upcoming Allied Market Research
2023
Videogames Market

Videogames Market

by Type (Console, Tablet, Smartphone, Personal Computers, Brower PC), by Application (Children, Teenagers, Others), by End User (Residential, Commercial) and by Distribution Channel (Online, Offline): Global Opportunity Analysis and Industry Forecast, 2023-2032

Report Code: A06432
Nov 2023 | Pages: NA
Tables: NA
Charts: NA
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COVID-19

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Video Games are the source of fun, joy and interactive medium for entertainment and learning purpose. These are generally in the form of play station, console type and online too. It allows the user to spend quality time, free from stress and tension so that the user’s mind becomes fresh and active, also it imbibes the spirit of never give up, and to accept the defeat if the user loses the game. The users of video games include all the audiences ranging from 4 to 50 years of age. Once the user has logged in or start to play, he/she had wide content to spent time. With the increasing population day by day, large number of apartments, societies are built up to provide all the luxury and comfort to the residents. These luxurious apartments, societies include gyms, playgrounds, swimming pools, play station zones, etc. for amusement of people. Thus, with an increase in high standard of living and urbanization, the global gaming market rise higher in the upcoming forecast period. 

The video games can be classified into two types i) Hardware type, ii) Software type. Nowadays lot many games are available at minimal cost or generally free of cost, also individuals own their personal console, PC, play station due to increase in disposable income and high standard of living. Consequently, high speed of internet, highly advanced graphics of game, are the major drivers of gaming industry. Most of the games are in the form of software which are to be downloaded in mobile handsets or in PCs, thus leading in the higher sale of mobiles and computers. Also because of gaming industry the software or applications of various games are increasing to greater extent which ultimately led increment in the software industry due to rise in huge number of users. The basic and foremost requirement of any game is its graphics and portability, and if the game has extremely good graphics then it would attract large number of users. 

Most of the teenagers love to play games with their squad which is the main driver of gaming market. Introducing a game at global market allows the users from different state, locality, country to play together which ultimately rises the revenue of gaming industry. With this ever-increasing demand for gaming sector and because of digitization the global video game market has accelerated to greater heights and the main factors behind this growth are mobile gaming, cloud computing and cloud gaming. Number of increasing malls, amusement parks are the major driver of this industry as during weekends or in leisure time people visits such places for fun and amusement, thus video gaming parlor plays vital role. Depending upon the choice of user there are different types of games available which makes this industry highly involved in it, if the user wants to play in squad there are various games available, in the same way membership are also been provided to be a prime member of games series. Single or double player games are also available especially for console and play station. 

Some of the major players analyzed in this report Microsoft Corporation, Sony Corporation, Nintendo, Apple Inc., Zynga, EA Sports, Activation Blizzard, Disney Entertainment, Telltale Games, Plain Villa Games.

Key Benefits for Stakeholders:

  • This report presents a quantitative analysis of the current trends, estimations, and dynamics of the global video game market to identify the prevailing market opportunities.
  • The key countries in all the major regions are mapped based on their market share.
  • Porter’s five forces analysis highlights the potency of buyers and suppliers to enable stakeholders to make profit-oriented business decisions and strengthen their supplier–buyer network.
  • In-depth analysis of the market segmentation assists in determining the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global industry. Market player positioning segment 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 market, key players, market segments, application areas, and growth strategies.

Videogames Market Report Highlights

Aspects Details
By Type
  • Console
  • Tablet
  • Smartphone
  • Personal Computers
  • Brower PC
By Application
  • Children
  • Teenagers
  • Others
By End User
  • Residential
  • Commercial
By Distribution Channel
  • Online
  • Offline
By Region
  • North America  (U.S., Canada, Mexico)
  • Europe  (France, Germany, Italy, Spain, UK, Russia, Rest of Europe)
  • Asia-Pacific  (China, Japan, India, South Korea, Australia, Thailand, Malaysia, Indonesia, Rest of Asia-Pacific)
  • LAMEA  (Brazil, South Africa, Saudi Arabia, UAE, Argentina, Rest of LAMEA)
Key Market Players Zynga, Nintendo, Microsoft Corporation, Apple Inc., Activation Blizzard, Disney Entertainment, EA Sports, Sony Corporation, Plain Villa Games., Telltale Games
 
  • CHAPTER 1: INTRODUCTION

    • 1.1. Report Description

    • 1.2. Key Market Segments

    • 1.3. Key Benefits

    • 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 LANDSCAPE

    • 3.1. Market Definition and Scope

    • 3.2. Key Findings

      • 3.2.1. Top Investment Pockets

      • 3.2.2. Top Winning Strategies

    • 3.3. Porter's Five Forces Analysis

      • 3.3.1. Bargaining Power of Suppliers

      • 3.3.2. Threat of New Entrants

      • 3.3.3. Threat of Substitutes

      • 3.3.4. Competitive Rivalry

      • 3.3.5. Bargaining Power among Buyers

    • 3.5. Market Dynamics

      • 3.5.1. Drivers

      • 3.5.2. Restraints

      • 3.5.3. Opportunities

    • 3.6. COVID-19 Impact Analysis

  • CHAPTER 4: VIDEOGAMES MARKET, BY TYPE

    • 4.1. Market Overview

      • 4.1.1 Market Size and Forecast, By Type

    • 4.2. Console

      • 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. Tablet

      • 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. Smartphone

      • 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. Personal Computers

      • 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. Brower PC

      • 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: VIDEOGAMES MARKET, BY APPLICATION

    • 5.1. Market Overview

      • 5.1.1 Market Size and Forecast, By Application

    • 5.2. Children

      • 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. Teenagers

      • 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. Others

      • 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

  • CHAPTER 6: VIDEOGAMES MARKET, BY END USER

    • 6.1. Market Overview

      • 6.1.1 Market Size and Forecast, By End User

    • 6.2. Residential

      • 6.2.1. Key Market Trends, Growth Factors and Opportunities

      • 6.2.2. Market Size and Forecast, By Region

      • 6.2.3. Market Share Analysis, By Country

    • 6.3. Commercial

      • 6.3.1. Key Market Trends, Growth Factors and Opportunities

      • 6.3.2. Market Size and Forecast, By Region

      • 6.3.3. Market Share Analysis, By Country

  • CHAPTER 7: VIDEOGAMES MARKET, BY DISTRIBUTION CHANNEL

    • 7.1. Market Overview

      • 7.1.1 Market Size and Forecast, By Distribution Channel

    • 7.2. Online

      • 7.2.1. Key Market Trends, Growth Factors and Opportunities

      • 7.2.2. Market Size and Forecast, By Region

      • 7.2.3. Market Share Analysis, By Country

    • 7.3. Offline

      • 7.3.1. Key Market Trends, Growth Factors and Opportunities

      • 7.3.2. Market Size and Forecast, By Region

      • 7.3.3. Market Share Analysis, By Country

  • CHAPTER 8: VIDEOGAMES MARKET, BY REGION

    • 8.1. Market Overview

      • 8.1.1 Market Size and Forecast, By Region

    • 8.2. North America

      • 8.2.1. Key Market Trends and Opportunities

      • 8.2.2. Market Size and Forecast, By Type

      • 8.2.3. Market Size and Forecast, By Application

      • 8.2.4. Market Size and Forecast, By End User

      • 8.2.5. Market Size and Forecast, By Distribution Channel

      • 8.2.6. Market Size and Forecast, By Country

      • 8.2.7. U.S. Videogames Market

        • 8.2.7.1. Market Size and Forecast, By Type
        • 8.2.7.2. Market Size and Forecast, By Application
        • 8.2.7.3. Market Size and Forecast, By End User
        • 8.2.7.4. Market Size and Forecast, By Distribution Channel
      • 8.2.8. Canada Videogames Market

        • 8.2.8.1. Market Size and Forecast, By Type
        • 8.2.8.2. Market Size and Forecast, By Application
        • 8.2.8.3. Market Size and Forecast, By End User
        • 8.2.8.4. Market Size and Forecast, By Distribution Channel
      • 8.2.9. Mexico Videogames Market

        • 8.2.9.1. Market Size and Forecast, By Type
        • 8.2.9.2. Market Size and Forecast, By Application
        • 8.2.9.3. Market Size and Forecast, By End User
        • 8.2.9.4. Market Size and Forecast, By Distribution Channel
    • 8.3. Europe

      • 8.3.1. Key Market Trends and Opportunities

      • 8.3.2. Market Size and Forecast, By Type

      • 8.3.3. Market Size and Forecast, By Application

      • 8.3.4. Market Size and Forecast, By End User

      • 8.3.5. Market Size and Forecast, By Distribution Channel

      • 8.3.6. Market Size and Forecast, By Country

      • 8.3.7. France Videogames Market

        • 8.3.7.1. Market Size and Forecast, By Type
        • 8.3.7.2. Market Size and Forecast, By Application
        • 8.3.7.3. Market Size and Forecast, By End User
        • 8.3.7.4. Market Size and Forecast, By Distribution Channel
      • 8.3.8. Germany Videogames Market

        • 8.3.8.1. Market Size and Forecast, By Type
        • 8.3.8.2. Market Size and Forecast, By Application
        • 8.3.8.3. Market Size and Forecast, By End User
        • 8.3.8.4. Market Size and Forecast, By Distribution Channel
      • 8.3.9. Italy Videogames Market

        • 8.3.9.1. Market Size and Forecast, By Type
        • 8.3.9.2. Market Size and Forecast, By Application
        • 8.3.9.3. Market Size and Forecast, By End User
        • 8.3.9.4. Market Size and Forecast, By Distribution Channel
      • 8.3.10. Spain Videogames Market

        • 8.3.10.1. Market Size and Forecast, By Type
        • 8.3.10.2. Market Size and Forecast, By Application
        • 8.3.10.3. Market Size and Forecast, By End User
        • 8.3.10.4. Market Size and Forecast, By Distribution Channel
      • 8.3.11. UK Videogames Market

        • 8.3.11.1. Market Size and Forecast, By Type
        • 8.3.11.2. Market Size and Forecast, By Application
        • 8.3.11.3. Market Size and Forecast, By End User
        • 8.3.11.4. Market Size and Forecast, By Distribution Channel
      • 8.3.12. Russia Videogames Market

        • 8.3.12.1. Market Size and Forecast, By Type
        • 8.3.12.2. Market Size and Forecast, By Application
        • 8.3.12.3. Market Size and Forecast, By End User
        • 8.3.12.4. Market Size and Forecast, By Distribution Channel
      • 8.3.13. Rest Of Europe Videogames Market

        • 8.3.13.1. Market Size and Forecast, By Type
        • 8.3.13.2. Market Size and Forecast, By Application
        • 8.3.13.3. Market Size and Forecast, By End User
        • 8.3.13.4. Market Size and Forecast, By Distribution Channel
    • 8.4. Asia-Pacific

      • 8.4.1. Key Market Trends and Opportunities

      • 8.4.2. Market Size and Forecast, By Type

      • 8.4.3. Market Size and Forecast, By Application

      • 8.4.4. Market Size and Forecast, By End User

      • 8.4.5. Market Size and Forecast, By Distribution Channel

      • 8.4.6. Market Size and Forecast, By Country

      • 8.4.7. China Videogames Market

        • 8.4.7.1. Market Size and Forecast, By Type
        • 8.4.7.2. Market Size and Forecast, By Application
        • 8.4.7.3. Market Size and Forecast, By End User
        • 8.4.7.4. Market Size and Forecast, By Distribution Channel
      • 8.4.8. Japan Videogames Market

        • 8.4.8.1. Market Size and Forecast, By Type
        • 8.4.8.2. Market Size and Forecast, By Application
        • 8.4.8.3. Market Size and Forecast, By End User
        • 8.4.8.4. Market Size and Forecast, By Distribution Channel
      • 8.4.9. India Videogames Market

        • 8.4.9.1. Market Size and Forecast, By Type
        • 8.4.9.2. Market Size and Forecast, By Application
        • 8.4.9.3. Market Size and Forecast, By End User
        • 8.4.9.4. Market Size and Forecast, By Distribution Channel
      • 8.4.10. South Korea Videogames Market

        • 8.4.10.1. Market Size and Forecast, By Type
        • 8.4.10.2. Market Size and Forecast, By Application
        • 8.4.10.3. Market Size and Forecast, By End User
        • 8.4.10.4. Market Size and Forecast, By Distribution Channel
      • 8.4.11. Australia Videogames Market

        • 8.4.11.1. Market Size and Forecast, By Type
        • 8.4.11.2. Market Size and Forecast, By Application
        • 8.4.11.3. Market Size and Forecast, By End User
        • 8.4.11.4. Market Size and Forecast, By Distribution Channel
      • 8.4.12. Thailand Videogames Market

        • 8.4.12.1. Market Size and Forecast, By Type
        • 8.4.12.2. Market Size and Forecast, By Application
        • 8.4.12.3. Market Size and Forecast, By End User
        • 8.4.12.4. Market Size and Forecast, By Distribution Channel
      • 8.4.13. Malaysia Videogames Market

        • 8.4.13.1. Market Size and Forecast, By Type
        • 8.4.13.2. Market Size and Forecast, By Application
        • 8.4.13.3. Market Size and Forecast, By End User
        • 8.4.13.4. Market Size and Forecast, By Distribution Channel
      • 8.4.14. Indonesia Videogames Market

        • 8.4.14.1. Market Size and Forecast, By Type
        • 8.4.14.2. Market Size and Forecast, By Application
        • 8.4.14.3. Market Size and Forecast, By End User
        • 8.4.14.4. Market Size and Forecast, By Distribution Channel
      • 8.4.15. Rest of Asia Pacific Videogames Market

        • 8.4.15.1. Market Size and Forecast, By Type
        • 8.4.15.2. Market Size and Forecast, By Application
        • 8.4.15.3. Market Size and Forecast, By End User
        • 8.4.15.4. Market Size and Forecast, By Distribution Channel
    • 8.5. LAMEA

      • 8.5.1. Key Market Trends and Opportunities

      • 8.5.2. Market Size and Forecast, By Type

      • 8.5.3. Market Size and Forecast, By Application

      • 8.5.4. Market Size and Forecast, By End User

      • 8.5.5. Market Size and Forecast, By Distribution Channel

      • 8.5.6. Market Size and Forecast, By Country

      • 8.5.7. Brazil Videogames Market

        • 8.5.7.1. Market Size and Forecast, By Type
        • 8.5.7.2. Market Size and Forecast, By Application
        • 8.5.7.3. Market Size and Forecast, By End User
        • 8.5.7.4. Market Size and Forecast, By Distribution Channel
      • 8.5.8. South Africa Videogames Market

        • 8.5.8.1. Market Size and Forecast, By Type
        • 8.5.8.2. Market Size and Forecast, By Application
        • 8.5.8.3. Market Size and Forecast, By End User
        • 8.5.8.4. Market Size and Forecast, By Distribution Channel
      • 8.5.9. Saudi Arabia Videogames Market

        • 8.5.9.1. Market Size and Forecast, By Type
        • 8.5.9.2. Market Size and Forecast, By Application
        • 8.5.9.3. Market Size and Forecast, By End User
        • 8.5.9.4. Market Size and Forecast, By Distribution Channel
      • 8.5.10. UAE Videogames Market

        • 8.5.10.1. Market Size and Forecast, By Type
        • 8.5.10.2. Market Size and Forecast, By Application
        • 8.5.10.3. Market Size and Forecast, By End User
        • 8.5.10.4. Market Size and Forecast, By Distribution Channel
      • 8.5.11. Argentina Videogames Market

        • 8.5.11.1. Market Size and Forecast, By Type
        • 8.5.11.2. Market Size and Forecast, By Application
        • 8.5.11.3. Market Size and Forecast, By End User
        • 8.5.11.4. Market Size and Forecast, By Distribution Channel
      • 8.5.12. Rest of LAMEA Videogames Market

        • 8.5.12.1. Market Size and Forecast, By Type
        • 8.5.12.2. Market Size and Forecast, By Application
        • 8.5.12.3. Market Size and Forecast, By End User
        • 8.5.12.4. Market Size and Forecast, By Distribution Channel
  • CHAPTER 9: COMPETITIVE LANDSCAPE

    • 9.1. Introduction

    • 9.2. Top Winning Strategies

    • 9.3. Product Mapping Of Top 10 Player

    • 9.4. Competitive Dashboard

    • 9.5. Competitive Heatmap

    • 9.6. Top Player Positioning,2022

  • CHAPTER 10: COMPANY PROFILES

    • 10.1. Microsoft Corporation

      • 10.1.1. Company Overview

      • 10.1.2. Key Executives

      • 10.1.3. Company Snapshot

      • 10.1.4. Operating Business Segments

      • 10.1.5. Product Portfolio

      • 10.1.6. Business Performance

      • 10.1.7. Key Strategic Moves and Developments

    • 10.2. Sony Corporation

      • 10.2.1. Company Overview

      • 10.2.2. Key Executives

      • 10.2.3. Company Snapshot

      • 10.2.4. Operating Business Segments

      • 10.2.5. Product Portfolio

      • 10.2.6. Business Performance

      • 10.2.7. Key Strategic Moves and Developments

    • 10.3. Nintendo

      • 10.3.1. Company Overview

      • 10.3.2. Key Executives

      • 10.3.3. Company Snapshot

      • 10.3.4. Operating Business Segments

      • 10.3.5. Product Portfolio

      • 10.3.6. Business Performance

      • 10.3.7. Key Strategic Moves and Developments

    • 10.4. Apple Inc.

      • 10.4.1. Company Overview

      • 10.4.2. Key Executives

      • 10.4.3. Company Snapshot

      • 10.4.4. Operating Business Segments

      • 10.4.5. Product Portfolio

      • 10.4.6. Business Performance

      • 10.4.7. Key Strategic Moves and Developments

    • 10.5. Zynga

      • 10.5.1. Company Overview

      • 10.5.2. Key Executives

      • 10.5.3. Company Snapshot

      • 10.5.4. Operating Business Segments

      • 10.5.5. Product Portfolio

      • 10.5.6. Business Performance

      • 10.5.7. Key Strategic Moves and Developments

    • 10.6. EA Sports

      • 10.6.1. Company Overview

      • 10.6.2. Key Executives

      • 10.6.3. Company Snapshot

      • 10.6.4. Operating Business Segments

      • 10.6.5. Product Portfolio

      • 10.6.6. Business Performance

      • 10.6.7. Key Strategic Moves and Developments

    • 10.7. Activation Blizzard

      • 10.7.1. Company Overview

      • 10.7.2. Key Executives

      • 10.7.3. Company Snapshot

      • 10.7.4. Operating Business Segments

      • 10.7.5. Product Portfolio

      • 10.7.6. Business Performance

      • 10.7.7. Key Strategic Moves and Developments

    • 10.8. Disney Entertainment

      • 10.8.1. Company Overview

      • 10.8.2. Key Executives

      • 10.8.3. Company Snapshot

      • 10.8.4. Operating Business Segments

      • 10.8.5. Product Portfolio

      • 10.8.6. Business Performance

      • 10.8.7. Key Strategic Moves and Developments

    • 10.9. Telltale Games

      • 10.9.1. Company Overview

      • 10.9.2. Key Executives

      • 10.9.3. Company Snapshot

      • 10.9.4. Operating Business Segments

      • 10.9.5. Product Portfolio

      • 10.9.6. Business Performance

      • 10.9.7. Key Strategic Moves and Developments

    • 10.10. Plain Villa Games.

      • 10.10.1. Company Overview

      • 10.10.2. Key Executives

      • 10.10.3. Company Snapshot

      • 10.10.4. Operating Business Segments

      • 10.10.5. Product Portfolio

      • 10.10.6. Business Performance

      • 10.10.7. Key Strategic Moves and Developments

  • LIST OF TABLES

  • TABLE 1. GLOBAL VIDEOGAMES MARKET, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 2. GLOBAL VIDEOGAMES MARKET FOR CONSOLE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 3. GLOBAL VIDEOGAMES MARKET FOR TABLET, BY REGION, 2022-2032 ($MILLION)
  • TABLE 4. GLOBAL VIDEOGAMES MARKET FOR SMARTPHONE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 5. GLOBAL VIDEOGAMES MARKET FOR PERSONAL COMPUTERS, BY REGION, 2022-2032 ($MILLION)
  • TABLE 6. GLOBAL VIDEOGAMES MARKET FOR BROWER PC, BY REGION, 2022-2032 ($MILLION)
  • TABLE 7. GLOBAL VIDEOGAMES MARKET, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 8. GLOBAL VIDEOGAMES MARKET FOR CHILDREN, BY REGION, 2022-2032 ($MILLION)
  • TABLE 9. GLOBAL VIDEOGAMES MARKET FOR TEENAGERS, BY REGION, 2022-2032 ($MILLION)
  • TABLE 10. GLOBAL VIDEOGAMES MARKET FOR OTHERS, BY REGION, 2022-2032 ($MILLION)
  • TABLE 11. GLOBAL VIDEOGAMES MARKET, BY END USER, 2022-2032 ($MILLION)
  • TABLE 12. GLOBAL VIDEOGAMES MARKET FOR RESIDENTIAL, BY REGION, 2022-2032 ($MILLION)
  • TABLE 13. GLOBAL VIDEOGAMES MARKET FOR COMMERCIAL, BY REGION, 2022-2032 ($MILLION)
  • TABLE 14. GLOBAL VIDEOGAMES MARKET, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 15. GLOBAL VIDEOGAMES MARKET FOR ONLINE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 16. GLOBAL VIDEOGAMES MARKET FOR OFFLINE, BY REGION, 2022-2032 ($MILLION)
  • TABLE 17. GLOBAL VIDEOGAMES MARKET, BY REGION, 2022-2032 ($MILLION)
  • TABLE 18. NORTH AMERICA VIDEOGAMES, BY REGION, 2022-2032 ($MILLION)
  • TABLE 19. NORTH AMERICA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 20. NORTH AMERICA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 21. NORTH AMERICA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 22. NORTH AMERICA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 23. U.S. VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 24. U.S. VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 25. U.S. VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 26. U.S. VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 27. CANADA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 28. CANADA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 29. CANADA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 30. CANADA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 31. MEXICO VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 32. MEXICO VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 33. MEXICO VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 34. MEXICO VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 35. EUROPE VIDEOGAMES, BY REGION, 2022-2032 ($MILLION)
  • TABLE 36. EUROPE VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 37. EUROPE VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 38. EUROPE VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 39. EUROPE VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 40. FRANCE VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 41. FRANCE VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 42. FRANCE VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 43. FRANCE VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 44. GERMANY VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 45. GERMANY VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 46. GERMANY VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 47. GERMANY VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 48. ITALY VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 49. ITALY VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 50. ITALY VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 51. ITALY VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 52. SPAIN VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 53. SPAIN VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 54. SPAIN VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 55. SPAIN VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 56. UK VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 57. UK VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 58. UK VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 59. UK VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 60. RUSSIA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 61. RUSSIA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 62. RUSSIA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 63. RUSSIA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 64. REST OF EUROPE VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 65. REST OF EUROPE VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 66. REST OF EUROPE VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 67. REST OF EUROPE VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 68. ASIA-PACIFIC VIDEOGAMES, BY REGION, 2022-2032 ($MILLION)
  • TABLE 69. ASIA-PACIFIC VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 70. ASIA-PACIFIC VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 71. ASIA-PACIFIC VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 72. ASIA-PACIFIC VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 73. CHINA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 74. CHINA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 75. CHINA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 76. CHINA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 77. JAPAN VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 78. JAPAN VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 79. JAPAN VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 80. JAPAN VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 81. INDIA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 82. INDIA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 83. INDIA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 84. INDIA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 85. SOUTH KOREA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 86. SOUTH KOREA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 87. SOUTH KOREA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 88. SOUTH KOREA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 89. AUSTRALIA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 90. AUSTRALIA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 91. AUSTRALIA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 92. AUSTRALIA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 93. THAILAND VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 94. THAILAND VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 95. THAILAND VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 96. THAILAND VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 97. MALAYSIA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 98. MALAYSIA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 99. MALAYSIA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 100. MALAYSIA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 101. INDONESIA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 102. INDONESIA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 103. INDONESIA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 104. INDONESIA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 105. REST OF ASIA PACIFIC VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 106. REST OF ASIA PACIFIC VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 107. REST OF ASIA PACIFIC VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 108. REST OF ASIA PACIFIC VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 109. LAMEA VIDEOGAMES, BY REGION, 2022-2032 ($MILLION)
  • TABLE 110. LAMEA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 111. LAMEA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 112. LAMEA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 113. LAMEA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 114. BRAZIL VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 115. BRAZIL VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 116. BRAZIL VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 117. BRAZIL VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 118. SOUTH AFRICA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 119. SOUTH AFRICA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 120. SOUTH AFRICA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 121. SOUTH AFRICA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 122. SAUDI ARABIA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 123. SAUDI ARABIA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 124. SAUDI ARABIA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 125. SAUDI ARABIA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 126. UAE VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 127. UAE VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 128. UAE VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 129. UAE VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 130. ARGENTINA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 131. ARGENTINA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 132. ARGENTINA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 133. ARGENTINA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 134. REST OF LAMEA VIDEOGAMES, BY TYPE, 2022-2032 ($MILLION)
  • TABLE 135. REST OF LAMEA VIDEOGAMES, BY APPLICATION, 2022-2032 ($MILLION)
  • TABLE 136. REST OF LAMEA VIDEOGAMES, BY END USER, 2022-2032 ($MILLION)
  • TABLE 137. REST OF LAMEA VIDEOGAMES, BY DISTRIBUTION CHANNEL, 2022-2032 ($MILLION)
  • TABLE 138. MICROSOFT CORPORATION: KEY EXECUTIVES
  • TABLE 139. MICROSOFT CORPORATION: COMPANY SNAPSHOT
  • TABLE 140. MICROSOFT CORPORATION: OPERATING SEGMENTS
  • TABLE 141. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
  • TABLE 142. MICROSOFT CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 143. SONY CORPORATION: KEY EXECUTIVES
  • TABLE 144. SONY CORPORATION: COMPANY SNAPSHOT
  • TABLE 145. SONY CORPORATION: OPERATING SEGMENTS
  • TABLE 146. SONY CORPORATION: PRODUCT PORTFOLIO
  • TABLE 147. SONY CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 148. NINTENDO: KEY EXECUTIVES
  • TABLE 149. NINTENDO: COMPANY SNAPSHOT
  • TABLE 150. NINTENDO: OPERATING SEGMENTS
  • TABLE 151. NINTENDO: PRODUCT PORTFOLIO
  • TABLE 152. NINTENDO: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 153. APPLE INC.: KEY EXECUTIVES
  • TABLE 154. APPLE INC.: COMPANY SNAPSHOT
  • TABLE 155. APPLE INC.: OPERATING SEGMENTS
  • TABLE 156. APPLE INC.: PRODUCT PORTFOLIO
  • TABLE 157. APPLE INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 158. ZYNGA: KEY EXECUTIVES
  • TABLE 159. ZYNGA: COMPANY SNAPSHOT
  • TABLE 160. ZYNGA: OPERATING SEGMENTS
  • TABLE 161. ZYNGA: PRODUCT PORTFOLIO
  • TABLE 162. ZYNGA: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 163. EA SPORTS: KEY EXECUTIVES
  • TABLE 164. EA SPORTS: COMPANY SNAPSHOT
  • TABLE 165. EA SPORTS: OPERATING SEGMENTS
  • TABLE 166. EA SPORTS: PRODUCT PORTFOLIO
  • TABLE 167. EA SPORTS: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 168. ACTIVATION BLIZZARD: KEY EXECUTIVES
  • TABLE 169. ACTIVATION BLIZZARD: COMPANY SNAPSHOT
  • TABLE 170. ACTIVATION BLIZZARD: OPERATING SEGMENTS
  • TABLE 171. ACTIVATION BLIZZARD: PRODUCT PORTFOLIO
  • TABLE 172. ACTIVATION BLIZZARD: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 173. DISNEY ENTERTAINMENT: KEY EXECUTIVES
  • TABLE 174. DISNEY ENTERTAINMENT: COMPANY SNAPSHOT
  • TABLE 175. DISNEY ENTERTAINMENT: OPERATING SEGMENTS
  • TABLE 176. DISNEY ENTERTAINMENT: PRODUCT PORTFOLIO
  • TABLE 177. DISNEY ENTERTAINMENT: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 178. TELLTALE GAMES: KEY EXECUTIVES
  • TABLE 179. TELLTALE GAMES: COMPANY SNAPSHOT
  • TABLE 180. TELLTALE GAMES: OPERATING SEGMENTS
  • TABLE 181. TELLTALE GAMES: PRODUCT PORTFOLIO
  • TABLE 182. TELLTALE GAMES: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • TABLE 183. PLAIN VILLA GAMES.: KEY EXECUTIVES
  • TABLE 184. PLAIN VILLA GAMES.: COMPANY SNAPSHOT
  • TABLE 185. PLAIN VILLA GAMES.: OPERATING SEGMENTS
  • TABLE 186. PLAIN VILLA GAMES.: PRODUCT PORTFOLIO
  • TABLE 187. PLAIN VILLA GAMES.: KEY STRATEGIC MOVES AND DEVELOPMENTS
  • LIST OF FIGURES

  • FIGURE 1. GLOBAL VIDEOGAMES MARKET SEGMENTATION
  • FIGURE 2. GLOBAL VIDEOGAMES MARKET
  • FIGURE 3. SEGMENTATION VIDEOGAMES MARKET
  • FIGURE 4. TOP INVESTMENT POCKET IN VIDEOGAMES MARKET
  • FIGURE 5. MODERATE BARGAINING POWER OF BUYERS
  • FIGURE 6. MODERATE BARGAINING POWER OF SUPPLIERS
  • FIGURE 7. MODERATE THREAT OF NEW ENTRANTS
  • FIGURE 8. LOW THREAT OF SUBSTITUTION
  • FIGURE 9. HIGH COMPETITIVE RIVALRY
  • FIGURE 10. OPPORTUNITIES, RESTRAINTS AND DRIVERS: GLOBALVIDEOGAMES MARKET
  • FIGURE 11. VIDEOGAMES MARKET SEGMENTATION, BY BY TYPE
  • FIGURE 12. VIDEOGAMES MARKET FOR CONSOLE, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 13. VIDEOGAMES MARKET FOR TABLET, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 14. VIDEOGAMES MARKET FOR SMARTPHONE, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 15. VIDEOGAMES MARKET FOR PERSONAL COMPUTERS, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 16. VIDEOGAMES MARKET FOR BROWER PC, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 17. VIDEOGAMES MARKET SEGMENTATION, BY BY APPLICATION
  • FIGURE 18. VIDEOGAMES MARKET FOR CHILDREN, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 19. VIDEOGAMES MARKET FOR TEENAGERS, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 20. VIDEOGAMES MARKET FOR OTHERS, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 21. VIDEOGAMES MARKET SEGMENTATION, BY BY END USER
  • FIGURE 22. VIDEOGAMES MARKET FOR RESIDENTIAL, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 23. VIDEOGAMES MARKET FOR COMMERCIAL, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 24. VIDEOGAMES MARKET SEGMENTATION, BY BY DISTRIBUTION CHANNEL
  • FIGURE 25. VIDEOGAMES MARKET FOR ONLINE, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 26. VIDEOGAMES MARKET FOR OFFLINE, BY COUNTRY, 2022-2032 ($MILLION)
  • FIGURE 27. TOP WINNING STRATEGIES, BY YEAR, 2020-2022*
  • FIGURE 28. TOP WINNING STRATEGIES, BY DEVELOPMENT, 2020-2022*
  • FIGURE 29. TOP WINNING STRATEGIES, BY COMPANY, 2020-2022*
  • FIGURE 30. PRODUCT MAPPING OF TOP 10 PLAYERS
  • FIGURE 31. COMPETITIVE DASHBOARD
  • FIGURE 32. COMPETITIVE HEATMAP: VIDEOGAMES MARKET
  • FIGURE 33. Top player positioning, 2022
  • FIGURE 34. MICROSOFT CORPORATION: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 35. MICROSOFT CORPORATION: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 36. MICROSOFT CORPORATION: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 37. SONY CORPORATION: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 38. SONY CORPORATION: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 39. SONY CORPORATION: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 40. NINTENDO: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 41. NINTENDO: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 42. NINTENDO: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 43. APPLE INC.: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 44. APPLE INC.: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 45. APPLE INC.: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 46. ZYNGA: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 47. ZYNGA: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 48. ZYNGA: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 49. EA SPORTS: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 50. EA SPORTS: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 51. EA SPORTS: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 52. ACTIVATION BLIZZARD: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 53. ACTIVATION BLIZZARD: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 54. ACTIVATION BLIZZARD: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 55. DISNEY ENTERTAINMENT: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 56. DISNEY ENTERTAINMENT: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 57. DISNEY ENTERTAINMENT: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 58. TELLTALE GAMES: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 59. TELLTALE GAMES: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 60. TELLTALE GAMES: REVENUE SHARE, BY REGION, 2032 (%)
  • FIGURE 61. PLAIN VILLA GAMES.: NET SALES, 2020-2022 ($MILLION)
  • FIGURE 62. PLAIN VILLA GAMES.: REVENUE SHARE, BY SEGMENT, 2032 (%)
  • FIGURE 63. PLAIN VILLA GAMES.: REVENUE SHARE, BY REGION, 2032 (%)

 
 
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