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Gaming Market Recorded a 10.41% Y-O-Y Growth Rate in 2021|Casual Gaming Segment to be Significant for Revenue Generation|17000+ Technavio Reports

[02-June-2022]
   
NEW YORK, June 2, 2022 /PRNewswire/ -- The gaming market research report by Type (casual gaming and professional gaming), Device (mobile gaming, console gaming, and PC gaming), Platform (online and offline), and Geography (APAC, North America, Europe, MEA, and South America) has been added to Technavio offerings. The gaming market share growth in the casual gaming segment will be significant for revenue generation. The market for casual gaming is growing with the increasing adoption of mobile gaming. Most casual gamers prefer mobile devices over PCs and consoles because of easy access to the games. In addition, casual gamers play games online on their mobile devices, as it is easy for them to play games of their choice from anywhere at any time. 

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Gaming Market 2021-2025: Scope
 The gaming market report covers the following areas: Frequently Asked Questions:
  • What are the major trends in the market?
    The increasing emergence of cloud gaming is a major trend supporting the gaming market share growth. 
  • At what rate is the market projected to grow?
    The gaming market has the potential to grow by USD 125.65 billion from 2020 to 2025 and the market's growth momentum will accelerate at a CAGR of 12.40%.
  • Who are the top players in the market?
    Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co. are some of the major market participants.
  • What are the key market drivers and challenges?
    The integration of blockchain technology is notably driving the gaming market growth. However, the factors such as regulation over loot boxes may impede the market growth
G aming Market 2021-2025: Regional Analysis
56% of the market's growth will originate from APAC during the forecast period. China, Japan, and South Korea (Republic of Korea) are the key markets for gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions. The increasing penetration of e-sports in developing countries, such as Taiwan, Malaysia, and Singapore will facilitate the gaming market growth in APAC over the forecast period

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The competitive scenario provided in the Gaming Market report analyzes, evaluates, and positions companies based on various performance indicators. Some of the factors considered for this analysis include the financial performance of companies over the past few years, growth strategies, product innovations, new product launches, investments, growth in market share, etc.Don't wait, Make a strategic approach & boost your business goals with our Gaming Market Forecast Report -  Buy Now!

Gaming Market 2021-2025: Key Highlights
  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will assist gaming market growth during the next five years
  • Estimation of the gaming market size and its contribution to the parent market
  • Predictions on upcoming trends and changes in consumer behavior
  • The growth of the gaming market across APAC, North America, Europe, MEA, and South America
  • Analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of gaming market vendors
Related Reports:
  • The mobile gaming market size is predicted to surge to USD 66.43 billion from 2021 to 2026 at an accelerating CAGR of 12.26%. Download a sample now!
  • The cloud gaming market share is expected to increase by USD 5.73 billion from 2021 to 2026, at a CAGR of 31.13%. Download a sample now!
Gaming Market Scope
Report Coverage Details
Page number 120
Base year 2020
Forecast period 2021-2025
Growth momentum & CAGR Accelerate at a CAGR of 12.40%
Market growth 2021-2025 USD 125.65 billion
Market structure Fragmented
YoY growth (%) 10.41

Performing market contribution APAC at 56%

Competitive landscape Leading companies, competitive strategies, consumer engagement scope
Companies profiled Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co.

Market Dynamics Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period,

Customization purview If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of Content:
1. Executive Summary   
2. Market Landscape      
   2.1 Market ecosystem   
   Exhibit 01:  Parent market
   2.2 Market Characteristics   
   Exhibit 02:  Market Characteristics
   2.3 Value chain analysis   
   Exhibit 03:  Interactive Home Entertainment Market
   2.3.1 Content origination
   2.3.2 Application development
   2.3.3 Hardware manufacturers
   2.3.4 Publishing and aggregation
   2.3.5 Wireless application service
   2.3.6 Portal provisioning
   2.3.7 Mobile delivery
   2.3.8 User interactivity provisioning
   2.3.9 Distribution and retailing of video games
   2.3.10 Billing and customer care
   2.3.11 Marketing and sales 
   2.3.12 Support activities 
3. Market Sizing   
   3.1 Market definition
   Exhibit 04:  Offerings of vendors included in the market definition
   3.2 Market segment analysis 
   Exhibit 05:  Market segments
   3.3 Market size 2020 
   3.4 Market outlook: Forecast for 2020 - 2025 
   Exhibit 06:  Global - Market size and forecast 2020 - 2025 ($ billion)
   3.4.1.1 Availability of multi-functional gaming consoles
   3.4.1.2 Growing in-app purchases in free games
   3.4.1.3 Growth in multiplayer mobile gaming
   3.4.1.4 Advent of digital downloading
   3.4.1.5 Games as a service
   3.4.1.6 Emergence of cloud gaming
   Exhibit 07:  Global market: Year-over-year growth 2020 - 2025 (%)
4. Five Forces Analysis      
   4.1 Five Forces Summary   
   Exhibit 08: Five forces analysis 2020 & 2025
   4.2 Bargaining power of buyers   
   4.3 Bargaining power of suppliers   
   4.4 Threat of new entrants   
   4.5 Threat of substitutes   
   4.6 Threat of rivalry   
   4.7 Market condition
   Market condition - Five forces 2020
5. Market Segmentation by Type   
   The segments covered in this chapter are: 
  • Casual gaming
  • Professional gaming
Both segments have been ranked based on their market size in 2020. The casual gaming segment constituted the largest segment in 2020, while the smallest segment was professional gaming.
   5.1 Market segments
   Exhibit 15: Type - Market share 2020-2025 (%)
   5.2 Comparison by Type    
   Exhibit 16: Comparison by Type
   5.3 Casual gaming - Market size and forecast 2020-2025    
   Exhibit 17: Casual gaming - Market size and forecast 2020-2025 ($ billion)
   Exhibit 18: Casual gaming - Year-over-year growth 2020-2025 (%)
   5.4 Professional gaming - Market size and forecast 2020-2025 
   Exhibit 19: Professional gaming - Market size and forecast 2020-2025 ($ billion)
   Exhibit 20: Professional gaming - Year-over-year growth 2020-2025 (%)
   5.5 Market opportunity by Type   
   Exhibit 21: Market opportunity by Type
6. Market Segmentation by Device   
   The segments covered in this chapter are: 
  • Mobile gaming
  • Console gaming
  • PC gaming
The three segments have been ranked based on their market size in 2020. The mobile gaming segment constituted the largest segment in 2020, while the smallest segment was PC gaming. The 2020 market position of all three segments will likely remain the same in 2025.
   6.1 Market segments
   Exhibit 22: Device - Market share 2020-2025 (%)
   6.2 Comparison by Device   
   Exhibit 23: Comparison by Device
   6.3 Mobile gaming - Market size and forecast 2020-2025   
   Exhibit 24: Mobile gaming - Market size and forecast 2020-2025 ($ billion)
   Exhibit 25: Mobile gaming - Year-over-year growth 2020-2025 (%)
   6.4 Console gaming - Market size and forecast 2020-2025    
   Exhibit 26: Console gaming - Market size and forecast 2020-2025 ($ billion)
   Exhibit 27: Console gaming - Year-over-year growth 2020-2025 (%)
   6.5 PC gaming - Market size and forecast 2020-2025   
   Exhibit 28: PC gaming - Market size and forecast 2020-2025 ($ billion)
   Exhibit 29: PC gaming - Year-over-year growth 2020-2025 (%)
   6.6 Market opportunity by Device   
   Exhibit 30: Market opportunity by Device
7. Market Segmentation by Platform   
   The segments covered in this chapter are: 
  • Online
  • Offline
Both segments have been ranked based on their market size in 2020. The online segment constituted the largest segment in 2020, while the smallest segment was offline.
   7.1 Market segments
   Exhibit 31:  Platform - Market share 2020-2025 (%)
   7.2 Comparison by Platform  
   Exhibit 32: Comparison by Platform
   7.3 Online - Market size and forecast 2020-2025   
   Exhibit 33: Online - Market size and forecast 2020-2025 ($ billion)
   7.3.1.1 Increasing adoption of smartphones
   7.3.1.2 Increasing popularity of F2P online games
   7.3.1.3 Growing popularity of MMO gaming
   Exhibit 34: Online - Year-over-year growth 2020-2025 (%)
   7.4 Offline - Market size and forecast 2020-2025   
   Exhibit 35:  Offline - Market size and forecast 2020-2025 ($ billion)
   Exhibit 36:  Offline - Year-over-year growth 2020-2025 (%)
   7.5 Market opportunity by Platform   
   Exhibit 37:  Market opportunity by Platform
8. Customer landscape   
   Technavio's customer landscape matrix comparing Drivers or price sensitivity, Adoption lifecycle, importance in customer price basket, Adoption rate and Key purchase criteria
   Exhibit 38: Customer landscape
9. Geographic Landscape   
   The regions covered in the report are: 
  • APAC
  • North America 
  • Europe
  • MEA
  • South America 
The five regions have been ranked based on their market size in 2020. APAC ranked first as the largest region, while South America was the smallest region in 2020.
   9.1 Geographic segmentation
   Exhibit 39: Market share by geography 2020-2025 (%)
   9.2 Geographic comparison   
   Exhibit 40: Geographic comparison
   9.3 APAC - Market size and forecast 2020-2025    
   Exhibit 41: APAC - Market size and forecast 2020-2025 ($ billion)
   Exhibit 42: APAC - Year-over-year growth 2020-2025 (%)
   9.4 North America - Market size and forecast 2020-2025   
   Exhibit 43: North America - Market size and forecast 2020-2025 ($ billion)
   Exhibit 44: North America - Year-over-year growth 2020-2025 (%)
   9.5 Europe - Market size and forecast 2020-2025    
   Exhibit 45: Europe - Market size and forecast 2020-2025 ($ billion)
   Exhibit 46: Europe - Year-over-year growth 2020-2025 (%)
   9.6 MEA - Market size and forecast 2020-2025   
   Exhibit 47: MEA - Market size and forecast 2020-2025 ($ billion)
   Exhibit 48: MEA - Year-over-year growth 2020-2025 (%)
   9.7 South America - Market size and forecast 2020-2025    
   Exhibit 49: South America - Market size and forecast 2020-2025 ($ billion)
   Exhibit 50: South America - Year-over-year growth 2020-2025 (%)
   9.8 Key leading countries   
   Exhibit 51: Key leading countries
   9.9 Market opportunity by geography
   Exhibit 52: Market opportunity by geography ($ billion)
10. Drivers, Challenges, and Trends   
   10.1 Market drivers   
   10.1.1 Growing adoption of AR and VR games
   10.1.2 Rising popularity of e-sports
   10.1.3 Integration of blockchain technology
   10.2 Market challenges   
   10.2.1 Regulation over loot box
   10.2.2 Increasing risk of cybercrime through online gaming
   10.2.3 Change in government regulations on net neutrality
   Exhibit 53: Impact of drivers and challenges
   10.3 Market trends   
   10.3.1 Increasing emergence of cloud gaming
   10.3.2 Growth in free-to-play model
   10.3.3 Rise in strategic partnerships and acquisitions
11. Vendor Landscape      
   11.1 Competitive scenario    
   11.2 Vendor landscape    
   Exhibit 54: Vendor landscape
   11.3 Landscape disruption   
The potential for the disruption of the market landscape was moderate in 2020, and its threat is expected to remain unchanged by 2025. 
   Exhibit 55: Landscape disruption
   11.4 Industry risks    
   Exhibit 56: Industry risks
12. Vendor Analysis   
   12.1 Vendors covered   
   Exhibit 57: Vendors covered
   12.2 Market positioning of vendors   
   Exhibit 58: Market positioning of vendors
   12.3 Activision Blizzard Inc.   
   Exhibit 59:  Activision Blizzard Inc. - Overview
   Exhibit 60:  Activision Blizzard Inc. - Business segments
   Exhibit 61:  Activision Blizzard Inc. – Key news
   Exhibit 62:  Activision Blizzard Inc. - Key offerings
   Exhibit 63:  Activision Blizzard Inc. - Segment focus
   12.4 Bandai Namco Holdings Inc.    
   Exhibit 64:  Bandai Namco Holdings Inc.  - Overview
   Exhibit 65:  Bandai Namco Holdings Inc.  - Business segments
   Exhibit 66:  Bandai Namco Holdings Inc.  - Key offerings
   Exhibit 67:  Bandai Namco Holdings Inc.  - Segment focus
   12.5 CyberAgent Inc.
   Exhibit 68:  CyberAgent Inc. - Overview
   Exhibit 69:  CyberAgent Inc. - Business segments
   Exhibit 70:  CyberAgent Inc. – Key news
   Exhibit 71:  CyberAgent Inc. - Key offerings
   Exhibit 72:  CyberAgent Inc. - Segment focus
   12.6 Electronic Arts Inc.   
   Exhibit 73:  Electronic Arts Inc. - Overview
   Exhibit 74:  Electronic Arts Inc. - Business segments
   Exhibit 75:  Electronic Arts Inc. - Key offerings
   Exhibit 76:  Electronic Arts Inc. - Segment focus
   12.7 GungHo Online Entertainment Inc.   
   Exhibit 77:  GungHo Online Entertainment Inc. - Overview
   Exhibit 78:  GungHo Online Entertainment Inc. - Product and service
   Exhibit 79:  GungHo Online Entertainment Inc. - Key offerings
   12.8 Microsoft Corp. 
   Exhibit 80:  Microsoft Corp. - Overview
   Exhibit 81:  Microsoft Corp. - Business segments
   Exhibit 80:  Microsoft Corp. – Key news
   Exhibit 83:  Microsoft Corp. - Key offerings
   Exhibit 84:  Microsoft Corp. - Segment focus
   12.9 NetEase Inc.    
   Exhibit 85:  NetEase Inc.  - Overview
   Exhibit 86:  NetEase Inc.  - Business segments
   Exhibit 87:  NetEase Inc.  - Key offerings
   Exhibit 88:  NetEase Inc.  - Segment focus
   12.10 Sony Corp.   
   Exhibit 89:  Sony Corp. - Overview
   Exhibit 90:  Sony Corp. - Business segments
   Exhibit 91:  Sony Corp. – Key news
   Exhibit 92:  Sony Corp. - Key offerings
   Exhibit 93:  Sony Corp. - Segment focus
   12.11 Tencent Holdings Ltd.   
   Exhibit 94:  Tencent Holdings Ltd. - Overview
   Exhibit 95:  Tencent Holdings Ltd. - Business segments
   Exhibit 96:  Tencent Holdings Ltd. – Key news
   Exhibit 97:  Tencent Holdings Ltd. - Key offerings
   Exhibit 98:  Tencent Holdings Ltd. - Segment focus
   12.12 The Walt Disney Co.   
   Exhibit 99:  The Walt Disney Co. - Overview
   Exhibit 100:  The Walt Disney Co. - Business segments
   Exhibit 101:  The Walt Disney Co. – Key news
   Exhibit 102:  The Walt Disney Co. - Key offerings
   Exhibit 103:  The Walt Disney Co. - Segment focus
13. Appendix   
   13.1 Scope of the report   
   13.1.1 Market definition
   13.1.2 Objectives
   13.1.3 Notes and caveats
   13.2 Currency conversion rates for US$   
   Exhibit 104: Currency conversion rates for US$
   13.3 Research Methodology 
   Exhibit 105: Research Methodology
   Exhibit 106: Validation techniques employed for market sizing
   Exhibit 107: Information sources
   13.4 List of abbreviations   
   Exhibit 108: List of abbreviations

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