Report Detail

Service & Software Global Games Market Size, Status and Forecast 2019-2025

  • RnM3411249
  • |
  • 04 July, 2019
  • |
  • Global
  • |
  • 108 Pages
  • |
  • QYResearch
  • |
  • Service & Software

A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period.
In 2018, the global Games market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

This report focuses on the global Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Games development in United States, Europe and China.

The key players covered in this study
Activision Blizzard
Electronic Arts
Microsoft
NetEase
Nintendo
Sony
Tencent
ChangYou
DeNA
GungHo
Apple
Google
Nexon
Sega
NetEase
Namco Bandai
Ubisoft
Square Enix
Take-Two Interactive
King Digital Entertainment

Market segment by Type, the product can be split into
Online Game
Offline Game

Market segment by Application, split into
Amateur
Professional

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Games status, future forecast, growth opportunity, key market and key players.
To present the Games development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Games are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Games Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Online Game
      • 1.4.3 Offline Game
    • 1.5 Market by Application
      • 1.5.1 Global Games Market Share by Application (2014-2025)
      • 1.5.2 Amateur
      • 1.5.3 Professional
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Games Market Size
    • 2.2 Games Growth Trends by Regions
      • 2.2.1 Games Market Size by Regions (2014-2025)
      • 2.2.2 Games Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Games Market Size by Manufacturers
      • 3.1.1 Global Games Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Games Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Games Market Concentration Ratio (CR5 and HHI)
    • 3.2 Games Key Players Head office and Area Served
    • 3.3 Key Players Games Product/Solution/Service
    • 3.4 Date of Enter into Games Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Games Market Size by Type (2014-2019)
    • 4.2 Global Games Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Games Market Size (2014-2019)
    • 5.2 Games Key Players in United States
    • 5.3 United States Games Market Size by Type
    • 5.4 United States Games Market Size by Application

    6 Europe

    • 6.1 Europe Games Market Size (2014-2019)
    • 6.2 Games Key Players in Europe
    • 6.3 Europe Games Market Size by Type
    • 6.4 Europe Games Market Size by Application

    7 China

    • 7.1 China Games Market Size (2014-2019)
    • 7.2 Games Key Players in China
    • 7.3 China Games Market Size by Type
    • 7.4 China Games Market Size by Application

    8 Japan

    • 8.1 Japan Games Market Size (2014-2019)
    • 8.2 Games Key Players in Japan
    • 8.3 Japan Games Market Size by Type
    • 8.4 Japan Games Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Games Market Size (2014-2019)
    • 9.2 Games Key Players in Southeast Asia
    • 9.3 Southeast Asia Games Market Size by Type
    • 9.4 Southeast Asia Games Market Size by Application

    10 India

    • 10.1 India Games Market Size (2014-2019)
    • 10.2 Games Key Players in India
    • 10.3 India Games Market Size by Type
    • 10.4 India Games Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Games Market Size (2014-2019)
    • 11.2 Games Key Players in Central & South America
    • 11.3 Central & South America Games Market Size by Type
    • 11.4 Central & South America Games Market Size by Application

    12 International Players Profiles

    • 12.1 Activision Blizzard
      • 12.1.1 Activision Blizzard Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Games Introduction
      • 12.1.4 Activision Blizzard Revenue in Games Business (2014-2019)
      • 12.1.5 Activision Blizzard Recent Development
    • 12.2 Electronic Arts
      • 12.2.1 Electronic Arts Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Games Introduction
      • 12.2.4 Electronic Arts Revenue in Games Business (2014-2019)
      • 12.2.5 Electronic Arts Recent Development
    • 12.3 Microsoft
      • 12.3.1 Microsoft Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Games Introduction
      • 12.3.4 Microsoft Revenue in Games Business (2014-2019)
      • 12.3.5 Microsoft Recent Development
    • 12.4 NetEase
      • 12.4.1 NetEase Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Games Introduction
      • 12.4.4 NetEase Revenue in Games Business (2014-2019)
      • 12.4.5 NetEase Recent Development
    • 12.5 Nintendo
      • 12.5.1 Nintendo Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Games Introduction
      • 12.5.4 Nintendo Revenue in Games Business (2014-2019)
      • 12.5.5 Nintendo Recent Development
    • 12.6 Sony
      • 12.6.1 Sony Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Games Introduction
      • 12.6.4 Sony Revenue in Games Business (2014-2019)
      • 12.6.5 Sony Recent Development
    • 12.7 Tencent
      • 12.7.1 Tencent Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Games Introduction
      • 12.7.4 Tencent Revenue in Games Business (2014-2019)
      • 12.7.5 Tencent Recent Development
    • 12.8 ChangYou
      • 12.8.1 ChangYou Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Games Introduction
      • 12.8.4 ChangYou Revenue in Games Business (2014-2019)
      • 12.8.5 ChangYou Recent Development
    • 12.9 DeNA
      • 12.9.1 DeNA Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Games Introduction
      • 12.9.4 DeNA Revenue in Games Business (2014-2019)
      • 12.9.5 DeNA Recent Development
    • 12.10 GungHo
      • 12.10.1 GungHo Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Games Introduction
      • 12.10.4 GungHo Revenue in Games Business (2014-2019)
      • 12.10.5 GungHo Recent Development
    • 12.11 Apple
    • 12.12 Google
    • 12.13 Nexon
    • 12.14 Sega
    • 12.15 NetEase
    • 12.16 Namco Bandai
    • 12.17 Ubisoft
    • 12.18 Square Enix
    • 12.19 Take-Two Interactive
    • 12.20 King Digital Entertainment

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      Summary:
      Get latest Market Research Reports on Games. Industry analysis & Market Report on Games is a syndicated market report, published as Global Games Market Size, Status and Forecast 2019-2025. It is complete Research Study and Industry Analysis of Games market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

      Last updated on

      REPORT YOU MIGHT BE INTERESTED

      Purchase this Report

      $3,900.00
      $5,850.00
      $7,800.00
      3,014.70
      4,522.05
      6,029.40
      3,630.90
      5,446.35
      7,261.80
      595,491.00
      893,236.50
      1,190,982.00
      329,160.00
      493,740.00
      658,320.00
      Credit card Logo

      Related Reports


      Reason to Buy

      Request for Sample of this report