Global Online Gaming Market Size, Status and Forecast 2019-2025
Table of Contents
1 Report Overview
- 1.1 Study Scope
- 1.2 Key Market Segments
- 1.3 Players Covered: Ranking by Online Gaming Revenue
- 1.4 Market Analysis by Type
- 1.4.1 Global Online Gaming Market Size Growth Rate by Type: 2020 VS 2026
- 1.4.2 Smartphones Online Gaming
- 1.4.3 Tablets Online Gaming
- 1.4.4 Others
- 1.5 Market by Application
- 1.5.1 Global Online Gaming Market Share by Application: 2020 VS 2026
- 1.5.2 Young Adults
- 1.5.3 Adults
- 1.5.4 Mature Adults
- 1.5.5 Seniors
- 1.6 Study Objectives
- 1.7 Years Considered
2 Global Growth Trends by Regions
- 2.1 Online Gaming Market Perspective (2015-2026)
- 2.2 Online Gaming Growth Trends by Regions
- 2.2.1 Online Gaming Market Size by Regions: 2015 VS 2020 VS 2026
- 2.2.2 Online Gaming Historic Market Share by Regions (2015-2020)
- 2.2.3 Online Gaming Forecasted Market Size by Regions (2021-2026)
- 2.3 Industry Trends and Growth Strategy
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Challenges
- 2.3.4 Porter’s Five Forces Analysis
- 2.3.5 Online Gaming Market Growth Strategy
- 2.3.6 Primary Interviews with Key Online Gaming Players (Opinion Leaders)
3 Competition Landscape by Key Players
- 3.1 Global Top Online Gaming Players by Market Size
- 3.1.1 Global Top Online Gaming Players by Revenue (2015-2020)
- 3.1.2 Global Online Gaming Revenue Market Share by Players (2015-2020)
- 3.1.3 Global Online Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
- 3.2 Global Online Gaming Market Concentration Ratio
- 3.2.1 Global Online Gaming Market Concentration Ratio (CR5 and HHI)
- 3.2.2 Global Top 10 and Top 5 Companies by Online Gaming Revenue in 2019
- 3.3 Online Gaming Key Players Head office and Area Served
- 3.4 Key Players Online Gaming Product Solution and Service
- 3.5 Date of Enter into Online Gaming Market
- 3.6 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type (2015-2026)
- 4.1 Global Online Gaming Historic Market Size by Type (2015-2020)
- 4.2 Global Online Gaming Forecasted Market Size by Type (2021-2026)
5 Online Gaming Breakdown Data by Application (2015-2026)
- 5.1 Global Online Gaming Market Size by Application (2015-2020)
- 5.2 Global Online Gaming Forecasted Market Size by Application (2021-2026)
6 North America
- 6.1 North America Online Gaming Market Size (2015-2020)
- 6.2 Online Gaming Key Players in North America (2019-2020)
- 6.3 North America Online Gaming Market Size by Type (2015-2020)
- 6.4 North America Online Gaming Market Size by Application (2015-2020)
7 Europe
- 7.1 Europe Online Gaming Market Size (2015-2020)
- 7.2 Online Gaming Key Players in Europe (2019-2020)
- 7.3 Europe Online Gaming Market Size by Type (2015-2020)
- 7.4 Europe Online Gaming Market Size by Application (2015-2020)
8 China
- 8.1 China Online Gaming Market Size (2015-2020)
- 8.2 Online Gaming Key Players in China (2019-2020)
- 8.3 China Online Gaming Market Size by Type (2015-2020)
- 8.4 China Online Gaming Market Size by Application (2015-2020)
9 Japan
- 9.1 Japan Online Gaming Market Size (2015-2020)
- 9.2 Online Gaming Key Players in Japan (2019-2020)
- 9.3 Japan Online Gaming Market Size by Type (2015-2020)
- 9.4 Japan Online Gaming Market Size by Application (2015-2020)
10 Southeast Asia
- 10.1 Southeast Asia Online Gaming Market Size (2015-2020)
- 10.2 Online Gaming Key Players in Southeast Asia (2019-2020)
- 10.3 Southeast Asia Online Gaming Market Size by Type (2015-2020)
- 10.4 Southeast Asia Online Gaming Market Size by Application (2015-2020)
11 India
- 11.1 India Online Gaming Market Size (2015-2020)
- 11.2 Online Gaming Key Players in India (2019-2020)
- 11.3 India Online Gaming Market Size by Type (2015-2020)
- 11.4 India Online Gaming Market Size by Application (2015-2020)
12 Central & South America
- 12.1 Central & South America Online Gaming Market Size (2015-2020)
- 12.2 Online Gaming Key Players in Central & South America (2019-2020)
- 12.3 Central & South America Online Gaming Market Size by Type (2015-2020)
- 12.4 Central & South America Online Gaming Market Size by Application (2015-2020)
13 Key Players Profiles
- 13.1 Activision Blizzard Inc.
- 13.1.1 Activision Blizzard Inc. Company Details
- 13.1.2 Activision Blizzard Inc. Business Overview and Its Total Revenue
- 13.1.3 Activision Blizzard Inc. Online Gaming Introduction
- 13.1.4 Activision Blizzard Inc. Revenue in Online Gaming Business (2015-2020))
- 13.1.5 Activision Blizzard Inc. Recent Development
- 13.2 Electronic ArtsInc.
- 13.2.1 Electronic ArtsInc. Company Details
- 13.2.2 Electronic ArtsInc. Business Overview and Its Total Revenue
- 13.2.3 Electronic ArtsInc. Online Gaming Introduction
- 13.2.4 Electronic ArtsInc. Revenue in Online Gaming Business (2015-2020)
- 13.2.5 Electronic ArtsInc. Recent Development
- 13.3 Giant Interactive Group Inc.
- 13.3.1 Giant Interactive Group Inc. Company Details
- 13.3.2 Giant Interactive Group Inc. Business Overview and Its Total Revenue
- 13.3.3 Giant Interactive Group Inc. Online Gaming Introduction
- 13.3.4 Giant Interactive Group Inc. Revenue in Online Gaming Business (2015-2020)
- 13.3.5 Giant Interactive Group Inc. Recent Development
- 13.4 GungHo Online Entertainment Inc.
- 13.4.1 GungHo Online Entertainment Inc. Company Details
- 13.4.2 GungHo Online Entertainment Inc. Business Overview and Its Total Revenue
- 13.4.3 GungHo Online Entertainment Inc. Online Gaming Introduction
- 13.4.4 GungHo Online Entertainment Inc. Revenue in Online Gaming Business (2015-2020)
- 13.4.5 GungHo Online Entertainment Inc. Recent Development
- 13.5 King Digital Entertainment
- 13.5.1 King Digital Entertainment Company Details
- 13.5.2 King Digital Entertainment Business Overview and Its Total Revenue
- 13.5.3 King Digital Entertainment Online Gaming Introduction
- 13.5.4 King Digital Entertainment Revenue in Online Gaming Business (2015-2020)
- 13.5.5 King Digital Entertainment Recent Development
- 13.6 Microsoft Corp.
- 13.6.1 Microsoft Corp. Company Details
- 13.6.2 Microsoft Corp. Business Overview and Its Total Revenue
- 13.6.3 Microsoft Corp. Online Gaming Introduction
- 13.6.4 Microsoft Corp. Revenue in Online Gaming Business (2015-2020)
- 13.6.5 Microsoft Corp. Recent Development
- 13.7 NCSOFT Corp.
- 13.7.1 NCSOFT Corp. Company Details
- 13.7.2 NCSOFT Corp. Business Overview and Its Total Revenue
- 13.7.3 NCSOFT Corp. Online Gaming Introduction
- 13.7.4 NCSOFT Corp. Revenue in Online Gaming Business (2015-2020)
- 13.7.5 NCSOFT Corp. Recent Development
- 13.8 Sony Corp
- 13.8.1 Sony Corp Company Details
- 13.8.2 Sony Corp Business Overview and Its Total Revenue
- 13.8.3 Sony Corp Online Gaming Introduction
- 13.8.4 Sony Corp Revenue in Online Gaming Business (2015-2020)
- 13.8.5 Sony Corp Recent Development
- 13.9 Take-Two Interactive Software Inc.
- 13.9.1 Take-Two Interactive Software Inc. Company Details
- 13.9.2 Take-Two Interactive Software Inc. Business Overview and Its Total Revenue
- 13.9.3 Take-Two Interactive Software Inc. Online Gaming Introduction
- 13.9.4 Take-Two Interactive Software Inc. Revenue in Online Gaming Business (2015-2020)
- 13.9.5 Take-Two Interactive Software Inc. Recent Development
- 13.10 Tencent HoldingsLtd.
- 13.10.1 Tencent HoldingsLtd. Company Details
- 13.10.2 Tencent HoldingsLtd. Business Overview and Its Total Revenue
- 13.10.3 Tencent HoldingsLtd. Online Gaming Introduction
- 13.10.4 Tencent HoldingsLtd. Revenue in Online Gaming Business (2015-2020)
- 13.10.5 Tencent HoldingsLtd. Recent Development
- 13.11 Zynga Inc.
- 10.11.1 Zynga Inc. Company Details
- 10.11.2 Zynga Inc. Business Overview and Its Total Revenue
- 10.11.3 Zynga Inc. Online Gaming Introduction
- 10.11.4 Zynga Inc. Revenue in Online Gaming Business (2015-2020)
- 10.11.5 Zynga Inc. Recent Development
14 Analyst's Viewpoints/Conclusions
15 Appendix
- 15.1 Research Methodology
- 15.1.1 Methodology/Research Approach
- 15.1.2 Data Source
- 15.2 Disclaimer
This report focuses on the global Online Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Online Gaming development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
Activision Blizzard Inc.
Electronic ArtsInc.
Giant Interactive Group Inc.
GungHo Online Entertainment Inc.
King Digital Entertainment
Microsoft Corp.
NCSOFT Corp.
Sony Corp
Take-Two Interactive Software Inc.
Tencent HoldingsLtd.
Zynga Inc.
Market segment by Type, the product can be split into
Smartphones Online Gaming
Tablets Online Gaming
Others
Market segment by Application, split into
Young Adults
Adults
Mature Adults
Seniors
Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Online Gaming status, future forecast, growth opportunity, key market and key players.
To present the Online Gaming development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.
In this study, the years considered to estimate the market size of Online Gaming are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.