Global Online Gaming Market (2020 to 2026) – Including Amazon, Apple, and Epic Games among others – ResearchAndMarkets.com
DUBLIN – (BUSINESS WIRE)–The “Global Online Gaming Market 2020-2026” the report was added to ResearchAndMarkets.com from offer.
The global online gaming market is expected to grow at a CAGR of 11.9% during the forecast period. The growth of the market is attributed to the increasing adoption of video games as a leisure activity in all age groups. In addition to this, the upward trend of professional gaming is also expected to contribute to the expansion of the market. In addition, macroeconomic factors such as increasing internet penetration, availability of cheap gaming-centric smartphones, increasing disposable income and further development of telecommunication infrastructure will also contribute. to market growth.
However, online gambling also has serious effects on the body and mind such as obesity, depression, addictive behavior, and an increase in aggressive or violent behavior. This, in turn, will challenge the growth of the market during the forecast period as the awareness of these side effects of excessive gambling increases around the world.
The global online gaming market is segmented on the basis of game type, device type, and revenue model. Based on the type of game, the market is sub-segmented into role-playing games, action adventure games, racing games, simulation games, strategy games, sports games, and other games. Based on device type, the market is sub-segmented into console, computer, mobile devices, and others. The mobile device segment is experiencing a significant growth rate around the world. Based on the revenue model, the market is divided into free game services and paid game services. Paid gaming services have a major market share around the world.
The global online gaming market is further segmented on the basis of geography into North America, Europe, Asia-Pacific, and the rest of the world. North America is expected to hold significant market share in the market during the forecast period. High penetration of online games across all age groups and high per capita spending on online games are expected to be among the major drivers for the large market share during the forecast period.
Activision Blizzard, Inc.
Amazon.com, Inc. (Luna)
Bandai Namco Entertainment Inc.
Electronic Arts Inc.
Epic Games, Inc.
Leyou Technologies Holdings Ltd.
Microsoft Corp. (Xbox Game Studios)
NetEase, Inc. (China)
Nintendo Co., Ltd.
Rockstar Games, Inc.
Rovio Entertainment Oyj
Sony Interactive Entertainment Inc.
Square Enix Co., Ltd.
Take-Two Interactive Software, Inc. Tencent Holdings Ltd.
THQ Nordic GmbH (Embracer Group AB)
Ubisoft Entertainment SA
Wargaming Group Ltd.
Warner Bros. Entertainment Inc.
Zhejiang Century Huatong Group Co., Ltd.
The report covers:
Comprehensive Research Methodology of the Global Online Gaming Market.
This report also includes a detailed and comprehensive overview of the market with key insights from analysts.
A comprehensive analysis of macro and micro factors influencing the market guided by key recommendations.
Analysis of regional regulations and other government policies impacting the global online gaming industry.
Information on the market determinants driving the global online gaming market.
Detailed and extensive market segments with regional distribution of expected revenues.
Extensive profiles and recent developments of market players.
Main topics covered:
1. Summary of the report
1.1. Research methods and tools
1.2. Market breakdown
1.2.1. By segments
1.2.2. By geography
2. Market overview and outlook
2.1. Scope of the report
2.2. Analyst analysis and current market trends
2.2.1. Main conclusions
3. Competitive landscape
4. Market determinants
5. Market segmentation
5.1. Global Online Gaming Market by Gaming Type
5.1.1. Role-playing game (MMORPG and MMOG)
5.1.2. Action and adventure games (FPS, Battle Royale and others)
5.1.3. Racing games
5.1.4. Simulation games
5.1.5. Strategy games
5.1.6. Sports games
5.1.7. Other games (card games)
5.2. Global Online Gaming Market by Device Type
5.2.3. Mobile devices
5.2.4. Others (VR)
5.3. Global Online Gaming Market By Revenue Model
5.3.1. Free game services
5.3.2. Paid game services
6. Regional analysis
6.1. North America
6.1.1. United States
6.2.6. The rest of europe
6.3. Asia Pacific
6.3.4. Rest of Asia-Pacific
6.4. Rest of the world
7. Company profiles
For more information on this report, visit https://www.researchandmarkets.com/r/ev5xmp