Global Online Gaming Market By Platform (PC, Mobile, Console); By End Users (Social Gamers, Serious Gamers, Core Gamers); By Pricing Model (Freemium, Subscription-Based); By Genre (Action Games, Sports Games, Battle Royale Games, Action-Adventure Games, Racing Games, Fighting Games, Board Games, Others.); By Region (U.S., Canada, Mexico, Rest of North America, The UK, France, Germany, Italy, Spain, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, the Netherlands, Luxembourg), Rest of Europe, China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa, Brazil, Argentina, Rest of Latin America) – Global Insights, Growth, Size, Comparative Analysis, Trends And Forecast, 2019 - 2027
Industry Trends
The online gaming industry has evolved over the years with technological advancement. The increasing use of smartphones and enhancement in digital technologies across the globe is encouraging people to adapt to online gaming as a hobby, passion, pastime and for few as a serious profession. Looking at the fast-pace growth of the online gaming market, a huge number of emerging businesses are entering into it. The current outbreak of COVID-19 has enforced authorities across the globe to advocate social distancing, which has spurred the demand for online gaming market.
The market participants operating in the online gaming segment are undertaking initiatives to further promote World Health Organization (WHO)’s guideline to remain indoors and practice social distancing, by introducing “Play Apart Together” concept. This initiative has brought together game publishers and service providers across the industry including Riot Games, Activision Blizzard, Zynga and Jam City amongst others. This campaign would feature special events and activities by these participants. A large number of online gaming market vendors are considering investing in the online gaming market to capitalise on this opportunity. Simultaneously, technological advancements and the shift from 2G to 4G networks is contributing towards increase in digitally-downloadable games. Thus, the increasing internet penetration along with frictionless payments and constant growth in the developer ecosystem is driving the growth of global online gaming market.
In terms of revenue, global online gaming market was valued at US$ 67.67 Bn in 2018 and is anticipated to reach 286.44 Bn by 2027, growing at a CAGR of 17.5% over the forecast period. The study analyses the market in terms of revenue across all the major regions, which have been bifurcated into countries
Platform Outlook
On the basis of the platform, the global online gaming market is segmented into PC, mobile, and console. PC is further segmented into web-based and app-based platform. Online gaming includes different genres that can be played across single-player, and multi-player formats using devices such as mobile, computer and console devices. The online gaming market is witnessing a paradigm shift from console gaming to mobile gaming due to the growth and improvement of wireless connectivity along with the introduction of 5G technology across countries. Mobile gaming holds the largest market share in the online gaming market owing to the increasing proliferation of smartphones and tablets among millennial. The number of mobile phone gamers has exploded owing to the affordability and convenience in buying smartphones. Thus, the convenience offered by mobile devices in online gaming over console and PC games, leading to its wide adoption is driving the mobile platform segment in the global online gaming market.
End Users Outlook
On the basis of end-users, the global online gaming market is segmented into social gamers, serious gamers, and core gamers. There is an immense growth in the social gamers segment as a large number of new gamers and casual gamers and are attracted to the gaming world through social or freemium games. Social games require little up-front development costs and can scale up their user base in a short time period, which has led to introduction of similar games by the online game developers. For instance, CityVille reached 20 Million users in 11 days making it the fastest-growing online game; similarly, Zynga’s FarmVille gained 10 Million daily active users in its first six weeks. Thus, such factors are driving this segment in the global online gaming market.
Pricing Model Outlook
On the basis of the pricing model, the global online gaming market is segmented into freemium and subscription-based models. The subscription-based model is further segmented into a monthly and annual based subscription. There is a boom in the online gaming market due to the surging demand for a freemium subscription model. Games such as Star Wars, Madden NFL, FIFA, The Sims, and SimCity are available across mobile platforms for free and downloadable versions for PCs. Moreover, it has been observed that a majority of gamers in the United States play either free online games. The freemium model allows players to play for free and spend money only when they require virtual experience or upgrades to enhance their gaming experience. The main advantage of this pricing model is to eliminate the barriers of retail cost and subscription fees, which tends to be challenging disincentives to play games, especially for casual gamers.
Genre Outlook
On the basis of genre, the global online gaming market is segmented into action games, sports games, battle royale games, action-adventure games, racing games, fighting games, board games, amongst others. The sports games are offered for multiple sports with subgenres, emphasizing on a specific sport or activity. Moreover, board games that are traditionally a subset of tabletop games have been transformed into digital platforms. These games have been around forever and occupy players of all ages with engaging and fun gameplay. Online gaming companies are focusing on offering various genres to capture the diversified requirement of gamers and ensure prolonged engagement. Moreover, the companies are majorly investing in AR and VR technologies to offer gamers with real-time virtual experience for various genres. Integration of advanced technology including voice recognition, open world, wearable gaming and augmented reality gaming is expected to drive the growth of the global online gaming market in the years to come.
Regional Outlook
North America accounted as the largest market for online gaming in 2018, followed by Europe owing to astounding internet connectivity in these regions. Asia Pacific is expected to be the fastest-growing market for online games over the next eight years. The key countries contributing to Asia Pacific’s humongous revenue are China, Japan, South Korea, and India. In addition, the online gaming market in Latin America is also expected to grow with the introduction of various programs by Sony and Microsoft for their console markets, which in turn is strengthening the online gaming in this region. The online gaming market in the Middle East and Africa region is expected to witness sound growth owing to the steady consumption of smartphones in the region.
Global Online Gaming Market Revenue & Forecast, (US$ Billion), 2015 – 2027
Competitive Landscape
The report provides both, qualitative and quantitative research of online gaming market, as well as provides comprehensive insights and development methods adopted by the key contenders. The report also offers extensive research on the key players in this market and details on the competitiveness of these players. Key business strategies such as mergers and acquisitions (M&A), affiliations, collaborations, and contracts adopted by these major market participants are also recognized and analyzed in the report. For each company, the report studies their global presence, competitors, service offerings and specification amongst others.
Some of the players operating in the online gaming market are Blizzard Entertainment, Inc., CAPCOM CO., LTD., CD Projekt S.A. , Electronic Arts Inc., Gameloft, Microsoft, Nazara Technologies Ltd., Sony Interactive Entertainment Inc., Ubisoft Entertainment SA, Rovio Entertainment Corporation amongst others.
Global Online Gaming Market:
By Platform
- PC
- App-based
- Web-based
- Mobile
- Console
By End Users
- Social Gamers
- Serious Gamers
- Core Gamers
By Pricing Model
- Freemium
- Subscription-based
- Monthly
- Annually
By Genre
- Action Games
- Sport Games
- Battle Royale Games
- Action-Adventure Games
- Racing Games
- Fighting Games
- Board Games
- Others
By Geography
- North America
- US
- Canada
- Mexico
- Rest of North America
- Europe
- France
- The UK
- Spain
- Germany
- Italy
- Nordic Countries
- Denmark
- Finland
- Iceland
- Sweden
- Norway
- Benelux Union
- Belgium
- The Netherlands
- Luxembourg
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- New Zealand
- Australia
- South Korea
- Southeast Asia
- Indonesia
- Thailand
- Malaysia
- Singapore
- Rest of Southeast Asia
- Rest of Asia Pacific
- Middle East and Africa
- Saudi Arabia
- UAE
- Egypt
- Kuwait
- South Africa
- Rest of Middle East & Africa
- Latin America
- Brazil
- Argentina
- Rest of Latin America
Table of Contents
1.
Market
Scope
1.1. Market Segmentation
1.2. Years Considered
1.2.1. Historic Years: 2013 - 2017
1.2.2. Base Year: 2018
1.2.3. Forecast Years: 2019 – 2027
2.
Key
Target Audiences
3.
Research
Methodology
3.1. Primary Research
3.1.1. Research Questionnaire
3.1.2. Global Percentage Breakdown
3.1.3. Primary Interviews: Key Opinion Leaders
(KOLs)
3.2. Secondary Research
3.2.1. Paid Databases
3.2.2. Secondary Sources
3.3. Market Size Estimates
3.3.1. Top-Down Approach
3.3.2. Bottom-Up Approach
3.4. Data Triangulation Methodology
3.5. Research Assumptions
4.
Recommendations
and Insights from AMI’s Perspective**
5.
Holistic
Overview of Online Gaming Market
6.
Market
Synopsis: Online Gaming Market
7.
Online
Gaming Market Analysis: Qualitative Perspective
7.1. Introduction
7.1.1. Product Definition
7.1.2. Industry Development
7.2. Market Dynamics
7.2.1. Drivers
7.2.2. Restraints
7.2.3. Opportunities
7.3. Trends in Online Gaming Market
7.4. Market Determinants Radar Chart
7.5. Macro-Economic and Micro-Economic Indicators:
Online Gaming Market
7.6. Porter’s Five Force Analysis
8.
Global
Online Gaming Market Analysis and Forecasts, 2019 – 2027
8.1. Overview
8.1.1. Global Online Gaming Market Revenue (US$ Mn)
8.2. Global Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
8.2.1. PC (Definition, Market Estimation and
Penetration, 2013 – 2018, Market Estimation (2013 – 2018), Market Forecast
(2019 – 2027), Compound Annual Growth Rate (CAGR), Regional Bifurcation (North
America, Europe, Asia Pacific, Middle East and Africa, Latin America) and
Information on App-based, Web-based)
8.2.1.1.
App-based
8.2.1.2.
Web-based
8.2.2. Mobile
8.2.2.1.
Definition
8.2.2.2.
Market
Estimation and Penetration, 2013 – 2018
8.2.2.3.
Market
Forecast, 2019 – 2027
8.2.2.4.
Compound
Annual Growth Rate (CAGR)
8.2.2.5.
Regional
Bifurcation
8.2.2.5.1.
North
America
8.2.2.5.1.1. Market Estimation, 2013 – 2018
8.2.2.5.1.2. Market Forecast, 2019 – 2027
8.2.2.5.2.
Europe
8.2.2.5.2.1. Market Estimation, 2013 – 2018
8.2.2.5.2.2. Market Forecast, 2019 – 2027
8.2.2.5.3.
Asia
Pacific
8.2.2.5.3.1. Market Estimation, 2013 – 2018
8.2.2.5.3.2. Market Forecast, 2019 – 2027
8.2.2.5.4.
Middle
East and Africa
8.2.2.5.4.1. Market Estimation, 2013 – 2018
8.2.2.5.4.2. Market Forecast, 2019 – 2027
8.2.2.5.5.
Latin
America
8.2.2.5.5.1. Market Estimation, 2013 – 2018
8.2.2.5.5.2. Market Forecast, 2019 – 2027
8.2.3. Console
8.2.3.1.
Definition
8.2.3.2.
Market
Estimation and Penetration, 2013 – 2018
8.2.3.3.
Market
Forecast, 2019 – 2027
8.2.3.4.
Compound
Annual Growth Rate (CAGR)
8.2.3.5.
Regional
Bifurcation
8.2.3.5.1.
North
America
8.2.3.5.1.1. Market Estimation, 2013 – 2018
8.2.3.5.1.2. Market Forecast, 2019 – 2027
8.2.3.5.2.
Europe
8.2.3.5.2.1. Market Estimation, 2013 – 2018
8.2.3.5.2.2. Market Forecast, 2019 – 2027
8.2.3.5.3.
Asia
Pacific
8.2.3.5.3.1. Market Estimation, 2013 – 2018
8.2.3.5.3.2. Market Forecast, 2019 – 2027
8.2.3.5.4.
Middle
East and Africa
8.2.3.5.4.1. Market Estimation, 2013 – 2018
8.2.3.5.4.2. Market Forecast, 2019 – 2027
8.2.3.5.5.
Latin
America
8.2.3.5.5.1. Market Estimation, 2013 – 2018
8.2.3.5.5.2. Market Forecast, 2019 – 2027
8.3. Key Segment for Channeling Investments
8.3.1. By Platform
9.
Global
Online Gaming Market Analysis and Forecasts, 2019 – 2027
9.1. Overview
9.2. Global Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
9.2.1. Social Gamers
9.2.1.1.
Definition
9.2.1.2.
Market
Estimation and Penetration, 2013 – 2018
9.2.1.3.
Market
Forecast, 2019 – 2027
9.2.1.4.
Compound
Annual Growth Rate (CAGR)
9.2.1.5.
Regional
Bifurcation
9.2.1.5.1.
North
America
9.2.1.5.1.1. Market Estimation, 2013 – 2018
9.2.1.5.1.2. Market Forecast, 2019 – 2027
9.2.1.5.2.
Europe
9.2.1.5.2.1. Market Estimation, 2013 – 2018
9.2.1.5.2.2. Market Forecast, 2019 – 2027
9.2.1.5.3.
Asia
Pacific
9.2.1.5.3.1. Market Estimation, 2013 – 2018
9.2.1.5.3.2. Market Forecast, 2019 – 2027
9.2.1.5.4.
Middle
East and Africa
9.2.1.5.4.1. Market Estimation, 2013 – 2018
9.2.1.5.4.2. Market Forecast, 2019 – 2027
9.2.1.5.5.
Latin
America
9.2.1.5.5.1. Market Estimation, 2013 – 2018
9.2.1.5.5.2. Market Forecast, 2019 – 2027
9.2.2. Serious Gamers
9.2.2.1.
Definition
9.2.2.2.
Market Estimation
and Penetration, 2013 – 2018
9.2.2.3.
Market
Forecast, 2019 – 2027
9.2.2.4.
Compound
Annual Growth Rate (CAGR)
9.2.2.5.
Regional
Bifurcation
9.2.2.5.1.
North
America
9.2.2.5.1.1. Market Estimation, 2013 – 2018
9.2.2.5.1.2. Market Forecast, 2019 – 2027
9.2.2.5.2.
Europe
9.2.2.5.2.1. Market Estimation, 2013 – 2018
9.2.2.5.2.2. Market Forecast, 2019 – 2027
9.2.2.5.3.
Asia
Pacific
9.2.2.5.3.1. Market Estimation, 2013 – 2018
9.2.2.5.3.2. Market Forecast, 2019 – 2027
9.2.2.5.4.
Middle
East and Africa
9.2.2.5.4.1. Market Estimation, 2013 – 2018
9.2.2.5.4.2. Market Forecast, 2019 – 2027
9.2.2.5.5.
Latin
America
9.2.2.5.5.1. Market Estimation, 2013 – 2018
9.2.2.5.5.2. Market Forecast, 2019 – 2027
9.2.3. Core Gamers
9.2.3.1.
Definition
9.2.3.2.
Market
Estimation and Penetration, 2013 – 2018
9.2.3.3.
Market
Forecast, 2019 – 2027
9.2.3.4.
Compound
Annual Growth Rate (CAGR)
9.2.3.5.
Regional
Bifurcation
9.2.3.5.1.
North
America
9.2.3.5.1.1. Market Estimation, 2013 – 2018
9.2.3.5.1.2. Market Forecast, 2019 – 2027
9.2.3.5.2.
Europe
9.2.3.5.2.1. Market Estimation, 2013 – 2018
9.2.3.5.2.2. Market Forecast, 2019 – 2027
9.2.3.5.3.
Asia
Pacific
9.2.3.5.3.1. Market Estimation, 2013 – 2018
9.2.3.5.3.2. Market Forecast, 2019 – 2027
9.2.3.5.4.
Middle
East and Africa
9.2.3.5.4.1. Market Estimation, 2013 – 2018
9.2.3.5.4.2. Market Forecast, 2019 – 2027
9.2.3.5.5.
Latin
America
9.2.3.5.5.1. Market Estimation, 2013 – 2018
9.2.3.5.5.2. Market Forecast, 2019 – 2027
9.3. Key Segment for Channeling Investments
9.3.1. By End Users
10. Global Online Gaming Market Analysis and
Forecasts, 2019 – 2027
10.1. Overview
10.2. Global Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
10.2.1. Freemium
10.2.1.1. Definition
10.2.1.2. Market Estimation and Penetration, 2013 –
2018
10.2.1.3. Market Forecast, 2019 – 2027
10.2.1.4. Compound Annual Growth Rate (CAGR)
10.2.1.5. Regional Bifurcation
10.2.1.5.1. North America
10.2.1.5.1.1. Market Estimation, 2013 – 2018
10.2.1.5.1.2. Market Forecast, 2019 – 2027
10.2.1.5.2. Europe
10.2.1.5.2.1. Market Estimation, 2013 – 2018
10.2.1.5.2.2. Market Forecast, 2019 – 2027
10.2.1.5.3. Asia Pacific
10.2.1.5.3.1. Market Estimation, 2013 – 2018
10.2.1.5.3.2. Market Forecast, 2019 – 2027
10.2.1.5.4. Middle East and Africa
10.2.1.5.4.1. Market Estimation, 2013 – 2018
10.2.1.5.4.2. Market Forecast, 2019 – 2027
10.2.1.5.5. Latin America
10.2.1.5.5.1. Market Estimation, 2013 – 2018
10.2.1.5.5.2. Market Forecast, 2019 – 2027
10.2.2. Subscription-based (Definition, Market
Estimation and Penetration, 2013 – 2018, Market Estimation (2013 – 2018),
Market Forecast (2019 – 2027), Compound Annual Growth Rate (CAGR), Regional
Bifurcation (North America, Europe, Asia Pacific, Middle East and Africa, Latin
America) and Information on Monthly, Annually)
10.2.2.1. Monthly
10.2.2.2. Annually
10.3. Key Segment for Channeling Investments
10.3.1. By Pricing Model
11. Global Online Gaming Market Analysis and
Forecasts, 2019 – 2027
11.1. Overview
11.2. Global Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
11.2.1. Action Games
11.2.1.1. Definition
11.2.1.2. Market Estimation and Penetration, 2013 –
2018
11.2.1.3. Market Forecast, 2019 – 2027
11.2.1.4. Compound Annual Growth Rate (CAGR)
11.2.1.5. Regional Bifurcation
11.2.1.5.1. North America
11.2.1.5.1.1. Market Estimation, 2013 – 2018
11.2.1.5.1.2. Market Forecast, 2019 – 2027
11.2.1.5.2. Europe
11.2.1.5.2.1. Market Estimation, 2013 – 2018
11.2.1.5.2.2. Market Forecast, 2019 – 2027
11.2.1.5.3. Asia Pacific
11.2.1.5.3.1. Market Estimation, 2013 – 2018
11.2.1.5.3.2. Market Forecast, 2019 – 2027
11.2.1.5.4. Middle East and Africa
11.2.1.5.4.1. Market Estimation, 2013 – 2018
11.2.1.5.4.2. Market Forecast, 2019 – 2027
11.2.1.5.5. Latin America
11.2.1.5.5.1. Market Estimation, 2013 – 2018
11.2.1.5.5.2. Market Forecast, 2019 – 2027
11.2.2. Sport Games
11.2.2.1. Definition
11.2.2.2. Market Estimation and Penetration, 2013 –
2018
11.2.2.3. Market Forecast, 2019 – 2027
11.2.2.4. Compound Annual Growth Rate (CAGR)
11.2.2.5. Regional Bifurcation
11.2.2.5.1. North America
11.2.2.5.1.1. Market Estimation, 2013 – 2018
11.2.2.5.1.2. Market Forecast, 2019 – 2027
11.2.2.5.2. Europe
11.2.2.5.2.1. Market Estimation, 2013 – 2018
11.2.2.5.2.2. Market Forecast, 2019 – 2027
11.2.2.5.3. Asia Pacific
11.2.2.5.3.1. Market Estimation, 2013 – 2018
11.2.2.5.3.2. Market Forecast, 2019 – 2027
11.2.2.5.4. Middle East and Africa
11.2.2.5.4.1. Market Estimation, 2013 – 2018
11.2.2.5.4.2. Market Forecast, 2019 – 2027
11.2.2.5.5. Latin America
11.2.2.5.5.1. Market Estimation, 2013 – 2018
11.2.2.5.5.2. Market Forecast, 2019 – 2027
11.2.3. Battle Royale Games
11.2.3.1. Definition
11.2.3.2. Market Estimation and Penetration, 2013 –
2018
11.2.3.3. Market Forecast, 2019 – 2027
11.2.3.4. Compound Annual Growth Rate (CAGR)
11.2.3.5. Regional Bifurcation
11.2.3.5.1. North America
11.2.3.5.1.1. Market Estimation, 2013 – 2018
11.2.3.5.1.2. Market Forecast, 2019 – 2027
11.2.3.5.2. Europe
11.2.3.5.2.1. Market Estimation, 2013 – 2018
11.2.3.5.2.2. Market Forecast, 2019 – 2027
11.2.3.5.3. Asia Pacific
11.2.3.5.3.1. Market Estimation, 2013 – 2018
11.2.3.5.3.2. Market Forecast, 2019 – 2027
11.2.3.5.4. Middle East and Africa
11.2.3.5.4.1. Market Estimation, 2013 – 2018
11.2.3.5.4.2. Market Forecast, 2019 – 2027
11.2.3.5.5. Latin America
11.2.3.5.5.1. Market Estimation, 2013 – 2018
11.2.3.5.5.2. Market Forecast, 2019 – 2027
11.2.4. Action-Adventure Games
11.2.4.1. Definition
11.2.4.2. Market Estimation and Penetration, 2013 –
2018
11.2.4.3. Market Forecast, 2019 – 2027
11.2.4.4. Compound Annual Growth Rate (CAGR)
11.2.4.5. Regional Bifurcation
11.2.4.5.1. North America
11.2.4.5.1.1. Market Estimation, 2013 – 2018
11.2.4.5.1.2. Market Forecast, 2019 – 2027
11.2.4.5.2. Europe
11.2.4.5.2.1. Market Estimation, 2013 – 2018
11.2.4.5.2.2. Market Forecast, 2019 – 2027
11.2.4.5.3. Asia Pacific
11.2.4.5.3.1. Market Estimation, 2013 – 2018
11.2.4.5.3.2. Market Forecast, 2019 – 2027
11.2.4.5.4. Middle East and Africa
11.2.4.5.4.1. Market Estimation, 2013 – 2018
11.2.4.5.4.2. Market Forecast, 2019 – 2027
11.2.4.5.5. Latin America
11.2.4.5.5.1. Market Estimation, 2013 – 2018
11.2.4.5.5.2. Market Forecast, 2019 – 2027
11.2.5. Racing Games
11.2.5.1. Definition
11.2.5.2. Market Estimation and Penetration, 2013 –
2018
11.2.5.3. Market Forecast, 2019 – 2027
11.2.5.4. Compound Annual Growth Rate (CAGR)
11.2.5.5. Regional Bifurcation
11.2.5.5.1. North America
11.2.5.5.1.1. Market Estimation, 2013 – 2018
11.2.5.5.1.2. Market Forecast, 2019 – 2027
11.2.5.5.2. Europe
11.2.5.5.2.1. Market Estimation, 2013 – 2018
11.2.5.5.2.2. Market Forecast, 2019 – 2027
11.2.5.5.3. Asia Pacific
11.2.5.5.3.1. Market Estimation, 2013 – 2018
11.2.5.5.3.2. Market Forecast, 2019 – 2027
11.2.5.5.4. Middle East and Africa
11.2.5.5.4.1. Market Estimation, 2013 – 2018
11.2.5.5.4.2. Market Forecast, 2019 – 2027
11.2.5.5.5. Latin America
11.2.5.5.5.1. Market Estimation, 2013 – 2018
11.2.5.5.5.2. Market Forecast, 2019 – 2027
11.2.6. Fighting Games
11.2.6.1. Definition
11.2.6.2. Market Estimation and Penetration, 2013 –
2018
11.2.6.3. Market Forecast, 2019 – 2027
11.2.6.4. Compound Annual Growth Rate (CAGR)
11.2.6.5. Regional Bifurcation
11.2.6.5.1. North America
11.2.6.5.1.1. Market Estimation, 2013 – 2018
11.2.6.5.1.2. Market Forecast, 2019 – 2027
11.2.6.5.2. Europe
11.2.6.5.2.1. Market Estimation, 2013 – 2018
11.2.6.5.2.2. Market Forecast, 2019 – 2027
11.2.6.5.3. Asia Pacific
11.2.6.5.3.1. Market Estimation, 2013 – 2018
11.2.6.5.3.2. Market Forecast, 2019 – 2027
11.2.6.5.4. Middle East and Africa
11.2.6.5.4.1. Market Estimation, 2013 – 2018
11.2.6.5.4.2. Market Forecast, 2019 – 2027
11.2.6.5.5. Latin America
11.2.6.5.5.1. Market Estimation, 2013 – 2018
11.2.6.5.5.2. Market Forecast, 2019 – 2027
11.2.7. Board Games
11.2.7.1. Definition
11.2.7.2. Market Estimation and Penetration, 2013 –
2018
11.2.7.3. Market Forecast, 2019 – 2027
11.2.7.4. Compound Annual Growth Rate (CAGR)
11.2.7.5. Regional Bifurcation
11.2.7.5.1. North America
11.2.7.5.1.1. Market Estimation, 2013 – 2018
11.2.7.5.1.2. Market Forecast, 2019 – 2027
11.2.7.5.2. Europe
11.2.7.5.2.1. Market Estimation, 2013 – 2018
11.2.7.5.2.2. Market Forecast, 2019 – 2027
11.2.7.5.3. Asia Pacific
11.2.7.5.3.1. Market Estimation, 2013 – 2018
11.2.7.5.3.2. Market Forecast, 2019 – 2027
11.2.7.5.4. Middle East and Africa
11.2.7.5.4.1. Market Estimation, 2013 – 2018
11.2.7.5.4.2. Market Forecast, 2019 – 2027
11.2.7.5.5. Latin America
11.2.7.5.5.1. Market Estimation, 2013 – 2018
11.2.7.5.5.2. Market Forecast, 2019 – 2027
11.2.8. Others
11.2.8.1. Definition
11.2.8.2. Market Estimation and Penetration, 2013 –
2018
11.2.8.3. Market Forecast, 2019 – 2027
11.2.8.4. Compound Annual Growth Rate (CAGR)
11.2.8.5. Regional Bifurcation
11.2.8.5.1. North America
11.2.8.5.1.1. Market Estimation, 2013 – 2018
11.2.8.5.1.2. Market Forecast, 2019 – 2027
11.2.8.5.2. Europe
11.2.8.5.2.1. Market Estimation, 2013 – 2018
11.2.8.5.2.2. Market Forecast, 2019 – 2027
11.2.8.5.3. Asia Pacific
11.2.8.5.3.1. Market Estimation, 2013 – 2018
11.2.8.5.3.2. Market Forecast, 2019 – 2027
11.2.8.5.4. Middle East and Africa
11.2.8.5.4.1. Market Estimation, 2013 – 2018
11.2.8.5.4.2. Market Forecast, 2019 – 2027
11.2.8.5.5. Latin America
11.2.8.5.5.1. Market Estimation, 2013 – 2018
11.2.8.5.5.2. Market Forecast, 2019 – 2027
11.3. Key Segment for Channeling Investments
11.3.1. By Genre
12. North America Online Gaming Market Analysis
and Forecasts, 2019 - 2027
12.1. Overview
12.1.1. North America Online Gaming Market Revenue
(US$ Mn)
12.2. North America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
12.2.1. PC
12.2.1.1. App-based
12.2.1.2. Web-based
12.2.2. Mobile
12.2.3. Console
12.3. North America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
12.3.1. Social Gamers
12.3.2. Serious Gamers
12.3.3. Core Gamers
12.4. North America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
12.4.1. Freemium
12.4.2. Subscription-based
12.4.2.1. Monthly
12.4.2.2. Annually
12.5. North America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
12.5.1. Action Games
12.5.2. Sport Games
12.5.3. Battle Royale Games
12.5.4. Action-Adventure Games
12.5.5. Racing Games
12.5.6. Fighting Games
12.5.7. Board Games
12.5.8. Others
12.6. North America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Country
12.6.1. U.S
12.6.1.1. U.S Online Gaming Market Revenue (US$ Mn) and
Forecasts, By Platform
12.6.1.1.1. PC
12.6.1.1.1.1. App-based
12.6.1.1.1.2. Web-based
12.6.1.1.2. Mobile
12.6.1.1.3. Console
12.6.1.2. U.S Online Gaming Market Revenue (US$ Mn) and
Forecasts, By End Users
12.6.1.2.1. Social Gamers
12.6.1.2.2. Serious Gamers
12.6.1.2.3. Core Gamers
12.6.1.3. U.S Online Gaming Market Revenue (US$ Mn) and
Forecasts, By Pricing Model
12.6.1.3.1. Freemium
12.6.1.3.2. Subscription-based
12.6.1.3.2.1. Monthly
12.6.1.3.2.2. Annually
12.6.1.4. U.S Online Gaming Market Revenue (US$ Mn) and
Forecasts, By Genre
12.6.1.4.1. Action Games
12.6.1.4.2. Sport Games
12.6.1.4.3. Battle Royale Games
12.6.1.4.4. Action-Adventure Games
12.6.1.4.5. Racing Games
12.6.1.4.6. Fighting Games
12.6.1.4.7. Board Games
12.6.1.4.8. Others
12.6.2. Canada
12.6.2.1. Canada Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
12.6.2.1.1. PC
12.6.2.1.1.1. App-based
12.6.2.1.1.2. Web-based
12.6.2.1.2. Mobile
12.6.2.1.3. Console
12.6.2.2. Canada Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
12.6.2.2.1. Social Gamers
12.6.2.2.2. Serious Gamers
12.6.2.2.3. Core Gamers
12.6.2.3. Canada Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
12.6.2.3.1. Freemium
12.6.2.3.2. Subscription-based
12.6.2.3.2.1. Monthly
12.6.2.3.2.2. Annually
12.6.2.4. Canada Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
12.6.2.4.1. Action Games
12.6.2.4.2. Sport Games
12.6.2.4.3. Battle Royale Games
12.6.2.4.4. Action-Adventure Games
12.6.2.4.5. Racing Games
12.6.2.4.6. Fighting Games
12.6.2.4.7. Board Games
12.6.2.4.8. Others
12.6.3. Mexico
12.6.3.1. Mexico Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
12.6.3.1.1. PC
12.6.3.1.1.1. App-based
12.6.3.1.1.2. Web-based
12.6.3.1.2. Mobile
12.6.3.1.3. Console
12.6.3.2. Mexico Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
12.6.3.2.1. Social Gamers
12.6.3.2.2. Serious Gamers
12.6.3.2.3. Core Gamers
12.6.3.3. Mexico Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
12.6.3.3.1. Freemium
12.6.3.3.2. Subscription-based
12.6.3.3.2.1. Monthly
12.6.3.3.2.2. Annually
12.6.3.4. Mexico Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
12.6.3.4.1. Action Games
12.6.3.4.2. Sport Games
12.6.3.4.3. Battle Royale Games
12.6.3.4.4. Action-Adventure Games
12.6.3.4.5. Racing Games
12.6.3.4.6. Fighting Games
12.6.3.4.7. Board Games
12.6.3.4.8. Others
12.6.4. Rest of North America
12.6.4.1. Rest of North America Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Platform
12.6.4.1.1. PC
12.6.4.1.1.1. App-based
12.6.4.1.1.2. Web-based
12.6.4.1.2. Mobile
12.6.4.1.3. Console
12.6.4.2. Rest of North America Online Gaming Market
Revenue (US$ Mn) and Forecasts, By End Users
12.6.4.2.1. Social Gamers
12.6.4.2.2. Serious Gamers
12.6.4.2.3. Core Gamers
12.6.4.3. Rest of North America Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Pricing Model
12.6.4.3.1. Freemium
12.6.4.3.2. Subscription-based
12.6.4.3.2.1. Monthly
12.6.4.3.2.2. Annually
12.6.4.4. Rest of North America Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Genre
12.6.4.4.1. Action Games
12.6.4.4.2. Sport Games
12.6.4.4.3. Battle Royale Games
12.6.4.4.4. Action-Adventure Games
12.6.4.4.5. Racing Games
12.6.4.4.6. Fighting Games
12.6.4.4.7. Board Games
12.6.4.4.8. Others
12.7. Key Segment for Channeling Investments
12.7.1. By Country
12.7.2. By Platform
12.7.3. By End Users
12.7.4. By Pricing Model
12.7.5. By Genre
13. Europe Online Gaming Market Analysis and
Forecasts, 2019 - 2027
13.1. Overview
13.1.1. Europe Online Gaming Market Revenue (US$ Mn)
13.2. Europe Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
13.2.1. PC
13.2.1.1. App-based
13.2.1.2. Web-based
13.2.2. Mobile
13.2.3. Console
13.3. Europe Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
13.3.1. Social Gamers
13.3.2. Serious Gamers
13.3.3. Core Gamers
13.4. Europe Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
13.4.1. Freemium
13.4.2. Subscription-based
13.4.2.1. Monthly
13.4.2.2. Annually
13.5. Europe Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
13.5.1. Action Games
13.5.2. Sport Games
13.5.3. Battle Royale Games
13.5.4. Action-Adventure Games
13.5.5. Racing Games
13.5.6. Fighting Games
13.5.7. Board Games
13.5.8. Others
13.6. Europe Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Country
13.6.1. France
13.6.1.1. France Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
13.6.1.1.1. PC
13.6.1.1.1.1. App-based
13.6.1.1.1.2. Web-based
13.6.1.1.2. Mobile
13.6.1.1.3. Console
13.6.1.2. France Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
13.6.1.2.1. Social Gamers
13.6.1.2.2. Serious Gamers
13.6.1.2.3. Core Gamers
13.6.1.3. France Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
13.6.1.3.1. Freemium
13.6.1.3.2. Subscription-based
13.6.1.3.2.1. Monthly
13.6.1.3.2.2. Annually
13.6.1.4. France Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
13.6.1.4.1. Action Games
13.6.1.4.2. Sport Games
13.6.1.4.3. Battle Royale Games
13.6.1.4.4. Action-Adventure Games
13.6.1.4.5. Racing Games
13.6.1.4.6. Fighting Games
13.6.1.4.7. Board Games
13.6.1.4.8. Others
13.6.2. The UK
13.6.2.1. The UK Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
13.6.2.1.1. PC
13.6.2.1.1.1. App-based
13.6.2.1.1.2. Web-based
13.6.2.1.2. Mobile
13.6.2.1.3. Console
13.6.2.2. The UK Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
13.6.2.2.1. Social Gamers
13.6.2.2.2. Serious Gamers
13.6.2.2.3. Core Gamers
13.6.2.3. The UK Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
13.6.2.3.1. Freemium
13.6.2.3.2. Subscription-based
13.6.2.3.2.1. Monthly
13.6.2.3.2.2. Annually
13.6.2.4. The UK Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
13.6.2.4.1. Action Games
13.6.2.4.2. Sport Games
13.6.2.4.3. Battle Royale Games
13.6.2.4.4. Action-Adventure Games
13.6.2.4.5. Racing Games
13.6.2.4.6. Fighting Games
13.6.2.4.7. Board Games
13.6.2.4.8. Others
13.6.3. Spain
13.6.3.1. Spain Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
13.6.3.1.1. PC
13.6.3.1.1.1. App-based
13.6.3.1.1.2. Web-based
13.6.3.1.2. Mobile
13.6.3.1.3. Console
13.6.3.2. Spain Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
13.6.3.2.1. Social Gamers
13.6.3.2.2. Serious Gamers
13.6.3.2.3. Core Gamers
13.6.3.3. Spain Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
13.6.3.3.1. Freemium
13.6.3.3.2. Subscription-based
13.6.3.3.2.1. Monthly
13.6.3.3.2.2. Annually
13.6.3.4. Spain Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
13.6.3.4.1. Action Games
13.6.3.4.2. Sport Games
13.6.3.4.3. Battle Royale Games
13.6.3.4.4. Action-Adventure Games
13.6.3.4.5. Racing Games
13.6.3.4.6. Fighting Games
13.6.3.4.7. Board Games
13.6.3.4.8. Others
13.6.4. Germany
13.6.4.1. Germany Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
13.6.4.1.1. PC
13.6.4.1.1.1. App-based
13.6.4.1.1.2. Web-based
13.6.4.1.2. Mobile
13.6.4.1.3. Console
13.6.4.2. Germany Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
13.6.4.2.1. Social Gamers
13.6.4.2.2. Serious Gamers
13.6.4.2.3. Core Gamers
13.6.4.3. Germany Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
13.6.4.3.1. Freemium
13.6.4.3.2. Subscription-based
13.6.4.3.2.1. Monthly
13.6.4.3.2.2. Annually
13.6.4.4. Germany Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
13.6.4.4.1. Action Games
13.6.4.4.2. Sport Games
13.6.4.4.3. Battle Royale Games
13.6.4.4.4. Action-Adventure Games
13.6.4.4.5. Racing Games
13.6.4.4.6. Fighting Games
13.6.4.4.7. Board Games
13.6.4.4.8. Others
13.6.5. Italy
13.6.5.1. Italy Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
13.6.5.1.1. PC
13.6.5.1.1.1. App-based
13.6.5.1.1.2. Web-based
13.6.5.1.2. Mobile
13.6.5.1.3. Console
13.6.5.2. Italy Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
13.6.5.2.1. Social Gamers
13.6.5.2.2. Serious Gamers
13.6.5.2.3. Core Gamers
13.6.5.3. Italy Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
13.6.5.3.1. Freemium
13.6.5.3.2. Subscription-based
13.6.5.3.2.1. Monthly
13.6.5.3.2.2. Annually
13.6.5.4. Italy Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
13.6.5.4.1. Action Games
13.6.5.4.2. Sport Games
13.6.5.4.3. Battle Royale Games
13.6.5.4.4. Action-Adventure Games
13.6.5.4.5. Racing Games
13.6.5.4.6. Fighting Games
13.6.5.4.7. Board Games
13.6.5.4.8. Others
13.6.6. Nordic Countries
13.6.6.1. Nordic Countries Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
13.6.6.1.1. PC
13.6.6.1.1.1. App-based
13.6.6.1.1.2. Web-based
13.6.6.1.2. Mobile
13.6.6.1.3. Console
13.6.6.2. Nordic Countries Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
13.6.6.2.1. Social Gamers
13.6.6.2.2. Serious Gamers
13.6.6.2.3. Core Gamers
13.6.6.3. Nordic Countries Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
13.6.6.3.1. Freemium
13.6.6.3.2. Subscription-based
13.6.6.3.2.1. Monthly
13.6.6.3.2.2. Annually
13.6.6.4. Nordic Countries Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
13.6.6.4.1. Action Games
13.6.6.4.2. Sport Games
13.6.6.4.3. Battle Royale Games
13.6.6.4.4. Action-Adventure Games
13.6.6.4.5. Racing Games
13.6.6.4.6. Fighting Games
13.6.6.4.7. Board Games
13.6.6.4.8. Others
13.6.6.5. Nordic Countries Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Country
13.6.6.5.1. Denmark
13.6.6.5.2. Finland
13.6.6.5.3. Iceland
13.6.6.5.4. Sweden
13.6.6.5.5. Norway
13.6.7. Benelux Union
13.6.7.1. Benelux Union Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
13.6.7.1.1. PC
13.6.7.1.1.1. App-based
13.6.7.1.1.2. Web-based
13.6.7.1.2. Mobile
13.6.7.1.3. Console
13.6.7.2. Benelux Union Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
13.6.7.2.1. Social Gamers
13.6.7.2.2. Serious Gamers
13.6.7.2.3. Core Gamers
13.6.7.3. Benelux Union Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
13.6.7.3.1. Freemium
13.6.7.3.2. Subscription-based
13.6.7.3.2.1. Monthly
13.6.7.3.2.2. Annually
13.6.7.4. Benelux Union Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
13.6.7.4.1. Action Games
13.6.7.4.2. Sport Games
13.6.7.4.3. Battle Royale Games
13.6.7.4.4. Action-Adventure Games
13.6.7.4.5. Racing Games
13.6.7.4.6. Fighting Games
13.6.7.4.7. Board Games
13.6.7.4.8. Others
13.6.7.5. Benelux Union Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Country
13.6.7.5.1. Belgium
13.6.7.5.2. The Netherlands
13.6.7.5.3. Luxembourg
13.6.8. Rest of Europe
13.6.8.1. Rest of Europe Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
13.6.8.1.1. PC
13.6.8.1.1.1. App-based
13.6.8.1.1.2. Web-based
13.6.8.1.2. Mobile
13.6.8.1.3. Console
13.6.8.2. Rest of Europe Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
13.6.8.2.1. Social Gamers
13.6.8.2.2. Serious Gamers
13.6.8.2.3. Core Gamers
13.6.8.3. Rest of Europe Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
13.6.8.3.1. Freemium
13.6.8.3.2. Subscription-based
13.6.8.3.2.1. Monthly
13.6.8.3.2.2. Annually
13.6.8.4. Rest of Europe Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
13.6.8.4.1. Action Games
13.6.8.4.2. Sport Games
13.6.8.4.3. Battle Royale Games
13.6.8.4.4. Action-Adventure Games
13.6.8.4.5. Racing Games
13.6.8.4.6. Fighting Games
13.6.8.4.7. Board Games
13.6.8.4.8. Others
13.7. Key Segment for Channeling Investments
13.7.1. By Country
13.7.2. By Platform
13.7.3. By End Users
13.7.4. By Pricing Model
13.7.5. By Genre
14. Asia Pacific Online Gaming Market Analysis
and Forecasts, 2019 - 2027
14.1. Overview
14.1.1. Asia Pacific Online Gaming Market Revenue
(US$ Mn)
14.2. Asia Pacific Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
14.2.1. PC
14.2.1.1. App-based
14.2.1.2. Web-based
14.2.2. Mobile
14.2.3. Console
14.3. Asia Pacific Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
14.3.1. Social Gamers
14.3.2. Serious Gamers
14.3.3. Core Gamers
14.4. Asia Pacific Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
14.4.1. Freemium
14.4.2. Subscription-based
14.4.2.1. Monthly
14.4.2.2. Annually
14.5. Asia Pacific Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
14.5.1. Action Games
14.5.2. Sport Games
14.5.3. Battle Royale Games
14.5.4. Action-Adventure Games
14.5.5. Racing Games
14.5.6. Fighting Games
14.5.7. Board Games
14.5.8. Others
14.6. Asia Pacific Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Country
14.6.1. China
14.6.1.1. China Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
14.6.1.1.1. PC
14.6.1.1.1.1. App-based
14.6.1.1.1.2. Web-based
14.6.1.1.2. Mobile
14.6.1.1.3. Console
14.6.1.2. China Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
14.6.1.2.1. Social Gamers
14.6.1.2.2. Serious Gamers
14.6.1.2.3. Core Gamers
14.6.1.3. China Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
14.6.1.3.1. Freemium
14.6.1.3.2. Subscription-based
14.6.1.3.2.1. Monthly
14.6.1.3.2.2. Annually
14.6.1.4. China Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
14.6.1.4.1. Action Games
14.6.1.4.2. Sport Games
14.6.1.4.3. Battle Royale Games
14.6.1.4.4. Action-Adventure Games
14.6.1.4.5. Racing Games
14.6.1.4.6. Fighting Games
14.6.1.4.7. Board Games
14.6.1.4.8. Others
14.6.2. Japan
14.6.2.1. Japan Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
14.6.2.1.1. PC
14.6.2.1.1.1. App-based
14.6.2.1.1.2. Web-based
14.6.2.1.2. Mobile
14.6.2.1.3. Console
14.6.2.2. Japan Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
14.6.2.2.1. Social Gamers
14.6.2.2.2. Serious Gamers
14.6.2.2.3. Core Gamers
14.6.2.3. Japan Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
14.6.2.3.1. Freemium
14.6.2.3.2. Subscription-based
14.6.2.3.2.1. Monthly
14.6.2.3.2.2. Annually
14.6.2.4. Japan Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
14.6.2.4.1. Action Games
14.6.2.4.2. Sport Games
14.6.2.4.3. Battle Royale Games
14.6.2.4.4. Action-Adventure Games
14.6.2.4.5. Racing Games
14.6.2.4.6. Fighting Games
14.6.2.4.7. Board Games
14.6.2.4.8. Others
14.6.3. India
14.6.3.1. India Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
14.6.3.1.1. PC
14.6.3.1.1.1. App-based
14.6.3.1.1.2. Web-based
14.6.3.1.2. Mobile
14.6.3.1.3. Console
14.6.3.2. India Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
14.6.3.2.1. Social Gamers
14.6.3.2.2. Serious Gamers
14.6.3.2.3. Core Gamers
14.6.3.3. India Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
14.6.3.3.1. Freemium
14.6.3.3.2. Subscription-based
14.6.3.3.2.1. Monthly
14.6.3.3.2.2. Annually
14.6.3.4. India Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
14.6.3.4.1. Action Games
14.6.3.4.2. Sport Games
14.6.3.4.3. Battle Royale Games
14.6.3.4.4. Action-Adventure Games
14.6.3.4.5. Racing Games
14.6.3.4.6. Fighting Games
14.6.3.4.7. Board Games
14.6.3.4.8. Others
14.6.4. New Zealand
14.6.4.1. New Zealand Online Gaming Market Revenue (US$
Mn) and Forecasts, By Platform
14.6.4.1.1. PC
14.6.4.1.1.1. App-based
14.6.4.1.1.2. Web-based
14.6.4.1.2. Mobile
14.6.4.1.3. Console
14.6.4.2. New Zealand Online Gaming Market Revenue (US$
Mn) and Forecasts, By End Users
14.6.4.2.1. Social Gamers
14.6.4.2.2. Serious Gamers
14.6.4.2.3. Core Gamers
14.6.4.3. New Zealand Online Gaming Market Revenue (US$
Mn) and Forecasts, By Pricing Model
14.6.4.3.1. Freemium
14.6.4.3.2. Subscription-based
14.6.4.3.2.1. Monthly
14.6.4.3.2.2. Annually
14.6.4.4. New Zealand Online Gaming Market Revenue (US$
Mn) and Forecasts, By Genre
14.6.4.4.1. Action Games
14.6.4.4.2. Sport Games
14.6.4.4.3. Battle Royale Games
14.6.4.4.4. Action-Adventure Games
14.6.4.4.5. Racing Games
14.6.4.4.6. Fighting Games
14.6.4.4.7. Board Games
14.6.4.4.8. Others
14.6.5. Australia
14.6.5.1. Australia Online Gaming Market Revenue (US$
Mn) and Forecasts, By Platform
14.6.5.1.1. PC
14.6.5.1.1.1. App-based
14.6.5.1.1.2. Web-based
14.6.5.1.2. Mobile
14.6.5.1.3. Console
14.6.5.2. Australia Online Gaming Market Revenue (US$
Mn) and Forecasts, By End Users
14.6.5.2.1. Social Gamers
14.6.5.2.2. Serious Gamers
14.6.5.2.3. Core Gamers
14.6.5.3. Australia Online Gaming Market Revenue (US$
Mn) and Forecasts, By Pricing Model
14.6.5.3.1. Freemium
14.6.5.3.2. Subscription-based
14.6.5.3.2.1. Monthly
14.6.5.3.2.2. Annually
14.6.5.4. Australia Online Gaming Market Revenue (US$
Mn) and Forecasts, By Genre
14.6.5.4.1. Action Games
14.6.5.4.2. Sport Games
14.6.5.4.3. Battle Royale Games
14.6.5.4.4. Action-Adventure Games
14.6.5.4.5. Racing Games
14.6.5.4.6. Fighting Games
14.6.5.4.7. Board Games
14.6.5.4.8. Others
14.6.6. South Korea
14.6.6.1. South Korea Online Gaming Market Revenue (US$
Mn) and Forecasts, By Platform
14.6.6.1.1. PC
14.6.6.1.1.1. App-based
14.6.6.1.1.2. Web-based
14.6.6.1.2. Mobile
14.6.6.1.3. Console
14.6.6.2. South Korea Online Gaming Market Revenue (US$
Mn) and Forecasts, By End Users
14.6.6.2.1. Social Gamers
14.6.6.2.2. Serious Gamers
14.6.6.2.3. Core Gamers
14.6.6.3. South Korea Online Gaming Market Revenue (US$
Mn) and Forecasts, By Pricing Model
14.6.6.3.1. Freemium
14.6.6.3.2. Subscription-based
14.6.6.3.2.1. Monthly
14.6.6.3.2.2. Annually
14.6.6.4. South Korea Online Gaming Market Revenue (US$
Mn) and Forecasts, By Genre
14.6.6.4.1. Action Games
14.6.6.4.2. Sport Games
14.6.6.4.3. Battle Royale Games
14.6.6.4.4. Action-Adventure Games
14.6.6.4.5. Racing Games
14.6.6.4.6. Fighting Games
14.6.6.4.7. Board Games
14.6.6.4.8. Others
14.6.7. Southeast Asia
14.6.7.1. Southeast Asia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
14.6.7.1.1. PC
14.6.7.1.1.1. App-based
14.6.7.1.1.2. Web-based
14.6.7.1.2. Mobile
14.6.7.1.3. Console
14.6.7.2. Southeast Asia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
14.6.7.2.1. Social Gamers
14.6.7.2.2. Serious Gamers
14.6.7.2.3. Core Gamers
14.6.7.3. Southeast Asia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
14.6.7.3.1. Freemium
14.6.7.3.2. Subscription-based
14.6.7.3.2.1. Monthly
14.6.7.3.2.2. Annually
14.6.7.4. Southeast Asia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
14.6.7.4.1. Action Games
14.6.7.4.2. Sport Games
14.6.7.4.3. Battle Royale Games
14.6.7.4.4. Action-Adventure Games
14.6.7.4.5. Racing Games
14.6.7.4.6. Fighting Games
14.6.7.4.7. Board Games
14.6.7.4.8. Others
14.6.7.5. Southeast Asia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Country
14.6.7.5.1. Indonesia
14.6.7.5.2. Thailand
14.6.7.5.3. Malaysia
14.6.7.5.4. Singapore
14.6.7.5.5. Rest of Southeast Asia
14.6.8. Rest of Asia Pacific
14.6.8.1. Rest of Asia Pacific Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Platform
14.6.8.1.1. PC
14.6.8.1.1.1. App-based
14.6.8.1.1.2. Web-based
14.6.8.1.2. Mobile
14.6.8.1.3. Console
14.6.8.2. Rest of Asia Pacific Online Gaming Market
Revenue (US$ Mn) and Forecasts, By End Users
14.6.8.2.1. Social Gamers
14.6.8.2.2. Serious Gamers
14.6.8.2.3. Core Gamers
14.6.8.3. Rest of Asia Pacific Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Pricing Model
14.6.8.3.1. Freemium
14.6.8.3.2. Subscription-based
14.6.8.3.2.1. Monthly
14.6.8.3.2.2. Annually
14.6.8.4. Rest of Asia Pacific Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Genre
14.6.8.4.1. Action Games
14.6.8.4.2. Sport Games
14.6.8.4.3. Battle Royale Games
14.6.8.4.4. Action-Adventure Games
14.6.8.4.5. Racing Games
14.6.8.4.6. Fighting Games
14.6.8.4.7. Board Games
14.6.8.4.8. Others
14.7. Key Segment for Channeling Investments
14.7.1. By Country
14.7.2. By Platform
14.7.3. By End Users
14.7.4. By Pricing Model
14.7.5. By Genre
15. Middle East and Africa Online Gaming Market
Analysis and Forecasts, 2019 - 2027
15.1. Overview
15.1.1. Middle East and Africa Online Gaming Market
Revenue (US$ Mn)
15.2. Middle East and Africa Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Platform
15.2.1. PC
15.2.1.1. App-based
15.2.1.2. Web-based
15.2.2. Mobile
15.2.3. Console
15.3. Middle East and Africa Online Gaming Market
Revenue (US$ Mn) and Forecasts, By End Users
15.3.1. Social Gamers
15.3.2. Serious Gamers
15.3.3. Core Gamers
15.4. Middle East and Africa Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Pricing Model
15.4.1. Freemium
15.4.2. Subscription-based
15.4.2.1. Monthly
15.4.2.2. Annually
15.5. Middle East and Africa Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Genre
15.5.1. Action Games
15.5.2. Sport Games
15.5.3. Battle Royale Games
15.5.4. Action-Adventure Games
15.5.5. Racing Games
15.5.6. Fighting Games
15.5.7. Board Games
15.5.8. Others
15.6. Middle East and Africa Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Country
15.6.1. Saudi Arabia
15.6.1.1. Saudi Arabia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
15.6.1.1.1. PC
15.6.1.1.1.1. App-based
15.6.1.1.1.2. Web-based
15.6.1.1.2. Mobile
15.6.1.1.3. Console
15.6.1.2. Saudi Arabia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
15.6.1.2.1. Social Gamers
15.6.1.2.2. Serious Gamers
15.6.1.2.3. Core Gamers
15.6.1.3. Saudi Arabia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
15.6.1.3.1. Freemium
15.6.1.3.2. Subscription-based
15.6.1.3.2.1. Monthly
15.6.1.3.2.2. Annually
15.6.1.4. Saudi Arabia Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
15.6.1.4.1. Action Games
15.6.1.4.2. Sport Games
15.6.1.4.3. Battle Royale Games
15.6.1.4.4. Action-Adventure Games
15.6.1.4.5. Racing Games
15.6.1.4.6. Fighting Games
15.6.1.4.7. Board Games
15.6.1.4.8. Others
15.6.2. UAE
15.6.2.1. UAE Online Gaming Market Revenue (US$ Mn) and
Forecasts, By Platform
15.6.2.1.1. PC
15.6.2.1.1.1. App-based
15.6.2.1.1.2. Web-based
15.6.2.1.2. Mobile
15.6.2.1.3. Console
15.6.2.2. UAE Online Gaming Market Revenue (US$ Mn) and
Forecasts, By End Users
15.6.2.2.1. Social Gamers
15.6.2.2.2. Serious Gamers
15.6.2.2.3. Core Gamers
15.6.2.3. UAE Online Gaming Market Revenue (US$ Mn) and
Forecasts, By Pricing Model
15.6.2.3.1. Freemium
15.6.2.3.2. Subscription-based
15.6.2.3.2.1. Monthly
15.6.2.3.2.2. Annually
15.6.2.4. UAE Online Gaming Market Revenue (US$ Mn) and
Forecasts, By Genre
15.6.2.4.1. Action Games
15.6.2.4.2. Sport Games
15.6.2.4.3. Battle Royale Games
15.6.2.4.4. Action-Adventure Games
15.6.2.4.5. Racing Games
15.6.2.4.6. Fighting Games
15.6.2.4.7. Board Games
15.6.2.4.8. Others
15.6.3. Egypt
15.6.3.1. Egypt Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
15.6.3.1.1. PC
15.6.3.1.1.1. App-based
15.6.3.1.1.2. Web-based
15.6.3.1.2. Mobile
15.6.3.1.3. Console
15.6.3.2. Egypt Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
15.6.3.2.1. Social Gamers
15.6.3.2.2. Serious Gamers
15.6.3.2.3. Core Gamers
15.6.3.3. Egypt Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
15.6.3.3.1. Freemium
15.6.3.3.2. Subscription-based
15.6.3.3.2.1. Monthly
15.6.3.3.2.2. Annually
15.6.3.4. Egypt Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
15.6.3.4.1. Action Games
15.6.3.4.2. Sport Games
15.6.3.4.3. Battle Royale Games
15.6.3.4.4. Action-Adventure Games
15.6.3.4.5. Racing Games
15.6.3.4.6. Fighting Games
15.6.3.4.7. Board Games
15.6.3.4.8. Others
15.6.4. Kuwait
15.6.4.1. Kuwait Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
15.6.4.1.1. PC
15.6.4.1.1.1. App-based
15.6.4.1.1.2. Web-based
15.6.4.1.2. Mobile
15.6.4.1.3. Console
15.6.4.2. Kuwait Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
15.6.4.2.1. Social Gamers
15.6.4.2.2. Serious Gamers
15.6.4.2.3. Core Gamers
15.6.4.3. Kuwait Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
15.6.4.3.1. Freemium
15.6.4.3.2. Subscription-based
15.6.4.3.2.1. Monthly
15.6.4.3.2.2. Annually
15.6.4.4. Kuwait Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
15.6.4.4.1. Action Games
15.6.4.4.2. Sport Games
15.6.4.4.3. Battle Royale Games
15.6.4.4.4. Action-Adventure Games
15.6.4.4.5. Racing Games
15.6.4.4.6. Fighting Games
15.6.4.4.7. Board Games
15.6.4.4.8. Others
15.6.5. South Africa
15.6.5.1. South Africa Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
15.6.5.1.1. PC
15.6.5.1.1.1. App-based
15.6.5.1.1.2. Web-based
15.6.5.1.2. Mobile
15.6.5.1.3. Console
15.6.5.2. South Africa Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
15.6.5.2.1. Social Gamers
15.6.5.2.2. Serious Gamers
15.6.5.2.3. Core Gamers
15.6.5.3. South Africa Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
15.6.5.3.1. Freemium
15.6.5.3.2. Subscription-based
15.6.5.3.2.1. Monthly
15.6.5.3.2.2. Annually
15.6.5.4. South Africa Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
15.6.5.4.1. Action Games
15.6.5.4.2. Sport Games
15.6.5.4.3. Battle Royale Games
15.6.5.4.4. Action-Adventure Games
15.6.5.4.5. Racing Games
15.6.5.4.6. Fighting Games
15.6.5.4.7. Board Games
15.6.5.4.8. Others
15.6.6. Rest of Middle East & Africa
15.6.6.1. Rest of Middle East & Africa Online
Gaming Market Revenue (US$ Mn) and Forecasts, By Platform
15.6.6.1.1. PC
15.6.6.1.1.1. App-based
15.6.6.1.1.2. Web-based
15.6.6.1.2. Mobile
15.6.6.1.3. Console
15.6.6.2. Rest of Middle East & Africa Online
Gaming Market Revenue (US$ Mn) and Forecasts, By End Users
15.6.6.2.1. Social Gamers
15.6.6.2.2. Serious Gamers
15.6.6.2.3. Core Gamers
15.6.6.3. Rest of Middle East & Africa Online
Gaming Market Revenue (US$ Mn) and Forecasts, By Pricing Model
15.6.6.3.1. Freemium
15.6.6.3.2. Subscription-based
15.6.6.3.2.1. Monthly
15.6.6.3.2.2. Annually
15.6.6.4. Rest of Middle East & Africa Online
Gaming Market Revenue (US$ Mn) and Forecasts, By Genre
15.6.6.4.1. Action Games
15.6.6.4.2. Sport Games
15.6.6.4.3. Battle Royale Games
15.6.6.4.4. Action-Adventure Games
15.6.6.4.5. Racing Games
15.6.6.4.6. Fighting Games
15.6.6.4.7. Board Games
15.6.6.4.8. Others
15.7. Key Segment for Channeling Investments
15.7.1. By Country
15.7.2. By Platform
15.7.3. By End Users
15.7.4. By Pricing Model
15.7.5. By Genre
16. Latin America Online Gaming Market Analysis
and Forecasts, 2019 - 2027
16.1. Overview
16.1.1. Latin America Online Gaming Market Revenue
(US$ Mn)
16.2. Latin America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Platform
16.2.1. PC
16.2.1.1. App-based
16.2.1.2. Web-based
16.2.2. Mobile
16.2.3. Console
16.3. Latin America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By End Users
16.3.1. Social Gamers
16.3.2. Serious Gamers
16.3.3. Core Gamers
16.4. Latin America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Pricing Model
16.4.1. Freemium
16.4.2. Subscription-based
16.4.2.1. Monthly
16.4.2.2. Annually
16.5. Latin America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Genre
16.5.1. Action Games
16.5.2. Sport Games
16.5.3. Battle Royale Games
16.5.4. Action-Adventure Games
16.5.5. Racing Games
16.5.6. Fighting Games
16.5.7. Board Games
16.5.8. Others
16.6. Latin America Online Gaming Market Revenue
(US$ Mn) and Forecasts, By Country
16.6.1. Brazil
16.6.1.1. Brazil Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Platform
16.6.1.1.1. PC
16.6.1.1.1.1. App-based
16.6.1.1.1.2. Web-based
16.6.1.1.2. Mobile
16.6.1.1.3. Console
16.6.1.2. Brazil Online Gaming Market Revenue (US$ Mn)
and Forecasts, By End Users
16.6.1.2.1. Social Gamers
16.6.1.2.2. Serious Gamers
16.6.1.2.3. Core Gamers
16.6.1.3. Brazil Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Pricing Model
16.6.1.3.1. Freemium
16.6.1.3.2. Subscription-based
16.6.1.3.2.1. Monthly
16.6.1.3.2.2. Annually
16.6.1.4. Brazil Online Gaming Market Revenue (US$ Mn)
and Forecasts, By Genre
16.6.1.4.1. Action Games
16.6.1.4.2. Sport Games
16.6.1.4.3. Battle Royale Games
16.6.1.4.4. Action-Adventure Games
16.6.1.4.5. Racing Games
16.6.1.4.6. Fighting Games
16.6.1.4.7. Board Games
16.6.1.4.8. Others
16.6.2. Argentina
16.6.2.1. Argentina Online Gaming Market Revenue (US$
Mn) and Forecasts, By Platform
16.6.2.1.1. PC
16.6.2.1.1.1. App-based
16.6.2.1.1.2. Web-based
16.6.2.1.2. Mobile
16.6.2.1.3. Console
16.6.2.2. Argentina Online Gaming Market Revenue (US$
Mn) and Forecasts, By End Users
16.6.2.2.1. Social Gamers
16.6.2.2.2. Serious Gamers
16.6.2.2.3. Core Gamers
16.6.2.3. Argentina Online Gaming Market Revenue (US$
Mn) and Forecasts, By Pricing Model
16.6.2.3.1. Freemium
16.6.2.3.2. Subscription-based
16.6.2.3.2.1. Monthly
16.6.2.3.2.2. Annually
16.6.2.4. Argentina Online Gaming Market Revenue (US$
Mn) and Forecasts, By Genre
16.6.2.4.1. Action Games
16.6.2.4.2. Sport Games
16.6.2.4.3. Battle Royale Games
16.6.2.4.4. Action-Adventure Games
16.6.2.4.5. Racing Games
16.6.2.4.6. Fighting Games
16.6.2.4.7. Board Games
16.6.2.4.8. Others
16.6.3. Rest of Latin America
16.6.3.1. Rest of Latin America Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Platform
16.6.3.1.1. PC
16.6.3.1.1.1. App-based
16.6.3.1.1.2. Web-based
16.6.3.1.2. Mobile
16.6.3.1.3. Console
16.6.3.2. Rest of Latin America Online Gaming Market
Revenue (US$ Mn) and Forecasts, By End Users
16.6.3.2.1. Social Gamers
16.6.3.2.2. Serious Gamers
16.6.3.2.3. Core Gamers
16.6.3.3. Rest of Latin America Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Pricing Model
16.6.3.3.1. Freemium
16.6.3.3.2. Subscription-based
16.6.3.3.2.1. Monthly
16.6.3.3.2.2. Annually
16.6.3.4. Rest of Latin America Online Gaming Market
Revenue (US$ Mn) and Forecasts, By Genre
16.6.3.4.1. Action Games
16.6.3.4.2. Sport Games
16.6.3.4.3. Battle Royale Games
16.6.3.4.4. Action-Adventure Games
16.6.3.4.5. Racing Games
16.6.3.4.6. Fighting Games
16.6.3.4.7. Board Games
16.6.3.4.8. Others
16.7. Key Segment for Channeling Investments
16.7.1. By Country
16.7.2. By Platform
16.7.3. By End Users
16.7.4. By Pricing Model
16.7.5. By Genre
17. Competitive Benchmarking
17.1. Brand Benchmarking
17.2. Market Share Analysis, 2018
17.3. Global Presence and Growth Strategies
17.3.1. Mergers and Acquisitions
17.3.2. Product Launches
17.3.3. Investments Trends
17.3.4. R&D Initiatives
18. Player Profiles
18.1. Blizzard Entertainment, Inc.
18.1.1. Company Details
18.1.2. Company Overview
18.1.3. Product Offerings
18.1.4. Key Developments
18.1.5. Financial Analysis
18.1.6. SWOT Analysis
18.1.7. Business Strategies
18.2. CAPCOM CO., LTD.
18.2.1. Company Details
18.2.2. Company Overview
18.2.3. Product Offerings
18.2.4. Key Developments
18.2.5. Financial Analysis
18.2.6. SWOT Analysis
18.2.7. Business Strategies
18.3. CD Projekt S.A.
18.3.1. Company Details
18.3.2. Company Overview
18.3.3. Product Offerings
18.3.4. Key Developments
18.3.5. Financial Analysis
18.3.6. SWOT Analysis
18.3.7. Business Strategies
18.4. Electronic Arts Inc.
18.4.1. Company Details
18.4.2. Company Overview
18.4.3. Product Offerings
18.4.4. Key Developments
18.4.5. Financial Analysis
18.4.6. SWOT Analysis
18.4.7. Business Strategies
18.5. Gameloft
18.5.1. Company Details
18.5.2. Company Overview
18.5.3. Product Offerings
18.5.4. Key Developments
18.5.5. Financial Analysis
18.5.6. SWOT Analysis
18.5.7. Business Strategies
18.6. Microsoft
18.6.1. Company Details
18.6.2. Company Overview
18.6.3. Product Offerings
18.6.4. Key Developments
18.6.5. Financial Analysis
18.6.6. SWOT Analysis
18.6.7. Business Strategies
18.7. Nazara Technologies Ltd
18.7.1. Company Details
18.7.2. Company Overview
18.7.3. Product Offerings
18.7.4. Key Developments
18.7.5. Financial Analysis
18.7.6. SWOT Analysis
18.7.7. Business Strategies
18.8. NCSOFT Corporation
18.8.1. Company Details
18.8.2. Company Overview
18.8.3. Product Offerings
18.8.4. Key Developments
18.8.5. Financial Analysis
18.8.6. SWOT Analysis
18.8.7. Business Strategies
18.9. Nintendo
18.9.1. Company Details
18.9.2. Company Overview
18.9.3. Product Offerings
18.9.4. Key Developments
18.9.5. Financial Analysis
18.9.6. SWOT Analysis
18.9.7. Business Strategies
18.10. Rovio Entertainment Corporation
18.10.1. Company Details
18.10.2. Company Overview
18.10.3. Product Offerings
18.10.4. Key Developments
18.10.5. Financial Analysis
18.10.6. SWOT Analysis
18.10.7. Business Strategies
18.11. Sony Interactive Entertainment Inc.
18.11.1. Company Details
18.11.2. Company Overview
18.11.3. Product Offerings
18.11.4. Key Developments
18.11.5. Financial Analysis
18.11.6. SWOT Analysis
18.11.7. Business Strategies
18.12. Supercell
18.12.1. Company Details
18.12.2. Company Overview
18.12.3. Product Offerings
18.12.4. Key Developments
18.12.5. Financial Analysis
18.12.6. SWOT Analysis
18.12.7. Business Strategies
18.13. Take-Two Interactive GmbH
18.13.1. Company Details
18.13.2. Company Overview
18.13.3. Product Offerings
18.13.4. Key Developments
18.13.5. Financial Analysis
18.13.6. SWOT Analysis
18.13.7. Business Strategies
18.14. Tencent
18.14.1. Company Details
18.14.2. Company Overview
18.14.3. Product Offerings
18.14.4. Key Developments
18.14.5. Financial Analysis
18.14.6. SWOT Analysis
18.14.7. Business Strategies
18.15. Ubisoft Entertainment SA
18.15.1. Company Details
18.15.2. Company Overview
18.15.3. Product Offerings
18.15.4. Key Developments
18.15.5. Financial Analysis
18.15.6. SWOT Analysis
18.15.7. Business Strategies
18.16. ZYNGA INC
18.16.1. Company Details
18.16.2. Company Overview
18.16.3. Product Offerings
18.16.4. Key Developments
18.16.5. Financial Analysis
18.16.6. SWOT Analysis
18.16.7. Business Strategies
18.17. Other Industry Participants
19. Key Findings
Note: This ToC is tentative
and can be changed according to the research study conducted during the course
of report completion.
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Enterprise User
At Absolute Markets Insights, we are engaged in building both global as well as country specific reports. As a result, the approach taken for deriving the estimation and forecast for a specific country is a bit unique and different in comparison to the global research studies. In this case, we not only study the concerned market factors & trends prevailing in a particular country (from secondary research) but we also tend to calculate the actual market size & forecast from the revenue generated from the market participants involved in manufacturing or distributing the any concerned product. These companies can also be service providers. For analyzing any country specifically, we do consider the growth factors prevailing under the states/cities/county for the same. For instance, if we are analyzing an industry specific to United States, we primarily need to study about the states present under the same(where the product/service has the highest growth). Similar analysis will be followed by other countries. Our scope of the report changes with different markets.
Our research study is mainly implement through a mix of both secondary and primary research. Various sources such as industry magazines, trade journals, and government websites and trade associations are reviewed for gathering precise data. Primary interviews are conducted to validate the market size derived from secondary research. Industry experts, major manufacturers and distributors are contacted for further validation purpose on the current market penetration and growth trends.
Prominent participants in our primary research process include:
- Key Opinion Leaders namely the CEOs, CSOs, VPs, purchasing managers, amongst others
- Research and development participants, distributors/suppliers and subject matter experts
Secondary Research includes data extracted from paid data sources:
- Reuters
- Factiva
- Bloomberg
- One Source
- Hoovers
Research Methodology
Key Inclusions
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