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市場調查報告書
商品編碼
1580090

數位遊戲市場:按遊戲類型、平台和設備分類 - 2025-2030 年全球預測

Digital Gaming Market by Game Type (Action Game, Adventure Game, Puzzle), Platform (Android, Flash, iOS), Device - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 193 Pages | 商品交期: 最快1-2個工作天內

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2023年數位遊戲市場規模預估為2,052.9億美元,預估2024年將達2,253億美元,複合年成長率為10.17%,預估2030年將達4044.6億美元。

由於網路的普及和智慧型手機的普及,包括線上、行動和電子競技在內的數位遊戲市場正在經歷快速成長。它被定義為在電子設備上運行的互動式娛樂軟體,其需求是由對娛樂和社交聯繫不斷成長的需求(尤其是年輕人)推動的。主要應用包括 VR 遊戲、雲端遊戲和線上多人遊戲平台,最終用途主要針對消費者和企業,將遊戲整合到培訓和廣告中。影響市場的成長要素包括人工智慧和虛擬實境的技術進步、可支配收入的增加以及先進遊戲機的日益普及。網路基礎設施發達、遊戲人口不斷成長的新興市場充滿商機。整合區塊鏈以實現安全支付並促進「按年運行」模式是一個快速發展的領域。為了利用這一點,公司必須專注於個人化內容和高效的人工智慧分析,以提高用戶參與度。相反,網路安全威脅、高昂的開發成本以及各國的監管障礙等挑戰也帶來了限制。此外,現有地區的市場可能會飽和。然而,可以透過開發融合實體和虛擬環境的基於 AR 的遊戲,以及透過創建促進社群主導的內容開發的工具來促進創新。提高殘疾遊戲玩家的可訪問性的研究也可能會擴大用戶群。掌握消費者的偏好至關重要,包括對跨平台遊戲和無縫遊戲體驗不斷成長的需求。它本質上是一個充滿活力的市場,它的發展是基於技術進步和消費者趨勢。因此,企業必須圍繞遊戲平台創建一個永續的生態系統,包括利用資料自訂行銷策略,以在這個不斷變化的環境中有效保持競爭力和成長。

主要市場統計
基準年[2023] 2052.9億美元
預測年份 [2024] 2253億美元
預測年份 [2030] 4044.6億美元
複合年成長率(%) 10.17%

市場動態:揭示快速發展的數位遊戲市場的關鍵市場洞察

數位遊戲市場正在因供需的動態交互作用而轉變。了解這些不斷變化的市場動態可以幫助企業做出明智的投資決策、策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時消費行為及其對製造成本的影響以及對採購趨勢的影響。

  • 市場促進因素
    • 由於智慧型手機的普及,手機遊戲增加
    • 電子競技和遊戲比賽在世界各地日益受歡迎
    • 新數字遊戲格式的出現
  • 市場限制因素
    • 有關雲端遊戲平台的隱私和安全問題
  • 市場機會
    • 在遊戲中引入虛擬實境以改善即時體驗
    • 將擴增實境、虛擬實境和混合實境整合到數位遊戲中
    • 雲端遊戲技術持續發展
  • 市場挑戰
    • 有關數位內容和年齡限制的政府法規

波特五力:駕馭數位遊戲市場的戰略工具

波特的五力是了解數位遊戲市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解數位遊戲市場的外部影響

外部宏觀環境因素在塑造數位遊戲市場的表現動態方面發揮著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並幫助他們做出積極主動的決策。

市場佔有率分析 了解數位遊戲市場的競爭狀況

對數位遊戲市場的詳細市場佔有率分析可以對供應商績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV 定位矩陣 數位遊戲市場供應商績效評估

FPNV定位矩陣是評估數位遊戲市場供應商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。這四個象限使您能夠清晰、準確地分類供應商,以確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析與建議繪製數位遊戲市場的成功之路

對於旨在加強其在全球市場的影響力的公司來說,數位遊戲市場的策略分析至關重要。透過考慮關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:對當前市場環境的詳細審查、主要企業的廣泛資料、對其在市場中的影響力和整體影響力的評估。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監管核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 智慧型手機的普及導致手機遊戲的興起
      • 電子競技和遊戲錦標賽在世界各地越來越受歡迎。
      • 新數字遊戲格式的出現
    • 抑制因素
      • 與雲端遊戲平台相關的隱私和安全問題
    • 機會
      • 將虛擬實境引入遊戲,提升即時體驗
      • 將擴增實境、虛擬實境和混合實境整合到數位遊戲中
      • 雲端遊戲技術不斷發展
    • 任務
      • 有關數位內容和年齡限制的政府法規
  • 市場區隔分析
    • 遊戲類型:年輕人往往喜歡動作遊戲和冒險遊戲
    • 設備:與高階 PC 相比,由於價格實惠,主機遊戲設備的使用有所增加
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章按遊戲類型分類的數位遊戲市場

  • 動作遊戲
  • 冒險遊戲
  • 種族
  • 角色扮演遊戲
  • 模擬電動遊戲

第7章數字遊戲市場:依平台分類

  • 安卓
  • 閃光
  • iOS
  • 社群網路

第8章數字遊戲市場:依設備分類

  • 電腦
  • 主機
  • 智慧型手機

第9章 美洲數字遊戲市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章 亞太數字遊戲市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章 歐洲、中東和非洲數位遊戲市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
    • IGT World Gaming 和 PlayDigital 與 Everi 合併,鞏固行業地位
    • Games Sekai完成對Super Group B2B業務的策略性收購
    • LVMH 與 Epic Games 之間的策略合作夥伴關係透過數位創新徹底改變奢侈品產業
  • 戰略分析和建議

公司名單

  • Activision Blizzard, Inc.
  • Apple Inc.
  • BANDAI NAMCO Holdings Inc.
  • CAPCOM USA, INC.
  • CD Projekt SA
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • GungHo Online Entertainment, Inc.
  • King Digital Entertainment Plc
  • KONAMI GROUP CORPORATION
  • KRAFTON, Inc.
  • Microsoft Corporation
  • NCSOFT CORPORATION
  • NetEase Interactive Entertainment Pte. Ltd.
  • Nintendo Co., Ltd.
  • Proxima Beta Pte. Ltd.
  • Sega Enterprises, Ltd.
  • SidePrize LLC
  • Sony Interactive Entertainment Inc.
  • Square Enix Holdings Co., Ltd.
  • Supercell Oy
  • Take-Two Interactive Software, Inc.
  • Tapinator, Inc.
  • UBISOFT ENTERTAINMENT SA
  • Warner Bros. Entertainment Inc.
Product Code: MRR-521BAA36EAEF

The Digital Gaming Market was valued at USD 205.29 billion in 2023, expected to reach USD 225.30 billion in 2024, and is projected to grow at a CAGR of 10.17%, to USD 404.46 billion by 2030.

The digital gaming market, encompassing online, mobile, and e-sports, has seen exponential growth due to increasing internet penetration and smartphone proliferation. Defined by interactive entertainment software played on electronic devices, its necessity is driven by the rising demand for entertainment and social connectivity, particularly among younger demographics. Key applications include VR gaming, cloud gaming, and online multiplayer platforms, with end-use primarily directed at consumers and enterprises integrating gaming for training or advertising. Growth factors influencing the market include technological advancements in AI and VR, growing disposable income, and the increasing adoption of advanced gaming consoles. Opportunities abound in emerging markets with improving internet infrastructure and rising gaming populations. The integration of blockchain for secure payment or the promotion of 'play-to-earn' models is a burgeoning area. To capitalize, companies should focus on personalized content and efficient AI analytics to enhance user engagement. Conversely, challenges such as cybersecurity threats, high development costs, and regulatory hurdles in different countries pose limitations. There's also the potential for market saturation in established regions. However, innovation can be driven through the development of AR-based games that merge physical and virtual environments or creating tools that facilitate community-driven content development. Research into improving accessibility for differently-abled gamers can also expand user bases. Staying abreast of consumer preferences, like the growing demand for cross-platform play and seamless gaming experiences, is imperative. The market, dynamic by nature, thrives on technological advances and consumer trends; hence, companies should focus on creating sustainable ecosystems around gaming platforms, perhaps by leveraging data for tailored marketing strategies, to effectively sustain competitiveness and growth in this ever-evolving landscape.

KEY MARKET STATISTICS
Base Year [2023] USD 205.29 billion
Estimated Year [2024] USD 225.30 billion
Forecast Year [2030] USD 404.46 billion
CAGR (%) 10.17%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Digital Gaming Market

The Digital Gaming Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rise in mobile gaming with the proliferation of smartphones
    • Increasing popularity of esports and gaming tournaments across the globe
    • Emergence of new digital gaming formats
  • Market Restraints
    • Privacy and security concerns related to cloud gaming platforms
  • Market Opportunities
    • Introduction of virtual reality in gaming to enhance real-time experience
    • Integration of Augmented reality, virtual reality, and mixed reality into digital gaming
    • Ongoing development in cloud gaming technologies
  • Market Challenges
    • Government regulations regarding digital content and age limitations

Porter's Five Forces: A Strategic Tool for Navigating the Digital Gaming Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Digital Gaming Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Digital Gaming Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Digital Gaming Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Digital Gaming Market

A detailed market share analysis in the Digital Gaming Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Digital Gaming Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Digital Gaming Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Digital Gaming Market

A strategic analysis of the Digital Gaming Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Digital Gaming Market, highlighting leading vendors and their innovative profiles. These include Activision Blizzard, Inc., Apple Inc., BANDAI NAMCO Holdings Inc., CAPCOM U.S.A., INC., CD Projekt S.A., Electronic Arts Inc., Epic Games, Inc., GungHo Online Entertainment, Inc., King Digital Entertainment Plc, KONAMI GROUP CORPORATION, KRAFTON, Inc., Microsoft Corporation, NCSOFT CORPORATION, NetEase Interactive Entertainment Pte. Ltd., Nintendo Co., Ltd., Proxima Beta Pte. Ltd., Sega Enterprises, Ltd., SidePrize LLC, Sony Interactive Entertainment Inc., Square Enix Holdings Co., Ltd., Supercell Oy, Take-Two Interactive Software, Inc., Tapinator, Inc., UBISOFT ENTERTAINMENT S.A., and Warner Bros. Entertainment Inc..

Market Segmentation & Coverage

This research report categorizes the Digital Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Game Type, market is studied across Action Game, Adventure Game, Puzzle, Racing, Role-Playing Game, and Simulation Video Game.
  • Based on Platform, market is studied across Android, Flash, iOS, and Social Network.
  • Based on Device, market is studied across Computer, Console, and Smartphones.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rise in mobile gaming with the proliferation of smartphones
      • 5.1.1.2. Increasing popularity of esports and gaming tournaments across the globe
      • 5.1.1.3. Emergence of new digital gaming formats
    • 5.1.2. Restraints
      • 5.1.2.1. Privacy and security concerns related to cloud gaming platforms
    • 5.1.3. Opportunities
      • 5.1.3.1. Introduction of virtual reality in gaming to enhance real-time experience
      • 5.1.3.2. Integration of Augmented reality, virtual reality, and mixed reality into digital gaming
      • 5.1.3.3. Ongoing development in cloud gaming technologies
    • 5.1.4. Challenges
      • 5.1.4.1. Government regulations regarding digital content and age limitations
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Game Type: Significant preference towards action and adventure games in young demographics
    • 5.2.2. Device: Expanding use of console gaming devices due to affordability as compared to high-end PCs
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Digital Gaming Market, by Game Type

  • 6.1. Introduction
  • 6.2. Action Game
  • 6.3. Adventure Game
  • 6.4. Puzzle
  • 6.5. Racing
  • 6.6. Role-Playing Game
  • 6.7. Simulation Video Game

7. Digital Gaming Market, by Platform

  • 7.1. Introduction
  • 7.2. Android
  • 7.3. Flash
  • 7.4. iOS
  • 7.5. Social Network

8. Digital Gaming Market, by Device

  • 8.1. Introduction
  • 8.2. Computer
  • 8.3. Console
  • 8.4. Smartphones

9. Americas Digital Gaming Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Digital Gaming Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Digital Gaming Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Merger of IGT's Global Gaming and PlayDigital with Everi Strengthens Industry Position
    • 12.3.2. Games Global Completes Strategic Acquisition of Super Group's B2B Operations
    • 12.3.3. Strategic Collaboration Between LVMH and Epic Games to Revolutionize Luxury with Digital Innovation
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Activision Blizzard, Inc.
  • 2. Apple Inc.
  • 3. BANDAI NAMCO Holdings Inc.
  • 4. CAPCOM U.S.A., INC.
  • 5. CD Projekt S.A.
  • 6. Electronic Arts Inc.
  • 7. Epic Games, Inc.
  • 8. GungHo Online Entertainment, Inc.
  • 9. King Digital Entertainment Plc
  • 10. KONAMI GROUP CORPORATION
  • 11. KRAFTON, Inc.
  • 12. Microsoft Corporation
  • 13. NCSOFT CORPORATION
  • 14. NetEase Interactive Entertainment Pte. Ltd.
  • 15. Nintendo Co., Ltd.
  • 16. Proxima Beta Pte. Ltd.
  • 17. Sega Enterprises, Ltd.
  • 18. SidePrize LLC
  • 19. Sony Interactive Entertainment Inc.
  • 20. Square Enix Holdings Co., Ltd.
  • 21. Supercell Oy
  • 22. Take-Two Interactive Software, Inc.
  • 23. Tapinator, Inc.
  • 24. UBISOFT ENTERTAINMENT S.A.
  • 25. Warner Bros. Entertainment Inc.

LIST OF FIGURES

  • FIGURE 1. DIGITAL GAMING MARKET RESEARCH PROCESS
  • FIGURE 2. DIGITAL GAMING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL DIGITAL GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL DIGITAL GAMING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES DIGITAL GAMING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES DIGITAL GAMING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. DIGITAL GAMING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. DIGITAL GAMING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. DIGITAL GAMING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL DIGITAL GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL DIGITAL GAMING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. DIGITAL GAMING MARKET DYNAMICS
  • TABLE 7. GLOBAL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL DIGITAL GAMING MARKET SIZE, BY ACTION GAME, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL DIGITAL GAMING MARKET SIZE, BY ADVENTURE GAME, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL DIGITAL GAMING MARKET SIZE, BY PUZZLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL DIGITAL GAMING MARKET SIZE, BY RACING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL DIGITAL GAMING MARKET SIZE, BY ROLE-PLAYING GAME, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL DIGITAL GAMING MARKET SIZE, BY SIMULATION VIDEO GAME, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL DIGITAL GAMING MARKET SIZE, BY ANDROID, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL DIGITAL GAMING MARKET SIZE, BY FLASH, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL DIGITAL GAMING MARKET SIZE, BY IOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL DIGITAL GAMING MARKET SIZE, BY SOCIAL NETWORK, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL DIGITAL GAMING MARKET SIZE, BY COMPUTER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL DIGITAL GAMING MARKET SIZE, BY CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL DIGITAL GAMING MARKET SIZE, BY SMARTPHONES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 26. AMERICAS DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 29. ARGENTINA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 32. BRAZIL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 35. CANADA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 38. MEXICO DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 42. UNITED STATES DIGITAL GAMING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 46. ASIA-PACIFIC DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 49. AUSTRALIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 52. CHINA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. INDIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 58. INDONESIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 61. JAPAN DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 64. MALAYSIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 67. PHILIPPINES DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 70. SINGAPORE DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 73. SOUTH KOREA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 76. TAIWAN DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 79. THAILAND DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. VIETNAM DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 86. EUROPE, MIDDLE EAST & AFRICA DIGITAL GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 89. DENMARK DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. EGYPT DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 95. FINLAND DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 98. FRANCE DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 101. GERMANY DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 104. ISRAEL DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. ITALY DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 110. NETHERLANDS DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 113. NIGERIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 116. NORWAY DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 119. POLAND DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. QATAR DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 125. RUSSIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 128. SAUDI ARABIA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 131. SOUTH AFRICA DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 134. SPAIN DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 137. SWEDEN DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 140. SWITZERLAND DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. TURKEY DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED ARAB EMIRATES DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM DIGITAL GAMING MARKET SIZE, BY GAME TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM DIGITAL GAMING MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 149. UNITED KINGDOM DIGITAL GAMING MARKET SIZE, BY DEVICE, 2018-2030 (USD MILLION)
  • TABLE 150. DIGITAL GAMING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 151. DIGITAL GAMING MARKET, FPNV POSITIONING MATRIX, 2023