封面
市場調查報告書
商品編碼
1607679

遊戲市場規模、佔有率、成長分析,按遊戲類型、設備類型、年齡層、玩家類型、地區分類 - 產業預測,2024-2031

Gaming Market Size, Share, Growth Analysis, By Game Type (Real-time Strategy (RTS), Role-playing (RPG)), By Device Type, By Age Group, By Gamer Type, By Region - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 165 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2022年全球遊戲市場規模將為2,082億美元,從2023年的2,332.3億美元成長到2031年的5,278.7億美元,預測期間(2024-2031年)複合年成長率為10.75%。

由於智慧型手機和先進個人電腦在開發中國家和已開發國家的日益普及,遊戲產業正在經歷前所未有的成長。該行業目前是世界上成長最快的行業,人們尋求互動娛樂來緩解壓力並豐富休閒。遊戲不僅有樂趣,還能培養成就感和團隊合作精神。此外,教育遊戲的激增透過提高兒童的分析和邏輯能力來支持他們的認知發展。家庭娛樂投資的增加將在預測期內進一步加速遊戲市場的擴張,使其成為娛樂領域的關鍵參與者,滿足不同的消費者偏好和參與目標。

目錄

介紹

  • 研究目的
  • 調查範圍
  • 定義

調查方法

  • 資訊採購
  • 二手資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 按細分市場的機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制因素和挑戰
  • 波特分析與影響
    • 競爭公司之間的敵對關係
    • 替代品的威脅
    • 買方議價能力
    • 新進入者的威脅
    • 供應商的議價能力

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2023)
  • PESTEL分析
  • 價值鏈分析
  • 價格分析
  • 技術進步
  • 監管環境
  • 專利分析
  • 案例研究

遊戲市場規模:依遊戲類型及複合年成長率(2024-2031)

  • 市場概況
  • 即時策略(RTS)
  • 角色扮演(RPG)
  • 多人線上競技競技場 (MOBA)
  • 沙箱
  • 射擊遊戲(FPS 和 TPS)
  • 模擬和運動
  • 其他

遊戲市場規模:以設備類型和複合年成長率(2024-2031)

  • 市場概況
  • 主機
  • 移動的
  • 電腦

遊戲市場規模:依年齡層及複合年成長率(2024-2031)

  • 市場概況
  • 兒童(6-12歲)
  • 青少年(13-19歲)
  • 成人(20歲以上)
  • 老年人(55歲以上)

遊戲市場規模:按玩家類型和複合年成長率(2024-2031)

  • 市場概況
  • 休閒玩家
  • 職業選手

遊戲市場規模:按地區和複合年成長率(2024-2031)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 西班牙
    • 法國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東/非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東/非洲

競爭資訊

  • 前5名企業對比
  • 主要企業市場定位(2023年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2023)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按細分市場分類的佔有率分析
    • 收益與前一年同期比較(2021-2023)

主要企業簡介

  • Sony Interactive Entertainment(Japan)
  • Tencent Interactive Entertainment(China)
  • Microsoft Gaming(USA)
  • Nintendo(Japan)
  • NetEase Games(China)
  • Electronic Arts(USA)
  • Epic Games(USA)
  • Take-Two Interactive(USA)
  • Embracer Group(Sweden)
  • MiHoYo(China)
  • Roblox Corporation(USA)
  • Playtika(Israel)
  • Ubisoft(France)
  • Nexon(South Korea)
  • 37Games(China)
  • Square Enix(Japan)
  • Oculus Studios(Meta)(USA)
  • Bandai Namco Entertainment(Japan)
  • Sega(Japan)
  • Netmarble(South Korea)

結論和建議

簡介目錄
Product Code: SQMIG25J2055

Global Gaming Market size was valued at USD 208.2 billion in 2022 and is poised to grow from USD 233.23 billion in 2023 to USD 527.87 billion by 2031, growing at a CAGR of 10.75% during the forecast period (2024-2031).

The gaming industry is experiencing unprecedented growth, driven by the rising adoption of smartphones and advanced personal computers in both developing and developed nations. This sector is currently the fastest-growing in the globe, as individuals seek interactive entertainment to relieve stress and enhance leisure time. Gaming not only provides enjoyment but also fosters a sense of achievement and teamwork. Additionally, the surge in educational games supports children's cognitive development by honing their analytical and logical skills. Increased investment in home entertainment further amplifies the gaming market's expansion during the forecast period, positioning it as a significant player in the entertainment landscape and addressing a diverse range of consumer preferences and engagement objectives.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gaming market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Gaming Market Segmental Analysis

Global Gaming Market is segmented by Game Type, Device Type, Gamer Type, and region. Based on Game Type, the market is segmented into Real-time Strategy (RTS), Role-playing (RPG), Multiplayer Online Battle Arena (MOBA), Sandbox, Shooter (FPS and TPS), Simulation and Sports, Others. Based on Device Type, the market is segmented into Console, Mobile, Computer. Based on Gamer Type, the market is segmented into Children (6-12 years), Teenagers (13-19 years), Adults (20+ years), Seniors (55+). Based on Gamer Type, the market is segmented into Casual Player, Professional Player. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Global Gaming Market

The global gaming market is experiencing significant growth, primarily driven by the increasing engagement of individuals in various video games during their leisure time. Recent American studies indicate that 91% of male children born in 2000 participate in mobile gaming, a notable rise compared to 83% for those born earlier. Additionally, the ongoing economic development, which leads to urbanization and higher disposable incomes, is further stimulating demand for entertainment options, such as gaming. The enhanced internet connectivity across different regions, coupled with the widespread adoption of smartphones, has created a more accessible gaming environment, thus propelling the gaming market's expansion in recent times.

Restraints in the Global Gaming Market

The global gaming market faces significant obstacles due to the prevalence of social anxiety and addiction to competitive online shooter games, particularly among young children. This issue not only hampers their academic performance but also negatively impacts their mental well-being, leading to considerable challenges within families. As a result, this growing concern acts as a substantial restraint on the expansion of the gaming industry during the analysis period. Addressing these issues is crucial for fostering a healthier gaming environment and promoting responsible gaming practices, while also ensuring that the market can thrive without compromising the well-being of its younger audience.

Market Trends of the Global Gaming Market

The global gaming market is experiencing significant growth driven by an upsurge in championships and tournaments for major gaming titles. These competitive events not only engage diverse age groups but also cultivate a larger audience by highlighting professional players, who serve as influencers within the gaming community. Sponsors strategically target these interests, generating revenue for gaming companies and enhancing visibility. This competitive atmosphere fosters excitement and engagement among fans, further igniting interest in gaming. As a result, the combination of competitive play and marketing initiatives is propelling the gaming market forward, marking it as a key trend in the entertainment industry.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2023
  • PESTEL Analysis
  • Value Chain Analysis
  • Pricing Analysis
  • Technological Advancement
  • Regulatory Landscape
  • Patent Analysis
  • Case Studies

Global Gaming Market Size by Game Type & CAGR (2024-2031)

  • Market Overview
  • Real-time Strategy (RTS)
  • Role-playing (RPG)
  • Multiplayer Online Battle Arena (MOBA)
  • Sandbox
  • Shooter (FPS and TPS)
  • Simulation and Sports
  • Others

Global Gaming Market Size by Device Type & CAGR (2024-2031)

  • Market Overview
  • Console
  • Mobile
  • Computer

Global Gaming Market Size by Age Group & CAGR (2024-2031)

  • Market Overview
  • Children (6-12 years)
  • Teenagers (13-19 years)
  • Adults (20+ years)
  • Seniors (55+)

Global Gaming Market Size by Gamer Type & CAGR (2024-2031)

  • Market Overview
  • Casual Player
  • Professional Player

Global Gaming Market Size & CAGR (2024-2031)

  • North America, (Game Type, Device Type, Age Group, & Gamer Type)
    • US
    • Canada
  • Europe, (Game Type, Device Type, Age Group, &Gamer Type)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (Game Type, Device Type, Age Group, & Gamer Type)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (Game Type, Device Type, Age Group, & Gamer Type)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (Game Type, Device Type, Age Group, & Gamer Type)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Sony Interactive Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Interactive Entertainment (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Gaming (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NetEase Games (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Take-Two Interactive (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Embracer Group (Sweden)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MiHoYo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Playtika (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nexon (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 37Games (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Square Enix (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Oculus Studios (Meta) (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Netmarble (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation