Gaming Market

Gaming Market Size, Share, Cost Analysis, Demand, Trends and Forecast to 2020-2025

The recent report by IMARC Group, titled “Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2020-2025”, estimates that the global gaming market growth reached a value of US$ 118.7 Billion in 2019. Gaming refers to the act of playing video games through different media such as computers, consoles, arcade machines or mobile phones. It helps in improving physical and mental skills, provides relaxation, fosters positive values such as cohesion and friendship, increases self-esteem, and encourages teamwork. These benefits have not only encouraged the growth of the gaming industry but have led to the trend of gamification which encourages and motivates participants to perform daily tasks usually not connected to gaming. Technological proliferation and innovations in both software and hardware, such as voice recognition, and virtual and augmented reality gaming, have further attracted a larger consumer-base.

Some of the major players operating in the industry include Some of the major players operating in the industry include Microsoft corporation (MSFT), Sony, Nitendo, Apple, Disney, Ubisoft, Zynga, Facebook, Konami and Sega.

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Market Drivers:

Rising penetration of internet and mobile phones, particularly in the emerging regions, is majorly stimulating the growth of the global gaming market. Apart from this, manufacturers have introduced downloadable content (DLC) which can range from extensive storyline to aesthetic outfit changes. The increasing sales of wearable gaming devices on account of inflating income levels of the consumers are also providing a thrust to the market growth. Additionally, rising adoption of browser and mobile games which provide free-to-play business models, along with a shift from physical to online games are creating a positive outlook for the market. Furthermore, the educators are seeking ways to supplement classroom teaching with gaming in order to help children develop certain life skills. Looking forward, the global gaming market is anticipated to expand at a CAGR of about 9.5% during 2025, reaching a value of US$ 204.6 Billion by 2020-2025.

Market Breakup by Device Type:

  • Mobile
  • Tablets

Currently, mobiles and tablets represent the largest segment, accounting for the majority of the total market share. Other major devices include consoles and computers.

Market Breakup by Segments:

  • Offline
  • Online

Amongst these, the offline segment currently holds the largest market share. The online segment is expected to gain traction due to growing market demand for multiplayer games on popular social networking sites.

Market Breakup by Revenue:

  • Game Purchase
  • Advertising

Currently, game purchase accounts for the dominant share as it offers a seamless gaming experience.

Market Breakup by Genre:

  • Adventure/Role Playing
  • Puzzles
  • Social
  • Strategy
  • Simulation

Currently, adventure/role playing games represent the leading segment.

Market Breakup by Age Group:

  • Adult
  • Children

Adult games currently lead the market, holding the largest market share.

Market Summary Region:

Region-wise, Asia Pacific enjoys the leading position, accounting for the majority of the global share. Within the region, China and Japan dominate the market on account of rising demand for entertainment. Besides Asia Pacific, other major regions include Europe, North America, Latin America, and Middle East and Africa.

The report has also analysed the competitive landscape of the market with some of the major players being:

  • Apple
  • Disney
  • Ubisoft
  • Sony
  • Nitendo
  • Microsoft
  • Sega
  • Facebook
  • Zynga

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IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.

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