Digital Gaming Market Size 2020, Share, Growth, Trends, Drivers, Restraints, Opportunities, and Global Industry Analysis 2027


Published Date : Apr 2020
Category : ICT
Report Id : ReportCrux 014
Publisher Name : ReportCrux
Price : $2,999
No of Pages : 197

New Year Sale: Upto 25% Discount on Digital Gaming Market with COVID-19 Impact Analysis

Digital Gaming  Market Size

The global Digital Gaming Market is estimated to grow from USD 129.0 Billion in 2019 to reach USD 436.1 Billion by 2027, at a CAGR of 16.5% during the forecast period from 2020-2027.


Gaming companies are increasingly choosing digital distribution channels over physical distribution channels, as digital distribution makes it easy for various gaming platforms to buy and access digital content.

Final Report will have an in-depth analysis of the COVID-19 impact on the Digital Gaming Market

Digital Gaming Market by Gaming Platform (Flash, iOS, Android, and Others); by Device (Tablet, Computer, Laptop, Mobile, and Console Unit); by Gaming Audience (Social Gamers, Serious Gamers, and Core Gamers); by Subscription Model (Premium, Paymium, and Freemium), and by Region: Global Industry Trends, Dynamics, Competitive Insights and Forecast Analysis, 2020 – 2027.

Market Drivers, Restraining, Opportunities

What are the Key Drivers responsible for the growth of Digital Gaming Market ?
Increasing Number of Gamers
Rising Disposable Income
Technology Innovation

 What are the restraints for the Digital Gaming Market growth?
High Level of Piracy Situations
Difficult Economic Conditions and Political Turmoil

 What are the Opportunities in Digital Gaming Market ? 
Increased Adoption Among Developing Economies Offers a Major Opportunity for Market Expansion

Digital Gaming Companies

Here are the 6 best  Digital Gaming companies analysis
1.99Games Online Pvt. Ltd.
2.Creatiosoft Solutions Pvt. Ltd.
3.Dhurva Interactive
4.Electronics Arts Games India Pvt. Ltd.
5.Gameloft Software Pvt. Ltd
6.Nazara Technologies Ltd

Market Overview

The market report covers a basic overview of the market from the industry perspective. This will help the reader to get a gist about different industry dimensions from a manufacturer’s view. The report divides the market into different sections and is comprised of market revenue (value) by segments.

The report provides market data from 2016 till 2027, wherein, 2016 to 2018 will be historic years, 2019 would be the base year and 2020 to 2027 will be forecast years. The report provides different statistics and figures and charts that will help analyze trends and global digital gaming market share along with its growth rate in different regions and countries.

Key players across the globe are profiled in the report along with its company landscaping. Product portfolio for each company, recent developments and company strategies are covered along with the company financials.

Economy Trends & Strategic Analysis

Various drivers, restraints and opportunities in the digital gaming market are analyzed in detail in the report. Key drivers that make the overall market grow are discussed thoroughly, along with its impact on the sales of different product types. Report also features restraining factors that are likely to restrain the market growth. As well, different opportunities which will propel the market in future and bring new growth avenues for major market players are discussed in detail. This will help in understanding the overall dynamics prevailing in the historic as well as in coming years.

Apart from this, the report covers various collaborations, mergers and acquisitions, regional expansions, new product launches and product pipelines for the key players involved in the market.

Segmental and Geographic Analysis

The report describes in detail market segmentation by dividing the market based on its gaming platform, device, subscription model, gaming audience, and region and is analyzed from 2016 to 2027 by value and volume. All the segments are evaluated by taking into consideration the historic and future trends. All the segments with the dominating & fastest growing sub-segments and the factors responsible for the same are studied and are mentioned in the report.

Evident quantitative as well as qualitative insights about the segments are covered in the report along with forecast analysis of all the segments that expected to alter the market in the future are described in detail. The segmental analysis also highlights details about different aspects that will influence the market.

Based on gaming platform, the market is segmented into flash, iOS, android, and others. Based on devices, the market is categorized into tablet, computer, laptop, mobile, and console unit. Based on subscription model, the market is categorized into premium, paymium, and freemium. Based on the gaming model, the global market for digital gaming is segmented into social gamers, serious gamers, and core gamers. Trend analysis for all the segments is provided in detail in the report.

Market is divided regionally and by country level into North America (U.S., Canada, & Rest of North America), Europe (U.K., Germany, France, Italy, Spain, Russia & Rest of Europe), Asia Pacific (China, Japan, India, Australia, Southeast Asia, & Rest of Asia Pacific), Latin America (Brazil, Mexico, & Rest of Latin America) and Middle East and Africa (Saudi Arabia, South Africa, UAE, & Rest of Middle East and Africa).

The report gives the pursuer the complete idea and understanding of the market and the regional and country level value and volume scenario and essentials for the industry. Current market insights on the regional level are studied and centered while market estimation, thus giving the reader a specialized idea & plans, financial as well as recent market advancements globally.

Digital Gaming Market Report Scope

Attribute
Details
Market Size in 2019
USD 129.0 Billion
Market Size in 2027
USD 436.1 Billion 
CAGR (%)
 16.5% from 2020-2027
Historic Period
 2017-2018
Base Year
2019
Forecast Period
 2020-2027
Segments Covered

Gaming Platform, Device,

Subscription Model, Gaming Audience 

Regional Scope

North America, Europe, Asia Pacific,

Latin America, Middle East & Africa

Digital Gaming Market Segmentation

By Gaming Platform
Flash
iOS
Android
Others

By Device
Tablet
Computer
Laptop
Mobile
Console Unit

By Subscription Model
Premium
Paymium
Freemium

By Gaming Audience
Social Gamers
Serious Gamers
Core Gamers

By Region
•  North America
                    -U.S.
                    -Canada
                    -Rest of North America
• Europe
                    -UK
                    -Germany
                    -France
                    -Italy
                    -Spain
                    -Russia
                    -Rest of Europe
•  Asia Pacific
                    -China
                    -Japan
                    -India
                    -Australia
                    -Southeast Asia
                    -Rest of Asia Pacific
• Latin America
                    -Brazil
                    -Mexico
                    -Rest of Latin America
•   Middle East and Africa
                    -Saudi Arabia
                    -South Africa
                    -UAE
                    -Rest of Middle East and Africa

                                    Are you Looking for Regional Insights / Report Customization?
Europe Digital Gaming Market  Size, Share and Analysis - 2027 | Request For Customized Sample Report 

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Table of Contents

1. Preface

1.1. Report Description and Scope

1.2. Research Scope

2. Research Methodology

2.1. Research Methodology

2.1.1. Market Research Process

2.1.2. Primary Research

2.1.3. Secondary Research

2.2. Models

2.2.1. Company Share Analysis Model

2.2.2. Revenue Based Model

2.3. Research limitations

3. Executive Summary

3.1. Global Market Overview and Executive Summary 2016 - 2027 (USD Billion)

3.2. Market Snapshot

4. Market Dynamics and Industry Analysis

4.1. Global Digital Gaming Market: Introduction

4.2. Market Drivers

4.2.1. Increasing Number of Gamers

4.2.2. Rising Disposable Income

4.2.3. Technology Innovation

4.3. Market Restraint

4.3.1. High Level of Piracy Situations

4.3.2. Difficult Economic Conditions and Political Turmoil

4.4. Market Opportunity

4.4.1. Increased Adoption Among Developing Economies Offers a Major Opportunity for Market Expansion

4.5. Porter’s Five Forces Analysis

5. Trending Insights on Current Market Scenario

5.1. Current Market Trends

5.2. SWOT Analysis

5.3. PESTEL Analysis

6. Market Growth Attractiveness Analysis

6.1. Growth Attractiveness Analysis, by Gaming Platform

6.2. Growth Attractiveness Analysis, by Device

6.3. Growth Attractiveness Analysis, by Gaming Audience

6.4. Growth Attractiveness Analysis, by Subscription Model

6.5. Growth Attractiveness Analysis, by Region

7. Competitive Share Analysis

7.1. Company Share Analysis

7.1.1. Global Digital Gaming Market: Company Market Share, 2019

7.2. Strategic Developments

7.2.1. Mergers and Acquisitions

7.2.2. New Product Launches

7.2.3. Partnerships, Collaborations and Joint Ventures

8. Global Digital Gaming Market: Gaming Platform Segment Analysis

8.1. Introduction

8.1.1. Market Revenue Share, by Gaming Platform, 2019 & 2027 

8.1.2. Gaming Platform Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

8.1.3. Flash

8.1.3.1. Flash Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

8.1.4. iOS

8.1.4.1. iOS Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

8.1.5. Android

8.1.5.1. Android Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

8.1.6. Others

8.1.6.1. Others Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

9. Global Digital Gaming Market: Device Segment Analysis

9.1. Introduction

9.1.1. Market Revenue Share, by Device, 2019 & 2027 

9.1.2. Device Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

9.1.3. Tablet

9.1.3.1. Tablet Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

9.1.4. Computer

9.1.4.1. Computer Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

9.1.5. Laptop

9.1.5.1. Laptop Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

9.1.6. Mobile

9.1.6.1. Mobile Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

9.1.7. Console Unit

9.1.7.1. Console Unit Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

10. Global Digital Gaming Market: Gaming Audience Segment Analysis

10.1. Introduction

10.1.1. Market Revenue Share, by Gaming Audience, 2019 & 2027 

10.1.2. Gaming Audience Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

10.1.3. Social Gamers

10.1.3.1. Social Gamers Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

10.1.4. Serious Gamers

10.1.4.1. Serious Gamers Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

10.1.5. Core Gamers

10.1.5.1. Core Gamers Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

11. Global Digital Gaming Market: Subscription Model Segment Analysis

11.1. Introduction

11.1.1. Market Revenue Share, by Subscription Model, 2019 & 2027 

11.1.2. Subscription Model Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

11.1.3. Premium

11.1.3.1. Premium Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

11.1.4. Paymium

11.1.4.1. Paymium Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

11.1.5. Freemium

11.1.5.1. Freemium Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

12. Global Digital Gaming Market: Regional Analysis

12.1. Regional Overview

12.1.1. Market Revenue Share, by Region, 2019 & 2027 

12.1.2. Market Revenue Estimates and Forecast, by Region, 2016 - 2027 (USD Billion)

12.2. North America

12.2.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

12.2.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Billion)

12.2.3. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.2.4. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.2.5. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.2.6. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.2.7. U.S.

12.2.7.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.2.7.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.2.7.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.2.7.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.2.8. Canada

12.2.8.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.2.8.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.2.8.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.2.8.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.2.9. Rest of North America

12.2.9.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.2.9.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.2.9.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.2.9.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.3. Europe

12.3.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

12.3.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Billion)

12.3.3. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.3.4. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.3.5. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.3.6. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.3.7. Germany

12.3.7.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.3.7.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.3.7.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.3.7.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.3.8. U.K.

12.3.8.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.3.8.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.3.8.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.3.8.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.3.9. France

12.3.9.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.3.9.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.3.9.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.3.9.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.3.10. Italy

12.3.10.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.3.10.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.3.10.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.3.10.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.3.11. Spain

12.3.11.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.3.11.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.3.11.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.3.11.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.3.12. Russia

12.3.12.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.3.12.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.3.12.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.3.12.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.3.13. Rest of Europe

12.3.13.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.3.13.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.3.13.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.3.13.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.4. Asia Pacific

12.4.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

12.4.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Billion)

12.4.3. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.4.4. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.4.5. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.4.6. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.4.7. China

12.4.7.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.4.7.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.4.7.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.4.7.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.4.8. Japan

12.4.8.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.4.8.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.4.8.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.4.8.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.4.9. India

12.4.9.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.4.9.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.4.9.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.4.9.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.4.10. Australia

12.4.10.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.4.10.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.4.10.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.4.10.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.4.11. Southeast Asia

12.4.11.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.4.11.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.4.11.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.4.11.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.4.12. Rest of Asia Pacific

12.4.12.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.4.12.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.4.12.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.4.12.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.5. Latin America

12.5.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

12.5.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Billion)

12.5.3. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.5.4. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.5.5. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.5.6. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.5.7. Brazil

12.5.7.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.5.7.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.5.7.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.5.7.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.5.8. Mexico

12.5.8.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.5.8.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.5.8.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.5.8.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.5.9. Rest of Latin America

12.5.9.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.5.9.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.5.9.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.5.9.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.6. Middle East and Africa

12.6.1. Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

12.6.2. Market Revenue Estimates and Forecast, by Country, 2016 - 2027 (USD Billion)

12.6.3. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.6.4. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.6.5. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.6.6. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.6.7. Saudi Arabia

12.6.7.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.6.7.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.6.7.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.6.7.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.6.8. South Africa

12.6.8.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.6.8.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.6.8.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.6.8.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.6.9. UAE

12.6.9.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.6.9.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.6.9.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.6.9.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

12.6.10. Rest of Middle East and Africa

12.6.10.1. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

12.6.10.2. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

12.6.10.3. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

12.6.10.4. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

13. Company Profiles

13.1. NVidia Corporation

13.1.1. Company Overview

13.1.2. Financial Overview

13.1.3. Product Portfolio

13.1.4. Business Strategy

13.1.5. Recent Developments

13.2. Electronic Arts, Inc. (EA)

13.2.1. Company Overview

13.2.2. Financial Overview

13.2.3. Product Portfolio

13.2.4. Business Strategy

13.2.5. Recent Developments

13.3. Microsoft Corporation

13.3.1. Company Overview

13.3.2. Financial Overview

13.3.3. Product Portfolio

13.3.4. Business Strategy

13.3.5. Recent Developments

13.4. King Digital Entertainment Plc

13.4.1. Company Overview

13.4.2. Financial Overview

13.4.3. Product Portfolio

13.4.4. Business Strategy

13.4.5. Recent Developments

13.5. Sega Games Co., Ltd.

13.5.1. Company Overview

13.5.2. Financial Overview

13.5.3. Product Portfolio

13.5.4. Business Strategy

13.5.5. Recent Developments

13.6. Sony Corporation

13.6.1. Company Overview

13.6.2. Financial Overview

13.6.3. Product Portfolio

13.6.4. Business Strategy

13.6.5. Recent Developments

13.7. Kabam

13.7.1. Company Overview

13.7.2. Financial Overview

13.7.3. Product Portfolio

13.7.4. Business Strategy

13.7.5. Recent Developments

13.8. Nintendo Co., Ltd.

13.8.1. Company Overview

13.8.2. Financial Overview

13.8.3. Product Portfolio

13.8.4. Business Strategy

13.8.5. Recent Developments

13.9. Zynga, Inc.

13.9.1. Company Overview

13.9.2. Financial Overview

13.9.3. Product Portfolio

13.9.4. Business Strategy

13.9.5. Recent Developments

13.10. Tapinator, Inc.

13.10.1. Company Overview

13.10.2. Financial Overview

13.10.3. Product Portfolio

13.10.4. Business Strategy

13.10.5. Recent Developments

14. Market Effect Factor Analysis

15. Report Conclusion

List of Figures

1. Global Digital Gaming Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

2. Porter’s Five Forces Analysis 

3. SWOT Analysis 

4. PESTEL Analysis

5. Company Share Analysis, 2019

6. Market Revenue Share Analysis, by Gaming Platform, 2019 & 2027

7. Market Revenue Estimates and Forecast, by Flash, 2016 - 2027 (USD Billion)

8. Market Revenue Estimates and Forecast, by iOS, 2016 - 2027 (USD Billion)

9. Market Revenue Estimates and Forecast, by Android, 2016 - 2027 (USD Billion)

10. Market Revenue Estimates and Forecast, by Others, 2016 - 2027 (USD Billion)

11. Market Revenue Share Analysis, by Device, 2019 & 2027

12. Market Revenue Estimates and Forecast, by Tablet, 2016 - 2027 (USD Billion)

13. Market Revenue Estimates and Forecast, by Computer, 2016 - 2027 (USD Billion)

14. Market Revenue Estimates and Forecast, by Laptop, 2016 - 2027 (USD Billion)

15. Market Revenue Estimates and Forecast, by Mobile, 2016 - 2027 (USD Billion)

16. Market Revenue Estimates and Forecast, by Console Unit, 2016 - 2027 (USD Billion)

17. Market Revenue Share Analysis, by Gaming Audience, 2019 & 2027

18. Market Revenue Estimates and Forecast, by Social Gamers, 2016 - 2027 (USD Billion)

19. Market Revenue Estimates and Forecast, by Serious Gamers, 2016 - 2027 (USD Billion)

20. Market Revenue Estimates and Forecast, by Core Gamers, 2016 - 2027 (USD Billion)

21. Market Revenue Share Analysis, by Subscription Model, 2019 & 2027

22. Market Revenue Estimates and Forecast, by Premium, 2016 - 2027 (USD Billion)

23. Market Revenue Estimates and Forecast, by Paymium, 2016 - 2027 (USD Billion)

24. Market Revenue Estimates and Forecast, by Freemium, 2016 - 2027 (USD Billion)

25. Market Revenue Share Analysis, by Region, 2019 & 2027

26. North America Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

27. Europe Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

28. Asia Pacific Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

29. Latin America Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

30. Middle East and Africa Market Revenue Estimates and Forecast, 2016 - 2027 (USD Billion)

List of Tables

1. Global Digital Gaming Market: Snapshot

2. Market Growth Drivers: Impact Analysis

3. Market Restraints: Impact Analysis

4. Market Revenue Estimates and Forecast, by Region, 2016 - 2027 (USD Billion)

5. Market Revenue Estimates and Forecast, by Gaming Platform, 2016 - 2027 (USD Billion)

6. Market Revenue Estimates and Forecast, by Device, 2016 - 2027 (USD Billion)

7. Market Revenue Estimates and Forecast, by Gaming Audience, 2016 - 2027 (USD Billion)

8. Market Revenue Estimates and Forecast, by Subscription Model, 2016 - 2027 (USD Billion)

9. North America Market Size, by Country, 2016 - 2027 (USD Billion)

10. North America Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

11. North America Market Size, by Device, 2016 - 2027 (USD Billion)

12. North America Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

13. North America Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

14. North America Market Size, by Country, 2016 - 2027 (USD Billion)

15. U.S. Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

16. U.S. Market Size, by Device, 2016 - 2027 (USD Billion)

17. U.S. Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

18. U.S. Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

19. Canada Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

20. Canada Market Size, by Device, 2016 - 2027 (USD Billion)

21. Canada Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

22. Canada Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

23. Rest of North America Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

24. Rest of North America Market Size, by Device, 2016 - 2027 (USD Billion)

25. Rest of North America Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

26. Rest of North America Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

27. Europe Market Size, by Country, 2016 - 2027 (USD Billion)

28. Europe Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

29. Europe Market Size, by Device, 2016 - 2027 (USD Billion)

30. Europe Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

31. Europe Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

32. Germany Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

33. Germany Market Size, by Device, 2016 - 2027 (USD Billion)

34. Germany Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

35. Germany Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

36. U.K. Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

37. U.K. Market Size, by Device, 2016 - 2027 (USD Billion)

38. U.K. Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

39. U.K. Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

40. France Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

41. France Market Size, by Device, 2016 - 2027 (USD Billion)

42. France Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

43. France Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

44. Italy Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

45. Italy Market Size, by Device, 2016 - 2027 (USD Billion)

46. Italy Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

47. Italy Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

48. Spain Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

49. Spain Market Size, by Device, 2016 - 2027 (USD Billion)

50. Spain Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

51. Spain Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

52. Russia Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

53. Russia Market Size, by Device, 2016 - 2027 (USD Billion)

54. Russia Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

55. Russia Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

56. Rest of Europe Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

57. Rest of Europe Market Size, by Device, 2016 - 2027 (USD Billion)

58. Rest of Europe Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

59. Rest of Europe Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

60. Asia Pacific Market Size, by Country, 2016 - 2027 (USD Billion)

61. Asia Pacific Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

62. Asia Pacific Market Size, by Device, 2016 - 2027 (USD Billion)

63. Asia Pacific Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

64. Asia Pacific Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

65. China Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

66. China Market Size, by Device, 2016 - 2027 (USD Billion)

67. China Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

68. China Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

69. Japan Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

70. Japan Market Size, by Device, 2016 - 2027 (USD Billion)

71. Japan Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

72. Japan Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

73. India Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

74. India Market Size, by Device, 2016 - 2027 (USD Billion)

75. India Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

76. India Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

77. Australia Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

78. Australia Market Size, by Device, 2016 - 2027 (USD Billion)

79. Australia Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

80. Australia Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

81. Southeast Asia Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

82. Southeast Asia Market Size, by Device, 2016 - 2027 (USD Billion)

83. Southeast Asia Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

84. Southeast Asia Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

85. Rest of Asia Pacific Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

86. Rest of Asia Pacific Market Size, by Device, 2016 - 2027 (USD Billion)

87. Rest of Asia Pacific Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

88. Rest of Asia Pacific Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

89. Latin America Market Size, by Country, 2016 - 2027 (USD Billion)

90. Latin America Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

91. Latin America Market Size, by Device, 2016 - 2027 (USD Billion)

92. Latin America Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

93. Latin America Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

94. Brazil Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

95. Brazil Market Size, by Device, 2016 - 2027 (USD Billion)

96. Brazil Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

97. Brazil Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

98. Mexico Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

99. Mexico Market Size, by Device, 2016 - 2027 (USD Billion)

100. Mexico Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

101. Mexico Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

102. Rest of Latin America Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

103. Rest of Latin America Market Size, by Device, 2016 - 2027 (USD Billion)

104. Rest of Latin America Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

105. Rest of Latin America Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

106. Middle East and Africa Market Size, by Country, 2016 - 2027 (USD Billion)

107. Middle East and Africa Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

108. Middle East and Africa Market Size, by Device, 2016 - 2027 (USD Billion)

109. Middle East and Africa Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

110. Middle East and Africa Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

111. Saudi Arabia Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

112. Saudi Arabia Market Size, by Device, 2016 - 2027 (USD Billion)

113. Saudi Arabia Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

114. Saudi Arabia Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

115. South Africa Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

116. South Africa Market Size, by Device, 2016 - 2027 (USD Billion)

117. South Africa Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

118. South Africa Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

119. UAE Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

120. UAE Market Size, by Device, 2016 - 2027 (USD Billion)

121. UAE Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

122. UAE Market Size, by Subscription Model, 2016 - 2027 (USD Billion)

123. Rest of Middle East and Africa Market Size, by Gaming Platform, 2016 - 2027 (USD Billion)

124. Rest of Middle East and Africa Market Size, by Device, 2016 - 2027 (USD Billion)

125. Rest of Middle East and Africa Market Size, by Gaming Audience, 2016 - 2027 (USD Billion)

126. Rest of Middle East and Africa Market Size, by Subscription Model, 2016 - 2027 (USD Billion)


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