Global Digital Gaming Market (2018-2023)
SKU ID :NS-15391299 | Published Date: 04-Mar-2020 | No. of pages: 90Description
TOC
Chapter 1: Executive summary
1.1. Market scope and segmentation
1.2. Key questions answered
1.3. Executive summary
Chapter 2: Introduction
2.1. Market definitions - PC games, mobile games and console games
2.2. Different business models
2.3. Value chain of games
2.4. Distribution channel analysis: big four companies
2.5. Distribution channel estimation: big four companies
Chapter 3: Global Digital Gaming market overview
3.1. Global market overview
o Global historical (2015-2017) market size (USD Bn)
o Global forecasted (2018-2023) market size (USD Bn)
o Geography wise market size (USD Bn) in 2017 and 2023
o Key observations
3.2. Global trends
Chapter 4: Global Digital Gaming market segmentation - by regions
4.1. North America
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
4.2. Europe
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
4.3. Asia Pacific
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
4.4. Latin America
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
4.5. Middle East and Africa
o Historical (2015-2017) market size (USD Bn)
o Forecasted (2018-2023) market size (USD Bn)
o Drivers
o Challenges
o Trends
Chapter 5: Global Digital Gaming market segmentation - by platform
5.1. Global market share and size (USD Bn – 2017) – by platforms (PC, Console, Mobile)
5.2. Global PC games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
5.3. Global mobile games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
5.4. Global console games market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
Chapter 6: Global Digital Gaming market segmentation – by revenue models
6.1. Global market share and size (USD Bn - 2017) – by revenue models (Freemium, Pay to Play, Advertising)
6.2. Global freemium model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
6.3. Global pay to play model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
6.4. Global advertising model market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
Chapter 7: Global Digital Gaming market segmentation – by genres
7.1. Global market share and size (USD Bn – 2017) – by genres (Shooter, Role- play Action, Sports, Strategy, Others)
7.2. Global shooter genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
7.3. Global role-playing action genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
7.4. Global sports genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
7.5. Global strategy genre market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
7.6. Other genres market
o Market size (USD Bn) (2015, 2017, 2023)
o Drivers
o Challenges
Chapter 8: Major digital gaming segmentation-by regions
8.1. North America
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.2. Europe
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.3. Asia Pacific
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.4. Latin America
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
8.5. Middle East and Africa
o Major platforms (PC, Console, Mobile) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major genres (Shooter, Role play action, Strategy, Sports, Others) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
o Major revenue models (Freemium, Pay to Play, Advertising) - Revenue contribution (USD Bn) and share (historical and forecasted), Key highlights, Key competitors
Chapter 9: Global Digital Gaming Spend Analysis
9.1. Paying players share by platform – 2017
9.2. PC games - Average spending and payers (Global, North America, Europe, Asia Pacific, Latin America, Middle East and Europe)
9.3. Console games - Average spending and payers (Global, North America, Europe, Asia Pacific, Latin America, Middle East and Europe)
9.4. Mobile games - Average spending and payers (Global, North America, Europe, Asia Pacific, Latin America, Middle East and Europe)
9.5. Spend analysis – by regions (North America, Europe, Asia Pacific, Latin America, Middle East and Europe)
Chapter 10: Competitive landscape
10.1. Activision Blizzard
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.2. Electronic Arts
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.3. Take - Two Interactive
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.4. Ubisoft
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.5. Zynga
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.6. Nintendo
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.7. GungHo Online
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.8. NCsoft
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.9. Sony Corporation
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
10.10. Microsoft Corporation
o Company snapshot
o Key numbers
o Major game titles
o Initiatives
o Growth strategy
o Major locations
Chapter 11: Gaming Start – Up Firms
11.1. Chopup
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.2. Omnidrone
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.3. Piranha Games
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.4. Nazara Techonologies
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.5. Witching Hour Studios
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.6. Touchten Games
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.7. Steel Wool Studios
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
11.8. Playsnak
o Overview
o Key people
o Funding information
o Key initiatives
o Games released
Chapter 12: Market Share of Companies
12.1. Global Digital Games market - share of companies
12.2. Global PC Games market - share of companies
12.3. Global Mobile Games market - share of companies
12.4. Global Console Games market - share of companies
Chapter 13: Conclusion
Chapter 14: Appendix
14.1. List of tables
14.2. Research methodology
14.3. Assumptiont Netscribes Inc.
Note: The Table of Contents (ToC) provided above contains the targeted coverage. The coverage is subject to change as we progress with the researc
Tables & Figures
Chapter 2: Introduction
1. Value Chain of Games
2. Distribution Channel Analysis : Major Four Companies
3. Distribution Channel Estimation : Major Four Companies
Chapter 3: Global Digital Games Market Overview
1. Global historical market revenue
2. Global forecasted market revenue
3. Geography-wise market revenue
Chapter 4: Global Digital Games Market – By Regions
1. Market Revenue – North America
2. Market Revenue – Asia Pacific
3. Market Revenue – Latin America
4. Market Revenue –Europe
5. Market Revenue – Middle East & Africa
Chapter 5: Global Digital Games Market - by platforms
1. PC Games Global Revenue
2. Mobile Games Global Revenue
3. Console Games Global revenue
Chapter 6: Global Digital Games Market- by revenue models
1. Freemium model global revenue
2. Pay to play model global revenue
3. Advertising model global revenue
Chapter 7: Global Digital Games Market- by genre
1. Shooter genre global revenue
2. Role-play action genre global revenue
3. Sports genre global revenue
4. Strategy genre global revenue
5. Other genre global revenue
Chapter 8: Major digital gaming segmentation-by regions
1. Revenue Contribution of major platforms – North America
2. Revenue Contribution of major revenue models– North America
3. Revenue Contribution of major genres– North America
4. Revenue Contribution of major platforms – Europe
5. Revenue Contribution of major revenue models– Europe
6. Revenue Contribution of major genres– Europe
7. Revenue Contribution of Platforms – Asia Pacific
8. Revenue Contribution of major revenue models– Asia Pacific
9. Revenue Contribution of major genres– Asia Pacific
10. Revenue Contribution of major platforms – Latin America
11. Revenue Contribution of major revenue models – Latin America
12. Revenue Contribution of major genres - Latin America
13. Revenue Contribution of Platforms – Middle East & Africa
14. Revenue Contribution of major revenue models – Middle East & Africa
15. Revenue Contribution of major genres - Middle East & Africa
Chapter 9: Global Digital Gaming Spend Analysis
1. Paying Players Share - By Platform
2. PC Games - Average Spending and Payers
3. Mobile Games - Average Spending and Payers
4. Console Games - Average Spending and Payers
Chapter 12: Market Share of Companies
1. Global Digital Games Market Share
2. Global PC Games Market Share
3. Global Mobile Games Market Share
4. Global Console Games Market ShareTable 1: Segments by Platform (2015 – 2023) value in USD Bn
Table 2: Segments by Revenue models (2015 – 2023) value in USD Bn
Table 3: Segments by Genres (2015 – 2023) value in USD Bn
Table 4: Segments by Region: North America (2015 – 2023) value in USD Bn
Table 3: Segments by Region: Europe (2015 – 2023) value in US$ Bn
Table 4: Segments by Region: Asia Pacific (2015 – 2023) value in US$ Bn
Table 5: Segments by Region: Latin America (2015 – 2023) value in US$ Bn
Table 6: Segments by Region: Middle East Africa (2015 – 2023) value in US$ Bn
Table 7: Geography: (2015 – 2023) value in US$ Bn
Table 8: Activision Blizzard: By Distribution Channel
Table 9: Activision Blizzard: By Geography
Table 10: Activision Blizzard: By Product
Table 11: Electronic Arts: By Distribution Channel
Table 12: Electronic Arts: By Geography
Table 13: Electronic Arts: By Product
Table 14: Take Two Interactive: By Distribution Channel
Table 15: Take Two Interactive: By Geography
Table 16: Take Two Interactive: By Product
Table 17: Ubisoft: By Distribution Channel
Table 18: Ubisoft: By Geography
Table 19: Ubisoft: By Product
Table 20: Revenues of Companies (2012-2016)
Table 21: Gross margin of companies (value in %)
Table 22: Net margin of companies value in %)
Table 23: Return on Asset of Companies value in %)
Table 24: Return on Equity of Companies (value in %)
Companies
Major Companies:
o Activision Blizzard
o Electronic Arts’
o Take - Two Interactive
o Ubisoft
o Zynga
o Nintendo
o GungHo Online
o NCsoft
o Sony Corporation
o Microsoft Corporation
Start-up Companies:
o Chopup
o Omnidrone
o Piranha Games
o Nazara Techonologies
o Witching Hour Studios
o Touchten Games
o Steel Wool Studios
o Playsnak
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