Global Online Gaming Market, Analysis, Size, Share, Trends, COVID-19 Impact, and Forecast 2023-2030, By Product, By Formulation, By Crop Type, and By Region (North America, Europe, Asia Pacific, Latin America, and Middle East and Africa)
Market intelx offers the report on “Global Online Gaming Market†Analysis and Forecast 2021-2028. The global Online Gaming market was valued at US$ XX Billion in 2022 and is projected to reach US$ XX Billion in 2030, representing an XX% compound annual growth rate (CAGR) during the forecast period (2023-2030).
The report defines, describes, and forecasts the Online Gaming market, by extensive segments and region. It covers a detailed qualitative and quantitative analysis and various important aspects of the market. These include an analysis of the market dynamics, market analysis, premium insights, COVID-19 impact, segment analysis, regional analysis, competitive landscape, and competitive profiles.
The global Online Gaming market report highlights different scenarios of the Online Gaming Market and offers a comprehensive analysis of historical data (2018-2022 and forecast data (2023-2030), providing a detailed study on driver, restrains, opportunities, challenges, and emerging trends. This report gives a holistic view on market potential, market dynamics, growth opportunities, segmental markets, geographic scenario, competitive analysis, and projections with a suitable set of methodologies and assumptions. The report also provides value chain analysis, PESTLE analysis, Impact analysis, and PORTER’s analysis. Premium insights give you access to insights that include: top trends, key investment pockets, top strategies followed by key players, and access to a strategic research advisor.
This report will enable you to make better informed decisions and gain a future-proof advantage over your competitors, decode the future of market, access intelligence on new technologies, macroeconomic shifts & social trends, make informed business decisions in response to changes in market, revise business plans and react to shifting industry developments, understanding of changing market dynamics, and identify lucrative opportunities.
Research Particulars:
Revenue: USD Million
Base Year: 2022
Forecast Years: 2023-2030 (Forecast for further years (up to 2035) shall be provided upon request)
Historical Years: 2018-2021
Regions Covered: North America, Asia Pacific, Europe, Latin America, and Middle East & Africa
Countries Covered: US, Canada, Mexico, China, India, Japan, South Korea, Germany, United Kingdom, France, Spain, Italy, Brazil, Argentina, GCC, South Africa, and Others.
Market Analysis: Value Chain Analysis, Porters Analysis, Pestle Analysis, COVID-19 Impact Analysis, and Impact Analysis.
Research Methodology
This report provides in-depth qualitative and quantitative analyses of the Global Online Gaming Market. Deep analysis and research were done during the report preparation. We have collected key data related to the Global Online Gaming Market using multiple approaches. Various secondary sources were referred to for the identification and collection of information for this study. Secondary sources include annual reports, press releases, and investor presentations of companies, white papers, medical journals, certified publications, articles from recognized authors, gold standard and silver standard websites, directories, and databases. The primary sources were industry experts from the core and related industries. These include service providers, technology developers, standards and certification organizations, and organizations related to all segments of the value chain. Interviews were conducted with various primary respondents, including key industry participants, C-level executives of key market players, subject-matter experts (SMEs), and industry consultants, to obtain and verify critical qualitative and quantitative information.
Market engineering process (which includes calculations for market statistics, market breakdown, market size estimations, market forecasting, and data triangulation) was completed with extensive primary research and secondary research to verify and validate the critical numbers arrived at. In the entire market engineering process, both top-down and bottom-up approaches were extensively utilised along with several data triangulation methods to perform market sizing and market forecasting for the overall market segments and sub segments listed in this report.
Competitive Overview
The section highlights the key competitors in the market, with a focus on presenting an in-depth analysis on business strategies including merger & acquisitions, partnership/ agreement/ joint venture, business expansion, new product launches, and other developments. This chapter also provides an analysis on leading companies and their positioning and share analysis. Company profiles focusses on in-depth analysis into their product portfolio, financial overview, geographic presence, growth strategies, and SWOT Analysis.
Market Segmentation:
Market intelx provides an analysis of the key segment and each sub-segment of the global Online Gaming market, along with forecasts at the global, regional, and country levels from 2023-2030. This report has segmented the market based on:
Online Gaming Market By Type:
Smartphones
PCs
Others
Online Gaming Market By Application:
Child
Adult
Companies Profiles in the Report:
Blizzard, Electronic Arts, Giant Interactive Group, GungHo Online Entertainment, King Digital Entertainment, Microsoft, NCSOFT, Sony, Take-Two Interactive Software, Tencent, Zynga
Regional Coverage
The regional analysis includes the in-depth analysis on North America, Asia Pacific, Europe, Latin America and the Middle East and Africa.
• North America
o US
o Canada
o Mexico
• Asia Pacific
o China
o India
o Japan
o South Korea
o Rest of Asia Pacific
• Europe
o Germany
o UK
o France
o Spain
o Italy
o Rest of Europe
• Latin America
o Brazil
o Argentina
o Rest of the Latin America
• Middle East and Africa
o GCC
o South Africa
o Rest of the Middle East and Africa
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Online Gaming Revenue
1.4 Market Analysis by Type
1.4.1 Global Online Gaming Market Size Growth Rate by Type: 2021 VS 2030
1.4.2 Type 1
1.4.3 Type 2
1.4.4 Type 3
1.4.5 Type 4
1.5 Market by Application
1.5.1 Global Online Gaming Market Share by Application: 2022-2030
1.5.2 Application 1
1.5.3 Application 2
1.6 Study Objectives
1.7 Years Considered
1.8 Overview of Global Online Gaming Market
1.8.1 Global Online Gaming Market Status and Outlook (2016-2030)
1.8.2 North America
1.8.3 East Asia
1.8.4 Europe
1.8.5 South Asia
1.8.6 Southeast Asia
1.8.7 Middle East
1.8.8 Africa
1.8.9 Oceania
1.8.10 South America
1.8.11 Rest of the World
2 Market Competition by Manufacturers
2.1 Global Online Gaming Production Capacity Market Share by Manufacturers (2016-2021)
2.2 Global Online Gaming Revenue Market Share by Manufacturers (2016-2021)
2.3 Global Online Gaming Average Price by Manufacturers (2016-2021)
2.4 Manufacturers Online Gaming Production Sites, Area Served, Product Type
3 Sales by Region
3.1 Global Online Gaming Sales Volume Market Share by Region (2016-2021)
3.2 Global Online Gaming Sales Revenue Market Share by Region (2016-2021)
3.3 North America Online Gaming Sales Volume
3.3.1 North America Online Gaming Sales Volume Growth Rate (2016-2021)
3.3.2 North America Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.4 East Asia Online Gaming Sales Volume
3.4.1 East Asia Online Gaming Sales Volume Growth Rate (2016-2021)
3.4.2 East Asia Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.5 Europe Online Gaming Sales Volume (2016-2021)
3.5.1 Europe Online Gaming Sales Volume Growth Rate (2016-2021)
3.5.2 Europe Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.6 South Asia Online Gaming Sales Volume (2016-2021)
3.6.1 South Asia Online Gaming Sales Volume Growth Rate (2016-2021)
3.6.2 South Asia Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.7 Southeast Asia Online Gaming Sales Volume (2016-2021)
3.7.1 Southeast Asia Online Gaming Sales Volume Growth Rate (2016-2021)
3.7.2 Southeast Asia Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.8 Middle East Online Gaming Sales Volume (2016-2021)
3.8.1 Middle East Online Gaming Sales Volume Growth Rate (2016-2021)
3.8.2 Middle East Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.9 Africa Online Gaming Sales Volume (2016-2021)
3.9.1 Africa Online Gaming Sales Volume Growth Rate (2016-2021)
3.9.2 Africa Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.10 Oceania Online Gaming Sales Volume (2016-2021)
3.10.1 Oceania Online Gaming Sales Volume Growth Rate (2016-2021)
3.10.2 Oceania Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.11 South America Online Gaming Sales Volume (2016-2021)
3.11.1 South America Online Gaming Sales Volume Growth Rate (2016-2021)
3.11.2 South America Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.12 Rest of the World Online Gaming Sales Volume (2016-2021)
3.12.1 Rest of the World Online Gaming Sales Volume Growth Rate (2016-2021)
3.12.2 Rest of the World Online Gaming Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
4 North America
4.1 North America Online Gaming Consumption by Countries
4.2 United States
4.3 Canada
4.4 Mexico
5 East Asia
5.1 East Asia Online Gaming Consumption by Countries
5.2 China
5.3 Japan
5.4 South Korea
6 Europe
6.1 Europe Online Gaming Consumption by Countries
6.2 Germany
6.3 United Kingdom
6.4 France
6.5 Italy
6.6 Russia
6.7 Spain
6.8 Netherlands
6.9 Switzerland
6.10 Poland
7 South Asia
7.1 South Asia Online Gaming Consumption by Countries
7.2 India
7.3 Pakistan
7.4 Bangladesh
8 Southeast Asia
8.1 Southeast Asia Online Gaming Consumption by Countries
8.2 Indonesia
8.3 Thailand
8.4 Singapore
8.5 Malaysia
8.6 Philippines
8.7 Vietnam
8.8 Myanmar
9 Middle East
9.1 Middle East Online Gaming Consumption by Countries
9.2 Turkey
9.3 Saudi Arabia
9.4 Iran
9.5 United Arab Emirates
9.6 Israel
9.7 Iraq
9.8 Qatar
9.9 Kuwait
9.10 Oman
10 Africa
10.1 Africa Online Gaming Consumption by Countries
10.2 Nigeria
10.3 South Africa
10.4 Egypt
10.5 Algeria
10.6 Morocco
11 Oceania
11.1 Oceania Online Gaming Consumption by Countries
11.2 Australia
11.3 New Zealand
12 South America
12.1 South America Online Gaming Consumption by Countries
12.2 Brazil
12.3 Argentina
12.4 Columbia
12.5 Chile
12.6 Venezuela
12.7 Peru
12.8 Puerto Rico
12.9 Ecuador
13 Rest of the World
13.1 Rest of the World Online Gaming Consumption by Countries
13.2 Kazakhstan
14 Sales Volume, Sales Revenue, Sales Price Trend by Type
14.1 Global Online Gaming Sales Volume Market Share by Type (2016-2021)
14.2 Global Online Gaming Sales Revenue Market Share by Type (2016-2021)
14.3 Global Online Gaming Sales Price by Type (2016-2021)
15 Consumption Analysis by Application
15.1 Global Online Gaming Consumption Volume by Application (2016-2021)
15.2 Global Online Gaming Consumption Value by Application (2016-2021)
16 Company Profiles and Key Figures in Online Gaming Business
16.1 Company 1
16.1.1 Company 1 Company Profile
16.1.2 Company 1 Online Gaming Product Specification
16.1.3 Company 1 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.2 Company 2
16.2.1 Company 2 Company Profile
16.2.2 Company 2 Online Gaming Product Specification
16.2.3 Company 2 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.3 Company 3
16.3.1 Company 3 Company Profile
16.3.2 Company 3 Online Gaming Product Specification
16.3.3 Company 3 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.4 Company 4
16.4.1 Company 4 Company Profile
16.4.2 Company 4 Online Gaming Product Specification
16.4.3 Company 4 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.5 Company 5
16.5.1 Company 5 Company Profile
16.5.2 Company 5 Online Gaming Product Specification
16.5.3 Company 5 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.6 Company 6
16.6.1 Company 6 Company Profile
16.6.2 Company 6 Online Gaming Product Specification
16.6.3 Company 6 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.7 Company 7
16.7.1 Company 7 Company Profile
16.7.2 Company 7 Online Gaming Product Specification
16.7.3 Company 7 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.8 Company 8
16.8.1 Company 8 Company Profile
16.8.2 Company 8 Online Gaming Product Specification
16.8.3 Company 8 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.9 Company 9
16.9.1 Company 9 Company Profile
16.9.2 Company 9 Online Gaming Product Specification
16.9.3 Company 9 Online Gaming Production Capacity, Revenue, Price and Gross Margin (2016-2021)
17 Online Gaming Manufacturing Cost Analysis
17.1 Online Gaming Key Raw Materials Analysis
17.1.1 Key Raw Materials
17.2 Proportion of Manufacturing Cost Structure
17.3 Manufacturing Process Analysis of Online Gaming
17.4 Online Gaming Industrial Chain Analysis
18 Marketing Channel, Distributors and Customers
18.1 Marketing Channel
18.2 Online Gaming Distributors List
18.3 Online Gaming Customers
19 Market Dynamics
19.1 Market Trends
19.2 Opportunities and Drivers
19.3 Challenges
19.4 Porter's Five Forces Analysis
20 Production and Supply Forecast
20.1 Global Forecasted Production of Online Gaming (2022-2030)
20.2 Global Forecasted Revenue of Online Gaming (2022-2030)
20.3 Global Forecasted Price of Online Gaming (2016-2030)
20.4 Global Forecasted Production of Online Gaming by Region (2022-2030)
20.4.1 North America Online Gaming Production, Revenue Forecast (2022-2030)
20.4.2 East Asia Online Gaming Production, Revenue Forecast (2022-2030)
20.4.3 Europe Online Gaming Production, Revenue Forecast (2022-2030)
20.4.4 South Asia Online Gaming Production, Revenue Forecast (2022-2030)
20.4.5 Southeast Asia Online Gaming Production, Revenue Forecast (2022-2030)
20.4.6 Middle East Online Gaming Production, Revenue Forecast (2022-2030)
20.4.7 Africa Online Gaming Production, Revenue Forecast (2022-2030)
20.4.8 Oceania Online Gaming Production, Revenue Forecast (2022-2030)
20.4.9 South America Online Gaming Production, Revenue Forecast (2022-2030)
20.4.10 Rest of the World Online Gaming Production, Revenue Forecast (2022-2030)
20.5 Forecast by Type and by Application (2022-2030)
20.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2030)
20.5.2 Global Forecasted Consumption of Online Gaming by Application (2022-2030)
21 Consumption and Demand Forecast
21.1 North America Forecasted Consumption of Online Gaming by Country
21.2 East Asia Market Forecasted Consumption of Online Gaming by Country
21.3 Europe Market Forecasted Consumption of Online Gaming by Countriy
21.4 South Asia Forecasted Consumption of Online Gaming by Country
21.5 Southeast Asia Forecasted Consumption of Online Gaming by Country
21.6 Middle East Forecasted Consumption of Online Gaming by Country
21.7 Africa Forecasted Consumption of Online Gaming by Country
21.8 Oceania Forecasted Consumption of Online Gaming by Country
21.9 South America Forecasted Consumption of Online Gaming by Country
21.10 Rest of the world Forecasted Consumption of Online Gaming by Country
22 Research Findings and Conclusion
23 Methodology and Data Source
23.1 Methodology/Research Approach
23.1.1 Research Programs/Design
23.1.2 Market Size Estimation
23.1.3 Market Breakdown and Data Triangulation
23.2 Data Source
23.2.1 Secondary Sources
23.2.2 Primary Sources
23.3 Disclaimer