What is Games Market?
Games have become a central component of the entertainment industry, serving as a favorite pastime for audiences and driving the purchase of specialized gaming products. People are increasingly passionate about gaming, using it as a stress-relieving activity, and are willing to invest in gaming products due to their disposable incomes. Nowadays, games are accessible on convenient and portable devices like mobile phones, tablets, and laptops. Mobile gaming, in particular, has gained significant traction in the market. Furthermore, modern games now incorporate Virtual Reality and Voice-controlled Gameplay, enhancing the gaming experience. Gaming zones are equipped with High Definition Graphic-friendly Displays, making them even more appealing to enthusiasts. The global games market is thriving due to several key drivers, trends, and opportunities. The proliferation of smartphones and high-speed internet has significantly expanded the reach of gaming, creating a vast and diverse player base worldwide. Additionally, the emergence of cloud gaming platforms and subscription services is reshaping how games are accessed and played.
Highlights from Games Market Study
Attributes | Details |
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Study Period | 2018-2028 |
Base Year | 2022 |
Unit | Value (USD Million) |
Key Companies Profiled | Tencent (China), Microsoft (United States), Sony (Japan), Activision Blizzard (United States), Apple Inc. (United States), EA (United States), Google LLC (United States), NetEase (China), Warner Bros (United States), King (Sweden), Nintendo (Japan), Nexon (Japan), Mixi (Japan), TakeTwo Interactive (United States), GungHo Entertainment (Japan) and Square Enix (Japan) |
Key players are adopting numerous strategy to gain market attention and to increase their market share, this strategy can be listed as increasing product portfolio, making partnership to adopt certain technologies and acquiring small players to finish competition in the future. As well as investing money in R&D sector to make technical up-gradations in the product. Research Analyst at AMA predicts that Japanese Vendors will contribute to the maximum growth of Global Games market throughout the forecasted period.
Tencent (China), Microsoft (United States), Sony (Japan), Activision Blizzard (United States), Apple Inc. (United States), EA (United States), Google LLC (United States), NetEase (China), Warner Bros (United States), King (Sweden), Nintendo (Japan), Nexon (Japan), Mixi (Japan), TakeTwo Interactive (United States), GungHo Entertainment (Japan) and Square Enix (Japan) are some of the key players profiled in the study. Additionally, the Vendors which are also part of the research are Disney (United States), Ubisoft (France), Konami (Japan) and DeNA (Japan). Games Market Segmentation:
Scope | Sub-Segments |
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Type | Online Games and Offline Games |
Game Type | Schooter,Action,Sports,Role Playing,Others |
Device Type | PC/MMO,TV/Console,Smartphone,Tablet,Others |
On the basis of geography, the market of Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Voice-controlled games
Market Growth Drivers:
Continuously increasing utility of electronic appliances like mobile & tablets and Increasing interest for Immersion of Virtual Reality and HD graphics-friendly Displays for gaming zone
Challenges:
High development costs
Restraints:
Designing complexity and Huge competition
Opportunities:
Untapped markets in Asia, Africa, and Latin America and Development of games promoting mental health, physical fitness, and overall well-being
Key Target Audience
Products manufacturers, Raw material suppliers, Technology, equipment, and solution providers, Private utility players, Government and research organizations and End users (Electronic industry & IT industry)
Market Leaders & Development Strategies
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