Global Digital Gaming Market (2018-2023)

SKU ID :NS-15391299 | Published Date: 04-Mar-2020 | No. of pages: 90
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
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 %)
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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