Global Video Game Market 2021-2025

SKU ID :TNV-19820698 | Published Date: 24-Dec-2021 | No. of pages: 120
• Executive Summary o Market Overview • Market Landscape o Market ecosystem o Value chain analysis • Market Sizing o Market definition o Market segment analysis o Market size 2020 o Market outlook: Forecast for 2020 - 2025 • Five Forces Analysis o Bargaining power of buyers o Bargaining power of suppliers o Threat of new entrants o Threat of substitutes o Threat of rivalry o Market condition • Market Segmentation by Platform o Market segments o Comparison by Platform o Mobile devices - Market size and forecast 2020-2025 o Consoles - Market size and forecast 2020-2025 o Computing devices - Market size and forecast 2020-2025 o Market opportunity by Platform • Customer landscape • Geographic Landscape o Geographic segmentation o Geographic comparison o APAC - Market size and forecast 2020-2025 o North America - Market size and forecast 2020-2025 o Europe - Market size and forecast 2020-2025 o South America - Market size and forecast 2020-2025 o MEA - Market size and forecast 2020-2025 o Key leading countries o Market opportunity By Geographical Landscape o Market drivers o Market challenges o Market trends • Vendor Landscape o Vendor Landscape o Landscape disruption • Vendor Analysis o Vendors covered o Market positioning of vendors o Activision Blizzard Inc. o Electronic Arts Inc. o Microsoft Corp. o Nintendo Co. Ltd. o Rovio Entertainment Corp. o Sony Group Corp. o Take-Two Interactive Software Inc. o Tencent Holdings Ltd. o Ubisoft Entertainment o Vivendi SE • Appendix o Scope of the report o Currency conversion rates for US$ o Research methodology o List of abbreviations Exhibits • 1: Key Finding 1 • 2: Key Finding 2 • 3: Key Finding 3 • 4: Key Finding 5 • 5: Key Finding 6 • 6: Key Finding 7 • 7: Key Finding 8 • 8: Parent market • 9: Market characteristics • 10: Offerings of vendors included in the market definition • 11: Market segments • 12: Global - Market size and forecast 2020 - 2025 ($ billion) • 13: Global market: Year-over-year growth 2020 - 2025 (%) • 14: Five forces analysis 2020 & 2025 • 15: Bargaining power of buyers • 16: Bargaining power of suppliers • 17: Threat of new entrants • 18: Threat of substitutes • 19: Threat of rivalry • 20: Market condition - Five forces 2020 • 21: Platform - Market share 2020-2025 (%) • 22: Comparison by Platform • 23: Mobile devices - Market size and forecast 2020-2025 ($ billion) • 24: Mobile devices - Year-over-year growth 2020-2025 (%) • 25: Consoles - Market size and forecast 2020-2025 ($ billion) • 26: Consoles - Year-over-year growth 2020-2025 (%) • 27: Computing devices - Market size and forecast 2020-2025 ($ billion) • 28: Computing devices - Year-over-year growth 2020-2025 (%) • 29: Market opportunity by Platform • 30: Customer landscape • 31: Market share By Geographical Landscape 2020-2025 (%) • 32: Geographic comparison • 33: APAC - Market size and forecast 2020-2025 ($ billion) • 34: APAC - Year-over-year growth 2020-2025 (%) • 35: North America - Market size and forecast 2020-2025 ($ billion) • 36: North America - Year-over-year growth 2020-2025 (%) • 37: Europe - Market size and forecast 2020-2025 ($ billion) • 38: Europe - Year-over-year growth 2020-2025 (%) • 39: South America - Market size and forecast 2020-2025 ($ billion) • 40: South America - Year-over-year growth 2020-2025 (%) • 41: MEA - Market size and forecast 2020-2025 ($ billion) • 42: MEA - Year-over-year growth 2020-2025 (%) • 43: Key leading countries • 44: Market opportunity By Geographical Landscape ($ billion) • 45: Impact of drivers and challenges • 46: Vendor landscape • 47: Landscape disruption • 48: Industry risks • 49: Vendors covered • 50: Market positioning of vendors • 51: Activision Blizzard Inc. - Overview • 52: Activision Blizzard Inc. - Business segments • 53: Activision Blizzard Inc. - Key offerings • 54: Activision Blizzard Inc. - Key customers • 55: Activision Blizzard Inc. - Segment focus • 56: Electronic Arts Inc. - Overview • 57: Electronic Arts Inc. - Product and service • 58: Electronic Arts Inc. - Key offerings • 59: Electronic Arts Inc. - Key customers • 60: Electronic Arts Inc. - Segment focus • 61: Microsoft Corp. - Overview • 62: Microsoft Corp. - Business segments • 63: Microsoft Corp. - Key offerings • 64: Microsoft Corp. - Key customers • 65: Microsoft Corp. - Segment focus • 66: Nintendo Co. Ltd. - Overview • 67: Nintendo Co. Ltd. - Business segments • 68: Nintendo Co. Ltd. - Key offerings • 69: Nintendo Co. Ltd. - Key customers • 70: Nintendo Co. Ltd. - Segment focus • 71: Rovio Entertainment Corp. - Overview • 72: Rovio Entertainment Corp. - Business segments • 73: Rovio Entertainment Corp. - Key offerings • 74: Rovio Entertainment Corp. - Key customers • 75: Rovio Entertainment Corp. - Segment focus • 76: Sony Group Corp. - Overview • 77: Sony Group Corp. - Business segments • 78: Sony Group Corp. - Key offerings • 79: Sony Group Corp. - Key customers • 80: Sony Group Corp. - Segment focus • 81: Take-Two Interactive Software Inc. - Overview • 82: Take-Two Interactive Software Inc. - Business segments • 83: Take-Two Interactive Software Inc. - Key offerings • 84: Take-Two Interactive Software Inc. - Key customers • 85: Take-Two Interactive Software Inc. - Segment focus • 86: Tencent Holdings Ltd. - Overview • 87: Tencent Holdings Ltd. - Business segments • 88: Tencent Holdings Ltd. - Key offerings • 89: Tencent Holdings Ltd. - Key customers • 90: Tencent Holdings Ltd. - Segment focus • 91: Ubisoft Entertainment - Overview • 92: Ubisoft Entertainment - Business segments • 93: Ubisoft Entertainment - Key offerings • 94: Ubisoft Entertainment - Key customers • 95: Ubisoft Entertainment - Segment focus • 96: Vivendi SE - Overview • 97: Vivendi SE - Business segments • 98: Vivendi SE - Key offerings • 99: Vivendi SE - Key customers • 100: Vivendi SE - Segment focus • 101: Currency conversion rates for US$ • 102: Research Methodology • 103: Validation techniques employed for market sizing • 104: Information sources • 105: List of abbreviations
Activision Blizzard Inc., Electronic Arts Inc., Microsoft Corp., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Take-Two Interactive Software Inc., Tencent Holdings Ltd., Ubisoft Entertainment, Vivendi SE
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