Digital Gaming Market Report (2021-2031) | The Insight Partners
The Digital Gaming Market is expected to register a CAGR of 9.3% from 2023 to 2031, with a market size expanding from US$ XX million in 2023 to US$ XX Million by 2031.
The report is segmented by Platform (Flash, iOS, Android, Social Network); Gaming Audience (Social Gamers, Serious Gamers, Core Gamers); Device (Mobile, PC, Console); Geography (North America, Europe, Asia-Pacific, Middle East & Africa, South and Central America).
The global analysis is further broken-down at regional level and major countries. The report offers the value in USD for the above analysis and segments
The report Digital Gaming Market by The Insight Partners aims to describe the present landscape and future growth, top driving factors, challenges, and opportunities. This will provide insights to various business stakeholders, such as:
- Technology Providers/Manufacturers: To understand the evolving market dynamics and know the potential growth opportunities, enabling them to make informed strategic decisions.
- Investors: To conduct a comprehensive trend analysis regarding the market growth rate, market financial projections, and opportunities that exist across the value chain.
- Regulatory bodies: To regulate policies and police activities in the market with the aim of minimizing abuse, preserving investor trust and confidence, and upholding the integrity and stability of the market.
Digital Gaming Market Segmentation
Platform- Flash
- iOS
- roid
- Social Network
- Social Gamers
- Serious Gamers
- Core Gamers
- Mobile
- PC
- Console
- North America
- Europe
- Asia-Pacific
- South and Central America
- Middle East and Africa
- North America
- Europe
- Asia-Pacific
- South and Central America
- Middle East and Africa
Strategic Insights
Digital Gaming Market Growth Drivers- Increasing Smartphone Penetration and Mobile Gaming Popularity: The proliferation of smartphones has significantly expanded the digital gaming market, driving an increase in mobile gaming popularity. With billions of users worldwide accessing games through their mobile devices, developers are focusing on creating mobile-friendly games that offer engaging experiences. The convenience of playing games on-the-go and the availability of a wide variety of free-to-play titles have attracted a diverse audience, including casual gamers. This surge in smartphone adoption and mobile gaming is a key driver of growth in the digital gaming market.
- Rise of Esports and Competitive Gaming: The growing popularity of esports and competitive gaming is transforming the digital gaming landscape. Esports has evolved into a multi-billion dollar industry, with professional tournaments, sponsorships, and streaming platforms attracting millions of viewers and participants. This trend encourages game developers to create competitive titles and invest in features that enhance player engagement and community building. The rise of esports not only boosts game sales but also increases in-game purchases and monetization opportunities, driving growth in the digital gaming market.
- Emphasis on Cross-Platform Play and Community Building: Cross-platform play is becoming a significant trend in the digital gaming market, allowing players on different devices to compete and collaborate in the same game. This emphasis on inclusivity fosters larger gaming communities and enhances player engagement. Developers are increasingly focusing on creating games that support cross-platform functionality, enabling friends to play together regardless of their chosen gaming platform. This trend is reshaping how games are developed and marketed, leading to more interconnected gaming experiences.
- Rise of Mobile Gaming: Mobile gaming continues to dominate the digital gaming market, with a growing number of gamers playing on smartphones and tablets. Game developers are focusing on creating more sophisticated, yet accessible, games for mobile platforms. This trend is expanding the gaming audience, especially in emerging markets, due to the ubiquity of smartphones.
- Growth of Virtual Reality (VR) and Augmented Reality (AR) Gaming: The emergence of virtual reality (VR) and augmented reality (AR) technologies presents significant opportunities for innovation in the digital gaming market. As VR and AR devices become more affordable and accessible, developers can create immersive gaming experiences that engage players in new and exciting ways. This opportunity extends beyond traditional gaming, incorporating educational and training applications that leverage VR and AR for interactive learning experiences. Companies that invest in developing VR and AR games can capitalize on this growing segment of the market.
- Increasing Popularity of Subscription-Based Gaming Services: The trend towards subscription-based gaming services is gaining traction as players seek cost-effective ways to access a wide variety of games. Services like Xbox Game Pass, PlayStation Now, and Apple Arcade provide subscribers with a vast library of games for a fixed monthly fee. This model not only enhances player engagement but also encourages developers to create high-quality titles that can attract subscribers. As subscription services continue to grow, opportunities arise for developers to partner with these platforms and reach broader audiences.
Market Report Scope
Key Selling Points
- Comprehensive Coverage: The report comprehensively covers the analysis of products, services, types, and end users of the Digital Gaming Market, providing a holistic landscape.
- Expert Analysis: The report is compiled based on the in-depth understanding of industry experts and analysts.
- Up-to-date Information: The report assures business relevance due to its coverage of recent information and data trends.
- Customization Options: This report can be customized to cater to specific client requirements and suit the business strategies aptly.
The research report on the Digital Gaming Market can, therefore, help spearhead the trail of decoding and understanding the industry scenario and growth prospects. Although there can be a few valid concerns, the overall benefits of this report tend to outweigh the disadvantages.
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- Request discounts available for Start-Ups & Universities
Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends
Segment Covered
This text is related
to segments covered.
Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country Scope
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to country scope.
Frequently Asked Questions
Some of the customization options available based on the request are an additional 3-5 company profiles and country-specific analysis of 3-5 countries of your choice. Customizations are to be requested/discussed before making final order confirmation# as our team would review the same and check the feasibility
The report can be delivered in PDF/PPT format; we can also share excel dataset based on the request
Emphasis on Cross-Platform Play and Community Building is anticipated to play a significant role in the global Digital Gaming Market in the coming years
The Digital Gaming Market is estimated to witness a CAGR of 9.3% from 2023 to 2031
Increasing Smartphone Penetration and Mobile Gaming Popularity and Rise of Esports and Competitive Gaming are the major factors driving the Digital Gaming Market
1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Digital Gaming Market - By Subscription Model
1.3.2 Digital Gaming Market - By Platform
1.3.3 Digital Gaming Market - By Region
1.3.3.1 By Country
2. KEY TAKEAWAYS
3. RESEARCH METHODOLOGY
4. DIGITAL GAMING MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PORTER'S FIVE FORCES ANALYSIS
4.2.1 Bargaining Power of Buyers
4.2.1 Bargaining Power of Suppliers
4.2.1 Threat of Substitute
4.2.1 Threat of New Entrants
4.2.1 Competitive Rivalry
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS
5. DIGITAL GAMING MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS
6. DIGITAL GAMING MARKET - GLOBAL MARKET ANALYSIS
6.1. DIGITAL GAMING - GLOBAL MARKET OVERVIEW
6.2. DIGITAL GAMING - GLOBAL MARKET AND FORECAST TO 2028
6.3. MARKET POSITIONING/MARKET SHARE
7. DIGITAL GAMING MARKET - REVENUE AND FORECASTS TO 2028 - SUBSCRIPTION MODEL
7.1. OVERVIEW
7.2. SUBSCRIPTION MODEL MARKET FORECASTS AND ANALYSIS
7.3. PAID
7.3.1. Overview
7.3.2. Paid Market Forecast and Analysis
7.4. FREEMIUM
7.4.1. Overview
7.4.2. Freemium Market Forecast and Analysis
8. DIGITAL GAMING MARKET - REVENUE AND FORECASTS TO 2028 - PLATFORM
8.1. OVERVIEW
8.2. PLATFORM MARKET FORECASTS AND ANALYSIS
8.3. PC
8.3.1. Overview
8.3.2. PC Market Forecast and Analysis
8.4. MOBILE
8.4.1. Overview
8.4.2. Mobile Market Forecast and Analysis
8.5. CONSOLE
8.5.1. Overview
8.5.2. Console Market Forecast and Analysis
9. DIGITAL GAMING MARKET REVENUE AND FORECASTS TO 2028 - GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1 North America Digital Gaming Market Overview
9.1.2 North America Digital Gaming Market Forecasts and Analysis
9.1.3 North America Digital Gaming Market Forecasts and Analysis - By Subscription Model
9.1.4 North America Digital Gaming Market Forecasts and Analysis - By Platform
9.1.5 North America Digital Gaming Market Forecasts and Analysis - By Countries
9.1.5.1 United States Digital Gaming Market
9.1.5.1.1 United States Digital Gaming Market by Subscription Model
9.1.5.1.2 United States Digital Gaming Market by Platform
9.1.5.2 Canada Digital Gaming Market
9.1.5.2.1 Canada Digital Gaming Market by Subscription Model
9.1.5.2.2 Canada Digital Gaming Market by Platform
9.1.5.3 Mexico Digital Gaming Market
9.1.5.3.1 Mexico Digital Gaming Market by Subscription Model
9.1.5.3.2 Mexico Digital Gaming Market by Platform
9.2. EUROPE
9.2.1 Europe Digital Gaming Market Overview
9.2.2 Europe Digital Gaming Market Forecasts and Analysis
9.2.3 Europe Digital Gaming Market Forecasts and Analysis - By Subscription Model
9.2.4 Europe Digital Gaming Market Forecasts and Analysis - By Platform
9.2.5 Europe Digital Gaming Market Forecasts and Analysis - By Countries
9.2.5.1 Germany Digital Gaming Market
9.2.5.1.1 Germany Digital Gaming Market by Subscription Model
9.2.5.1.2 Germany Digital Gaming Market by Platform
9.2.5.2 France Digital Gaming Market
9.2.5.2.1 France Digital Gaming Market by Subscription Model
9.2.5.2.2 France Digital Gaming Market by Platform
9.2.5.3 Italy Digital Gaming Market
9.2.5.3.1 Italy Digital Gaming Market by Subscription Model
9.2.5.3.2 Italy Digital Gaming Market by Platform
9.2.5.4 United Kingdom Digital Gaming Market
9.2.5.4.1 United Kingdom Digital Gaming Market by Subscription Model
9.2.5.4.2 United Kingdom Digital Gaming Market by Platform
9.2.5.5 Russia Digital Gaming Market
9.2.5.5.1 Russia Digital Gaming Market by Subscription Model
9.2.5.5.2 Russia Digital Gaming Market by Platform
9.2.5.6 Rest of Europe Digital Gaming Market
9.2.5.6.1 Rest of Europe Digital Gaming Market by Subscription Model
9.2.5.6.2 Rest of Europe Digital Gaming Market by Platform
9.3. ASIA-PACIFIC
9.3.1 Asia-Pacific Digital Gaming Market Overview
9.3.2 Asia-Pacific Digital Gaming Market Forecasts and Analysis
9.3.3 Asia-Pacific Digital Gaming Market Forecasts and Analysis - By Subscription Model
9.3.4 Asia-Pacific Digital Gaming Market Forecasts and Analysis - By Platform
9.3.5 Asia-Pacific Digital Gaming Market Forecasts and Analysis - By Countries
9.3.5.1 Australia Digital Gaming Market
9.3.5.1.1 Australia Digital Gaming Market by Subscription Model
9.3.5.1.2 Australia Digital Gaming Market by Platform
9.3.5.2 China Digital Gaming Market
9.3.5.2.1 China Digital Gaming Market by Subscription Model
9.3.5.2.2 China Digital Gaming Market by Platform
9.3.5.3 India Digital Gaming Market
9.3.5.3.1 India Digital Gaming Market by Subscription Model
9.3.5.3.2 India Digital Gaming Market by Platform
9.3.5.4 Japan Digital Gaming Market
9.3.5.4.1 Japan Digital Gaming Market by Subscription Model
9.3.5.4.2 Japan Digital Gaming Market by Platform
9.3.5.5 South Korea Digital Gaming Market
9.3.5.5.1 South Korea Digital Gaming Market by Subscription Model
9.3.5.5.2 South Korea Digital Gaming Market by Platform
9.3.5.6 Rest of Asia-Pacific Digital Gaming Market
9.3.5.6.1 Rest of Asia-Pacific Digital Gaming Market by Subscription Model
9.3.5.6.2 Rest of Asia-Pacific Digital Gaming Market by Platform
9.4. MIDDLE EAST AND AFRICA
9.4.1 Middle East and Africa Digital Gaming Market Overview
9.4.2 Middle East and Africa Digital Gaming Market Forecasts and Analysis
9.4.3 Middle East and Africa Digital Gaming Market Forecasts and Analysis - By Subscription Model
9.4.4 Middle East and Africa Digital Gaming Market Forecasts and Analysis - By Platform
9.4.5 Middle East and Africa Digital Gaming Market Forecasts and Analysis - By Countries
9.4.5.1 South Africa Digital Gaming Market
9.4.5.1.1 South Africa Digital Gaming Market by Subscription Model
9.4.5.1.2 South Africa Digital Gaming Market by Platform
9.4.5.2 Saudi Arabia Digital Gaming Market
9.4.5.2.1 Saudi Arabia Digital Gaming Market by Subscription Model
9.4.5.2.2 Saudi Arabia Digital Gaming Market by Platform
9.4.5.3 U.A.E Digital Gaming Market
9.4.5.3.1 U.A.E Digital Gaming Market by Subscription Model
9.4.5.3.2 U.A.E Digital Gaming Market by Platform
9.4.5.4 Rest of Middle East and Africa Digital Gaming Market
9.4.5.4.1 Rest of Middle East and Africa Digital Gaming Market by Subscription Model
9.4.5.4.2 Rest of Middle East and Africa Digital Gaming Market by Platform
9.5. SOUTH AND CENTRAL AMERICA
9.5.1 South and Central America Digital Gaming Market Overview
9.5.2 South and Central America Digital Gaming Market Forecasts and Analysis
9.5.3 South and Central America Digital Gaming Market Forecasts and Analysis - By Subscription Model
9.5.4 South and Central America Digital Gaming Market Forecasts and Analysis - By Platform
9.5.5 South and Central America Digital Gaming Market Forecasts and Analysis - By Countries
9.5.5.1 Brazil Digital Gaming Market
9.5.5.1.1 Brazil Digital Gaming Market by Subscription Model
9.5.5.1.2 Brazil Digital Gaming Market by Platform
9.5.5.2 Argentina Digital Gaming Market
9.5.5.2.1 Argentina Digital Gaming Market by Subscription Model
9.5.5.2.2 Argentina Digital Gaming Market by Platform
9.5.5.3 Rest of South and Central America Digital Gaming Market
9.5.5.3.1 Rest of South and Central America Digital Gaming Market by Subscription Model
9.5.5.3.2 Rest of South and Central America Digital Gaming Market by Platform
10. INDUSTRY LANDSCAPE
10.1. MERGERS AND ACQUISITIONS
10.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3. NEW PRODUCT LAUNCHES
10.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS
11. DIGITAL GAMING MARKET, KEY COMPANY PROFILES
11.1. ACTIVISION BLIZZARD, INC.
11.1.1. Key Facts
11.1.2. Business Description
11.1.3. Products and Services
11.1.4. Financial Overview
11.1.5. SWOT Analysis
11.1.6. Key Developments
11.2. BANDAI NAMCO HOLDINGS INC.
11.2.1. Key Facts
11.2.2. Business Description
11.2.3. Products and Services
11.2.4. Financial Overview
11.2.5. SWOT Analysis
11.2.6. Key Developments
11.3. CAPCOM CO., LTD
11.3.1. Key Facts
11.3.2. Business Description
11.3.3. Products and Services
11.3.4. Financial Overview
11.3.5. SWOT Analysis
11.3.6. Key Developments
11.4. ELECTRONIC ARTS INC.
11.4.1. Key Facts
11.4.2. Business Description
11.4.3. Products and Services
11.4.4. Financial Overview
11.4.5. SWOT Analysis
11.4.6. Key Developments
11.5. KABAM GAMES, INC.
11.5.1. Key Facts
11.5.2. Business Description
11.5.3. Products and Services
11.5.4. Financial Overview
11.5.5. SWOT Analysis
11.5.6. Key Developments
11.6. NINTENDO CO., LTD.
11.6.1. Key Facts
11.6.2. Business Description
11.6.3. Products and Services
11.6.4. Financial Overview
11.6.5. SWOT Analysis
11.6.6. Key Developments
11.7. SEGA CORPORATION
11.7.1. Key Facts
11.7.2. Business Description
11.7.3. Products and Services
11.7.4. Financial Overview
11.7.5. SWOT Analysis
11.7.6. Key Developments
11.8. TAKE-TWO INTERACTIVE SOFTWARE, INC.
11.8.1. Key Facts
11.8.2. Business Description
11.8.3. Products and Services
11.8.4. Financial Overview
11.8.5. SWOT Analysis
11.8.6. Key Developments
11.9. UBISOFT ENTERTAINMENT SA
11.9.1. Key Facts
11.9.2. Business Description
11.9.3. Products and Services
11.9.4. Financial Overview
11.9.5. SWOT Analysis
11.9.6. Key Developments
11.10. ZYNGA INC.
11.10.1. Key Facts
11.10.2. Business Description
11.10.3. Products and Services
11.10.4. Financial Overview
11.10.5. SWOT Analysis
11.10.6. Key Developments
12. APPENDIX
12.1. ABOUT THE INSIGHT PARTNERS
12.2. GLOSSARY OF TERMS
1. Activision Blizzard, Inc.
2. Bandai Namco Holdings Inc.
3. Capcom Co., Ltd
4. Electronic Arts Inc.
5. Kabam Games, Inc.
6. Nintendo Co., Ltd.
7. Sega Corporation
8. Take-Two Interactive Software, Inc.
9. Ubisoft Entertainment SA
10. Zynga Inc.
The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.
- Data Collection and Secondary Research:
As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.
Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.
- Primary Research:
The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.
For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.
A typical research interview fulfils the following functions:
- Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
- Validates and strengthens in-house secondary research findings
- Develops the analysis team’s expertise and market understanding
Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:
- Industry participants: VPs, business development managers, market intelligence managers and national sales managers
- Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.
Below is the breakup of our primary respondents by company, designation, and region:
Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.
- Data Analysis:
Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.
- 3.1 Macro-Economic Factor Analysis:
We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.
- 3.2 Country Level Data:
Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.
- 3.3 Company Profile:
The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.
- 3.4 Developing Base Number:
Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.
- Data Triangulation and Final Review:
The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.
We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.
We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.