Digital Gaming Market Strategies and Share 2031
A digital game is a program that is designed to give the player with an interactive experience for both educational and commercial reasons. Players are not limited by physical space or hands-on access in the virtual environment given by digital games; rather, it spans a wide range of cultural and media activities based on digital technologies. The latest technology have elevated digital gaming to new heights by including capabilities like as speech recognition, 3D gaming, GPS tracking, and many more to present players with realistic experiences.
MARKET DYNAMICS
The global proliferation of smartphones and tablets is driving the expansion of the digital games market, providing the necessary boost to the market. Furthermore, technological advancements, as well as the widespread availability of the internet, have given a boost to live MMO and eSports games. Due to the coronavirus outbreak in 2021, demand for digital games increased as lockdown was implemented and people were compelled to stay indoors for safety reasons, thus encouraging the market growth of digital games.
MARKET SCOPE
The "Global Digital Gaming Market Analysis to 2031" is a specialized and in-depth study of the technology, media, and telecommunication industry with a special focus on the global market trend analysis. The digital gaming market report aims to provide an overview of the digital gaming market with detailed market segmentation by subscription model, platform, and geography. The global digital gaming market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading digital gaming market players and offers key trends and opportunities in the market.
MARKET SEGMENTATION
The global digital gaming market is segmented based on subscription model, platform. Based on subscription model, the digital gaming market is segmented into paid, freemium. Based on platform, the digital gaming market is segmented into PC, mobile, console.
REGIONAL FRAMEWORK
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global digital gaming market based on various segments. It also provides market size and forecast estimates from the year 2017 to 2031 with respect to five major regions, namely, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The digital gaming market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.
The report analyzes factors affecting the digital gaming market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely, North America, Europe, APAC, MEA, and South& Central America after evaluating political, economic, social and technological factors affecting the digital gaming market in these regions.
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The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global digital gaming market based on various segments. It also provides market size and forecast estimates from the year 2017 to 2031 with respect to five major regions, namely, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The digital gaming market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.
The report analyzes factors affecting the digital gaming market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely, North America, Europe, APAC, MEA, and South& Central America after evaluating political, economic, social and technological factors affecting the digital gaming market in these regions.
MARKET PLAYERS
The reports cover key developments in the digital gaming market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market players from digital gaming market are anticipated to lucrative growth opportunities in the future with the rising demand for filter products in the global market. Below mentioned is the list of few companies engaged in the underwriting and rating software market.
The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the underwriting and rating software market. In addition, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last 3 years, the key development in the past five years.
- Activision Blizzard, Inc.
- Bandai Namco Holdings Inc.
- Capcom Co., Ltd
- Electronic Arts Inc.
- Kabam Games, Inc.
- Nintendo Co., Ltd.
- Sega Corporation
- Take-Two Interactive Software, Inc.
- Ubisoft Entertainment SA
- Zynga Inc.
- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
- 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
This text is related
to country scope.
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.