Global Gaming Market 2018-2022

SKU ID :TNV-11699001 | Published Date: 13-Feb-2018 | No. of pages: 136
Table of Contents PART 01: EXECUTIVE SUMMARY PART 02: SCOPE OF THE REPORT PART 03: RESEARCH METHODOLOGY PART 04: MARKET LANDSCAPE • Market ecosystem • Market characteristics • Market segmentation analysis PART 05: MARKET SIZING • Market definition • Market sizing 2017 • Market size and forecast 2017-2022 PART 06: FIVE FORCES ANALYSIS • Bargaining power of buyers • Bargaining power of suppliers • Threat of new entrants • Threat of substitutes • Threat of rivalry • Market condition PART 07: MARKET SEGMENTATION BY DEVICE • Segmentation by device • Comparison by device • Console gaming – Market size and forecast 2017-2022 • Mobile gaming – Market size and forecast 2017-2022 • PC gaming – Market size and forecast 2017-2022 • Market opportunity by device PART 08: MARKET SEGMENTATION BY PLATFORM • Segmentation by platform • Comparison by platform • Online gaming – Market size and forecast 2017-2022 • Offline gaming – Market size and forecast 2017-2022 • Market opportunity by platform PART 09: MARKET SEGMENTATION BY TYPE • Segmentation by type • Comparison by type • Casual gaming – Market size and forecast 2017-2022 • Professional gaming – Market size and forecast 2017-2022 • Market opportunity by type PART 10: CUSTOMER LANDSCAPE PART 11: BUYING CRITERIA • Buying criteria of gaming PART 12: REGIONAL LANDSCAPE • Geographical segmentation • Regional comparison • APAC – Market size and forecast 2017-2022 • Americas – Market size and forecast 2017-2022 • EMEA – Market size and forecast 2017-2022 • Key leading countries • Market opportunity PART 13: DECISION FRAMEWORK PART 14: DRIVERS AND CHALLENGES • Market drivers • Market challenges PART 15: MARKET TRENDS PART 16: VENDOR LANDSCAPE • Overview • Landscape disruption • Competitive scenario PART 17: VENDOR ANALYSIS • Vendors covered • Vendor classification • Market positioning of vendors • Activision Blizzard • Electronic Arts • Microsoft • NetEase • Sony • Tencent PART 18: APPENDIX • List of abbreviations List of Exhibits Exhibit 01: Parent market Exhibit 02: Global gaming market Exhibit 03: Market characteristics Exhibit 04: Market segments Exhibit 05: Market definition - Inclusions and exclusions checklist Exhibit 06: Market size 2017 Exhibit 07: Validation techniques employed for market sizing 2017 Exhibit 08: Global – Market size and forecast 2017-2022 ($ bn) Exhibit 09: Global – Year over year growth 2018-2022 (%) Exhibit 10: Five forces analysis 2017 Exhibit 11: Five forces analysis 2022 Exhibit 12: Bargaining power of buyers Exhibit 13: Bargaining power of suppliers Exhibit 14: Threat of new entrants Exhibit 15: Threat of substitutes Exhibit 16: Threat of rivalry Exhibit 17: Market condition - Five forces 2017 Exhibit 18: Device – Market share 2017-2022 (%) Exhibit 19: Comparison by device Exhibit 20: Console gaming – Market size and forecast 2017-2022 ($ bn) Exhibit 21: Console gaming - Market share 2017 and 2022 (%) Exhibit 22: Console gaming – Year over year growth 2018-2022 (%) Exhibit 23: Mobile gaming – Market size and forecast 2017-2022 ($ bn) Exhibit 24: Mobile gaming - Market share 2017 and 2022 (%) Exhibit 25: Mobile gaming – Year over year growth 2018-2022 (%) Exhibit 26: PC gaming – Market size and forecast 2017-2022 ($ bn) Exhibit 27: PC gaming - Market share 2017 and 2022 (%) Exhibit 28: PC gaming – Year over year growth 2018-2022 (%) Exhibit 29: Market opportunity by device Exhibit 30: Platform – Market share 2017-2022 (%) Exhibit 31: Comparison by platform Exhibit 32: Online gaming – Market size and forecast 2017-2022 ($ bn) Exhibit 33: Online gaming – Year over year growth 2018-2022 (%) Exhibit 34: Offline gaming – Market size and forecast 2017-2022 ($ bn) Exhibit 35: Offline gaming – Year over year growth 2018-2022 (%) Exhibit 36: Market opportunity by platform Exhibit 37: Type – Market share 2017-2022 (%) Exhibit 38: Comparison by type Exhibit 39: Casual gaming – Market size and forecast 2017-2022 ($ bn) Exhibit 40: Casual gaming – Year over year growth 2018-2022 (%) Exhibit 41: Professional gaming – Market size and forecast 2017-2022 ($ bn) Exhibit 42: Professional gaming – Year over year growth 2018-2022 (%) Exhibit 43: Market opportunity by type Exhibit 44: Customer landscape Exhibit 45: Global – Market share by geography 2017-2022 (%) Exhibit 46: Regional comparison Exhibit 47: APAC – Market size and forecast 2017-2022 ($ bn) Exhibit 48: APAC – Year over year growth 2018-2022 (%) Exhibit 49: Top 3 countries in APAC Exhibit 50: Americas – Market size and forecast 2017-2022 ($ bn) Exhibit 51: Americas - Market share 2017 and 2022 (%) Exhibit 52: Americas – Year over year growth 2018-2022 (%) Exhibit 53: Top 3 countries in Americas Exhibit 54: EMEA – Market size and forecast 2017-2022 ($ bn) Exhibit 55: EMEA – Year over year growth 2018-2022 (%) Exhibit 56: EMEA - Market share 2017 and 2022 (%) Exhibit 57: Top 3 countries in EMEA Exhibit 58: Key leading countries Exhibit 59: Market opportunity Exhibit 60: Vendor landscape Exhibit 61: Landscape disruption Exhibit 62: Vendors covered Exhibit 63: Vendor classification Exhibit 64: Market positioning of vendors Exhibit 65: Vendor overview Exhibit 66: Activision Blizzard – Business segments Exhibit 67: Activision Blizzard – Organizational developments Exhibit 68: Activision Blizzard – Geographic focus Exhibit 69: Activision Blizzard – Segment focus Exhibit 70: Activision Blizzard – Key offerings Exhibit 71: Vendor overview Exhibit 72: Electronic Arts – Business segments Exhibit 73: Electronic Arts – Organizational development Exhibit 74: Electronic Arts – Geographic focus Exhibit 75: Electronic Arts – Segment focus Exhibit 76: Electronic Arts – Key offerings Exhibit 77: Vendor overview Exhibit 78: Microsoft – Business segments Exhibit 79: Microsoft – Organizational developments Exhibit 80: Microsoft – Geographic focus Exhibit 81: Microsoft – Segment focus Exhibit 82: Microsoft – Key offerings Exhibit 83: Vendor overview Exhibit 84: NetEase – Business segments Exhibit 85: NetEase – Organizational developments Exhibit 86: NetEase – Geographic focus Exhibit 87: NetEase – Segment focus Exhibit 88: NetEase – Key offerings Exhibit 89: Vendor overview Exhibit 90: Sony – Business segments Exhibit 91: Sony – Organizational developments Exhibit 92: Sony – Geographic focus Exhibit 93: Sony – Segment focus Exhibit 94: Sony – Key offerings Exhibit 95: Vendor overview Exhibit 96: Tencent – Business segments Exhibit 97: Tencent – Organizational developments Exhibit 98: Tencent – Geographic focus Exhibit 99: Tencent – Segment focus Exhibit 100: Tencent – Key offerings
Activision Blizzard, Electronic Arts, Microsoft, NetEase, Sony, and Tencent.
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