Market by Type, Component, Device Type, Genre, and Regional Outlook | Forecast 2024-2032
The
global gaming market encompasses digital games developed for entertainment
purposes, constituting a diverse array of genres such as online games,
free-to-play games, massively multiplayer online (MMO), Free2Play (F2P), and
social media games. The surge in Esports’ popularity has garnered a broad
audience across various regions and cultures, transforming gaming events into
successful platforms for marketing and attracting investments from sports
organizations and mainstream companies. Technological advancements and
increased accessibility, with a 2021 smartphone penetration rate of 67%, are
significant drivers propelling the gaming industry forward. This, coupled with
a changing perception that embraces gaming as mainstream entertainment,
underscores the sector’s dynamic growth and global impact.
According to an Analysis of Triton Market Research, the Global Gaming Market was valued at $376.81 billion in 2023 and is expected to reach $1011.86 billion by 2032, growing at a CAGR of 11.45% during the forecast period 2024-2032.
Click here to check out our blog on the Global Gaming Market
MARKET PERFORMANCE: DRIVERS, CHALLENGES, AND OPPORTUNITIES
The
rise of next generation gaming consoles, increasing internet access, rapid
increase in the number of smartphone users, the extensive and devoted audience
for digital games, and convenient accessibility to free games are the factors
that are driving the market for gaming. The
emergence of next-generation gaming consoles marks a significant leap in gaming
technology and user experience. Increasing internet access has become a
catalyst for the gaming industry, facilitating online gaming experiences and
connectivity. A rapid increase in the number of smartphone users, with a
growing penetration rate, amplifies the reach and engagement of mobile gaming.
The existence of an extensive and devoted audience for digital games forms a
robust foundation for the gaming market, fostering sustained interest and
participation. Convenient accessibility to free games further broadens the
gaming market’s appeal, providing entry points for a diverse range of players
and contributing to the industry’s widespread growth.
However,
the high cost of game development, piracy challenges, the rise of counterfeit
gaming merchandise, challenges in localization of games and hardware
compatibility issues are likely to hamper the growth of this market during the
forecast period. The high cost
of game development emerges as a significant hurdle, requiring substantial
financial investment and impacting the profitability of game developers. The
pervasive issue of piracy presents an ongoing threat, diminishing revenue
streams and challenging the industry’s efforts to protect intellectual
property. Localization of games poses another obstacle, as adapting content for
diverse markets demands resources and expertise. Furthermore, hardware
compatibility issues introduce complexities, limiting seamless gaming
experiences across various platforms.
The advent of 5G technology brings enhanced processing power and reduced latency, revolutionizing the gaming experience by enabling seamless and responsive gameplay. Cloud gaming offers unrestricted access to a vast array of games, eliminating the need for high-end hardware and expanding the gaming audience. Augmented Reality (AR) and Virtual Reality (VR) technologies contribute to more affordable immersive experiences, providing gamers with a new level of engagement. Additionally, the integration of edge computing enhances the overall gaming experience by enabling real-time processing and reducing latency, ensuring a smoother and more responsive gameplay environment.
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KEY GEOGRAPHIES COVERED:
• North America: United States and Canada
• Europe: United Kingdom, Germany,
France, Spain, Italy, Poland, and Rest of Europe
• Asia-Pacific: China, Japan, India,
South Korea, ASEAN Countries, Australia & New Zealand, and Rest of
Asia-Pacific
• Latin America: Brazil, Mexico, and Rest
of Latin America
• Middle East and Africa: United Arab Emirates, Saudi Arabia, Turkey, South Africa, and Rest of Middle East & Africa
SEGMENTATION ANALYSIS – GAMING MARKET:
• Market by Type:
o Online
o Offline
o Software
o Hardware
Hardware leads the market in terms of revenue. This segment comprises different gaming hardware components, such as hand-held video game consoles, static video game consoles, video game hardware accessories, tablets, smartphones, etc., to play online as well as offline games. Gaming laptops, personal computers, etc., are integrated with advanced video cards, high core count CPUs, solid state drives, power supply units, etc., in order to enhance the gaming experience of the user.
• Market by Device Type:
o Console
Gaming
o PC
Gaming
o Mobile
Gaming
• Android
• IOS
o Browser
Gaming
• Market by Genre:
o Action/Adventure Games
o Arcade Games
o Strategy & Brain Games
o Casino Games
o Casual Games
o Sport Games
o Other Genres
Sport Games are estimated to progress with the highest
CAGR during the forecast period.
These games duplicate the
gameplay of traditional sporting events, where the opposing team is either
controlled by the computer or by another player. However, these types of games
lack in terms of quality and graphics. Franchises like FIFA, Madden NFL, NBA
2K, and MLB are some of the most well-known sports video games. These video
games replicate basketball, baseball, soccer, and American football, and they
provide a number of gameplay options, including single-player campaigns and
online multiplayer competitions.
COMPETITIVE
LANDSCAPE:
The
competitive landscape helps dive into data about the key players in the gaming
industry. The strategic initiatives for each of the companies considered have
been covered in detail.
Acquisition
(November 2022): ironSource & Unity
The
goal of the acquisition was to gather under one roof all the resources game
developers require to design, test, release, expand, and monetize their games.
Through this agreement, ironSource will get direct access to the estimated 70%
of mobile developers that use Unity as their preferred development environment.
Collaboration (May 2022): Blizzard
Entertainment and Warcraft Arclight Rumble
With Warcraft Arclight
Rumble, Blizzard Entertainment released an action-packed mobile strategy game.
This action-packed mobile strategy will be available in limited locations for
Android and iOS smartphones. Players will be able to acquire over 60 characters
from the Warcraft universe as a result of the agreement.
KEY BENEFITS OF THE REPORT:
· Triton Market Research has a collective experience of 25-30 years in the industry, with its analysts and experts encompassing the most infallible research methodology for its market intelligence and industry analysis.
· Our research methodology helps in achieving a broader consensus of the market size, shape, and industry trends within each industry segment.
· The strategy adopted in designing the research methodology includes the amalgamation of the information assembled from primary and secondary sources, with the assistance of analytical tools to construct the forecast and predictive models.
· The scope of the market report comprises the current scenario of the global gaming market, along with a detailed overview of the industry outlook, market dynamics, segmentation analysis, regional outlook, and competitive landscape for the period 2024-2032.
FAQs:
1.) How
is the rise of online gaming platforms impacting the market?
Online platforms facilitate multiplayer experiences, contributing to the growth of esports and competitive gaming. This surge in connectivity has also driven the popularity of collaborative and social gaming experiences.
2.) How is 5G technology influencing the gaming
market?
5G technology is enhancing the gaming market by providing increased processing power, reduced latency, and a more seamless gaming experience. It enables faster and more responsive gameplay, opening up new possibilities for immersive gaming.
3.) What is cloud gaming, and how does it
contribute to the gaming industry?
Cloud
gaming allows users to play games via streaming, eliminating the need for
high-end hardware. It provides unrestricted access to a wide range of games and
expands the gaming audience by making gaming more accessible.
1. GLOBAL
GAMING MARKET- SUMMARY
2. INDUSTRY
OUTLOOK
2.1. PARENT
MARKET ANALYSIS- MEDIA & ENTERTAINMENT
2.2. IMPACT
ANALYSIS ON THE GAMING MARKET
2.2.1. COVID-19
IMPACT ON THE GAMING MARKET
2.2.2. UKRAINE-RUSSIA
WAR IMPACT ON THE GAMING MARKET
2.3. PORTER’S
FIVE FORCES ANALYSIS
2.3.1. THREAT
OF NEW ENTRANTS
2.3.2. THREAT
OF SUBSTITUTES
2.3.3. BARGAINING
POWER OF BUYERS
2.3.4. BARGAINING
POWER OF SUPPLIERS
2.3.5. THREAT
OF COMPETITIVE RIVALRY
2.4. MARKET
MATURITY ANALYSIS
2.5. INDUSTRY
COMPONENTS
2.5.1. COMPONENT
SUPPLIERS
2.5.2. RESEARCH
& DEVELOPMENT
2.5.3. HARDWARE
MANUFACTURING DEVELOPMENT & PUBLISHING
2.5.4. DISTRIBUTORS
2.6. REGULATORY
FRAMEWORK
2.7. KEY
BUYING IMPACT ANALYSIS
2.7.1. GAME
RATINGS
2.7.2. PRICE
2.7.3. EXCLUSIVITY
2.7.4. ONLINE
SERVICE
2.7.5. DEVICE
TYPE & COMPATIBILITY
2.7.5.1. PERFORMANCE
2.7.5.2. BACKWARD
COMPATIBILITY
2.7.5.3. PERIPHERALS
2.7.5.4. STORAGE
2.7.5.5. MEDIA
SUPPORT
2.8. KEY
MARKET STRATEGIES
2.8.1. COLLABORATIONS
2.8.2. PRODUCT
LAUNCHES
2.8.3. ACQUISITIONS
2.8.4. EXPANSIONS
2.9. MARKET
DRIVERS
2.9.1. RISE
OF NEXT-GENERATION GAMING CONSOLES
2.9.2. INCREASING
INTERNET ACCESS
2.9.3. RAPID
INCREASE IN SMARTPHONE USERS
2.9.4. EXTENSIVE
AND DEVOTED AUDIENCE FOR DIGITAL GAMES
2.9.5. CONVENIENT
ACCESSIBILITY TO FREE GAMES
2.10. MARKET
CHALLENGES
2.10.1. ELEVATED
EXPENSES IN GAME DEVELOPMENT
2.10.2. PIRACY
CHALLENGES ASSOCIATED WITH DIGITAL GAMES
2.10.3. RISING
INCIDENCE OF COUNTERFEIT GAMING MERCHANDISE
2.10.4. CHALLENGES
IN THE LOCALIZATION OF GAMES
2.10.5. HARDWARE
COMPATIBILITY ISSUES
2.11. MARKET
OPPORTUNITIES
2.11.1. ENHANCED
PROCESSING POWER AND REDUCED LATENCY WITH 5G CONNECTIVITY
2.11.2. UNRESTRICTED
GAMING ACCESS WITH CLOUD GAMING
2.11.3. IMMERSIVE
EXPERIENCES AT MORE AFFORDABLE PRICES WITH AR & VR
2.11.4. ENHANCED
GAMING EXPERIENCE WITH EDGE COMPUTING
2.12. ANALYST
PERSPECTIVE
3. GLOBAL
GAMING MARKET – BY TYPE
3.1. ONLINE
3.2. OFFLINE
4. GLOBAL
GAMING MARKET – BY COMPONENT
4.1. SOFTWARE
4.2. HARDWARE
5. GLOBAL
GAMING MARKET – BY DEVICE TYPE
5.1. CONSOLE
GAMING
5.2. PC
GAMING
5.3. MOBILE
GAMING
5.3.1. ANDROID
5.3.2. IOS
5.4. BROWSER
GAMING
6. GLOBAL
GAMING MARKET – BY GENRE
6.1. ACTION/ADVENTURE
GAMES
6.2. ARCADE
GAMES
6.3. STRATEGY
& BRAIN GAMES
6.4. CASINO
GAMES
6.5. CASUAL
GAMES
6.6. SPORT
GAMES
6.7. OTHER
GENRES
7. GLOBAL
GAMING MARKET – BY REGIONAL OUTLOOK
7.1. NORTH
AMERICA
7.1.1. MARKET
BY TYPE
7.1.2. MARKET
BY COMPONENT
7.1.3. MARKET
BY DEVICE TYPE
7.1.3.1. MARKET
BY MOBILE GAMING
7.1.4. MARKET
BY GENRE
7.1.5. COUNTRY
ANALYSIS
7.1.5.1. UNITED
STATES
7.1.5.1.1. UNITED
STATES GAMING MARKET FORECAST & PROSPECTS
7.1.5.2. CANADA
7.1.5.2.1. CANADA
GAMING MARKET FORECAST & PROSPECTS
7.2. EUROPE
7.2.1. MARKET
BY TYPE
7.2.2. MARKET
BY COMPONENT
7.2.3. MARKET
BY DEVICE TYPE
7.2.3.1. MARKET
BY MOBILE GAMING
7.2.4. MARKET
BY GENRE
7.2.5. COUNTRY
ANALYSIS
7.2.5.1. UNITED
KINGDOM
7.2.5.1.1. UNITED
KINGDOM GAMING MARKET FORECAST & PROSPECTS
7.2.5.2. GERMANY
7.2.5.2.1. GERMANY
GAMING MARKET FORECAST & PROSPECTS
7.2.5.3. FRANCE
7.2.5.3.1. FRANCE
GAMING MARKET FORECAST & PROSPECTS
7.2.5.4. ITALY
7.2.5.4.1. ITALY
GAMING MARKET FORECAST & PROSPECTS
7.2.5.5. SPAIN
7.2.5.5.1. SPAIN
GAMING MARKET FORECAST & PROSPECTS
7.2.5.6. POLAND
7.2.5.6.1. POLAND
GAMING MARKET FORECAST & PROSPECTS
7.2.5.7. REST
OF EUROPE
7.2.5.7.1. REST
OF EUROPE GAMING MARKET FORECAST & PROSPECTS
7.3. ASIA-PACIFIC
7.3.1. MARKET
BY TYPE
7.3.2. MARKET
BY COMPONENT
7.3.3. MARKET
BY DEVICE TYPE
7.3.3.1. MARKET
BY MOBILE GAMING
7.3.4. MARKET
BY GENRE
7.3.5. COUNTRY
ANALYSIS
7.3.5.1. CHINA
7.3.5.1.1. CHINA
GAMING MARKET FORECAST & PROSPECTS
7.3.5.2. JAPAN
7.3.5.2.1. JAPAN
GAMING MARKET FORECAST & PROSPECTS
7.3.5.3. INDIA
7.3.5.3.1. INDIA
GAMING MARKET FORECAST & PROSPECTS
7.3.5.4. SOUTH
KOREA
7.3.5.4.1. SOUTH
KOREA GAMING MARKET FORECAST & PROSPECTS
7.3.5.5. ASEAN
COUNTRIES
7.3.5.5.1. ASEAN
COUNTRIES GAMING MARKET FORECAST & PROSPECTS
7.3.5.6. AUSTRALIA
& NEW ZEALAND
7.3.5.6.1. AUSTRALIA
& NEW ZEALAND GAMING MARKET FORECAST & PROSPECTS
7.3.5.7. REST
OF ASIA-PACIFIC
7.3.5.7.1. REST
OF ASIA-PACIFIC GAMING MARKET FORECAST & PROSPECTS
7.4. LATIN
AMERICA
7.4.1. MARKET
BY TYPE
7.4.2. MARKET
BY COMPONENT
7.4.3. MARKET
BY DEVICE TYPE
7.4.3.1. MARKET
BY MOBILE GAMING
7.4.4. MARKET
BY GENRE
7.4.5. COUNTRY
ANALYSIS
7.4.5.1. BRAZIL
7.4.5.1.1. BRAZIL
GAMING MARKET FORECAST & PROSPECTS
7.4.5.2. MEXICO
7.4.5.2.1. MEXICO
GAMING MARKET FORECAST & PROSPECTS
7.4.5.3. REST
OF LATIN AMERICA
7.4.5.3.1. REST
OF LATIN AMERICA GAMING MARKET FORECAST & PROSPECTS
7.5. MIDDLE
EAST AND AFRICA
7.5.1. MARKET
BY TYPE
7.5.2. MARKET
BY COMPONENT
7.5.3. MARKET
BY DEVICE TYPE
7.5.3.1. MARKET
BY MOBILE GAMING
7.5.4. MARKET
BY GENRE
7.5.5. COUNTRY
ANALYSIS
7.5.5.1. UNITED
ARAB EMIRATES
7.5.5.1.1. UNITED
ARAB EMIRATES GAMING MARKET FORECAST & PROSPECTS
7.5.5.2. TURKEY
7.5.5.2.1. TURKEY
GAMING MARKET FORECAST & PROSPECTS
7.5.5.3. SAUDI
ARABIA
7.5.5.3.1. SAUDI
ARABIA GAMING MARKET FORECAST & PROSPECTS
7.5.5.4. SOUTH
AFRICA
7.5.5.4.1. SOUTH
AFRICA GAMING MARKET FORECAST & PROSPECTS
7.5.5.5. REST
OF MIDDLE EAST & AFRICA
7.5.5.5.1. REST
OF MIDDLE EAST & AFRICA GAMING MARKET FORECAST & PROSPECTS
8. COMPETITIVE
LANDSCAPE
8.1. ACTIVISION
BLIZZARD
8.1.1. OVERVIEW
8.1.2. PRODUCT
PORTFOLIO
8.1.3. KEY
STRENGTHS
8.1.4. KEY
CHALLENGES
8.2. MICROSOFT
CORPORATION
8.2.1. OVERVIEW
8.2.2. PRODUCT
PORTFOLIO
8.2.3. KEY STRENGTHS
8.2.4. KEY
CHALLENGES
8.3. BETHESDA
SOFTWORKS LLC
8.3.1. OVERVIEW
8.3.2. PRODUCT
PORTFOLIO
8.3.3. KEY
STRENGTHS
8.3.4. KEY
CHALLENGES
8.4. ELECTRONIC
ARTS INC
8.4.1. OVERVIEW
8.4.2. PRODUCT
PORTFOLIO
8.4.3. KEY
STRENGTHS
8.4.4. KEY
CHALLENGES
8.5. SONY
CORPORATION
8.5.1. OVERVIEW
8.5.2. PRODUCT
PORTFOLIO
8.5.3. KEY
STRENGTHS
8.5.4. KEY
CHALLENGES
8.6. UBISOFT
ENTERTAINMENT SA
8.6.1. OVERVIEW
8.6.2. PRODUCT
PORTFOLIO
8.6.3. KEY
STRENGTHS
8.6.4. KEY
CHALLENGES
8.7. SQUARE
ENIX HOLDINGS CO LTD
8.7.1. OVERVIEW
8.7.2. PRODUCT
PORTFOLIO
8.7.3. KEY
STRENGTHS
8.7.4. KEY
CHALLENGES
8.8. NINTENDO
CO LTD
8.8.1. OVERVIEW
8.8.2. PRODUCT
PORTFOLIO
8.8.3. KEY
STRENGTHS
8.8.4. KEY
CHALLENGES
8.9. SEGA
8.9.1. OVERVIEW
8.9.2. PRODUCT
PORTFOLIO
8.9.3. KEY
STRENGTHS
8.9.4. KEY
CHALLENGES
8.10. ZYNGA
8.10.1. OVERVIEW
8.10.2. PRODUCT
PORTFOLIO
8.10.3. KEY
STRENGTHS
8.10.4. KEY
CHALLENGES
9. RESEARCH
METHODOLOGY & SCOPE
9.1. RESEARCH
SCOPE & DELIVERABLES
9.1.1. OBJECTIVES
OF STUDY
9.1.2. SCOPE
OF STUDY
9.2. SOURCES
OF DATA
9.2.1. PRIMARY
DATA SOURCES
9.2.2. SECONDARY
DATA SOURCES
9.3. RESEARCH
METHODOLOGY
9.3.1. EVALUATION
OF PROPOSED MARKET
9.3.2. IDENTIFICATION
OF DATA SOURCES
9.3.3. ASSESSMENT
OF MARKET DETERMINANTS
9.3.4. DATA
COLLECTION
9.3.5. DATA
VALIDATION & ANALYSIS
TABLE 1: GLOBAL GAMING
MARKET, BY REGIONAL OUTLOOK, HISTORICAL YEARS, 2020-2023 (IN $ BILLION)
TABLE 2: GLOBAL GAMING
MARKET, BY REGIONAL OUTLOOK, FORECAST YEARS, 2024-2032 (IN $ BILLION)
TABLE 3: LEADING
DISTRIBUTORS OF DIGITAL GAMES WORLDWIDE
TABLE 4: REGULATORY
FRAMEWORK
TABLE 5: LIST OF
COLLABORATIONS
TABLE 6: LIST OF
PRODUCT LAUNCHES
TABLE 7: LIST OF
ACQUISITIONS
TABLE 8: LIST OF
EXPANSIONS
TABLE 9: NINTH
GENERATION GAMING CONSOLES
TABLE 10: GLOBAL GAMING
MARKET, BY TYPE, 2024-2032 (IN $ BILLION)
TABLE 11: GLOBAL GAMING
MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)
TABLE 12: GLOBAL GAMING
MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)
TABLE 13: GLOBAL GAMING
MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)
TABLE 14: GLOBAL GAMING
MARKET, BY GENRE, 2024-2032 (IN $ BILLION)
TABLE 15: GLOBAL GAMING
MARKET, BY REGIONAL OUTLOOK, HISTORICAL YEARS, 2020-2023 (IN $ BILLION)
TABLE 16: GLOBAL GAMING
MARKET, BY REGIONAL OUTLOOK, FORECAST YEARS, 2024-2032 (IN $ BILLION)
TABLE 17: NORTH AMERICA
GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)
TABLE 18: NORTH AMERICA
GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)
TABLE 19: NORTH AMERICA
GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)
TABLE 20: NORTH AMERICA
GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)
TABLE 21: NORTH AMERICA
GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)
TABLE 22: NORTH AMERICA
GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)
TABLE 23: EUROPE GAMING
MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)
TABLE 24: EUROPE GAMING
MARKET, BY TYPE, 2024-2032 (IN $ BILLION)
TABLE 25: EUROPE GAMING
MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)
TABLE 26: EUROPE GAMING
MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)
TABLE 27: EUROPE GAMING
MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)
TABLE 28: EUROPE GAMING
MARKET, BY GENRE, 2024-2032 (IN $ BILLION)
TABLE 29: ASIA-PACIFIC
GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)
TABLE 30: ASIA-PACIFIC
GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)
TABLE 31: ASIA-PACIFIC
GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)
TABLE 32: ASIA-PACIFIC
GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)
TABLE 33: ASIA-PACIFIC
GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)
TABLE 34: ASIA-PACIFIC
GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)
TABLE 35: LATIN AMERICA
GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)
TABLE 36: LATIN AMERICA
GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)
TABLE 37: LATIN AMERICA
GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)
TABLE 38: LATIN AMERICA
GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)
TABLE 39: LATIN AMERICA
GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)
TABLE 40: LATIN AMERICA
GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)
TABLE 41: MIDDLE EAST
AND AFRICA GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)
TABLE 42: MIDDLE EAST
AND AFRICA GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)
TABLE 43: MIDDLE EAST
AND AFRICA GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)
TABLE 44: MIDDLE EAST
AND AFRICA GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)
TABLE 45: MIDDLE EAST
AND AFRICA GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)
TABLE 46: MIDDLE EAST
AND AFRICA GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)
FIGURE 1: MARKET
MATURITY ANALYSIS
FIGURE 2: INDUSTRY
COMPONENTS
FIGURE 3: KEY BUYING
IMPACT ANALYSIS
FIGURE 4: GLOBAL GAMING
MARKET, BY TYPE, 2023 & 2032 (IN %)
FIGURE 5: GLOBAL GAMING
MARKET, BY ONLINE, 2024-2032 (IN $ BILLION)
FIGURE 6: GLOBAL GAMING
MARKET, BY OFFLINE, 2024-2032 (IN $ BILLION)
FIGURE 7: GLOBAL GAMING
MARKET, BY COMPONENT, 2023 & 2032 (IN %)
FIGURE 8: GLOBAL GAMING
MARKET, BY SOFTWARE, 2024-2032 (IN $ BILLION)
FIGURE 9: GLOBAL GAMING
MARKET, BY HARDWARE, 2024-2032 (IN $ BILLION)
FIGURE 10: GLOBAL
GAMING MARKET, BY DEVICE TYPE, 2023 & 2032 (IN %)
FIGURE 11: GLOBAL
GAMING MARKET, BY CONSOLE GAMING, 2024-2032 (IN $ BILLION)
FIGURE 12: GLOBAL
GAMING MARKET, BY PC GAMING, 2024-2032 (IN $ BILLION)
FIGURE 13: GLOBAL
GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)
FIGURE 14: GLOBAL
GAMING MARKET, BY ANDROID, 2024-2032 (IN $ BILLION)
FIGURE 15: GLOBAL
GAMING MARKET, BY IOS, 2024-2032 (IN $ BILLION)
FIGURE 16: GLOBAL
GAMING MARKET, BY BROWSER GAMING, 2024-2032 (IN $ BILLION)
FIGURE 17: GLOBAL
GAMING MARKET, BY GENRE, 2023 & 2032 (IN %)
FIGURE 18: GLOBAL
GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2024-2032 (IN $ BILLION)
FIGURE 19: GLOBAL
GAMING MARKET, BY ARCADE GAMES, 2024-2032 (IN $ BILLION)
FIGURE 20: GLOBAL
GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2024-2032 (IN $ BILLION)
FIGURE 21: GLOBAL
GAMING MARKET, BY CASINO GAMES, 2024-2032 (IN $ BILLION)
FIGURE 22: GLOBAL
GAMING MARKET, BY CASUAL GAMES, 2024-2032 (IN $ BILLION)
FIGURE 23: GLOBAL
GAMING MARKET, BY SPORT GAMES, 2024-2032 (IN $ BILLION)
FIGURE 24: GLOBAL
GAMING MARKET, BY OTHER GENRES, 2024-2032 (IN $ BILLION)
FIGURE 25: GLOBAL
GAMING MARKET, BY REGIONAL OUTLOOK, 2023 & 2032 (IN %)
FIGURE 26: UNITED
STATES GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 27: CANADA
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 28: UNITED
KINGDOM GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 29: GERMANY
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 30: FRANCE
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 31: ITALY GAMING
MARKET 2024-2032 (IN $ BILLION)
FIGURE 32: SPAIN GAMING
MARKET 2024-2032 (IN $ BILLION)
FIGURE 33: POLAND
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 34: REST OF
EUROPE GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 35: CHINA GAMING
MARKET 2024-2032 (IN $ BILLION)
FIGURE 36: JAPAN GAMING
MARKET 2024-2032 (IN $ BILLION)
FIGURE 37: INDIA GAMING
MARKET 2024-2032 (IN $ BILLION)
FIGURE 38: SOUTH KOREA
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 39: ASEAN
COUNTRIES GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 40: AUSTRALIA
& NEW ZEALAND GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 41: REST OF
ASIA-PACIFIC GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 42: BRAZIL
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 43: MEXICO
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 44: REST OF
LATIN AMERICA GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 45: UNITED ARAB
EMIRATES GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 46: TURKEY
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 47: SAUDI ARABIA
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 48: SOUTH AFRICA
GAMING MARKET 2024-2032 (IN $ BILLION)
FIGURE 49: REST OF
MIDDLE EAST & AFRICA GAMING MARKET 2024-2032 (IN $ BILLION)