Table of Contents
1 Executive Summary
2 Market Introduction
2.1 Market Definition
2.2 Scope of the Study
2.3 Market Structure
3 Research Methodology
3.1 Primary Research
3.2 Secondary Research
3.3 Market Capacity Estimation
3.4 Forecast Model
3.5 List of Assumptions
3.6 Limitations of the Study
4 Market Insights
5 Market Dynamics
5.1 Introduction
5.2 Market Drivers
5.2.1 Rise of next-generation video game consoles
5.2.2 Technological advancement
5.3 Market Restraints
5.3.1 Issues regarding piracy and concerns relating to fraud during gaming transactions
5.4 Market Opportunities
5.4.1 Emergence of Cloud Gaming
5.5 Porter’s Five Forces Analysis
5.5.1 Threat of New Entrants
5.5.2 Bargaining Power of Buyers
5.5.3 Bargaining Power of Suppliers
5.5.4 Threat of Substitutes
5.5.5 Rivalry
5.6 Value Chain/Supply Chain Analysis
5.7 Covid-19 Impact Analysis
5.7.1 Impact on Overall Gaming Industry
5.7.1.1 Economic Impact
5.7.2 Impact on Video Game Market
5.7.3 Impact on Supply Chain of Video Game
5.7.3.1 Price Variation of Key Raw Materials
5.7.3.2 Production Shutdown
5.7.3.3 Cash Flow Constraints
5.7.3.4 Impact on Import/Export
5.7.4 Impact on Market Demand of Video Game
5.7.4.1 Impact due to restrictions/lockdown
5.7.4.2 Consumer Sentiments
5.7.5 Impact on Pricing of Video Game
6 Global Video GameMarket, by Gaming Device
6.1 Introduction
6.2 Console
6.2.1 Market Estimates & Forecast, 2020–2026
6.2.2 Market Estimates & Forecast, by Region, 2020–2026
6.3 Tablet
6.3.1 Market Estimates & Forecast, 2020–2026
6.3.2 Market Estimates & Forecast, by Region, 2020–2026
6.4 Smartphone
6.4.1 Market Estimates & Forecast, 2020–2026
6.4.2 Market Estimates & Forecast, by Region, 2020–2026
7 Global Video Game Market, by Gaming Type
7.1 Introduction
7.2 Online
7.2.1 Market Estimates & Forecast, 2020–2026
7.2.2 Market Estimates & Forecast, by Region, 2020–2026
7.3 Offline
7.3.1 Market Estimates & Forecast, 2020–2026
7.3.2 Market Estimates & Forecast, by Region, 2020–2026
8 Global Video GameMarket, by End-user
8.1 Introduction
8.2 Kids
8.2.1 Market Estimates & Forecast, 2020–2026
8.2.2 Market Estimates & Forecast, by Region, 2020–2026
8.3 Teenagers
8.3.1 Market Estimates & Forecast, 2020–2026
8.3.2 Market Estimates & Forecast, by Region, 2020–2026
8.4 Adults
8.4.1 Market Estimates & Forecast, 2020–2026
8.4.2 Market Estimates & Forecast, by Region, 2020–2026
9 Global Video GameMarket, by Region
9.1 Introduction
9.2 North America
9.2.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.2.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.2.3 Market Estimates & Forecast, by End-user, 2020–2026
9.2.4 Market Estimates & Forecast, by Country, 2020–2026
9.2.5 US
9.2.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.2.5.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.2.5.3 Market Estimates & Forecast, by End-user, 2020–2026
9.2.6 Canada
9.2.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.2.6.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.2.6.3 Market Estimates & Forecast, by End-user, 2020–2026
9.2.7 Mexico
9.2.7.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.2.7.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.2.7.3 Market Estimates & Forecast, by End-user, 2020–2026
9.3 Europe
9.3.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.3.3 Market Estimates & Forecast, by End-user, 2020–2026
9.3.4 Market Estimates & Forecast, by Country, 2020–2026
9.3.5 Germany
9.3.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.5.2 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.5.3 Market Estimates & Forecast, by End-user, 2020–2026
9.3.6 UK
9.3.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.6.2 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.6.3 Market Estimates & Forecast, by End-user, 2020–2026
9.3.7 Russia
9.3.7.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.7.2 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.7.3 Market Estimates & Forecast, by End-user, 2020–2026
9.3.8 Italy
9.3.8.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.8.2 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.8.3 Market Estimates & Forecast, by End-user, 2020–2026
9.3.9 Spain
9.3.9.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.9.2 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.9.3 Market Estimates & Forecast, by End-user, 2020–2026
9.3.10 Rest of Europe
9.3.10.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.10.2 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.3.10.3 Market Estimates & Forecast, by End-user, 2020–2026
9.4 Asia-Pacific
9.4.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.4.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.4.3 Market Estimates & Forecast, by End-user, 2020–2026
9.4.4 Market Estimates & Forecast, by Country, 2020–2026
9.4.5 China
9.4.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.4.5.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.4.5.3 Market Estimates & Forecast, by End-user, 2020–2026
9.4.6 Japan
9.4.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.4.6.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.4.6.3 Market Estimates & Forecast, by End-user, 2020–2026
9.4.7 India
9.4.7.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.4.7.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.4.7.3 Market Estimates & Forecast, by End-user, 2020–2026
9.4.8 South Korea
9.4.8.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.4.8.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.4.8.3 Market Estimates & Forecast, by End-user, 2020–2026
9.4.9 Rest of Asia-Pacific
9.4.9.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.4.9.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.4.9.3 Market Estimates & Forecast, by End-user, 2020–2026
9.5 Middle East& Africa
9.5.1.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.5.1.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.5.1.3 Market Estimates & Forecast, by End-user, 2020–2026
9.5.1.4 Market Estimates & Forecast, by Country, 2020–2026
9.5.2 Saudi Arabia
9.5.2.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.5.2.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.5.2.3 Market Estimates & Forecast, by End-user, 2020–2026
9.5.3 UAE
9.5.3.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.5.3.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.5.3.3 Market Estimates & Forecast, by End-user, 2020–2026
9.5.4 South Africa
9.5.4.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.5.4.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.5.4.3 Market Estimates & Forecast, by End-user, 2020–2026
9.5.5 Rest of Middle East& Africa
9.5.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.5.5.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.5.5.3 Market Estimates & Forecast, by End-user, 2020–2026
9.6 South America
9.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.6.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.6.3 Market Estimates & Forecast, by End-user, 2020–2026
9.6.4 Market Estimates & Forecast, by Country, 2020–2026
9.6.5 Argentina
9.6.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.6.5.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.6.5.3 Market Estimates & Forecast, by End-user, 2020–2026
9.6.6 Brazil
9.6.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.6.6.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.6.6.3 Market Estimates & Forecast, by End-user, 2020–2026
9.6.7 Rest of South America
9.6.7.1 Market Estimates & Forecast, by Gaming Device, 2020–2026
9.6.7.2 Market Estimates & Forecast, by Gaming Type, 2020–2026
9.6.7.3 Market Estimates & Forecast, by End-user, 2020–2026
10 Competitive Landscape
10.1 Competitive Scenario
10.2 Competitive Benchmarking of the Global Video GameMarket
10.3 Major Growth Key Strategies in the Global Video GameMarket
10.4 Market Share Analysis: Global Video GameMarket
10.5 The Leading Player in Terms of Number of Developments in the Global Video GameMarket
10.6 Product Launch/ Development in Global Video GameMarket
10.7 Mergers and Acquisitions in Global Video GameMarket
10.8 Contracts and Agreements in Global Video GameMarket
10.9 Expansions/ Investments in Global Video GameMarket
11 Company Profile
11.1 Sony Corporation (Japan)
11.1.1 Company Overview
11.1.2 Products/Services Offered
11.1.3 Financial Overview
11.1.4 Key Developments
11.1.5 Key Strategies
11.1.6 SWOT Analysis
11.2 Microsoft Corporation (US)
11.2.1 Company Overview
11.2.2 Products/Services Offered
11.2.3 Financial Overview
11.2.4 Key Developments
11.2.5 Key Strategies
11.2.6 SWOT Analysis
11.3 Apple Inc. (US)
11.3.1 Company Overview
11.3.2 Products/Services Offered
11.3.3 Financial Overview
11.3.4 Key Developments
11.3.5 Key Strategies
11.3.6 SWOT Analysis
11.4 Google LLC (US)
11.4.1 Company Overview
11.4.2 Products/Services Offered
11.4.3 Financial Overview
11.4.4 Key Developments
11.4.5 Key Strategies
11.4.6 SWOT Analysis
11.5 Bandai Namco Entertainment, Inc. (Japan)
11.5.1 Company Overview
11.5.2 Products/Services Offered
11.5.3 Financial Overview
11.5.4 Key Developments
11.5.5 Key Strategies
11.5.6 SWOT Analysis
11.6 Take-Two Interactive Software, Inc. (US)
11.6.1 Company Overview
11.6.2 Products/Services Offered
11.6.3 Financial Overview
11.6.4 Key Developments
11.6.5 Key Strategies
11.6.6 SWOT Analysis
11.7 Nexon Company (South Korea)
11.7.1 Company Overview
11.7.2 Products/Services Offered
11.7.3 Financial Overview
11.7.4 Key Developments
11.7.5 Key Strategies
11.7.6 SWOT Analysis
11.8 Nintendo Co. Ltd (Japan)
11.8.1 Company Overview
11.8.2 Products/Services Offered
11.8.3 Financial Overview
11.8.4 Key Developments
11.8.5 Key Strategies
11.8.6 SWOT Analysis
11.9 Activision Blizzard Inc. (US)
11.9.1 Company Overview
11.9.2 Products/Services Offered
11.9.3 Financial Overview
11.9.4 Key Developments
11.9.5 Key Strategies
11.9.6 SWOT Analysis
11.10 Electronic Arts Inc. (US)
11.10.1 Company Overview
11.10.2 Products/Services Offered
11.10.3 Financial Overview
11.10.4 Key Developments
11.10.5 Key Strategies
11.10.6 SWOT Analysis
11.11 Ubisoft Entertainment SA (France)
11.11.1 Company Overview
11.11.2 Products/Services Offered
11.11.3 Financial Overview
11.11.4 Key Developments
11.11.5 Key Strategies
11.11.6 SWOT Analysis
11.12 Square Enix Holdings Co. Ltd (Japan)
11.12.1 Company Overview
11.12.2 Products/Services Offered
11.12.3 Financial Overview
11.12.4 Key Developments
11.12.5 Key Strategies
11.12.6 SWOT Analysis
11.13 ZeptoLab Co. Ltd (Russia)
11.13.1 Company Overview
11.13.2 Products/Services Offered
11.13.3 Financial Overview
11.13.4 Key Developments
11.13.5 Key Strategies
11.13.6 SWOT Analysis
11.14 Tencent Holdings Limited (China)
11.14.1 Company Overview
11.14.2 Products/Services Offered
11.14.3 Financial Overview
11.14.4 Key Developments
11.14.5 Key Strategies
11.14.6 SWOT Analysis
11.15 Sega Games Co. Ltd (Japan)
11.15.1 Company Overview
11.15.2 Products/Services Offered
11.15.3 Financial Overview
11.15.4 Key Developments
11.15.5 Key Strategies
11.15.6 SWOT Analysis