Report Content
Chapter 1 Methodology & Scope
1.1 Market scope & definition
1.2 Base estimates & calculations
1.3 Forecast calculation
1.4 Data sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Industry 360º synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Vendor matrix
3.3 Profit margin analysis
3.4 Technology & innovation landscape
3.5 Patent analysis
3.6 Key news and initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Increased internet accessibility and speeds
3.8.1.2 Rise of mobile gaming platforms
3.8.1.3 Expansion of esports and tournaments
3.8.1.4 Growing adoption of cloud gaming services
3.8.1.5 Rising demand for cross-platform gaming experiences
3.8.2 Industry pitfalls & challenges
3.8.2.1 Security and privacy concerns
3.8.2.2 Infrastructure reliability and latency
3.9 Growth potential analysis
3.10 Porter’s analysis
3.10.1 Supplier power
3.10.2 Buyer power
3.10.3 Threat of new entrants
3.10.4 Threat of substitutes
3.10.5 Industry rivalry
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Model, 2021 - 2032 (USD Billion)
5.1 Free-to-play games
5.2 Pay-to-play games
Chapter 6 Market Estimates & Forecast, By Platform, 2021 - 2032 (USD Billion)
6.1 Mobile phone
6.2 Pcs
6.3 Consoles
6.4 Browser-based
6.5 Virtual reality (VR)
6.6 Augmented reality (AR)
Chapter 7 Market Estimates & Forecast, By Streaming, 2021 - 2032 (USD Billion)
7.1 Live streaming
7.2 On-demand streaming
Chapter 8 Market Estimates & Forecast, By Gamer type, 2021 - 2032 (USD Billion)
8.1 Casual gamers
8.2 Hardcore gamers
8.3 Professional gamers (esports)
8.4 Social gamers
8.5 Single-player enthusiasts
8.6 Multiplayer enthusiasts
Chapter 9 Market Estimates & Forecast, By Revenue Stream, 2021 - 2032 (USD Billion)
9.1 Advertisement & sponsorships
9.2 Game publisher fees
9.3 Media & broadcasting rights
Chapter 10 Market Estimates & Forecast, By Genre, 2021 - 2032 (USD Billion)
10.1 Action
10.2 Adventure
10.3 Role-playing games (RPG)
10.4 Simulation
10.5 Strategy
10.6 Sports
10.7 Puzzle
10.8 Casual
10.9 Horror
10.10 Multiplayer online battle arena (MOBA)
10.11 First-person shooter (FPS)
10.12 Massively multiplayer online (MMO)
Chapter 11 Market Estimates & Forecast, By Demographic, 2021 - 2032 (USD Billion)
11.1 Kids (under 12)
11.2 Teens (13-17)
11.3 Young Adults (18-24)
11.4 Adults (25-34)
11.5 Middle-Aged (35-54)
11.6 Seniors (55+)
Chapter 12 Market Estimates & Forecast, By Region, 2021 - 2032 (USD Billion)
12.1 Key trends
12.2 North America
12.2.1 U.S.
12.2.2 Canada
12.3 Europe
12.3.1 UK
12.3.2 Germany
12.3.3 France
12.3.4 Italy
12.3.5 Spain
12.3.6 Rest of Europe
12.4 Asia Pacific
12.4.1 China
12.4.2 India
12.4.3 Japan
12.4.4 South Korea
12.4.5 ANZ
12.4.6 Rest of Asia Pacific
12.5 Latin America
12.5.1 Brazil
12.5.2 Mexico
12.5.3 Rest of Latin America
12.6 MEA
12.6.1 UAE
12.6.2 South Africa
12.6.3 Saudi Arabia
12.6.4 Rest of MEA
Chapter 13 Company Profiles
13.1 Activision Blizzard
13.2 Bandai Namco Entertainment
13.3 Bethesda Softworks
13.4 Capcom
13.5 CD Projekt Red
13.6 Electronic Arts (EA)
13.7 Epic Games
13.8 King (a division of Activision Blizzard)
13.9 Microsoft
13.10 NetEase
13.11 Nexon
13.12 Nintendo
13.13 Riot Games
13.14 Roblox Corporation
13.15 Sega
13.16 Sony Interactive Entertainment
13.17 Square Enix
13.18 Supercell
13.19 Take-Two Interactive
13.20 Tencent
13.21 Twitch (owned by Amazon)
13.22 Ubisoft
13.23 Valve Corporation
13.24 Zynga