Global Games Market Size, Status and Forecast 2025

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Global Games market is anticipated to grow at a CAGR of XX% by 2023, according to a new report published by Marketintelligencedata Inc. The report segments the market and forecasts its size, by volume and value, on the basis of application, by products, and by geography (North America, Europe, Asia-Pacific, MEA and South America).

The Global Market for Games to 2023 offers detailed coverage of guanidine Games industry and presents main market trends. The market research gives historical and forecast market size, demand and production forecasts, end-use demand details, price trends, and company shares of the leading Games producers to provide exhaustive coverage of the guanidine carbonate.

This research report includes following contents:

  • Games Product details, including pictures and technical specifications
  • Games manufacturers, distributors and channels
  • Major players present in the Games
  • Information on competitor market shares, revenue, unit sales etc
  • Breakdown by applications for the Market
  • Value chain and distributor details in the market

Key vendors:

  • Activision Blizzard
  • Electronic Arts
  • Microsoft
  • NetEase
  • Nintendo
  • Sony
  • Tencent
  • ChangYou
  • DeNA
  • GungHo
  • Apple
  • Google
  • Nexon
  • Sega
  • NetEase
  • Namco Bandai
  • Ubisoft
  • Square Enix
  • Take-Two Interactive
  • King Digital Entertainment

Key regions:

United States, Europe, China, Japan, Southeast Asia, India

Additionally, the market is segmented by the following sectors

  • Online Game
  • Offline Game

Not only this, figures covering the end user applications are also provided according to the following classification

  • Amateur
  • Professional

In summary, the report serves to study and analyse the Games size (value & volume) by company, key regions/countries, products and application, history data from 2013 to 2017, and forecast to 2025. This report includes the estimation of market size for value (million US$) and volume (K MT). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Games, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

Overall the report is an excellent source for managers, researches and top executives alike to analyse and get clarity on the market standings and business forecast. We provide the information after thorough research and analysis saving precious hours and budget for the companies. We have been serving major clients like Sony, BCG, PWC, Mck, Hewlett Packard, Technicolor Etc.

  • Global Games Market Size, Status and Forecast 2025
  • 1 Industry Overview of Games
    • 1.1 Games Market Overview
      • 1.1.1 Games Product Scope
      • 1.1.2 Market Status and Outlook
    • 1.2 Global Games Market Size and Analysis by Regions (2013-2018)
      • 1.2.1 United States
      • 1.2.2 Europe
      • 1.2.3 China
      • 1.2.4 Japan
      • 1.2.5 Southeast Asia
      • 1.2.6 India
    • 1.3 Games Market by Type
      • 1.3.1 Online Game
      • 1.3.2 Offline Game
    • 1.4 Games Market by End Users/Application
      • 1.4.1 Amateur
      • 1.4.2 Professional
  • 2 Global Games Competition Analysis by Players
    • 2.1 Games Market Size (Value) by Players (2013-2018)
    • 2.2 Competitive Status and Trend
      • 2.2.1 Market Concentration Rate
      • 2.2.2 Product/Service Differences
      • 2.2.3 New Entrants
      • 2.2.4 The Technology Trends in Future
  • 3 Company (Top Players) Profiles
    • 3.1 Activision Blizzard
      • 3.1.1 Company Profile
      • 3.1.2 Main Business/Business Overview
      • 3.1.3 Products, Services and Solutions
      • 3.1.4 Games Revenue (Million USD) (2013-2018)
    • 3.2 Electronic Arts
      • 3.2.1 Company Profile
      • 3.2.2 Main Business/Business Overview
      • 3.2.3 Products, Services and Solutions
      • 3.2.4 Games Revenue (Million USD) (2013-2018)
    • 3.3 Microsoft
      • 3.3.1 Company Profile
      • 3.3.2 Main Business/Business Overview
      • 3.3.3 Products, Services and Solutions
      • 3.3.4 Games Revenue (Million USD) (2013-2018)
    • 3.4 NetEase
      • 3.4.1 Company Profile
      • 3.4.2 Main Business/Business Overview
      • 3.4.3 Products, Services and Solutions
      • 3.4.4 Games Revenue (Million USD) (2013-2018)
    • 3.5 Nintendo
      • 3.5.1 Company Profile
      • 3.5.2 Main Business/Business Overview
      • 3.5.3 Products, Services and Solutions
      • 3.5.4 Games Revenue (Million USD) (2013-2018)
    • 3.6 Sony
      • 3.6.1 Company Profile
      • 3.6.2 Main Business/Business Overview
      • 3.6.3 Products, Services and Solutions
      • 3.6.4 Games Revenue (Million USD) (2013-2018)
    • 3.7 Tencent
      • 3.7.1 Company Profile
      • 3.7.2 Main Business/Business Overview
      • 3.7.3 Products, Services and Solutions
      • 3.7.4 Games Revenue (Million USD) (2013-2018)
    • 3.8 ChangYou
      • 3.8.1 Company Profile
      • 3.8.2 Main Business/Business Overview
      • 3.8.3 Products, Services and Solutions
      • 3.8.4 Games Revenue (Million USD) (2013-2018)
    • 3.9 DeNA
      • 3.9.1 Company Profile
      • 3.9.2 Main Business/Business Overview
      • 3.9.3 Products, Services and Solutions
      • 3.9.4 Games Revenue (Million USD) (2013-2018)
    • 3.10 GungHo
      • 3.10.1 Company Profile
      • 3.10.2 Main Business/Business Overview
      • 3.10.3 Products, Services and Solutions
      • 3.10.4 Games Revenue (Million USD) (2013-2018)
    • 3.11 Apple
    • 3.12 Google
    • 3.13 Nexon
    • 3.14 Sega
    • 3.15 NetEase
    • 3.16 Namco Bandai
    • 3.17 Ubisoft
    • 3.18 Square Enix
    • 3.19 Take-Two Interactive
    • 3.20 King Digital Entertainment
  • 4 Global Games Market Size by Type and Application (2013-2018)
    • 4.1 Global Games Market Size by Type (2013-2018)
    • 4.2 Global Games Market Size by Application (2013-2018)
    • 4.3 Potential Application of Games in Future
    • 4.4 Top Consumer/End Users of Games
  • 5 United States Games Development Status and Outlook
    • 5.1 United States Games Market Size (2013-2018)
    • 5.2 United States Games Market Size and Market Share by Players (2013-2018)
    • 5.3 United States Games Market Size by Application (2013-2018)
  • 6 Europe Games Development Status and Outlook
    • 6.1 Europe Games Market Size (2013-2018)
    • 6.2 Europe Games Market Size and Market Share by Players (2013-2018)
    • 6.3 Europe Games Market Size by Application (2013-2018)
  • 7 China Games Development Status and Outlook
    • 7.1 China Games Market Size (2013-2018)
    • 7.2 China Games Market Size and Market Share by Players (2013-2018)
    • 7.3 China Games Market Size by Application (2013-2018)
  • 8 Japan Games Development Status and Outlook
    • 8.1 Japan Games Market Size (2013-2018)
    • 8.2 Japan Games Market Size and Market Share by Players (2013-2018)
    • 8.3 Japan Games Market Size by Application (2013-2018)
  • 9 Southeast Asia Games Development Status and Outlook
    • 9.1 Southeast Asia Games Market Size (2013-2018)
    • 9.2 Southeast Asia Games Market Size and Market Share by Players (2013-2018)
    • 9.3 Southeast Asia Games Market Size by Application (2013-2018)
  • 10 India Games Development Status and Outlook
    • 10.1 India Games Market Size (2013-2018)
    • 10.2 India Games Market Size and Market Share by Players (2013-2018)
    • 10.3 India Games Market Size by Application (2013-2018)
  • 11 Market Forecast by Regions, Type and Application (2018-2025)
    • 11.1 Global Games Market Size (Value) by Regions (2018-2025)
      • 11.1.1 United States Games Revenue and Growth Rate (2018-2025)
      • 11.1.2 Europe Games Revenue and Growth Rate (2018-2025)
      • 11.1.3 China Games Revenue and Growth Rate (2018-2025)
      • 11.1.4 Japan Games Revenue and Growth Rate (2018-2025)
      • 11.1.5 Southeast Asia Games Revenue and Growth Rate (2018-2025)
      • 11.1.6 India Games Revenue and Growth Rate (2018-2025)
    • 11.2 Global Games Market Size (Value) by Type (2018-2025)
    • 11.3 Global Games Market Size by Application (2018-2025)
  • 12 Games Market Dynamics
    • 12.1 Games Market Opportunities
    • 12.2 Games Challenge and Risk
      • 12.2.1 Competition from Opponents
      • 12.2.2 Downside Risks of Economy
    • 12.3 Games Market Constraints and Threat
      • 12.3.1 Threat from Substitute
      • 12.3.2 Government Policy
      • 12.3.3 Technology Risks
    • 12.4 Games Market Driving Force
      • 12.4.1 Growing Demand from Emerging Markets
      • 12.4.2 Potential Application
  • 13 Market Effect Factors Analysis
    • 13.1 Technology Progress/Risk
      • 13.1.1 Substitutes
      • 13.1.2 Technology Progress in Related Industry
    • 13.2 Consumer Needs Trend/Customer Preference
    • 13.3 External Environmental Change
      • 13.3.1 Economic Fluctuations
      • 13.3.2 Other Risk Factors
  • 14 Research Finding/Conclusion
  • 15 Appendix
    • Methodology
    • Analyst Introduction
    • Data Source

PRIMARY RESEARCH
Once data collection is done through secondary research, primary interviews are conducted with different stakeholders across the value chain like manufacturers, distributors, ingredient/input suppliers, end customers and other key opinion leaders of the industry. Primary research is used both to validate the data points obtained from secondary research and to fill in the data gaps after secondary research.

SECONDARY RESEARCH
Secondary Research Information is collected from a number of publicly available as well as paid databases. Public sources involve publications by different associations and governments, annual reports and statements of companies, white papers and research publications by recognized industry experts and renowned academia etc. Paid data sources include third party authentic industry databases.

MARKET ENGINEERING
The market engineering phase involves analyzing the data collected, market breakdown and forecasting. Macroeconomic indicators and bottom-up and top-down approaches are used to arrive at a complete set of data points that give way to valuable qualitative and quantitative insights. Each data point is verified by the process of data triangulation to validate the numbers and arrive at close estimates.

EXPERT VALIDATION
The market engineered data is verified and validated by a number of experts, both in-house and external.

REPORT WRITING/ PRESENTATION
After the data is curated by the mentioned highly sophisticated process, the analysts begin to write the report. Garnering insights from data and forecasts, insights are drawn to visualize the entire ecosystem in a single report.

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