This 177-page report, “Global Digital Gaming Market 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Region: Trends Forecast and Growth Opportunity,” is highlighted by 85 tables and 85 figures and is based on an in-depth analysis of the entire global digital gaming market and all of its sub-segments. Premium primary and secondary information sources are used to create in-depth research and evaluation, with input coming from business specialists working throughout the value chain.
Due to the rising demand for digital games in the wake of the COVID-19 pandemic, the global market for digital gaming will reach $325.3 billion by 2026, expanding by 11.9% annually between 2020–2026.
The Digital Gaming Market research uses 2019 as the foundation year for its estimate, which ranges from 2020 to 2026 and is based on studies from 2015 to 2019. (Please note that the report will be updated before to delivery to ensure that the forecast includes at least 5 years beyond the base year and the most recent historical year serves as the base year.)
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In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global digital gaming market in every aspect of the classification from perspectives of Device, Platform, Audience, Business Mode, Distribution Channel, and Region.
Based on Device, the global Digital Gaming Market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
Mobile Devices Based Gaming
• Smartphones
• Tablets
• Other Mobile Devices
PC Based Gaming
• Boxed and Downloaded PC Games
• Browser PC Games
Console Units Based Gaming
Other Devices Based Gaming
Based on Platform, the global Digital Gaming Market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Offline Gaming
• Cloud Gaming
• Online Gaming
Based on Audience, the global Digital Gaming Market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Social Gamers
• Serious Gamers
• Core Gamers
Based on Business Mode, the global Digital Gaming Market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Paymium
• Freemium
• Subscription
• Advertising
• Player to Player
• Microtransaction
Based on Distribution Channel, the global Digital Gaming Market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Retail Channels
• Online Channels
Along with the above national/local markets, the following geographic areas are thoroughly investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
In Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• America, North (U.S., Canada, and Mexico)
Latin America (Brazil, Columbia, Argentina, Rest of South America)
• MEA (Saudi Arabia, UAE, Egypt)
There are thorough analyses and statistics for yearly revenue for each of the aforementioned regions and nations for the years 2019 through 2026. There is also a breakdown of the major national markets by Device, Platform, and Business Model during the anticipated years, as well as a breakdown of the regional markets by country.
The Digital Gaming Market study also analyses the present competition landscape, the anticipated trend, and it provides profiles of major suppliers, including both established market leaders and significant up-and-coming companies.
Through AMR’s Risk Assessment System, possible risks related to investing in the worldwide digital gaming sector are evaluated statistically and qualitatively. Critical Success Factors (CSFs) are developed based on the risk analysis and assessment as a guide to assist investors and shareholders in identifying new possibilities, managing and minimising risks, developing suitable business models, and making informed strategies and choices.
Key Players:
APAR GAMES
Apple Inc
Electronic Arts Inc
Facebook Inc
Google Inc
International Business Machines Corp
Kabam
King Digital Entertainment Plc
Microsoft Corporation
NetEase Inc
Nintendo Co., Ltd.
NVidia Corporation
Rockstar Games Inc
Rolocule
Samsung Electronics Co Ltd
Sega Games Co. Ltd
Sony Corporation
Supercell Oy
Tapinator, Inc
Tencent Holdings Ltd
Ubisoft Inc
Visa Inc
Zatun
Zynga Inc.