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Global Gaming Market is Expected to Reach USD 608.7 Billion, Growing at a CAGR of 19.70% between 2021 and 2027 | IGR

12-05-2023 02:29 PM CET | Leisure, Entertainment, Miscellaneous

Press release from: Infinium Global Research LLP

Global Gaming Market is Expected to Reach USD 608.7 Billion,

Infinium Global Research, a renowned market research firm, has unveiled a comprehensive report shedding light on the global and regional dynamics of the Gaming Market. The report meticulously analyzes various segments and sub-segments while emphasizing the impact of drivers, restraints, and macro indicators on both short and long-term global and regional gaming market landscapes. According to the report, the global gaming market is projected to exhibit an impressive Compound Annual Growth Rate (CAGR) of 19.70% over the forecast period of 2021-2027.

To Know More Request a Sample of this Report: https://www.infiniumglobalresearch.com/reports/sample-request/34347

Market Insights

The report estimates the global gaming market to have reached approximately USD 206.96 billion in 2021, forecasting a surge to over USD 608.7 billion by 2027, boasting a remarkable Compound Annual Growth Rate of 19.70%. Over recent years, the gaming industry has experienced monumental growth, expanding its reach from niche markets to mainstream audiences. This thriving industry has garnered significant attention from tech giants, witnessing quadrupled revenue and becoming a prevalent social medium for interaction among friends. Evolving from simple 2D animations to lifelike, immersive graphics, video games have captivated a growing audience.

The integration of Augmented Reality (AR) and Virtual Reality (VR) has revolutionized the gaming experience, focusing on providing an immersive gameplay atmosphere. Cloud gaming, another game-changer, has further pushed the industry's boundaries.

Driving Forces and Market Trends

The surge in gamers globally has seen exponential growth, fostering the establishment of various gaming communities. Many individuals are pursuing gaming as a career, leveraging streaming platforms like YouTube and Twitch to monetize their gaming channels. This influx of gamers has prompted game publishers to innovate, creating games with compelling storylines and immersive graphics. Moreover, the expansion of high-speed internet availability worldwide has amplified online gaming experiences.

Despite these advancements, the market faces challenges, such as the high cost of technology and games, potentially hindering consumer accessibility. Nevertheless, the expanding scope of cloud gaming is anticipated to offer substantial growth opportunities.

Regional Dynamics and Market Segmentation

North America stands as the dominant force in the global gaming market, boasting the highest market share in 2020. With a robust gaming community, North America's gaming industry aligns with sports and the movie industry, attracting considerable investments and consumer spending on new games and in-app purchases.

Market Segments

The report segments the market based on age groups (child and adult), gaming modes (offline and online), platform types (mobile and tablets, PC and laptop, console), and revenue streams (game, sponsorship, in-game purchase, advertising).

Key Market Players

The report profiles major market players including Sony Corporation, Tencent Holdings Ltd., Nintendo Co., Ltd., Microsoft Corporation, Electronic Arts Inc., Google, Valve Corporation, Bandai Namco Entertainment Inc., Ubisoft Entertainment SA, and Take-Two Interactive Software, Inc.

Enquire Here Get Customization & Check the Discount for the Report @ https://www.infiniumglobalresearch.com/reports/customization/34347

Table of Content

Chapter 1. Preface

1.1. Report Description

1.2. Research Methods

1.3. Research Approaches

Chapter 2. Executive Summary

2.1. Gaming Market Highlights

2.2. Gaming Market Projection

2.3. Gaming Market Regional Highlights

Chapter 3. Global Gaming Market Overview

3.1. Introduction

3.2. Market Dynamics

3.2.1.Drivers

3.2.2.Restraints

3.2.3.Opportunities

3.3. Analysis of COVID-19 impact on the Gaming Market

3.4. Porter's Five Forces Analysis

3.5. IGR-Growth Matrix Analysis

3.5.1.IGR-Growth Matrix Analysis by Age Group

3.5.2.IGR-Growth Matrix Analysis by Gaming Mode

3.5.3.IGR-Growth Matrix Analysis by Platform Type

3.5.4.IGR-Growth Matrix Analysis by Revenue Stream

3.5.5.IGR-Growth Matrix Analysis by Region

3.6. Value Chain Analysis of Gaming Market

Chapter 4. Gaming Market Macro Indicator Analysis

Chapter 5. Global Gaming Market by Age Group

5.1. Child

5.2. Adult

Chapter 6. Global Gaming Market by Gaming Mode

6.1. Offline

6.2. Online

Chapter 7. Global Gaming Market by Platform Type

7.1. Mobile and Tablets

7.2. PC and Laptop

7.3. Console

Chapter 8. Global Gaming Market by Revenue Stream

8.1. Game

8.2. Sponsorship

8.3. In-game Purchase

8.4. Advertising

Chapter 9. Global Gaming Market by Region 2021-2027

9.1. North America

9.1.1.North America Gaming Market by Age Group

9.1.2.North America Gaming Market by Gaming Mode

9.1.3.North America Gaming Market by Platform Type

9.1.4.North America Gaming Market by Revenue Stream

9.1.5.North America Gaming Market by Country

9.2. Europe

9.2.1.Europe Gaming Market by Age Group

9.2.2.Europe Gaming Market by Gaming Mode

9.2.3.Europe Gaming Market by Platform Type

9.2.4.Europe Gaming Market by Revenue Stream

9.2.5.Europe Gaming Market by Country

9.3. Asia-Pacific

9.3.1.Asia-Pacific Gaming Market by Age Group

9.3.2.Asia-Pacific Gaming Market by Gaming Mode

9.3.3.Asia-Pacific Gaming Market by Platform Type

9.3.4.Asia-Pacific Gaming Market by Revenue Stream

9.3.5.Asia-Pacific Gaming Market by Country

9.4. RoW

9.4.1.RoW Gaming Market by Age Group

9.4.2.RoW Gaming Market by Gaming Mode

9.4.3.RoW Gaming Market by Platform Type

9.4.4.RoW Gaming Market by Revenue Stream

9.4.5.RoW Gaming Market by Sub-region

Chapter 10. Company Profiles and Competitive Landscape

10.1. Competitive Landscape in the Global Gaming Market

10.2. Companies Profiles

10.2.1. Sony Corporation

10.2.2. Tencent Holdings Ltd.,

10.2.3. Nintendo Co., Ltd.

10.2.4. Microsoft Corporation

10.2.5. Electronic Arts Inc.

10.2.6. Google

10.2.7. Valve Corporation

10.2.8. Bandai Namco Entertainment Inc.

10.2.9. Ubisoft Entertainment SA

10.2.10. Take-Two Interactive Software, Inc.

More Insights on this report, Speak to Our Analyst: https://www.infiniumglobalresearch.com/reports/enquiry/34347

Reasons to Buy this Report:

=> Comprehensive analysis of global as well as regional markets of gaming.

=> Complete coverage of all the product types and application segments to analyze the trends, developments, and forecast of market size up to 2027.

=> Comprehensive analysis of the companies operating in this market. The company profile includes an analysis of the product portfolio, revenue, SWOT analysis, and the latest developments of the company.

=> Infinium Global Research- Growth Matrix presents an analysis of the product segments and geographies that market players should focus on to invest, consolidate, expand, and/or diversify.

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About Infinium Global Research:

Infinium Global Research is a business consulting and market research firm; a group of experts that caters to fulfilling business and market research needs of leading companies in various industry verticals and business segments. The company also serves government bodies, institutes, and non-profit/non-government organizations to meet their knowledge and information needs.

Through our information services and solutions, we assist our clients to improve their performance and assess the market conditions to achieve their organizational goals. Our team of experts and analysts are engaged in continuously monitoring and assessing the market conditions to provide knowledge support to our clients. To help our clients and to stay updated with the advances and inventions in technology, business processes, regulations, and the environment, Infinium often conducts regular meets with industry experts and opinion leaders. Our key opinion leaders are involved in monitoring and assessing the progress in the business environment, so as to offer the best opinion to our clients.

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