Digital Game Market Research
English Public
Market Snapshot.
The digital gaming market is estimated to reach USD 14,641.58 billion by 2035 from a market value of USD 218 billion in 2023, growing at a CAGR of 17.2% during the forecast period 2023-2035.
Market overview.
Growing demand for digital gaming from social, casual and core gamers, increasing penetration of mobile gaming devices such as smartphones and tablets, and preference for pay- and freemium models, especially in Asia Pacific, the Middle East and Africa (MEA), in emerging markets are driving the growth of the gaming market. Nevertheless, certain factors such as piracy, games that consume a lot of capacity and legacy systems that cannot support AAA games can still affect the growth of the digital games market.
The digital gaming market is one of the fastest growing markets in the world. The market is growing due to the increasing use of games on smartphones and tablets. Furthermore, the increasing number of game users, especially young people, is increasing the demand for the market.
One of the major trends in the market is the integration of virtual technology into games. Vendors are currently launching mobile gaming applications that integrate virtual technology in order to provide ease of use to customers. Moreover, Apple's new product was launched with a virtual technology concept that will appeal to all gadget enthusiasts. Furthermore, the increasing adoption of live streaming and esports is expected to create lucrative opportunities for the growth of the digital gaming market in the coming years. However, increasing internet bandwidth and government policies in some countries are affecting the growth of the digital games market.
Digital games market segments
The digital games market is segmented on the basis of gaming audience (social gamers, serious gamers and core gamers), gaming platform (Flash, iOS, Android and social networks), gaming subscription model (premium, paymium and freemium), device and region. The segments are classified by device and geography. These segments are further sub-segmented based on various factors and comprise some additional information about the market, such as the compound annual growth rate of each segment and sub-segment, market value and volume for the assessment period.
Regional overview of the digital games market
The digital games market is further segmented on the basis of region, where the market growth rate for each country is assessed. North America (USA, Canada and Rest of North America), Europe (Germany, France, Italy, Spain, UK and Rest of Europe), Asia Pacific (China, Japan, India, Australia, Singapore and Rest of) Asia Pacific) and other regions.
Competitive environment.
Major players in the digital games market include Microsoft, Nintendo, Samsung and Sony. The study includes detailed competitive analysis, company profiles, recent trends and key market strategies of these key players in the digital games market.
For more information on the market research report, visit: https://www.sdki.jp/reports/global-digital-gaming-market/107145
The digital gaming market is estimated to reach USD 14,641.58 billion by 2035 from a market value of USD 218 billion in 2023, growing at a CAGR of 17.2% during the forecast period 2023-2035.
Market overview.
Growing demand for digital gaming from social, casual and core gamers, increasing penetration of mobile gaming devices such as smartphones and tablets, and preference for pay- and freemium models, especially in Asia Pacific, the Middle East and Africa (MEA), in emerging markets are driving the growth of the gaming market. Nevertheless, certain factors such as piracy, games that consume a lot of capacity and legacy systems that cannot support AAA games can still affect the growth of the digital games market.
The digital gaming market is one of the fastest growing markets in the world. The market is growing due to the increasing use of games on smartphones and tablets. Furthermore, the increasing number of game users, especially young people, is increasing the demand for the market.
One of the major trends in the market is the integration of virtual technology into games. Vendors are currently launching mobile gaming applications that integrate virtual technology in order to provide ease of use to customers. Moreover, Apple's new product was launched with a virtual technology concept that will appeal to all gadget enthusiasts. Furthermore, the increasing adoption of live streaming and esports is expected to create lucrative opportunities for the growth of the digital gaming market in the coming years. However, increasing internet bandwidth and government policies in some countries are affecting the growth of the digital games market.
Digital games market segments
The digital games market is segmented on the basis of gaming audience (social gamers, serious gamers and core gamers), gaming platform (Flash, iOS, Android and social networks), gaming subscription model (premium, paymium and freemium), device and region. The segments are classified by device and geography. These segments are further sub-segmented based on various factors and comprise some additional information about the market, such as the compound annual growth rate of each segment and sub-segment, market value and volume for the assessment period.
Regional overview of the digital games market
The digital games market is further segmented on the basis of region, where the market growth rate for each country is assessed. North America (USA, Canada and Rest of North America), Europe (Germany, France, Italy, Spain, UK and Rest of Europe), Asia Pacific (China, Japan, India, Australia, Singapore and Rest of) Asia Pacific) and other regions.
Competitive environment.
Major players in the digital games market include Microsoft, Nintendo, Samsung and Sony. The study includes detailed competitive analysis, company profiles, recent trends and key market strategies of these key players in the digital games market.
For more information on the market research report, visit: https://www.sdki.jp/reports/global-digital-gaming-market/107145
by akiariku
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