Gaming Market Recorded a 10.41% YOY Growth Rate in 2021|Casual Gaming Segment to be Significant for Revenue Generation|17000+ Technavio Reports – PR Newswire


Searching for your content…
In-Language News
Contact Us
from 8 AM – 10 PM ET
News provided by
Jun 02, 2022, 07:45 ET
Share this article
NEW YORK, June 2, 2022 /PRNewswire/ — The gaming market research report by Type (casual gaming and professional gaming), Device (mobile gaming, console gaming, and PC gaming), Platform (online and offline), and Geography (APAC, North America, Europe, MEA, and South America) has been added to Technavio offerings. The gaming market share growth in the casual gaming segment will be significant for revenue generation. The market for casual gaming is growing with the increasing adoption of mobile gaming. Most casual gamers prefer mobile devices over PCs and consoles because of easy access to the games. In addition, casual gamers play games online on their mobile devices, as it is easy for them to play games of their choice from anywhere at any time. 
To gain further insights on the market contribution of various segments – Download a sample now!
Gaming Market 2021-2025: Scope
 The gaming market report covers the following areas:
Frequently Asked Questions:
Gaming Market 2021-2025: Regional Analysis
56% of the market’s growth will originate from APAC during the forecast period. China, Japan, and South Korea (Republic of Korea) are the key markets for gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions. The increasing penetration of e-sports in developing countries, such as Taiwan, Malaysia, and Singapore will facilitate the gaming market growth in APAC over the forecast period
 For more insights on the market share of various regions – Download a sample now!
The competitive scenario provided in the Gaming Market report analyzes, evaluates, and positions companies based on various performance indicators. Some of the factors considered for this analysis include the financial performance of companies over the past few years, growth strategies, product innovations, new product launches, investments, growth in market share, etc.Don’t wait, Make a strategic approach & boost your business goals with our Gaming Market Forecast Report –  Buy Now!
Gaming Market 2021-2025: Key Highlights
Related Reports:
Gaming Market Scope
Report Coverage
Page number
Base year
Forecast period
Growth momentum & CAGR
Accelerate at a CAGR of 12.40%
Market growth 2021-2025
USD 125.65 billion
Market structure
YoY growth (%)
Performing market contribution
APAC at 56%
Competitive landscape
Leading companies, competitive strategies, consumer engagement scope
Companies profiled
Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co.
Market Dynamics
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period,
Customization purview
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.
Table of Content:
1. Executive Summary                           
2. Market Landscape                             
                2.1 Market ecosystem             
                                Exhibit 01:  Parent market
                2.2 Market Characteristics      
                                Exhibit 02:  Market Characteristics
                2.3 Value chain analysis           
                                Exhibit 03:  Interactive Home Entertainment Market
                                2.3.1 Content origination
                                2.3.2 Application development
                                2.3.3 Hardware manufacturers
                                2.3.4 Publishing and aggregation
                                2.3.5 Wireless application service
                                2.3.6 Portal provisioning
                                2.3.7 Mobile delivery
                                2.3.8 User interactivity provisioning
                                2.3.9 Distribution and retailing of video games
                                2.3.10 Billing and customer care
                                2.3.11 Marketing and sales 
                                2.3.12 Support activities 
3. Market Sizing                       
                3.1 Market definition
                                Exhibit 04:  Offerings of vendors included in the market definition
                3.2 Market segment analysis 
                                Exhibit 05:  Market segments
                3.3 Market size 2020 
                3.4 Market outlook: Forecast for 2020 – 2025 
                                Exhibit 06:  Global – Market size and forecast 2020 – 2025 ($ billion)
                       Availability of multi-functional gaming consoles
                       Growing in-app purchases in free games
                       Growth in multiplayer mobile gaming
                       Advent of digital downloading
                       Games as a service
                       Emergence of cloud gaming
                                Exhibit 07:  Global market: Year-over-year growth 2020 – 2025 (%)
4. Five Forces Analysis                          
                4.1 Five Forces Summary        
                                Exhibit 08: Five forces analysis 2020 & 2025
                4.2 Bargaining power of buyers           
                4.3 Bargaining power of suppliers       
                4.4 Threat of new entrants    
                4.5 Threat of substitutes         
                4.6 Threat of rivalry   
                4.7 Market condition
                                Market condition – Five forces 2020
5. Market Segmentation by Type                     
                The segments covered in this chapter are: 
Both segments have been ranked based on their market size in 2020. The casual gaming segment constituted the largest segment in 2020, while the smallest segment was professional gaming.
                5.1 Market segments
                                Exhibit 15: Type – Market share 2020-2025 (%)
                5.2 Comparison by Type          
                                Exhibit 16: Comparison by Type
                5.3 Casual gaming – Market size and forecast 2020-2025           
                                Exhibit 17: Casual gaming – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 18: Casual gaming – Year-over-year growth 2020-2025 (%)
                5.4 Professional gaming – Market size and forecast 2020-2025 
                                Exhibit 19: Professional gaming – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 20: Professional gaming – Year-over-year growth 2020-2025 (%)
                5.5 Market opportunity by Type          
                                Exhibit 21: Market opportunity by Type
6. Market Segmentation by Device                 
                The segments covered in this chapter are: 
The three segments have been ranked based on their market size in 2020. The mobile gaming segment constituted the largest segment in 2020, while the smallest segment was PC gaming. The 2020 market position of all three segments will likely remain the same in 2025.
                6.1 Market segments
                                Exhibit 22: Device – Market share 2020-2025 (%)
                6.2 Comparison by Device      
                                Exhibit 23: Comparison by Device
                6.3 Mobile gaming – Market size and forecast 2020-2025           
                                Exhibit 24: Mobile gaming – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 25: Mobile gaming – Year-over-year growth 2020-2025 (%)
                6.4 Console gaming – Market size and forecast 2020-2025        
                                Exhibit 26: Console gaming – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 27: Console gaming – Year-over-year growth 2020-2025 (%)
                6.5 PC gaming – Market size and forecast 2020-2025    
                                Exhibit 28: PC gaming – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 29: PC gaming – Year-over-year growth 2020-2025 (%)
                6.6 Market opportunity by Device       
                                Exhibit 30: Market opportunity by Device
7. Market Segmentation by Platform                             
                The segments covered in this chapter are: 
Both segments have been ranked based on their market size in 2020. The online segment constituted the largest segment in 2020, while the smallest segment was offline.
                7.1 Market segments
                                Exhibit 31:  Platform – Market share 2020-2025 (%)
                7.2 Comparison by Platform  
                                Exhibit 32: Comparison by Platform
                7.3 Online – Market size and forecast 2020-2025            
                                Exhibit 33: Online – Market size and forecast 2020-2025 ($ billion)
                       Increasing adoption of smartphones
                       Increasing popularity of F2P online games
                       Growing popularity of MMO gaming
                                Exhibit 34: Online – Year-over-year growth 2020-2025 (%)
                7.4 Offline – Market size and forecast 2020-2025           
                                Exhibit 35:  Offline – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 36:  Offline – Year-over-year growth 2020-2025 (%)
                7.5 Market opportunity by Platform   
                                Exhibit 37:  Market opportunity by Platform
8. Customer landscape                         
                                Technavio’s customer landscape matrix comparing Drivers or price sensitivity, Adoption lifecycle, importance in customer price basket, Adoption rate and Key purchase criteria
                                Exhibit 38: Customer landscape
9. Geographic Landscape                     
                The regions covered in the report are: 
The five regions have been ranked based on their market size in 2020. APAC ranked first as the largest region, while South America was the smallest region in 2020.
                9.1 Geographic segmentation
                                Exhibit 39: Market share by geography 2020-2025 (%)
                9.2 Geographic comparison   
                                Exhibit 40: Geographic comparison
                9.3 APAC – Market size and forecast 2020-2025             
                                Exhibit 41: APAC – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 42: APAC – Year-over-year growth 2020-2025 (%)
                9.4 North America – Market size and forecast 2020-2025           
                                Exhibit 43: North America – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 44: North America – Year-over-year growth 2020-2025 (%)
                9.5 Europe – Market size and forecast 2020-2025         
                                Exhibit 45: Europe – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 46: Europe – Year-over-year growth 2020-2025 (%)
                9.6 MEA – Market size and forecast 2020-2025               
                                Exhibit 47: MEA – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 48: MEA – Year-over-year growth 2020-2025 (%)
                9.7 South America – Market size and forecast 2020-2025          
                                Exhibit 49: South America – Market size and forecast 2020-2025 ($ billion)
                                Exhibit 50: South America – Year-over-year growth 2020-2025 (%)
                9.8 Key leading countries        
                                Exhibit 51: Key leading countries
                9.9 Market opportunity by geography
                                Exhibit 52: Market opportunity by geography ($ billion)
10. Drivers, Challenges, and Trends                
                10.1 Market drivers   
                                10.1.1 Growing adoption of AR and VR games
                                10.1.2 Rising popularity of e-sports
                                10.1.3 Integration of blockchain technology
                10.2 Market challenges           
                                10.2.1 Regulation over loot box
                                10.2.2 Increasing risk of cybercrime through online gaming
                                10.2.3 Change in government regulations on net neutrality
                                Exhibit 53: Impact of drivers and challenges
                10.3 Market trends   
                                10.3.1 Increasing emergence of cloud gaming
                                10.3.2 Growth in free-to-play model
                                10.3.3 Rise in strategic partnerships and acquisitions
11. Vendor Landscape                           
                11.1 Competitive scenario      
                11.2 Vendor landscape            
                                Exhibit 54: Vendor landscape
                11.3 Landscape disruption      
The potential for the disruption of the market landscape was moderate in 2020, and its threat is expected to remain unchanged by 2025. 
                                Exhibit 55: Landscape disruption
                11.4 Industry risks      
                                Exhibit 56: Industry risks
12. Vendor Analysis               
                12.1 Vendors covered              
                                Exhibit 57: Vendors covered
                12.2 Market positioning of vendors    
                                Exhibit 58: Market positioning of vendors
                12.3 Activision Blizzard Inc.    
                                Exhibit 59:  Activision Blizzard Inc. – Overview
                                Exhibit 60:  Activision Blizzard Inc. – Business segments
                                Exhibit 61:  Activision Blizzard Inc. – Key news
                                Exhibit 62:  Activision Blizzard Inc. – Key offerings
                                Exhibit 63:  Activision Blizzard Inc. – Segment focus
                12.4 Bandai Namco Holdings Inc.         
                                Exhibit 64:  Bandai Namco Holdings Inc.  – Overview
                                Exhibit 65:  Bandai Namco Holdings Inc.  – Business segments
                                Exhibit 66:  Bandai Namco Holdings Inc.  – Key offerings
                                Exhibit 67:  Bandai Namco Holdings Inc.  – Segment focus
                12.5 CyberAgent Inc.
                                Exhibit 68:  CyberAgent Inc. – Overview
                                Exhibit 69:  CyberAgent Inc. – Business segments
                                Exhibit 70:  CyberAgent Inc. – Key news
                                Exhibit 71:  CyberAgent Inc. – Key offerings
                                Exhibit 72:  CyberAgent Inc. – Segment focus
                12.6 Electronic Arts Inc.           
                                Exhibit 73:  Electronic Arts Inc. – Overview
                                Exhibit 74:  Electronic Arts Inc. – Business segments
                                Exhibit 75:  Electronic Arts Inc. – Key offerings
                                Exhibit 76:  Electronic Arts Inc. – Segment focus
                12.7 GungHo Online Entertainment Inc.           
                                Exhibit 77:  GungHo Online Entertainment Inc. – Overview
                                Exhibit 78:  GungHo Online Entertainment Inc. – Product and service
                                Exhibit 79:  GungHo Online Entertainment Inc. – Key offerings
                12.8 Microsoft Corp. 
                                Exhibit 80:  Microsoft Corp. – Overview
                                Exhibit 81:  Microsoft Corp. – Business segments
                                Exhibit 80:  Microsoft Corp. – Key news
                                Exhibit 83:  Microsoft Corp. – Key offerings
                                Exhibit 84:  Microsoft Corp. – Segment focus
                12.9 NetEase Inc.        
                                Exhibit 85:  NetEase Inc.  – Overview
                                Exhibit 86:  NetEase Inc.  – Business segments
                                Exhibit 87:  NetEase Inc.  – Key offerings
                                Exhibit 88:  NetEase Inc.  – Segment focus
                12.10 Sony Corp.        
                                Exhibit 89:  Sony Corp. – Overview
                                Exhibit 90:  Sony Corp. – Business segments
                                Exhibit 91:  Sony Corp. – Key news
                                Exhibit 92:  Sony Corp. – Key offerings
                                Exhibit 93:  Sony Corp. – Segment focus
                12.11 Tencent Holdings Ltd.   
                                Exhibit 94:  Tencent Holdings Ltd. – Overview
                                Exhibit 95:  Tencent Holdings Ltd. – Business segments
                                Exhibit 96:  Tencent Holdings Ltd. – Key news
                                Exhibit 97:  Tencent Holdings Ltd. – Key offerings
                                Exhibit 98:  Tencent Holdings Ltd. – Segment focus
                12.12 The Walt Disney Co.      
                                Exhibit 99:  The Walt Disney Co. – Overview
                                Exhibit 100:  The Walt Disney Co. – Business segments
                                Exhibit 101:  The Walt Disney Co. – Key news
                                Exhibit 102:  The Walt Disney Co. – Key offerings
                                Exhibit 103:  The Walt Disney Co. – Segment focus
13. Appendix                            
                13.1 Scope of the report         
                                13.1.1 Market definition
                                13.1.2 Objectives
                                13.1.3 Notes and caveats
                13.2 Currency conversion rates for US$            
                                Exhibit 104: Currency conversion rates for US$
                13.3 Research Methodology 
                                Exhibit 105: Research Methodology
                                Exhibit 106: Validation techniques employed for market sizing
                                Exhibit 107: Information sources
                13.4 List of abbreviations        
                                Exhibit 108: List of abbreviations
About Us
Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.
Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: [email protected]
Website: www.technavio.com/
SOURCE Technavio
Cision Distribution 888-776-0942
from 8 AM – 9 PM ET



Related posts

Prep football: Cabell Midland playing for playoff positioning vs. Riverside - Charleston Gazette-Mail

Sunshine and clouds mixed. High 43F. Winds light and variable..
Read more

CM: Heat maps demonstrate De Ketelaere positioning problem Pioli must solve - Sempre Milan

A report has highlighted some concerns about Charles De Ketelaere’s role at AC Milan and whether…
Read more

Positioning Equipment for Radiotherapy Market Recent Trends and Growth 2022-2028 | CIVCO Radiotherapy, Elekta AB - Digital Journal

Hi, what are you looking for?ByPublishedPositioning equipment for radiotherapy is an important…
Read more

Sign up for The Pro People Community's Daily Digest and get the best of Industry updates, tailored for you.

Leave a Reply

Your email address will not be published. Required fields are marked *