NEW YORK, Aug. 18, 2023 /PRNewswire/ — The latest report on gaming market, 2022-2027 estimates to register an incremental growth of USD 102.13 billion at a CAGR of 9.12% during the forecast period. The market is fragmented due to the presence of diversified international and regional vendors. The growing adoption of AR and VR games is a major factor driving the gaming market growth. This technology integrates gaming visual and audio content with a user’s environment in real-time. The rising awareness of AR games is making the vendors develop new games for customers with high visuals. Many companies, such as Microsoft and Sony are developing games with new technologies. For example, in January 2022, Microsoft HoloLens 2 was launched in India, which is designed to allow users to interact with holograms, and it includes sensors that enable head and eye tracking. Hence, the rising adoption of AR and VR games is expected to drive the growth of the gaming market during the forecast period. The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. Request sample report
Gaming Market 2023-2027: Scope
Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The gaming market report covers the following areas:
- Gaming Market 2023-2027 Size
- Gaming Market 2023-2027 Trends
- Gaming Market 2023-2027 Industry Analysis
Gaming Market 2023-2027: Company Analysis
The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. Competitors have to focus on differentiating their product offerings with unique value propositions to strengthen their foothold in the market. Market vendors also have to leverage the existing growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments. Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF, Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment, and Zeptolab UK Ltd. are among some of the major market participants.
Company Offerings
- Activision Blizzard Inc. – The company offers various games such as Call of Duty 17, Call of Duty Warzone, Call of Duty Vanguard, Tony Hawks Pro Skater 1 plus 2, and Crash Bandicoot.
- Apple Inc. – The company offers various offline and online games through Apple Arcade.
- Bandai Namco Holdings Inc. – The company offers various games such as Sandland, Beyond the Period, and Tiger and Bunny 2.
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Gaming Market – Market Dynamics
Key Drivers
The growing adoption of AR and VR games is a major factor driving the gaming market growth. This technology integrates gaming visual and audio content with a user’s environment in real time. Furthermore, the rising awareness of AR games is making the vendors develop new games for customers with high visuals. Many companies such as Microsoft and Sony are developing games with new technologies.
For example, in January 2022, Microsoft HoloLens 2 was launched in India, which is designed to allow users to interact with holograms and it includes sensors that enable head and eye tracking. Hence, the rising adoption of AR and VR games is expected to drive the growth of the gaming market during the forecast period.
Major Trends – The increasing emergence of cloud gaming is an ongoing trend shaping the gaming market.
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Gaming Market 2023-2027: Segmentation
Gaming Market is segmented as below:
- Type
- Casual Gaming
- Professional Gaming
- Platform
- Online
- Offline
- Device
- Mobile Gaming
- Console Gaming
- PC Gaming
- Geography
- APAC
- North America
- Europe
- Middle East And Africa
- South America
The casual gaming segment will be significant during the forecast period. Casual gaming refers to games that do not take a significant amount of time to be played, won, or gained. Casual gamers spend little time playing video games. Generally, revenue is generated by casual gaming service providers by licensing gaming software to end users. The casual gaming market is being driven by factors such as its accessibility, where the games are simple to pick up and play and can be played on a range of platforms such as smartphones, tablets, and PCs. Hence, such factors and gaming experience are expected to drive the growth of the segment during the forecast period.
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Gaming Market 2023-2027: Key Highlights
- CAGR of the market during the forecast period 2023-2027
- Detailed information on factors that will assist gaming market growth during the next five years
- Estimation of the gaming market size and its contribution to the parent market
- Predictions on upcoming trends and changes in consumer behavior
- The growth of the gaming market
- Analysis of the market’s competitive landscape and detailed information on vendors
- Comprehensive details of factors that will challenge the growth of gaming market vendors
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Gaming Market Scope |
|
Report Coverage |
Details |
Base year |
2022 |
Historic period |
2017-2021 |
Forecast period |
2023-2027 |
Growth momentum & CAGR |
Accelerate at a CAGR of 9.12% |
Market growth 2023-2027 |
USD 102.13 billion |
Market structure |
Fragmented |
YoY growth 2022-2023(%) |
8.51 |
Regional analysis |
APAC, North America, Europe, Middle East and Africa, and South America |
Performing market contribution |
APAC at 53% |
Key countries |
US, China, Japan, South Korea, and Germany |
Competitive landscape |
Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks |
Key companies profiled |
Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF, Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment, and Zeptolab UK Ltd. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis 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 Contents
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Type
7 Market Segmentation by Platform
8 Market Segmentation by Device
9 Customer Landscape
10 Geographic Landscape
11 Drivers, Challenges, and Trends
12 Vendor Landscape
13 Vendor Analysis
14 Appendix
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