
Games Market In-depth Research covering sales outlook, demand forecast & up-to-date key trends
The Global Busbar Games Market investigation report contains Types, Application & all logical and factual briefs about market Overview, CAGR, Production Volume, Sales, Revenue with the regional analysis covers North America, Europe, Asia-Pacific, South America, Middle East & Africa & The top Players like <ul><li>Activision Blizzard</li><li>Electronic Arts</li><li>Microsoft</li><li>NetEase</li><li>Nintendo</li><li>Sony</li><li>Tencent</li><li>ChangYou</li><li>DeNA</li><li>GungHo</li><li>Apple</li><li>Google</li><li>Nexon</li><li>Sega</li><li>NetEase</li><li>Namco Bandai</li><li>Ubisoft</li><li>Square Enix</li><li>Take-Two Interactive</li><li>King Digital Entertainment</li></ul>
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The global Games market is expected to grow at a CAGR of 11.4% during the forecast period.
The global Games market is estimated to be about 194995.0 million US dollars in 2020.
The global Games market is estimated to reach 300433.3 million USD by 2026.
The global Games market is segmented by company, region (country), type and application. Participants, stakeholders, and other readers in the global Games market will be able to gain an advantage as they use reports as a powerful resource.
The global Games market is segmented by company, region (country), type and application. Participants, stakeholders, and other readers in the global Games market will be able to gain an advantage as they use reports as a powerful resource.
Games markets by category
Online Game
Offline Game
Games Market by Application (Percentage of Demand)
Amateur
Professional
Who are the leading companies in Games market
Activision Blizzard
Electronic Arts
Microsoft
NetEase
Nintendo
Sony
Tencent
ChangYou
DeNA
GungHo
Apple
Nexon
Sega
NetEase
Namco Bandai
Ubisoft
Square Enix
Take-Two Interactive
King Digital Entertainment
Games markets by region:
In North America
In Latin America
Europe
The Asia-pacific
Middle East and Africa (MEA)
What are the main countries covered
The United States
Canada
Germany
France
UK
Italy
Russia
China
Japan
Korea
Southeast Asia
India
Australia
Brazil
Mexico
Argentina
Chile
Colombia
Egypt
Saudi Arabia
United Arab Emirates
Nigeria
South Africa
Which is the most profitable market
Among regions, North America/Europe/Asia Pacific accounted for the largest share of global personalized beauty equipment as rising consumer incomes led to increased spending at Games.
What methodology did you follow in your research
This study was conducted by our expert analysts through a combination of primary and secondary studies. The methodology we follow includes a demand-side assessment of the market and triangulation of this through supply-side analysis. The methodology is based on the use of standard market structures, methods, and definitions.
Who were the primary study respondents
We talk to stakeholders across the spectrum. Including C-level executives, distributors, product manufacturers, industry experts, etc.
What are the sources of secondary research
We conduct extensive secondary studies using proprietary databases, paid databases, and information available in the public domain. We refer to industry associations, company press releases, annual reports, investor presentations and research papers.
1. Introduction
1.1 Definition of the Market
1.2 Research Purpose
1.3 Scope of the Study
1.4 Stakeholders
1.5 Geography Coverage
1.6 Currency Under Consideration
1.7 Consumption Units
1.8 Review Cycle
2 Global Market Overview
2.1 Global Games Market Size and Growth Forecast 2014-2026
2.2 Global Games Market Size by Region 2014-2026
2.3 Games Gross Margin in Different Region 2014-2021
2.4 Global Games Market by Major Companies
2.1 Global Games Revenue and Market Share by Vendors (2016-2021)
2.2 Global Games Industry Concentration Ratio (CR5 and HHI)
2.3 Top 5 Games Vendors Market Share
2.4 Top 10 Games Vendors Market Share
3 Global Games Market by Type
3.1 Global Games Market Size and Growth Rate Segment by Types from 2014-2021
3.2 Brief Introduction of Different Types
3.2.1 Online Game
3.2.2 Offline Game
4 Global Games Market by Application
4.1 Global Games Market Size and Growth Rate Segment by Applications from 2014-2021
4.2 Brief Introduction of Different Applications
4.2.1 Amateur
4.2.2 Professional
5 North America Games Market Value and Segmentation (by Type, Application, Countries and Participants)
5.1 North America Games Value ($) from 2014-2021
5.2 North America Games Market Value ($) and Growth (%) by Type from 2014-2021
5.3 North America Games Market Value ($) and Growth (%) by Application from 2014-2021
5.4 North America Games Market Value ($) and Growth (%) by Countries from 2014-2021
5.4.1 The United States
5.4.2 Canada
5.5 Top North America Games Participants Value ($) and Market Share (%) in 2020
6 Europe Games Market Value and Segmentation (by Type, Application, Countries and Participants)
6.1 Europe Games Value ($) from 2014-2021
6.2 Europe Games Market Value ($) and Growth (%) by Type from 2014-2021
6.3 Europe Games Market Value ($) and Growth (%) by Application from 2014-2021
6.4 Europe Games Market Value ($) and Growth (%) by Countries from 2014-2021
6.4.1 Germany
6.4.2 France
6.4.3 UK
6.4.4 Italy
6.4.5 Russia
…
6.5 Top Europe Games Participants Value ($) and Market Share (%) in 2020
7 Asia-Pacific Games Market Value and Segmentation (by Type, Application, Countries and Participants)
7.1 Asia-Pacific Games Value ($) from 2014-2021
7.2 Asia-Pacific Games Market Value ($) and Growth (%) by Type from 2014-2021
7.3 Asia-Pacific Games Market Value ($) and Growth (%) by Application from 2014-2021
7.4 Asia-Pacific Games Market Value ($) and Growth (%) by Countries from 2014-2021
7.4.1 China
7.4.2 Japan
7.4.3 Korea
7.4.4 Southeast Asia
7.4.5 India
7.4.6 Australia
…
7.5 Top Asia-Pacific Games Participants Value ($) and Market Share (%) in 2020
8 Latin America Games Market Value and Segmentation (by Type, Application, Countries and Participants)
8.1 Latin America Games Value ($) from 2014-2021
8.2 Latin America Games Market Value ($) and Growth (%) by Type from 2014-2021
8.3 Latin America Games Market Value ($) and Growth (%) by Application from 2014-2021
8.4 Latin America Games Market Value ($) and Growth (%) by Countries from 2014-2021
8.4.1 Brazil
8.4.2 Mexico
8.4.3 Argentina
8.4.4 Chile
8.4.5 Colombia
…
8.5 Top Latin America Games Participants Value ($) and Market Share (%) in 2020
9 Middle East & Africa Games Market Value and Segmentation (by Type, Application, Countries and Participants)
9.1 Middle East & Africa Games Value ($) from 2014-2021
9.2 Middle East & Africa Games Market Value ($) and Growth (%) by Type from 2014-2021
9.3 Middle East & Africa Games Market Value ($) and Growth (%) by Application from 2014-2021
9.4 Middle East & Africa Games Market Value ($) and Growth (%) by Countries from 2014-2021
9.4.1 Egypt
9.4.2 Saudi Arabia
9.4.3 United Arab Emirates
9.4.4 Nigeria
9.4.5 South Africa
…
9.5 Top Middle East & Africa Games Participants Value ($) and Market Share (%) in 2020
10. Global Level Competitive Intelligence – Company Profiles
10.1 Activision Blizzard
10.1.1 Activision Blizzard Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.1.2 Activision Blizzard Value, Gross and Growth Rate from 2014-2021
10.2 Electronic Arts
10.2.1 Electronic Arts Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.2.2 Electronic Arts Value, Gross and Growth Rate from 2014-2021
10.3 Microsoft
10.3.1 Microsoft Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.3.2 Microsoft Value, Gross and Growth Rate from 2014-2021
10.4 NetEase
10.4.1 NetEase Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.4.2 NetEase Value, Gross and Growth Rate from 2014-2021
10.5 Nintendo
10.5.1 Nintendo Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.5.2 Nintendo Value, Gross and Growth Rate from 2014-2021
10.6 Sony
10.6.1 Sony Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.6.2 Sony Value, Gross and Growth Rate from 2014-2021
10.7 Tencent
10.7.1 Tencent Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.7.2 Tencent Value, Gross and Growth Rate from 2014-2021
10.8 ChangYou
10.8.1 ChangYou Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.8.2 ChangYou Value, Gross and Growth Rate from 2014-2021
10.9 DeNA
10.9.1 DeNA Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.9.2 DeNA Value, Gross and Growth Rate from 2014-2021
10.10 GungHo
10.10.1 GungHo Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.10.2 GungHo Value, Gross and Growth Rate from 2014-2021
10.11 Apple
10.11.1 Apple Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.11.2 Apple Value, Gross and Growth Rate from 2014-2021
10.12 Google
10.12.1 Google Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.12.2 Google Value, Gross and Growth Rate from 2014-2021
10.13 Nexon
10.13.1 Nexon Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.13.2 Nexon Value, Gross and Growth Rate from 2014-2021
10.14 Sega
10.14.1 Sega Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.14.2 Sega Value, Gross and Growth Rate from 2014-2021
10.15 NetEase
10.15.1 NetEase Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.15.2 NetEase Value, Gross and Growth Rate from 2014-2021
10.16 Namco Bandai
10.16.1 Namco Bandai Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.16.2 Namco Bandai Value, Gross and Growth Rate from 2014-2021
10.17 Ubisoft
10.17.1 Ubisoft Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.17.2 Ubisoft Value, Gross and Growth Rate from 2014-2021
10.18 Square Enix
10.18.1 Square Enix Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.18.2 Square Enix Value, Gross and Growth Rate from 2014-2021
10.19 Take-Two Interactive
10.19.1 Take-Two Interactive Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.19.2 Take-Two Interactive Value, Gross and Growth Rate from 2014-2021
10.20 King Digital Entertainment
10.20.1 King Digital Entertainment Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.20.2 King Digital Entertainment Value, Gross and Growth Rate from 2014-2021
11. Market Dynamics
11.1 Driving Factors
11.1.1 Rising Demand in one or More of the Following Regions: North America, Europe, Asia-Pacific, Latin America, Middle East & Africa
11.1.2 Increasing Use of Games by Different End-User/Applications
11.2 Restraints and Challenges in the Market
11.3 Opportunities
12. Future Forecast of Global Games Market from 2021-2026
12.1 Future Forecast of Global Games Market from 2021-2026 Segment by Regions
12.2 Future Forecast of Global Games Market from 2021-2026 Segment by Type
12.3 Future Forecast of Global Games Market from 2021-2026 Segment by Application
13. Investment Analysis
13.1 Fundamental Analysis (Porter's Five Forces Analysis)
13.2 Technical Preparation Analysis
13.3 Risk Evaluating Analysis
13.4 Estimated Investment Pay-Back Period
14 Research Methodology
14.1 Research Data
14.1.1 Secondary Data
14.1.2 Primary Data
14.2 Market Size Estimation
14.2.1 Bottom-Up Approach
14.2.2 Top-Down Approach (Involves time, Space, and Persons)
14.3 Data Triangulation
14.4 Assumptions
14.5 Hypothesis of this Research, Clear, specific, and testable statement of this research
14.6 Limitations of Our Study
14.7 Scene Based Modeling
14.8 Covid-19 Impact/Evaluation
15 Disclaimer
Research Methodology:
Games Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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