Table of Content




1. Research Scope & Methodology
1.1. Study Objectives
1.2. Methodology
1.3. Assumptions & Limitations

2. Executive Summary
2.1. Market Size & Estimates
2.2. Market Overview
2.3. Scope Of Study
2.4. Crisis Scenario Analysis
2.5. Major Market Findings
2.5.1. Mobile Gaming Delivers A High-Quality Gaming Experience
2.5.2. Esports Has Facilitated New Marketing Avenues
2.5.3. Social Media Has Enabled Easier Connections Among Gamers

3. Market Dynamics
3.1. Key Drivers
3.1.1. Emergence Of Next-Generation Gaming Consoles
3.1.2. Surging Internet Penetration
3.1.3. Growing Number Of Smartphone Users
3.1.4. Huge & Loyal Consumer Base Of Digital Games
3.1.5. Easy Availability Of Free Games
3.2. Key Restraints
3.2.1. High Game Development Costs
3.2.2. Piracy Issues
3.2.3. Increasing Prevalence Of Counterfeit Gaming Products
3.2.4. Complexity Of Localizing Games
3.2.5. Hardware Compatibility Difficulties

4. Key Analytics
4.1. Timeline Of The Gaming Industry
4.2. Parent Market Analysis: Media & Entertainment
4.3. Key Technology Trends
4.3.1. Introduction Of 5G
4.3.2. Cloud Gaming
4.3.3. Edge Computing
4.3.4. Virtual Reality (Vr) And Augmented Reality (Ar)
4.3.5. Emergence Of Different Game Types
4.3.5.1. Real Time Strategy (Rts)
4.3.5.2. Role-Playing (Rpg)
4.3.5.3. Multiplayer Online Battle Arena
4.3.5.4. Sandbox
4.3.5.5. Shooter
4.3.5.6. Simulation & Sports
4.4. Impact Of Covid-19 On Gaming Market
4.5. Porter’S Five Forces Analysis
4.5.1. Buyers Power
4.5.2. Suppliers Power
4.5.3. Substitution
4.5.4. New Entrants
4.5.5. Industry Rivalry
4.6. Growth Prospect Mapping
4.7. Market Maturity Analysis
4.8. Market Concentration Analysis
4.9. Value Chain Analysis
4.9.1. Component Suppliers
4.9.2. Research & Development
4.9.3. Hardware Manufacturing Development & Publishing
4.9.4. Distributors
4.10. Key Buying Criteria
4.10.1. Game Ratings
4.10.2. Exclusivity
4.10.3. Online Service
4.10.4. Device Type & Compatibility
4.10.4.1. Performance
4.10.4.2. Backward Compatibility
4.10.4.3. Peripherals
4.10.4.4. Storage
4.10.4.5. Media Support

5. Market By Type
5.1. Online
5.2. Offline

6. Market By Component
6.1. Software
6.2. Hardware

7. Market By Device Type
7.1. Console Gaming
7.2. Mobile Gaming
7.2.1. Android
7.2.2. Ios
7.3. Pc Gaming
7.4. Browser Gaming

8. Market By Genre
8.1. Action/ Adventure Games
8.2. Arcade Games
8.3. Strategy & Brain Games
8.4. Casino Games
8.5. Casual Games
8.6. Sports Games
8.7. Other Genres

9. Geographical Analysis
9.1. Asia-Pacific
9.1.1. Market Size & Estimates
9.1.2. Asia-Pacific Gaming Market Drivers
9.1.3. Asia-Pacific Gaming Market Challenges
9.1.4. Asia-Pacific Gaming Market Regulatory Framework
9.1.5. Key Players In Asia-Pacific Gaming Market
9.1.6. Country Analysis
9.1.6.1. China
9.1.6.1.1. China Gaming Market Size & Opportunities
9.1.6.2. Japan
9.1.6.2.1. Japan Gaming Market Size & Opportunities
9.1.6.3. India
9.1.6.3.1. India Gaming Market Size & Opportunities
9.1.6.4. South Korea
9.1.6.4.1. South Korea Gaming Market Size & Opportunities
9.1.6.5. Taiwan
9.1.6.5.1. Taiwan Gaming Market Size & Opportunities
9.1.6.6. Australia & New Zealand
9.1.6.6.1. Australia & New Zealand Gaming Market Size & Opportunities
9.1.6.7. Rest Of Asia-Pacific
9.1.6.7.1. Rest Of Asia-Pacific Gaming Market Size & Opportunities

10. Competitive Landscape
10.1. Key Strategic Developments
10.1.1. Mergers & Acquisitions
10.1.2. Product Launches & Developments
10.1.3. Partnerships & Agreements
10.1.4. Business Expansions & Divestitures
10.2. Company Profiles
10.2.1. Activision Blizzard
10.2.1.1. Company Overview
10.2.1.2. Products Overview
10.2.1.3. Strengths & Challenges
10.2.2. Bethesda Softworks Llc
10.2.2.1. Company Overview
10.2.2.2. Products Overview
10.2.2.3. Strengths & Challenges
10.2.3. Electronic Arts Inc
10.2.3.1. Company Overview
10.2.3.2. Products Overview
10.2.3.3. Strengths & Challenges
10.2.4. Gameloft (Acquired By Vivendi)
10.2.4.1. Company Overview
10.2.4.2. Products Overview
10.2.4.3. Strengths & Challenges
10.2.5. Microsoft Corporation
10.2.5.1. Company Overview
10.2.5.2. Products Overview
10.2.5.3. Strengths & Challenges
10.2.6. Nexon Co Ltd
10.2.6.1. Company Overview
10.2.6.2. Products Overview
10.2.6.3. Strengths & Challenges
10.2.7. Nintendo Co Ltd
10.2.7.1. Company Overview
10.2.7.2. Products Overview
10.2.7.3. Strengths & Challenges
10.2.8. Nvidia
10.2.8.1. Company Overview
10.2.8.2. Products Overview
10.2.8.3. Strengths & Challenges
10.2.9. Rockstar Games Inc
10.2.9.1. Company Overview
10.2.9.2. Products Overview
10.2.9.3. Strengths & Challenges
10.2.10. Sega
10.2.10.1. Company Overview
10.2.10.2. Products Overview
10.2.10.3. Strengths & Challenges
10.2.11. Sony Corporation
10.2.11.1. Company Overview
10.2.11.2. Products Overview
10.2.11.3. Strengths & Challenges
10.2.12. Square Enix Holdings Co Ltd
10.2.12.1. Company Overview
10.2.12.2. Products Overview
10.2.12.3. Strengths & Challenges
10.2.13. Ubisoft Entertainment Sa
10.2.13.1. Company Overview
10.2.13.2. Products Overview
10.2.13.3. Strengths & Challenges
10.2.14. Zynga
10.2.14.1. Company Overview
10.2.14.2. Products Overview
10.2.14.3. Strengths & Challenges
 



List of Figures


List Of Figures
Figure 1: Key Technology Trends
Figure 2: Porter’S Five Forces Analysis
Figure 3: Growth Prospect Mapping
Figure 4: Market Maturity Analysis
Figure 5: Market Concentration Analysis
Figure 6: Value Chain Analysis
Figure 7: Key Buying Criteria
Figure 8: Asia-Pacific Gaming Market, Growth Potential, By Type, In 2022
Figure 9: Asia-Pacific Gaming Market, By Online, 2023-2032 (In $ Billion)
Figure 10: Asia-Pacific Gaming Market, By Offline, 2023-2032 (In $ Billion)
Figure 11: Asia-Pacific Gaming Market, Growth Potential, By Component, In 2022
Figure 12: Asia-Pacific Gaming Market, By Software, 2023-2032 (In $ Billion)
Figure 13: Asia-Pacific Gaming Market, By Hardware, 2023-2032 (In $ Billion)
Figure 14: Asia-Pacific Gaming Market, Growth Potential, By Device Type, In 2022
Figure 15: Asia-Pacific Gaming Market, By Console Gaming, 2023-2032 (In $ Billion)
Figure 16: Asia-Pacific Gaming Market, By Mobile Gaming, 2023-2032 (In $ Billion)
Figure 17: Asia-Pacific Gaming Market, Growth Potential, By Mobile Gaming, In 2022
Figure 18: Asia-Pacific Gaming Market, By Android, 2023-2032 (In $ Billion)
Figure 19: Asia-Pacific Gaming Market, By Ios, 2023-2032 (In $ Billion)
Figure 20: Asia-Pacific Gaming Market, By Pc Gaming, 2023-2032 (In $ Billion)
Figure 21: Asia-Pacific Gaming Market, By Browser Gaming, 2023-2032 (In $ Billion)
Figure 22: Asia-Pacific Gaming Market, Growth Potential, By Genre, In 2022
Figure 23: Asia-Pacific Gaming Market, By Action/Adventure Games, 2023-2032 (In $ Billion)
Figure 24: Asia-Pacific Gaming Market, By Arcade Games, 2023-2032 (In $ Billion)
Figure 25: Asia-Pacific Gaming Market, By Strategy & Brain Games, 2023-2032 (In $ Billion)
Figure 26: Asia-Pacific Gaming Market, By Casino Games, 2023-2032 (In $ Billion)
Figure 27: Asia-Pacific Gaming Market, By Casual Games, 2023-2032 (In $ Billion)
Figure 28: Asia-Pacific Gaming Market, By Sports Games, 2023-2032 (In $ Billion)
Figure 29: Asia-Pacific Gaming Market, By Other Genres, 2023-2032 (In $ Billion)
Figure 30: Asia-Pacific Gaming Market, Country Outlook, 2022 & 2032 (In %)
Figure 31: China Gaming Market, 2023-2032 (In $ Billion)
Figure 32: Japan Gaming Market, 2023-2032 (In $ Billion)
Figure 33: India Gaming Market, 2023-2032 (In $ Billion)
Figure 34: South Korea Gaming Market, 2023-2032 (In $ Billion)
Figure 35: Taiwan Gaming Market, 2023-2032 (In $ Billion)
Figure 36: Australia & New Zealand Gaming Market, 2023-2032 (In $ Billion)
Figure 37: Rest Of Asia-Pacific Gaming Market, 2023-2032 (In $ Billion)

List of Tables


TABLE OF CONTENTS
1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. METHODOLOGY
1.3. ASSUMPTIONS & LIMITATIONS
2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. MARKET OVERVIEW
2.3. SCOPE OF STUDY
2.4. CRISIS SCENARIO ANALYSIS
2.5. MAJOR MARKET FINDINGS
2.5.1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
2.5.2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
2.5.3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS
3. MARKET DYNAMICS
3.1. KEY DRIVERS
3.1.1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
3.1.2. SURGING INTERNET PENETRATION
3.1.3. GROWING NUMBER OF SMARTPHONE USERS
3.1.4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
3.1.5. EASY AVAILABILITY OF FREE GAMES
3.2. KEY RESTRAINTS
3.2.1. HIGH GAME DEVELOPMENT COSTS
3.2.2. PIRACY ISSUES
3.2.3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
3.2.4. COMPLEXITY OF LOCALIZING GAMES
3.2.5. HARDWARE COMPATIBILITY DIFFICULTIES
4. KEY ANALYTICS
4.1. TIMELINE OF THE GAMING INDUSTRY
4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
4.3. KEY TECHNOLOGY TRENDS
4.3.1. 5G CONNECTIVITY HAS ENABLED INCREASED PROCESSING POWER AND REDUCED LATENCY
4.3.2. VIRTUAL AND AUGMENTED REALITY DELIVER IMMERSIVE EXPERIENCES AT COMPETITIVE PRICES
4.3.3. CLOUD GAMING GIVES ACCESS TO PLAYERS FROM ANY DEVICE, ANYTIME AND ANYWHERE
4.3.4. EDGE COMPUTING MINIMIZES USER LATENCY, GAME LAG, AND PLAYER INPUT DELAY
4.3.5. EMERGENCE OF DIFFERENT GAME TYPES
4.3.5.1. REAL TIME STRATEGY (RTS)
4.3.5.2. ROLE-PLAYING (RPG)
4.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
4.3.5.4. SANDBOX
4.3.5.5. SHOOTER
4.3.5.6. SIMULATION & SPORTS
4.4. IMPACT OF COVID-19 ON GAMING MARKET
4.5. PORTER’S FIVE FORCES ANALYSIS
4.5.1. BUYERS POWER
4.5.2. SUPPLIERS POWER
4.5.3. SUBSTITUTION
4.5.4. NEW ENTRANTS
4.5.5. INDUSTRY RIVALRY
4.6. GROWTH PROSPECT MAPPING
4.7. MARKET MATURITY ANALYSIS
4.8. MARKET CONCENTRATION ANALYSIS
4.9. VALUE CHAIN ANALYSIS
4.9.1. COMPONENT SUPPLIERS
4.9.2. RESEARCH & DEVELOPMENT
4.9.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
4.9.4. DISTRIBUTORS
4.10. KEY BUYING CRITERIA
4.10.1. GAME RATINGS
4.10.2. EXCLUSIVITY
4.10.3. ONLINE SERVICE
4.10.4. DEVICE TYPE & COMPATIBILITY
4.10.4.1. PERFORMANCE
4.10.4.2. BACKWARD COMPATIBILITY
4.10.4.3. PERIPHERALS
4.10.4.4. STORAGE
4.10.4.5. MEDIA SUPPORT
5. MARKET BY TYPE
5.1. ONLINE
5.2. OFFLINE
6. MARKET BY COMPONENT
6.1. SOFTWARE
6.2. HARDWARE
7. MARKET BY DEVICE TYPE
7.1. CONSOLE GAMING
7.2. MOBILE GAMING
7.2.1. ANDROID
7.2.2. IOS
7.3. PC GAMING
7.4. BROWSER GAMING
8. MARKET BY GENRE
8.1. ACTION/ ADVENTURE GAMES
8.2. ARCADE GAMES
8.3. STRATEGY & BRAIN GAMES
8.4. CASINO GAMES
8.5. CASUAL GAMES
8.6. SPORTS GAMES
8.7. OTHER GENRES
9. GEOGRAPHICAL ANALYSIS
9.1. ASIA-PACIFIC
9.1.1. MARKET SIZE & ESTIMATES
9.1.2. ASIA-PACIFIC GAMING MARKET DRIVERS
9.1.3. ASIA-PACIFIC GAMING MARKET CHALLENGES
9.1.4. ASIA-PACIFIC GAMING MARKET REGULATORY FRAMEWORK
9.1.5. KEY PLAYERS IN ASIA-PACIFIC GAMING MARKET
9.1.6. COUNTRY ANALYSIS
9.1.6.1. CHINA
9.1.6.1.1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.2. JAPAN
9.1.6.2.1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.3. INDIA
9.1.6.3.1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.4. SOUTH KOREA
9.1.6.4.1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.5. TAIWAN
9.1.6.5.1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.6. AUSTRALIA & NEW ZEALAND
9.1.6.6.1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
9.1.6.7. REST OF ASIA-PACIFIC
9.1.6.7.1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
10. COMPETITIVE LANDSCAPE
10.1. KEY STRATEGIC DEVELOPMENTS
10.1.1. MERGERS & ACQUISITIONS
10.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
10.1.3. PARTNERSHIPS & AGREEMENTS
10.1.4. BUSINESS EXPANSIONS & DIVESTITURES
10.2. COMPANY PROFILES
10.2.1. ACTIVISION BLIZZARD
10.2.1.1. COMPANY OVERVIEW
10.2.1.2. PRODUCTS OVERVIEW
10.2.1.3. STRENGTHS & CHALLENGES
10.2.2. BETHESDA SOFTWORKS LLC
10.2.2.1. COMPANY OVERVIEW
10.2.2.2. PRODUCTS OVERVIEW
10.2.2.3. STRENGTHS & CHALLENGES
10.2.3. ELECTRONIC ARTS INC
10.2.3.1. COMPANY OVERVIEW
10.2.3.2. PRODUCTS OVERVIEW
10.2.3.3. STRENGTHS & CHALLENGES
10.2.4. GAMELOFT (ACQUIRED BY VIVENDI)
10.2.4.1. COMPANY OVERVIEW
10.2.4.2. PRODUCTS OVERVIEW
10.2.4.3. STRENGTHS & CHALLENGES
10.2.5. MICROSOFT CORPORATION
10.2.5.1. COMPANY OVERVIEW
10.2.5.2. PRODUCTS OVERVIEW
10.2.5.3. STRENGTHS & CHALLENGES
10.2.6. NEXON CO LTD
10.2.6.1. COMPANY OVERVIEW
10.2.6.2. PRODUCTS OVERVIEW
10.2.6.3. STRENGTHS & CHALLENGES
10.2.7. NINTENDO CO LTD
10.2.7.1. COMPANY OVERVIEW
10.2.7.2. PRODUCTS OVERVIEW
10.2.7.3. STRENGTHS & CHALLENGES
10.2.8. NVIDIA
10.2.8.1. COMPANY OVERVIEW
10.2.8.2. PRODUCTS OVERVIEW
10.2.8.3. STRENGTHS & CHALLENGES
10.2.9. ROCKSTAR GAMES INC
10.2.9.1. COMPANY OVERVIEW
10.2.9.2. PRODUCTS OVERVIEW
10.2.9.3. STRENGTHS & CHALLENGES
10.2.10. SEGA
10.2.10.1. COMPANY OVERVIEW
10.2.10.2. PRODUCTS OVERVIEW
10.2.10.3. STRENGTHS & CHALLENGES
10.2.11. SONY CORPORATION
10.2.11.1. COMPANY OVERVIEW
10.2.11.2. PRODUCTS OVERVIEW
10.2.11.3. STRENGTHS & CHALLENGES
10.2.12. SQUARE ENIX HOLDINGS CO LTD
10.2.12.1. COMPANY OVERVIEW
10.2.12.2. PRODUCTS OVERVIEW
10.2.12.3. STRENGTHS & CHALLENGES
10.2.13. UBISOFT ENTERTAINMENT SA
10.2.13.1. COMPANY OVERVIEW
10.2.13.2. PRODUCTS OVERVIEW
10.2.13.3. STRENGTHS & CHALLENGES
10.2.14. ZYNGA
10.2.14.1. COMPANY OVERVIEW
10.2.14.2. PRODUCTS OVERVIEW
10.2.14.3. STRENGTHS & CHALLENGES