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. Country Snapshot
2.3. Country Analysis
2.4. Crisis Scenario Analysis
2.5. Major Market Findings
2.6. Key Growth Enablers
2.7. Key Challenges

3. Key Analytics
3.1. Timeline Of The Gaming Industry
3.2. Parent Market Analysis: Media & Entertainment
3.3. Key Technology Trends
3.4. Porter’S Five Forces Analysis
3.4.1. Buyers Power
3.4.2. Suppliers Power
3.4.3. Substitution
3.4.4. New Entrants
3.4.5. Industry Rivalry
3.5. Growth Prospect Mapping
3.6. Market Maturity Analysis
3.7. Market Concentration Analysis
3.8. Value Chain Analysis
3.8.1. Component Suppliers
3.8.2. Research & Development
3.8.3. Hardware Manufacturing Development & Publishing
3.8.4. Distributors
3.9. Key Buying Criteria
3.9.1. Game Ratings
3.9.2. Exclusivity
3.9.3. Online Service
3.9.4. Device Type & Compatibility
3.9.4.1. Performance
3.9.4.2. Backward Compatibility
3.9.4.3. Peripherals
3.9.4.4. Storage
3.9.4.5. Media Support

4. Market By Type
4.1. Online
4.2. Offline

5. Market By Component
5.1. Software
5.2. Hardware

6. Market By Device Type
6.1. Console Gaming
6.2. Mobile Gaming
6.2.1. Android
6.2.2. Ios
6.3. Pc Gaming
6.4. Browser Gaming

7. Market By Genre
7.1. Action/ Adventure Games
7.2. Arcade Games
7.3. Strategy & Brain Games
7.4. Casino Games
7.5. Casual Games
7.6. Sports Games
7.7. Other Genres

8. Competitive Landscape
8.1. Key Strategic Developments
8.1.1. Mergers & Acquisitions
8.1.2. Product Launches & Developments
8.1.3. Partnerships & Agreements
8.1.4. Business Expansions & Divestitures
8.2. Company Profiles
8.2.1. Activision Blizzard
8.2.1.1. Company Overview
8.2.1.2. Products Overview
8.2.1.3. Strengths & Challenges
8.2.2. Bethesda Softworks Llc
8.2.2.1. Company Overview
8.2.2.2. Products Overview
8.2.2.3. Strengths & Challenges
8.2.3. Electronic Arts Inc
8.2.3.1. Company Overview
8.2.3.2. Products Overview
8.2.3.3. Strengths & Challenges
8.2.4. Microsoft Corporation
8.2.4.1. Company Overview
8.2.4.2. Products Overview
8.2.4.3. Strengths & Challenges
8.2.5. Rockstar Games Inc
8.2.5.1. Company Overview
8.2.5.2. Products Overview
8.2.5.3. 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: United States Gaming Market, Growth Potential, By Type, In 2022
Figure 9: United States Gaming Market, By Online, 2023-2030 (In $ Billion)
Figure 10: United States Gaming Market, By Offline, 2023-2030 (In $ Billion)
Figure 11: United States Gaming Market, Growth Potential, By Component, In 2022
Figure 12: United States Gaming Market, By Software, 2023-2030 (In $ Billion)
Figure 13: United States Gaming Market, By Hardware, 2023-2030 (In $ Billion)
Figure 14: United States Gaming Market, Growth Potential, By Device Type, In 2022
Figure 15: United States Gaming Market, By Console Gaming, 2023-2030 (In $ Billion)
Figure 16: United States Gaming Market, By Mobile Gaming, 2023-2030 (In $ Billion)
Figure 17: United States Gaming Market, Growth Potential, By Mobile Gaming, In 2022
Figure 18: United States Gaming Market, By Android, 2023-2030 (In $ Billion)
Figure 19: United States Gaming Market, By Ios, 2023-2030 (In $ Billion)
Figure 20: United States Gaming Market, By Pc Gaming, 2023-2030 (In $ Billion)
Figure 21: United States Gaming Market, By Browser Gaming, 2023-2030 (In $ Billion)
Figure 22: United States Gaming Market, Growth Potential, By Genre, In 2022
Figure 23: United States Gaming Market, By Action/Adventure Games, 2023-2030 (In $ Billion)
Figure 24: United States Gaming Market, By Arcade Games, 2023-2030 (In $ Billion)
Figure 25: United States Gaming Market, By Strategy & Brain Games, 2023-2030 (In $ Billion)
Figure 26: United States Gaming Market, By Casino Games, 2023-2030 (In $ Billion)
Figure 27: United States Gaming Market, By Casual Games, 2023-2030 (In $ Billion)
Figure 28: United States Gaming Market, By Sports Games, 2023-2030 (In $ Billion)
Figure 29: United States Gaming Market, By Other Genres, 2023-2030 (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. COUNTRY SNAPSHOT
2.3. COUNTRY ANALYSIS
2.4. CRISIS SCENARIO ANALYSIS
2.5. MAJOR MARKET FINDINGS
2.6. KEY GROWTH ENABLERS
2.7. KEY CHALLENGES
3. KEY ANALYTICS
3.1. TIMELINE OF THE GAMING INDUSTRY
3.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
3.3. KEY TECHNOLOGY TRENDS
3.3.1. 5G CONNECTIVITY HAS ENABLED INCREASED PROCESSING POWER AND REDUCED LATENCY
3.3.2. VIRTUAL AND AUGMENTED REALITY DELIVER IMMERSIVE EXPERIENCES AT COMPETITIVE PRICES
3.3.3. CLOUD GAMING GIVES ACCESS TO PLAYERS FROM ANY DEVICE, ANYTIME AND ANYWHERE
3.3.4. EDGE COMPUTING MINIMIZES USER LATENCY, GAME LAG, AND PLAYER INPUT DELAY
3.3.5. EMERGENCE OF DIFFERENT GAME TYPES
3.3.5.1. REAL TIME STRATEGY (RTS)
3.3.5.2. ROLE-PLAYING (RPG)
3.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
3.3.5.4. SANDBOX
3.3.5.5. SHOOTER
3.3.5.6. SIMULATION & SPORTS
3.4. IMPACT OF COVID-19 ON GAMING MARKET
3.5. PORTER’S FIVE FORCES ANALYSIS
3.5.1. BUYERS POWER
3.5.2. SUPPLIERS POWER
3.5.3. SUBSTITUTION
3.5.4. NEW ENTRANTS
3.5.5. INDUSTRY RIVALRY
3.6. GROWTH PROSPECT MAPPING
3.7. MARKET MATURITY ANALYSIS
3.8. MARKET CONCENTRATION ANALYSIS
3.9. VALUE CHAIN ANALYSIS
3.9.1. COMPONENT SUPPLIERS
3.9.2. RESEARCH & DEVELOPMENT
3.9.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
3.9.4. DISTRIBUTORS
3.10. KEY BUYING CRITERIA
3.10.1. GAME RATINGS
3.10.2. EXCLUSIVITY
3.10.3. ONLINE SERVICE
3.10.4. DEVICE TYPE & COMPATIBILITY
3.10.4.1. PERFORMANCE
3.10.4.2. BACKWARD COMPATIBILITY
3.10.4.3. PERIPHERALS
3.10.4.4. STORAGE
3.10.4.5. MEDIA SUPPORT
4. MARKET BY TYPE
4.1. ONLINE
4.2. OFFLINE
5. MARKET BY COMPONENT
5.1. SOFTWARE
5.2. HARDWARE
6. MARKET BY DEVICE TYPE
6.1. CONSOLE GAMING
6.2. MOBILE GAMING
6.2.1. ANDROID
6.2.2. IOS
6.3. PC GAMING
6.4. BROWSER GAMING
7. MARKET BY GENRE
7.1. ACTION/ ADVENTURE GAMES
7.2. ARCADE GAMES
7.3. STRATEGY & BRAIN GAMES
7.4. CASINO GAMES
7.5. CASUAL GAMES
7.6. SPORTS GAMES
7.7. OTHER GENRES
8. COMPETITIVE LANDSCAPE
8.1. KEY STRATEGIC DEVELOPMENTS
8.1.1. MERGERS & ACQUISITIONS
8.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
8.1.3. PARTNERSHIPS & AGREEMENTS
8.1.4. BUSINESS EXPANSIONS & DIVESTITURES
8.2. COMPANY PROFILES
8.2.1. ACTIVISION BLIZZARD
8.2.1.1. COMPANY OVERVIEW
8.2.1.2. PRODUCTS OVERVIEW
8.2.1.3. STRENGTHS & CHALLENGES
8.2.2. BETHESDA SOFTWORKS LLC
8.2.2.1. COMPANY OVERVIEW
8.2.2.2. PRODUCTS OVERVIEW
8.2.2.3. STRENGTHS & CHALLENGES
8.2.3. ELECTRONIC ARTS INC
8.2.3.1. COMPANY OVERVIEW
8.2.3.2. PRODUCTS OVERVIEW
8.2.3.3. STRENGTHS & CHALLENGES
8.2.4. MICROSOFT CORPORATION
8.2.4.1. COMPANY OVERVIEW
8.2.4.2. PRODUCTS OVERVIEW
8.2.4.3. STRENGTHS & CHALLENGES
8.2.5. ROCKSTAR GAMES INC
8.2.5.1. COMPANY OVERVIEW
8.2.5.2. PRODUCTS OVERVIEW
8.2.5.3. STRENGTHS & CHALLENGES