Table of Content


1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET INSIGHTS
4.1 Market Overview
4.2 Industry Ecosystem Analysis
4.3 Porter’s Five Forces Analysis
4.3.1 Threat of New Entrants
4.3.2 Bargaining Power of Buyers
4.3.3 Bargaining Power of Suppliers
4.3.4 Threat of Substitutes
4.3.5 Intensity of Competitive Rivalry
4.4 Impact of COVID-19 on United States Gaming Market
4.5 Gaming Base Indicator Analysis
4.5.1 Current State of Internet Penetration in United States
4.5.2 Smartphone and Console Penetration In United States
4.5.3 Mobile Gamers Population By Age and Gender
4.5.4 United States Mobile Gamer Demographics And Usage Statistics
4.6 United States Game publishers vs. International
4.7 Top 10 Games And their Publishers?
4.8 Social media usage in the United States (Overview, Leading Platforms, Usage trends, Impact of COVID-19)
4.9 United States Game Developer Statistics (industry overview, Demographics, Job market statistics etc.)


5 MARKET DYNAMICS
5.1 Market Drivers
5.1.1 Growing Cloud Gaming subscriptions
5.1.2 Increasing trend fpr PVP format
5.2 Market Restraints
5.2.1 Huge capital investments in R&D


6 MARKET SEGMENTATION
6.1 Types
6.1.1 Mobile Gaming (Market Overview, Key Monetization and Promotion Methods etc.)
6.1.2 Console Gaming
6.1.3 PC Browser/Downloaded


7 COMPETITIVE LANDSCAPE
7.1 Company Profiles
7.1.1 Activision Blizzard Inc.
7.1.2 Electronic Arts Inc.
7.1.3 Take-Two Interactive Software Inc.
7.1.4 Zynga Inc.
7.1.5 Microsoft Corporation
7.1.6 Nintendo Co. Ltd
7.1.7 Ubisoft Entertainment SA
7.1.8 Sony Corporation
7.1.9 BioWare
7.1.10 Valve Corporation


8 MARKET OPPORTUNITIES AND FUTURE TRENDS?