Global Games Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027
Date: May-2021 | Id: MACRC-67191 | Geographical Scope: Global | Publisher: Mnemonics Research
The global Games market is expected to reach US$ XX Million by 2027, with a CAGR of XX% from 2020 to 2027, based on Mnemonics Research newly published report. The prime objective of this report is to provide the insights on the post COVID-19 impact which will help market players in this field evaluate their business approaches. Also, this report covers market segmentation by major market verdors, types, applications/end users and geography(North America, East Asia, Europe, South Asia, Southeast Asia, Middle East, Africa, Oceania, South America). By Market Verdors: Activision Blizzard Electronic Arts Microsoft NetEase Nintendo Sony Tencent ChangYou DeNA GungHo Apple Google Nexon Sega NetEase Namco Bandai Ubisoft Square Enix Take-Two Interactive King Digital Entertainment By Types: Online Game Offline Game By Applications: Amateur Professional Key Indicators Analysed Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2027 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors. Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2016-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications. Market Trends: Market key trends which include Increased Competition and Continuous Innovations. Opportunities and <b>Drivers:</b> Identifying the Growing Demands and New Technology Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry. Key Reasons to Purchase To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape. Assess the production processes, major issues, and solutions to mitigate the development risk. To understand the most affecting driving and restraining forces in the market and its impact in the global market. Learn about the market strategies that are being adopted by leading respective organizations. To understand the future outlook and prospects for the market. Besides the standard structure reports, we also provide custom research according to specific requirements.
1 Report Overview 1.1 Study Scope and Definition 1.2 Research Methodology 1.2.1 Methodology/Research Approach 1.2.2 Data Source 1.3 Key Market Segments 1.4 Players Covered: Ranking by Games Revenue 1.5 Market Analysis by Type 1.5.1 Global Games Market Size Growth Rate by Type: 2021 VS 2027 1.5.2 Online Game 1.5.3 Offline Game 1.6 Market by Application 1.6.1 Global Games Market Share by Application: 2022-2027 1.6.2 Amateur 1.6.3 Professional 1.7 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth 1.7.1 Covid-19 Impact: Global GDP Growth, 2019, 2021 and 2022 Projections 1.7.2 Covid-19 Impact: Commodity Prices Indices 1.7.3 Covid-19 Impact: Global Major Government Policy 1.8 Study Objectives 1.9 Years Considered 2 Global Games Market Trends and Growth Strategy 2.1 Market Top Trends 2.2 Market Drivers 2.3 Market Challenges 2.4 Porter’s Five Forces Analysis 2.5 Market Growth Strategy 2.6 SWOT Analysis 3 Global Games Market Players Profiles 3.1 Activision Blizzard 3.1.1 Activision Blizzard Company Profile 3.1.2 Activision Blizzard Games Product Specification 3.1.3 Activision Blizzard Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.2 Electronic Arts 3.2.1 Electronic Arts Company Profile 3.2.2 Electronic Arts Games Product Specification 3.2.3 Electronic Arts Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.3 Microsoft 3.3.1 Microsoft Company Profile 3.3.2 Microsoft Games Product Specification 3.3.3 Microsoft Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.4 NetEase 3.4.1 NetEase Company Profile 3.4.2 NetEase Games Product Specification 3.4.3 NetEase Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.5 Nintendo 3.5.1 Nintendo Company Profile 3.5.2 Nintendo Games Product Specification 3.5.3 Nintendo Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.6 Sony 3.6.1 Sony Company Profile 3.6.2 Sony Games Product Specification 3.6.3 Sony Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.7 Tencent 3.7.1 Tencent Company Profile 3.7.2 Tencent Games Product Specification 3.7.3 Tencent Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.8 ChangYou 3.8.1 ChangYou Company Profile 3.8.2 ChangYou Games Product Specification 3.8.3 ChangYou Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.9 DeNA 3.9.1 DeNA Company Profile 3.9.2 DeNA Games Product Specification 3.9.3 DeNA Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.10 GungHo 3.10.1 GungHo Company Profile 3.10.2 GungHo Games Product Specification 3.10.3 GungHo Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.11 Apple 3.11.1 Apple Company Profile 3.11.2 Apple Games Product Specification 3.11.3 Apple Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.12 Google 3.12.1 Google Company Profile 3.12.2 Google Games Product Specification 3.12.3 Google Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.13 Nexon 3.13.1 Nexon Company Profile 3.13.2 Nexon Games Product Specification 3.13.3 Nexon Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.14 Sega 3.14.1 Sega Company Profile 3.14.2 Sega Games Product Specification 3.14.3 Sega Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.15 NetEase 3.15.1 NetEase Company Profile 3.15.2 NetEase Games Product Specification 3.15.3 NetEase Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.16 Namco Bandai 3.16.1 Namco Bandai Company Profile 3.16.2 Namco Bandai Games Product Specification 3.16.3 Namco Bandai Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.17 Ubisoft 3.17.1 Ubisoft Company Profile 3.17.2 Ubisoft Games Product Specification 3.17.3 Ubisoft Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.18 Square Enix 3.18.1 Square Enix Company Profile 3.18.2 Square Enix Games Product Specification 3.18.3 Square Enix Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.19 Take-Two Interactive 3.19.1 Take-Two Interactive Company Profile 3.19.2 Take-Two Interactive Games Product Specification 3.19.3 Take-Two Interactive Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.20 King Digital Entertainment 3.20.1 King Digital Entertainment Company Profile 3.20.2 King Digital Entertainment Games Product Specification 3.20.3 King Digital Entertainment Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 4 Global Games Market Competition by Market Players 4.1 Global Games Production Capacity Market Share by Market Players (2016-2021) 4.2 Global Games Revenue Market Share by Market Players (2016-2021) 4.3 Global Games Average Price by Market Players (2016-2021) 5 Global Games Production by Regions (2016-2021) 5.1 North America 5.1.1 North America Games Market Size (2016-2021) 5.1.2 Games Key Players in North America (2016-2021) 5.1.3 North America Games Market Size by Type (2016-2021) 5.1.4 North America Games Market Size by Application (2016-2021) 5.2 East Asia 5.2.1 East Asia Games Market Size (2016-2021) 5.2.2 Games Key Players in East Asia (2016-2021) 5.2.3 East Asia Games Market Size by Type (2016-2021) 5.2.4 East Asia Games Market Size by Application (2016-2021) 5.3 Europe 5.3.1 Europe Games Market Size (2016-2021) 5.3.2 Games Key Players in Europe (2016-2021) 5.3.3 Europe Games Market Size by Type (2016-2021) 5.3.4 Europe Games Market Size by Application (2016-2021) 5.4 South Asia 5.4.1 South Asia Games Market Size (2016-2021) 5.4.2 Games Key Players in South Asia (2016-2021) 5.4.3 South Asia Games Market Size by Type (2016-2021) 5.4.4 South Asia Games Market Size by Application (2016-2021) 5.5 Southeast Asia 5.5.1 Southeast Asia Games Market Size (2016-2021) 5.5.2 Games Key Players in Southeast Asia (2016-2021) 5.5.3 Southeast Asia Games Market Size by Type (2016-2021) 5.5.4 Southeast Asia Games Market Size by Application (2016-2021) 5.6 Middle East 5.6.1 Middle East Games Market Size (2016-2021) 5.6.2 Games Key Players in Middle East (2016-2021) 5.6.3 Middle East Games Market Size by Type (2016-2021) 5.6.4 Middle East Games Market Size by Application (2016-2021) 5.7 Africa 5.7.1 Africa Games Market Size (2016-2021) 5.7.2 Games Key Players in Africa (2016-2021) 5.7.3 Africa Games Market Size by Type (2016-2021) 5.7.4 Africa Games Market Size by Application (2016-2021) 5.8 Oceania 5.8.1 Oceania Games Market Size (2016-2021) 5.8.2 Games Key Players in Oceania (2016-2021) 5.8.3 Oceania Games Market Size by Type (2016-2021) 5.8.4 Oceania Games Market Size by Application (2016-2021) 5.9 South America 5.9.1 South America Games Market Size (2016-2021) 5.9.2 Games Key Players in South America (2016-2021) 5.9.3 South America Games Market Size by Type (2016-2021) 5.9.4 South America Games Market Size by Application (2016-2021) 5.10 Rest of the World 5.10.1 Rest of the World Games Market Size (2016-2021) 5.10.2 Games Key Players in Rest of the World (2016-2021) 5.10.3 Rest of the World Games Market Size by Type (2016-2021) 5.10.4 Rest of the World Games Market Size by Application (2016-2021) 6 Global Games Consumption by Region (2016-2021) 6.1 North America 6.1.1 North America Games Consumption by Countries 6.1.2 United States 6.1.3 Canada 6.1.4 Mexico 6.2 East Asia 6.2.1 East Asia Games Consumption by Countries 6.2.2 China 6.2.3 Japan 6.2.4 South Korea 6.3 Europe 6.3.1 Europe Games Consumption by Countries 6.3.2 Germany 6.3.3 United Kingdom 6.3.4 France 6.3.5 Italy 6.3.6 Russia 6.3.7 Spain 6.3.8 Netherlands 6.3.9 Switzerland 6.3.10 Poland 6.4 South Asia 6.4.1 South Asia Games Consumption by Countries 6.4.2 India 6.5 Southeast Asia 6.5.1 Southeast Asia Games Consumption by Countries 6.5.2 Indonesia 6.5.3 Thailand 6.5.4 Singapore 6.5.5 Malaysia 6.5.6 Philippines 6.6 Middle East 6.6.1 Middle East Games Consumption by Countries 6.6.2 Turkey 6.6.3 Saudi Arabia 6.6.4 Iran 6.6.5 United Arab Emirates 6.7 Africa 6.7.1 Africa Games Consumption by Countries 6.7.2 Nigeria 6.7.3 South Africa 6.8 Oceania 6.8.1 Oceania Games Consumption by Countries 6.8.2 Australia 6.9 South America 6.9.1 South America Games Consumption by Countries 6.9.2 Brazil 6.9.3 Argentina 6.10 Rest of the World 6.10.1 Rest of the World Games Consumption by Countries 7 Global Games Production Forecast by Regions (2022-2027) 7.1 Global Forecasted Production of Games (2022-2027) 7.2 Global Forecasted Revenue of Games (2022-2027) 7.3 Global Forecasted Price of Games (2022-2027) 7.4 Global Forecasted Production of Games by Region (2022-2027) 7.4.1 North America Games Production, Revenue Forecast (2022-2027) 7.4.2 East Asia Games Production, Revenue Forecast (2022-2027) 7.4.3 Europe Games Production, Revenue Forecast (2022-2027) 7.4.4 South Asia Games Production, Revenue Forecast (2022-2027) 7.4.5 Southeast Asia Games Production, Revenue Forecast (2022-2027) 7.4.6 Middle East Games Production, Revenue Forecast (2022-2027) 7.4.7 Africa Games Production, Revenue Forecast (2022-2027) 7.4.8 Oceania Games Production, Revenue Forecast (2022-2027) 7.4.9 South America Games Production, Revenue Forecast (2022-2027) 7.4.10 Rest of the World Games Production, Revenue Forecast (2022-2027) 7.5 Forecast by Type and by Application (2022-2027) 7.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2027) 7.5.2 Global Forecasted Consumption of Games by Application (2022-2027) 8 Global Games Consumption Forecast by Regions (2022-2027) 8.1 North America Forecasted Consumption of Games by Country 8.2 East Asia Market Forecasted Consumption of Games by Country 8.3 Europe Market Forecasted Consumption of Games by Countriy 8.4 South Asia Forecasted Consumption of Games by Country 8.5 Southeast Asia Forecasted Consumption of Games by Country 8.6 Middle East Forecasted Consumption of Games by Country 8.7 Africa Forecasted Consumption of Games by Country 8.8 Oceania Forecasted Consumption of Games by Country 8.9 South America Forecasted Consumption of Games by Country 8.10 Rest of the world Forecasted Consumption of Games by Country 9 Global Games Sales by Type (2016-2027) 9.1 Global Games Historic Market Size by Type (2016-2021) 9.2 Global Games Forecasted Market Size by Type (2022-2027) 10 Global Games Consumption by Application (2016-2027) 10.1 Global Games Historic Market Size by Application (2016-2021) 10.2 Global Games Forecasted Market Size by Application (2022-2027) 11 Global Games Manufacturing Cost Analysis 11.1 Games Key Raw Materials Analysis 11.1.1 Key Raw Materials 11.2 Proportion of Manufacturing Cost Structure 11.3 Manufacturing Process Analysis of Games 12 Global Games Marketing Channel, Distributors, Customers and Supply Chain 12.1 Marketing Channel 12.2 Games Distributors List 12.3 Games Customers 12.4 Games Supply Chain Analysis 13 Analyst's Viewpoints/Conclusions 14 Disclaimer