Global Online Games Industry Research Report 2021 Segmented by Major Market Players, Types, Applications and Countries Forecast to 2027
Date: Apr-2021 | Id: MACRC-64778 | Geographical Scope: Global | Publisher: Mnemonics Research
The global Online Games market is expected to reach US$ XX Million by 2027, with a CAGR of XX% from 2020 to 2027, based on Mnemonics Rresearch 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: Tencent Netease Microsoft Sony Electronic Arts Sega Ubisoft Nintendo Square Enix Activision Blizzard Inc. Gameloft SA Glu Mobile Kabam Rovio Entertainment Ltd. Supercell Oy Zynga Inc. CyberAgent Walt Disney Gamevil By Types: IOS Android Windows By Applications: Smartphone & Tablet PC TV Other 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 Online Games Revenue 1.5 Market Analysis by Type 1.5.1 Global Online Games Market Size Growth Rate by Type: 2021 VS 2027 1.5.2 IOS 1.5.3 Android 1.5.4 Windows 1.6 Market by Application 1.6.1 Global Online Games Market Share by Application: 2022-2027 1.6.2 Smartphone & Tablet 1.6.3 PC 1.6.4 TV 1.6.5 Other 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 Online 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 Online Games Market Players Profiles 3.1 Tencent 3.1.1 Tencent Company Profile 3.1.2 Tencent Online Games Product Specification 3.1.3 Tencent Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.2 Netease 3.2.1 Netease Company Profile 3.2.2 Netease Online Games Product Specification 3.2.3 Netease Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.3 Microsoft 3.3.1 Microsoft Company Profile 3.3.2 Microsoft Online Games Product Specification 3.3.3 Microsoft Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.4 Sony 3.4.1 Sony Company Profile 3.4.2 Sony Online Games Product Specification 3.4.3 Sony Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.5 Electronic Arts 3.5.1 Electronic Arts Company Profile 3.5.2 Electronic Arts Online Games Product Specification 3.5.3 Electronic Arts Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.6 Sega 3.6.1 Sega Company Profile 3.6.2 Sega Online Games Product Specification 3.6.3 Sega Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.7 Ubisoft 3.7.1 Ubisoft Company Profile 3.7.2 Ubisoft Online Games Product Specification 3.7.3 Ubisoft Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.8 Nintendo 3.8.1 Nintendo Company Profile 3.8.2 Nintendo Online Games Product Specification 3.8.3 Nintendo Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.9 Square Enix 3.9.1 Square Enix Company Profile 3.9.2 Square Enix Online Games Product Specification 3.9.3 Square Enix Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.10 Activision Blizzard Inc. 3.10.1 Activision Blizzard Inc. Company Profile 3.10.2 Activision Blizzard Inc. Online Games Product Specification 3.10.3 Activision Blizzard Inc. Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.11 Gameloft SA 3.11.1 Gameloft SA Company Profile 3.11.2 Gameloft SA Online Games Product Specification 3.11.3 Gameloft SA Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.12 Glu Mobile 3.12.1 Glu Mobile Company Profile 3.12.2 Glu Mobile Online Games Product Specification 3.12.3 Glu Mobile Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.13 Kabam 3.13.1 Kabam Company Profile 3.13.2 Kabam Online Games Product Specification 3.13.3 Kabam Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.14 Rovio Entertainment Ltd. 3.14.1 Rovio Entertainment Ltd. Company Profile 3.14.2 Rovio Entertainment Ltd. Online Games Product Specification 3.14.3 Rovio Entertainment Ltd. Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.15 Supercell Oy 3.15.1 Supercell Oy Company Profile 3.15.2 Supercell Oy Online Games Product Specification 3.15.3 Supercell Oy Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.16 Zynga Inc. 3.16.1 Zynga Inc. Company Profile 3.16.2 Zynga Inc. Online Games Product Specification 3.16.3 Zynga Inc. Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.17 CyberAgent 3.17.1 CyberAgent Company Profile 3.17.2 CyberAgent Online Games Product Specification 3.17.3 CyberAgent Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.18 Walt Disney 3.18.1 Walt Disney Company Profile 3.18.2 Walt Disney Online Games Product Specification 3.18.3 Walt Disney Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 3.19 Gamevil 3.19.1 Gamevil Company Profile 3.19.2 Gamevil Online Games Product Specification 3.19.3 Gamevil Online Games Production Capacity, Revenue, Price and Gross Margin (2016-2021) 4 Global Online Games Market Competition by Market Players 4.1 Global Online Games Production Capacity Market Share by Market Players (2016-2021) 4.2 Global Online Games Revenue Market Share by Market Players (2016-2021) 4.3 Global Online Games Average Price by Market Players (2016-2021) 5 Global Online Games Production by Regions (2016-2021) 5.1 North America 5.1.1 North America Online Games Market Size (2016-2021) 5.1.2 Online Games Key Players in North America (2016-2021) 5.1.3 North America Online Games Market Size by Type (2016-2021) 5.1.4 North America Online Games Market Size by Application (2016-2021) 5.2 East Asia 5.2.1 East Asia Online Games Market Size (2016-2021) 5.2.2 Online Games Key Players in East Asia (2016-2021) 5.2.3 East Asia Online Games Market Size by Type (2016-2021) 5.2.4 East Asia Online Games Market Size by Application (2016-2021) 5.3 Europe 5.3.1 Europe Online Games Market Size (2016-2021) 5.3.2 Online Games Key Players in Europe (2016-2021) 5.3.3 Europe Online Games Market Size by Type (2016-2021) 5.3.4 Europe Online Games Market Size by Application (2016-2021) 5.4 South Asia 5.4.1 South Asia Online Games Market Size (2016-2021) 5.4.2 Online Games Key Players in South Asia (2016-2021) 5.4.3 South Asia Online Games Market Size by Type (2016-2021) 5.4.4 South Asia Online Games Market Size by Application (2016-2021) 5.5 Southeast Asia 5.5.1 Southeast Asia Online Games Market Size (2016-2021) 5.5.2 Online Games Key Players in Southeast Asia (2016-2021) 5.5.3 Southeast Asia Online Games Market Size by Type (2016-2021) 5.5.4 Southeast Asia Online Games Market Size by Application (2016-2021) 5.6 Middle East 5.6.1 Middle East Online Games Market Size (2016-2021) 5.6.2 Online Games Key Players in Middle East (2016-2021) 5.6.3 Middle East Online Games Market Size by Type (2016-2021) 5.6.4 Middle East Online Games Market Size by Application (2016-2021) 5.7 Africa 5.7.1 Africa Online Games Market Size (2016-2021) 5.7.2 Online Games Key Players in Africa (2016-2021) 5.7.3 Africa Online Games Market Size by Type (2016-2021) 5.7.4 Africa Online Games Market Size by Application (2016-2021) 5.8 Oceania 5.8.1 Oceania Online Games Market Size (2016-2021) 5.8.2 Online Games Key Players in Oceania (2016-2021) 5.8.3 Oceania Online Games Market Size by Type (2016-2021) 5.8.4 Oceania Online Games Market Size by Application (2016-2021) 5.9 South America 5.9.1 South America Online Games Market Size (2016-2021) 5.9.2 Online Games Key Players in South America (2016-2021) 5.9.3 South America Online Games Market Size by Type (2016-2021) 5.9.4 South America Online Games Market Size by Application (2016-2021) 5.10 Rest of the World 5.10.1 Rest of the World Online Games Market Size (2016-2021) 5.10.2 Online Games Key Players in Rest of the World (2016-2021) 5.10.3 Rest of the World Online Games Market Size by Type (2016-2021) 5.10.4 Rest of the World Online Games Market Size by Application (2016-2021) 6 Global Online Games Consumption by Region (2016-2021) 6.1 North America 6.1.1 North America Online 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 Online Games Consumption by Countries 6.2.2 China 6.2.3 Japan 6.2.4 South Korea 6.3 Europe 6.3.1 Europe Online 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 Online Games Consumption by Countries 6.4.2 India 6.5 Southeast Asia 6.5.1 Southeast Asia Online 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 Online 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 Online Games Consumption by Countries 6.7.2 Nigeria 6.7.3 South Africa 6.8 Oceania 6.8.1 Oceania Online Games Consumption by Countries 6.8.2 Australia 6.9 South America 6.9.1 South America Online 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 Online Games Consumption by Countries 7 Global Online Games Production Forecast by Regions (2022-2027) 7.1 Global Forecasted Production of Online Games (2022-2027) 7.2 Global Forecasted Revenue of Online Games (2022-2027) 7.3 Global Forecasted Price of Online Games (2022-2027) 7.4 Global Forecasted Production of Online Games by Region (2022-2027) 7.4.1 North America Online Games Production, Revenue Forecast (2022-2027) 7.4.2 East Asia Online Games Production, Revenue Forecast (2022-2027) 7.4.3 Europe Online Games Production, Revenue Forecast (2022-2027) 7.4.4 South Asia Online Games Production, Revenue Forecast (2022-2027) 7.4.5 Southeast Asia Online Games Production, Revenue Forecast (2022-2027) 7.4.6 Middle East Online Games Production, Revenue Forecast (2022-2027) 7.4.7 Africa Online Games Production, Revenue Forecast (2022-2027) 7.4.8 Oceania Online Games Production, Revenue Forecast (2022-2027) 7.4.9 South America Online Games Production, Revenue Forecast (2022-2027) 7.4.10 Rest of the World Online 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 Online Games by Application (2022-2027) 8 Global Online Games Consumption Forecast by Regions (2022-2027) 8.1 North America Forecasted Consumption of Online Games by Country 8.2 East Asia Market Forecasted Consumption of Online Games by Country 8.3 Europe Market Forecasted Consumption of Online Games by Countriy 8.4 South Asia Forecasted Consumption of Online Games by Country 8.5 Southeast Asia Forecasted Consumption of Online Games by Country 8.6 Middle East Forecasted Consumption of Online Games by Country 8.7 Africa Forecasted Consumption of Online Games by Country 8.8 Oceania Forecasted Consumption of Online Games by Country 8.9 South America Forecasted Consumption of Online Games by Country 8.10 Rest of the world Forecasted Consumption of Online Games by Country 9 Global Online Games Sales by Type (2016-2027) 9.1 Global Online Games Historic Market Size by Type (2016-2021) 9.2 Global Online Games Forecasted Market Size by Type (2022-2027) 10 Global Online Games Consumption by Application (2016-2027) 10.1 Global Online Games Historic Market Size by Application (2016-2021) 10.2 Global Online Games Forecasted Market Size by Application (2022-2027) 11 Global Online Games Manufacturing Cost Analysis 11.1 Online Games Key Raw Materials Analysis 11.1.1 Key Raw Materials 11.2 Proportion of Manufacturing Cost Structure 11.3 Manufacturing Process Analysis of Online Games 12 Global Online Games Marketing Channel, Distributors, Customers and Supply Chain 12.1 Marketing Channel 12.2 Online Games Distributors List 12.3 Online Games Customers 12.4 Online Games Supply Chain Analysis 13 Analyst's Viewpoints/Conclusions 14 Disclaimer