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Sep 11, 2020 6:15 AM ET

Digital Gaming Market WILL HIT BIG REVENUES IN FUTURE | BIGGEST OPPORTUNITY BY KEY PLAYERS – APAR GAMES, Apple Inc, Electronic Arts Inc, Facebook Inc, Google Inc

iCrowd Newswire - Sep 11, 2020

The ‘ Digital Gaming market’ research report added by Report Ocean, is an in-depth analysis of the latest developments, market size, status, upcoming technologies, industry drivers, challenges, regulatory policies, with key company profiles and strategies of players. The research study provides market overview; Digital Gaming derived key statistics, based on the market status of the manufacturers and is a valuable source of guidance and direction for companies and individuals interested in Digital Gaming market size forecast, Get report to understand the structure of the complete fine points (Including Full TOC, List of Tables & Figures, Chart).

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Global digital gaming market will reach $325.3 billion by 2026, growing by 11.9% annually over 2020-2026 owing to the growing need for digital games amid COVID-19 pandemic.

Highlighted with 85 tables and 85 figures, this 177-page report “Global Digital Gaming Market 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Region: Trend Forecast and Growth Opportunity” is based on a holistic research of the entire global digital gaming market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2026 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:

–           Market Structure

–           Growth Drivers

–           Restraints and Challenges

–           Emerging Product Trends & Market Opportunities

–           Porter’s Fiver Forces

The trend and outlook of global market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify global digital gaming market in every aspect of the classification from perspectives of Device, Platform, Audience, Business Mode, Distribution Channel, and Region.

Based on Device, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.

Mobile Devices Based Gaming

–           Smartphones

–           Tablets

–           Other Mobile Devices

PC Based Gaming

–           Boxed and Downloaded PC Games

–           Browser PC Games

Console Units Based Gaming

Other Devices Based Gaming

Based on Platform, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.

–           Offline Gaming

–           Cloud Gaming

–           Online Gaming

Based on Audience, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.

–           Social Gamers

–           Serious Gamers

–           Core Gamers

Based on Business Mode, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.

–           Paymium

–           Freemium

–           Subscription

–           Advertising

–           Player to Player

–           Microtransaction

Based on Distribution Channel, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.

–           Retail Channels

–           Online Channels

Geographically, the following regions together with the listed national/local markets are fully investigated:

–           APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)

–           Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)

–           North America (U.S., Canada, and Mexico)

–           South America (Brazil, Columbia, Argentina, Rest of South America)

–           MEA (Saudi Arabia, UAE, Egypt)

For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2026. The breakdown of all regional markets by country and split of key national markets by Device, Platform, and Business Model over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players (this may not be a complete list and extra companies can be added upon request):


Apple Inc

Electronic Arts Inc

Facebook Inc

Google Inc

International Business Machines Corp


King Digital Entertainment Plc

Microsoft Corporation

NetEase Inc

Nintendo Co., Ltd.

NVidia Corporation

Rockstar Games Inc


Samsung Electronics Co Ltd

Sega Games Co. Ltd

Sony Corporation

Supercell Oy

Tapinator, Inc

Tencent Holdings Ltd

Ubisoft Inc

Visa Inc


Zynga Inc.

(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

A systematic step framework for How to Tackle The Situation… “MITIGATE” | “SUSTAIN” | “GROW”: Business Strategy Recovery, Scenario and Planning

Key Segments Studied in the Global Digital Gaming Market

Geographical Breakdown: Regional level analysis of the market, currently covering North America, Europe, China & Japan

In-Depth Qualitative Analyses Include Identification And Investigation Of The Following Aspects: Market Structure, Growth Drivers, Restraints and Challenges, Emerging Product Trends & Market Opportunities, Porter’s Fiver Forces. The report also inspects the financial standing of the leading companies, which includes gross profit, revenue generation, sales volume, sales revenue, manufacturing cost, individual growth rate, and other financial ratios. The report basically gives information about the Market trends, growth factors, limitations, opportunities, challenges, future forecasts, and details about all the key market players.

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Changing Forecasts in a Time of Crisis: explores key issues, including:

Key questions answered: Study Explore COVID 19 Outbreak Impact Analysis

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Key Points Covered in Digital Gaming Market Report: COVID 19 Impact Analysis

1 Introduction          9

1.1 Industry Definition and Research Scope       9

1.1.1 Industry Definition    9

1.1.2 Research Scope            10

1.2 Research Methodology 13

1.2.1 Overview of Market Research Methodology         13

1.2.2 Market Assumption   14

1.2.3 Secondary Data           14

1.2.4 Primary Data  14

1.2.5 Data Filtration and Model Design  16

1.2.6 Market Size/Share Estimation        17

1.2.7 Research Limitations            18

1.3 Executive Summary      19

2 Market Overview and Dynamics           22

2.1 Market Size and Forecast        22

2.1.1 Impact of COVID-19 on the Market            24

2.2 Major Growth Drivers 26

2.3 Market Restraints and Challenges    29

2.4 Emerging Opportunities and Market Trends          32

2.5 Porter’s Fiver Forces Analysis            36

3 Segmentation of Global Market by Device     40

3.1 Market Overview by Device     40

3.2 Mobile Devices Based Gaming           42

3.2.1 Smartphones   44

3.2.2 Tablets 45

3.2.3 Other Mobile Devices           46

3.3 PC Based Gaming         47

3.3.1 Boxed and Downloaded PC Games 48

3.3.2 Browser PC Games    49

3.4 Console Units Based Gaming 50

3.5 Other Devices Based Gaming 51

4 Segmentation of Global Market by Platform 52

4.1 Market Overview by Platform            52

4.2 Offline Gaming  54

4.3 Cloud Gaming   55

4.4 Online Gaming  56

5 Segmentation of Global Market by Audience 57

5.1 Market Overview by Audience            57

5.2 Social Gamers    59

5.3 Serious Gamers 60

5.4 Core Gamers      61

6 Segmentation of Global Market by Business Mode  62

6.1 Market Overview by Business Mode 62

6.2 Paymium            64

6.3 Freemium          65

6.4 Subscription       66

6.5 Advertising         67

6.6 Player to Player 68

6.7 Microtransaction          69

7 Segmentation of Global Market by Distribution Channel   70

7.1 Market Overview by Distribution Channel  70

7.2 Retail Channels 72

7.3 Online Channels           73

8 Segmentation of Global Market by Region    74

8.1 Geographic Market Overview 2019-2026     74

8.2 North America Market 2019-2026 by Country      78

8.2.1 Overview of North America Market           78

8.2.2 U.S.       81

8.2.3 Canada 85

8.2.4 Mexico 87

8.3 European Market 2019-2026 by Country    89

8.3.1 Overview of European Market        89

8.3.2 UK        92

8.3.3 France  94

8.3.4 Germany         96

8.3.5 Spain    98

8.3.6 Italy      100

8.3.7 Russia  102

8.3.8 Rest of European Market     104

8.4 Asia-Pacific Market 2019-2026 by Country            106

8.4.1 Overview of Asia-Pacific Market     106

8.4.2 China   109

8.4.3 Japan    111

8.4.4 India     114

8.4.5 Australia          116

8.4.6 South Korea   118

8.4.7 Rest of APAC Region 120

8.5 South America Market 2019-2026 by Country      122

8.5.1 Argentina         125

8.5.2 Brazil    127

8.5.3 Columbia         129

8.5.4 Rest of South America Market       131

8.6 MEA Market 2019-2026 by Country            132

8.6.1 UAE      135

8.6.2 Saudi Arabia   137

8.6.3 Egypt    139

8.6.4 Other National Markets       141

9 Competitive Landscape   142

9.1 Overview of Key Vendors         142

9.2 New Product Launch, Partnership, Investment, and M&A          145

9.3 Company Profiles          146

APAR GAMES          146

Apple Inc       148

Electronic Arts Inc  149

Facebook Inc            150

Google Inc     151

International Business Machines Corp  152

Kabam           153

King Digital Entertainment Plc    154

Microsoft Corporation        155

NetEase Inc   156

Nintendo Co., Ltd.   157

NVidia Corporation 158

Rockstar Games Inc            159

Rolocule        160

Samsung Electronics Co Ltd         161

Sega Games Co. Ltd            162

Sony Corporation    163

Supercell Oy 164

Tapinator, Inc           165

Tencent Holdings Ltd         166

Ubisoft Inc    167

Visa Inc          168

Zatun 169

Zynga Inc.     170

10 Investing in Global Market: Risk Assessment and Management            171

10.1 Risk Evaluation of Global Market    171

10.2 Critical Success Factors (CSFs)        174

Related Reports and Products      177


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