Video Recreation Market Measurement to Develop by 7.59%, Rising Penetration of Smartphones and Bettering Web Entry to Drive Progress


The report on the online game market provides a complete evaluation by platform (cellular units, consoles, and computing units) and geography (APAC, North America, Europe, South America, and Center East and Africa)

NEW YORK, Sept. 29, 2022 /PRNewswire/ — The worldwide online game market has been categorized as part of the international leisure merchandise business throughout the international family durables market. The mum or dad market, the worldwide leisure merchandise market, covers quite a lot of classes, equivalent to musical devices, sports activities gear, leisure automobiles, tenting gear, bicycles, toys, and different consumer-oriented video games. The market will probably be pushed by components equivalent to rising memberships in well being and health golf equipment, a rise in consciousness about the advantages of a wholesome way of life, a rising variety of dual-income households, and powerful progress in on-line gross sales. Nonetheless, a number of the key points confronted by the worldwide leisure merchandise market embrace the menace from counterfeit merchandise, stringent regulatory compliances for toy producers, and elevated commerce boundaries.

The online game market measurement is predicted to develop by USD 73.62 billion from 2021 to 2026. As well as, the expansion momentum of the market will speed up at a CAGR of seven.59% in the course of the forecast interval, in keeping with Technavio.

Technavio supplies a complete report abstract describing the market measurement and forecast together with analysis methodology. The FREE pattern report is on the market in PDF format

Video Recreation Market: Main Progress Drivers

The rising penetration of smartphones and enhancing web entry are driving the expansion of the online game market. The variety of cellular avid gamers has elevated, particularly in rising economies equivalent to India and China because of the availability of high-end smartphones. The usage of large-screen cellular units with excessive show resolutions for improves the gaming expertise of customers. The web supplies customers with reasonably priced entry to multiplayer video games, particularly informal on-line video games. Thus, enhancements in web entry will drive the expansion of the worldwide online game market in the course of the forecast interval.

Technavio has recognized key tendencies, drivers, and challenges available in the market, which is able to assist distributors enhance their methods to remain forward of their rivals. View our FREE PDF Pattern Report

Video Recreation Market: Main Segmentation

By platform, the cellular units phase would be the largest contributor to market progress in the course of the forecast interval. This progress is attributed to components such because the rising entry to the web, which is encouraging many new and skilled PC avid gamers to undertake cellular gaming.

By geography, APAC will current important alternatives for market distributors attributable to components such because the growth of broadband connectivity. The area is predicted to account for 47% of the market’s progress in the course of the forecast interval.

Video Recreation Market: Key Vendor Choices 

  • Activision Blizzard Inc. – The corporate provides video video games equivalent to Sweet Crush, Name of Responsibility, World of Warcraft, Overwatch, Hearthstone, and Diablo, which ship interactive gaming and leisure experiences.
  • Digital Arts Inc. – The corporate provides video video games equivalent to Grid Legends, Battlefield, NHL, FIFA, Misplaced in Random, and Madden.
  • Microsoft Corp. – The corporate provides video video games equivalent to Asphalt, Roblox, Hill Climb Racing, Minecraft, and Battle of Kingdoms.
  • Nintendo Co. Ltd. – The corporate provides video video games equivalent to Mario, Pokémon, Legends of Zelda, Star Wars, and MLB The Present.
  • Rovio Leisure Corp. – The corporate provides video video games equivalent to Offended Fowl Sequence, Small City Murders, Sugar Blast, and Darkfire Heroes.

Video Recreation Market: Causes to Purchase Our Report

  • CAGR of the market in the course of the forecast interval 2022-2026
  • Detailed data on components that can assist the online game market develop in the course of the subsequent 5 years
  • Approximation of the online game market measurement and its contribution to the mum or dad market
  • Forecasts on upcoming tendencies and modifications in shopper habits
  • The expansion of the online game market throughout APAC, North America, Europe, South America, and the Center East and Africa
  • Evaluation of the market’s aggressive panorama and detailed data on distributors
  • Complete particulars of things that can problem the expansion of online game market distributors

Associated Experiences

On-line Film Market by Utility and Geography – Forecast and Evaluation 2022-2026: The net film market share is predicted to extend by USD 22.09 billion from 2021 to 2026.

Music Market by Supply and Geography – Forecast and Evaluation 2022-2026: The music market share is predicted to extend by USD 50.46 billion from 2021 to 2026.

Video Recreation Market Scope

Report Protection

Particulars

Web page quantity

120

Base yr

2021

Forecast interval

2022-2026

Progress momentum & CAGR

Speed up at a CAGR of seven.59%

Market progress 2022-2026

USD 73.62 billion

Market construction

Fragmented

YoY progress (%)

6.78

Regional evaluation

APAC, North America, Europe, South America, and Center East and Africa

Performing market contribution

APAC at 47%

Key shopper international locations

US, China, South Korea, Japan, and Germany

Aggressive panorama

Main corporations, aggressive methods, shopper engagement scope

Corporations profiled

Activision Blizzard Inc., Alphabet Inc., Apple Inc., BANDAI NAMCO Europe S.A.S, Capcom Co. Ltd., Digital Arts Inc., Epic Video games Inc., GIANTS Software program GmbH, Konami Holdings Corp., Microsoft Corp., NCSOFT Corp., NetEase Inc., Nintendo Co. Ltd., NXC Corp., Rovio Leisure Corp., Sony Group Corp., Take Two Interactive Software program Inc., Tencent Holdings Ltd., Ubisoft Leisure, and Vivendi SE

Market Dynamics

Dad or mum market evaluation, market progress inducers and obstacles, fast-growing and slow-growing phase evaluation, COVID-19 affect and future shopper dynamics, and market situation evaluation for the forecast interval.

Customization purview

If our report has not included the information that you’re on the lookout for, you’ll be able to attain out to our analysts and get segments custom-made.

Browse Communication Providers Market Experiences

Desk of Contents

1 Government Abstract

  • 1.1 Market overview 
    • Exhibit 01: Government Abstract – Chart on Market Overview
    • Exhibit 02: Government Abstract – Knowledge Desk on Market Overview
    • Exhibit 03: Government Abstract – Chart on World Market Traits
    • Exhibit 04: Government Abstract – Chart on Market by Geography
    • Exhibit 05: Government Abstract – Chart on Market Segmentation by Platform
    • Exhibit 06: Government Abstract – Chart on Incremental Progress
    • Exhibit 07: Government Abstract – Knowledge Desk on Incremental Progress
    • Exhibit 08: Government Abstract – Chart on Vendor Market Positioning

2 Market Panorama

  • 2.1 Market ecosystem 
    • Exhibit 09: Dad or mum market
    • Exhibit 10: Market Traits

3 Market Sizing

  • 3.1 Market definition 
    • Exhibit 11: Choices of distributors included available in the market definition
  • 3.2 Market phase evaluation 
    • Exhibit 12: Market segments
  • 3.4 Market outlook: Forecast for 2021-2026 
    • Exhibit 13: Chart on World – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 14: Knowledge Desk on World – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 15: Chart on World Market: Yr-over-year progress 2021-2026 (%)
    • Exhibit 16: Knowledge Desk on World Market: Yr-over-year progress 2021-2026 (%)

4 5 Forces Evaluation

  • 4.1 5 forces abstract 
    • Exhibit 17: 5 forces evaluation – Comparability between 2021 and 2026
  • 4.2 Bargaining energy of patrons 
    • Exhibit 18: Chart on Bargaining energy of patrons – Affect of key components 2021 and 2026
  • 4.3 Bargaining energy of suppliers 
    • Exhibit 19: Bargaining energy of suppliers – Affect of key components in 2021 and 2026
  • 4.4 Menace of latest entrants 
    • Exhibit 20: Menace of latest entrants – Affect of key components in 2021 and 2026
  • 4.5 Menace of substitutes 
    • Exhibit 21: Menace of substitutes – Affect of key components in 2021 and 2026
  • 4.6 Menace of rivalry 
    • Exhibit 22: Menace of rivalry – Affect of key components in 2021 and 2026
  • 4.7 Market situation 
    • Exhibit 23: Chart on Market situation – 5 forces 2021 and 2026

5 Market Segmentation by Platform

  • 5.1 Market segments 
    • Exhibit 24: Chart on Platform – Market share 2021-2026 (%)
    • Exhibit 25: Knowledge Desk on Platform – Market share 2021-2026 (%)
  • 5.2 Comparability by Platform 
    • Exhibit 26: Chart on Comparability by Platform
    • Exhibit 27: Knowledge Desk on Comparability by Platform
  • 5.3 Cell units – Market measurement and forecast 2021-2026
    • Exhibit 28: Chart on Cell units – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 29: Knowledge Desk on Cell units – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 30: Chart on Cell units – Yr-over-year progress 2021-2026 (%)
    • Exhibit 31: Knowledge Desk on Cell units – Yr-over-year progress 2021-2026 (%)
  • 5.4 Consoles – Market measurement and forecast 2021-2026
    • Exhibit 32: Chart on Consoles – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 33: Knowledge Desk on Consoles – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 34: Chart on Consoles – Yr-over-year progress 2021-2026 (%)
    • Exhibit 35: Knowledge Desk on Consoles – Yr-over-year progress 2021-2026 (%)
  • 5.5 Computing units – Market measurement and forecast 2021-2026
    • Exhibit 36: Chart on Computing units – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 37: Knowledge Desk on Computing units – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 38: Chart on Computing units – Yr-over-year progress 2021-2026 (%)
    • Exhibit 39: Knowledge Desk on Computing units – Yr-over-year progress 2021-2026 (%)
  • 5.6 Market alternative by Platform 
    • Exhibit 40: Market alternative by Platform ($ billion)

6 Buyer Panorama

  • 6.1 Buyer panorama overview 
    • Exhibit 41: Evaluation of value sensitivity, lifecycle, buyer buy basket, adoption charges, and buy standards

7 Geographic Panorama

  • 7.1 Geographic segmentation 
    • Exhibit 42: Chart on Market share by geography 2021-2026 (%)
    • Exhibit 43: Knowledge Desk on Market share by geography 2021-2026 (%)
  • 7.2 Geographic comparability 
    • Exhibit 44: Chart on Geographic comparability
    • Exhibit 45: Knowledge Desk on Geographic comparability
  • 7.3 APAC – Market measurement and forecast 2021-2026
    • Exhibit 46: Chart on APAC – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 47: Knowledge Desk on APAC – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 48: Chart on APAC – Yr-over-year progress 2021-2026 (%)
    • Exhibit 49: Knowledge Desk on APAC – Yr-over-year progress 2021-2026 (%)
  • 7.4 North America – Market measurement and forecast 2021-2026
    • Exhibit 50: Chart on North America – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 51: Knowledge Desk on North America – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 52: Chart on North America – Yr-over-year progress 2021-2026 (%)
    • Exhibit 53: Knowledge Desk on North America – Yr-over-year progress 2021-2026 (%)
  • 7.5 Europe – Market measurement and forecast 2021-2026
    • Exhibit 54: Chart on Europe – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 55: Knowledge Desk on Europe – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 56: Chart on Europe – Yr-over-year progress 2021-2026 (%)
    • Exhibit 57: Knowledge Desk on Europe – Yr-over-year progress 2021-2026 (%)
  • 7.6 South America – Market measurement and forecast 2021-2026
    • Exhibit 58: Chart on South America – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 59: Knowledge Desk on South America – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 60: Chart on South America – Yr-over-year progress 2021-2026 (%)
    • Exhibit 61: Knowledge Desk on South America – Yr-over-year progress 2021-2026 (%)
  • 7.7 Center East and Africa – Market measurement and forecast 2021-2026 
    • Exhibit 62: Chart on Center East and Africa – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 63: Knowledge Desk on Center East and Africa – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 64: Chart on Center East and Africa – Yr-over-year progress 2021-2026 (%)
    • Exhibit 65: Knowledge Desk on Center East and Africa – Yr-over-year progress 2021-2026 (%)
  • 7.8 China – Market measurement and forecast 2021-2026
    • Exhibit 66: Chart on China – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 67: Knowledge Desk on China – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 68: Chart on China – Yr-over-year progress 2021-2026 (%)
    • Exhibit 69: Knowledge Desk on China – Yr-over-year progress 2021-2026 (%)
  • 7.9 US – Market measurement and forecast 2021-2026
    • Exhibit 70: Chart on US – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 71: Knowledge Desk on US – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 72: Chart on US – Yr-over-year progress 2021-2026 (%)
    • Exhibit 73: Knowledge Desk on US – Yr-over-year progress 2021-2026 (%)
  • 7.10 South Korea – Market measurement and forecast 2021-2026
    • Exhibit 74: Chart on South Korea – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 75: Knowledge Desk on South Korea – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 76: Chart on South Korea – Yr-over-year progress 2021-2026 (%)
    • Exhibit 77: Knowledge Desk on South Korea – Yr-over-year progress 2021-2026 (%)
  • 7.11 Germany – Market measurement and forecast 2021-2026
    • Exhibit 78: Chart on Germany – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 79: Knowledge Desk on Germany – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 80: Chart on Germany – Yr-over-year progress 2021-2026 (%)
    • Exhibit 81: Knowledge Desk on Germany – Yr-over-year progress 2021-2026 (%)
  • 7.12 Japan – Market measurement and forecast 2021-2026
    • Exhibit 82: Chart on Japan – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 83: Knowledge Desk on Japan – Market measurement and forecast 2021-2026 ($ billion)
    • Exhibit 84: Chart on Japan – Yr-over-year progress 2021-2026 (%)
    • Exhibit 85: Knowledge Desk on Japan – Yr-over-year progress 2021-2026 (%)
  • 7.13 Market alternative by geography 
    • Exhibit 86: Market alternative by geography ($ billion)

8 Drivers, Challenges, and Traits

  • 8.3 Affect of drivers and challenges 
    • Exhibit 87: Affect of drivers and challenges in 2021 and 2026

9 Vendor Panorama

  • 9.2 Vendor panorama 
    • Exhibit 88: Overview on Criticality of inputs and Elements of differentiation
  • 9.3 Panorama disruption 
    • Exhibit 89: Overview on components of disruption
  • 9.4 Trade dangers 
    • Exhibit 90: Affect of key dangers on enterprise

10 Vendor Evaluation

  • 10.1 Distributors lined 
    • Exhibit 91: Distributors lined
  • 10.2 Market positioning of distributors 
    • Exhibit 92: Matrix on vendor place and classification
  • 10.3 Activision Blizzard Inc. 
    • Exhibit 93: Activision Blizzard Inc. – Overview
    • Exhibit 94: Activision Blizzard Inc. – Enterprise segments
    • Exhibit 95: Activision Blizzard Inc. – Key choices
    • Exhibit 96: Activision Blizzard Inc. – Phase focus
  • 10.4 Digital Arts Inc. 
    • Exhibit 97: Digital Arts Inc. – Overview
    • Exhibit 98: Digital Arts Inc. – Product / Service
    • Exhibit 99: Digital Arts Inc. – Key choices
  • 10.5 Microsoft Corp. 
    • Exhibit 100: Microsoft Corp. – Overview
    • Exhibit 101: Microsoft Corp. – Enterprise segments
    • Exhibit 102: Microsoft Corp. – Key information
    • Exhibit 103: Microsoft Corp. – Key choices
    • Exhibit 104: Microsoft Corp. – Phase focus
  • 10.6 Nintendo Co. Ltd. 
    • Exhibit 105: Nintendo Co. Ltd. – Overview
    • Exhibit 106: Nintendo Co. Ltd. – Enterprise segments
    • Exhibit 107: Nintendo Co. Ltd. – Key choices
    • Exhibit 108: Nintendo Co. Ltd. – Phase focus
  • 10.7 Rovio Leisure Corp. 
    • Exhibit 109: Rovio Leisure Corp. – Overview
    • Exhibit 110: Rovio Leisure Corp. – Enterprise segments
    • Exhibit 111: Rovio Leisure Corp. – Key choices
    • Exhibit 112: Rovio Leisure Corp. – Phase focus
  • 10.8 Sony Group Corp. 
    • Exhibit 113: Sony Group Corp. – Overview
    • Exhibit 114: Sony Group Corp. – Enterprise segments
    • Exhibit 115: Sony Group Corp. – Key information
    • Exhibit 116: Sony Group Corp. – Key choices
    • Exhibit 117: Sony Group Corp. – Phase focus
  • 10.9 Take Two Interactive Software program Inc. 
    • Exhibit 118: Take Two Interactive Software program Inc. – Overview
    • Exhibit 119: Take Two Interactive Software program Inc. – Product / Service
    • Exhibit 120: Take Two Interactive Software program Inc. – Key choices
  • 10.10 Tencent Holdings Ltd. 
    • Exhibit 121: Tencent Holdings Ltd. – Overview
    • Exhibit 122: Tencent Holdings Ltd. – Enterprise segments
    • Exhibit 123: Tencent Holdings Ltd. – Key choices
    • Exhibit 124: Tencent Holdings Ltd. – Phase focus
  • 10.11 Ubisoft Leisure 
    • Exhibit 125: Ubisoft Leisure – Overview
    • Exhibit 126: Ubisoft Leisure – Enterprise segments
    • Exhibit 127: Ubisoft Leisure – Key information
    • Exhibit 128: Ubisoft Leisure – Key choices
    • Exhibit 129: Ubisoft Leisure – Phase focus
  • 10.12 Vivendi SE 
    • Exhibit 130: Vivendi SE – Overview
    • Exhibit 131: Vivendi SE – Enterprise segments
    • Exhibit 132: Vivendi SE – Key choices
    • Exhibit 133: Vivendi SE – Phase focus

11 Appendix

  • 11.2 Inclusions and exclusions guidelines 
    • Exhibit 134: Inclusions guidelines
    • Exhibit 135: Exclusions guidelines
  • 11.3 Foreign money conversion charges for US$ 
    • Exhibit 136: Foreign money conversion charges for US$
  • 11.4 Analysis methodology 
    • Exhibit 137: Analysis methodology
    • Exhibit 138: Validation strategies employed for market sizing
    • Exhibit 139: Info sources
  • 11.5 Listing of abbreviations 
    • Exhibit 140: Listing of abbreviations

About Us
Technavio is a number one international expertise analysis and advisory firm. Their analysis and evaluation deal with rising market tendencies and supply actionable insights to assist companies determine market alternatives and develop efficient methods to optimize their market positions. With over 500 specialised analysts, Technavio’s report library consists of greater than 17,000 experiences and counting, protecting 800 applied sciences, spanning throughout 50 international locations. Their shopper base consists of enterprises of all sizes, together with greater than 100 Fortune 500 corporations. This rising shopper base depends on Technavio’s complete protection, intensive analysis, and actionable market insights to determine alternatives in current and potential markets and assess their aggressive positions inside altering market situations.

Contact
Technavio Analysis
Jesse Maida
Media & Advertising Government
US: +1 844 364 1100
UK: +44 203 893 3200
E mail: [email protected]
Web site: www.technavio.com/

SOURCE Technavio



Source_link

Leave a Reply

Your email address will not be published. Required fields are marked *