Report

Global Online Gaming Market Size study, by Type (Puzzle, Action, Adventure, Arcade, Sports and others), Platform (PCs, Consoles, Mobile Phone), By Gamer Type (Social Gamer, Serious Gamer, Core Gamers) and Regional Forecasts 2020-2027

  • Publish Date: Mar,2022
  • Report ID: QI037
  • Page : 250
  • Report Type : PDF (Email)
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
1.2.1. Online Gaming Market, by Region, 2018-2027 (USD Billion)
1.2.2. Online Gaming Market, by Type, 2018-2027 (USD Billion)
1.2.3. Online Gaming Market, by Platform, 2018-2027 (USD Billion)
1.2.4. Online Gaming Market, by Gamer Type, 2018-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Online Gaming Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Online Gaming Market Dynamics
3.1. Online Gaming Market Impact Analysis (2018-2027)
3.1.1. Market Drivers
3.1.2. Market Challenges
3.1.3. Market Opportunities
Chapter 4. Global Online Gaming Market Industry Analysis
4.1. Porters 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porters 5 Force Model (2017-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Online Gaming Market, by Type
5.1. Market Snapshot
5.2. Global Online Gaming Market by Type, PerGamer Typeance - Potential Analysis
5.3. Global Online Gaming Market Estimates & Forecasts by Type 2017-2027 (USD Billion)
5.4. Online Gaming Market, Sub Segment Analysis
5.4.1. Puzzle
5.4.2. Action
5.4.3. Adventure
5.4.4. Arcade
5.4.5. Sports
5.4.6. Others
Chapter 6. Global Online Gaming Market, by Platform
6.1. Market Snapshot
6.2. Global Online Gaming Market by Platform, PerGamer Typeance - Potential Analysis
6.3. Global Online Gaming Market Estimates & Forecasts by Platform 2017-2027 (USD Billion)
6.4. Online Gaming Market, Sub Segment Analysis
6.4.1. PCs
6.4.2. Consoles
6.4.3. Mobile Phone
Chapter 7. Global Online Gaming Market, by Gamer Type
7.1. Market Snapshot
7.2. Global Online Gaming Market by Gamer Type, PerGamer Typeance - Potential Analysis
7.3. Global Online Gaming Market Estimates & Forecasts by Gamer Type 2017-2027 (USD Billion)
7.4. Online Gaming Market, Sub Segment Analysis
7.4.1. Social Gamer
7.4.2. Serious Gamer
7.4.3. Core Gamers
Chapter 8. Global Online Gaming Market, Regional Analysis
8.1. Online Gaming Market, Regional Market Snapshot
8.2. North America Online Gaming Market
8.2.1. U.S. Online Gaming Market
8.2.1.1. Type breakdown estimates & forecasts, 2017-2027
8.2.1.2. Platform breakdown estimates & forecasts, 2017-2027
8.2.1.3. Gamer Type breakdown estimates & forecasts, 2017-2027
8.2.2. Canada Online Gaming Market
8.3. Europe Online Gaming Market Snapshot
8.3.1. U.K. Online Gaming Market
8.3.2. Germany Online Gaming Market
8.3.3. France Online Gaming Market
8.3.4. Spain Online Gaming Market
8.3.5. Italy Online Gaming Market
8.3.6. Rest of Europe Online Gaming Market
8.4. Asia-Pacific Online Gaming Market Snapshot
8.4.1. China Online Gaming Market
8.4.2. India Online Gaming Market
8.4.3. Japan Online Gaming Market
8.4.4. Australia Online Gaming Market
8.4.5. South Korea Online Gaming Market
8.4.6. Rest of Asia Pacific Online Gaming Market
8.5. Latin America Online Gaming Market Snapshot
8.5.1. Brazil Online Gaming Market
8.5.2. Mexico Online Gaming Market
8.6. Rest of The World Online Gaming Market

Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. Peak Games
9.2.1.1. Key InGamer Typeation
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. Product Summary
9.2.1.5. Recent Developments
9.2.2. Gree
9.2.3. Microsoft
9.2.4. Sony Corp.
9.2.5. Tencent
9.2.6. Activision
9.2.7. Blizzard
9.2.8. Konami
9.2.9. NCSOFT
9.2.10. GungHo Online
9.2.11. King Digital Entertainment
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption