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Global Digital Games Market: By Platform: Flash, iOS, Android, Social Network, Others; By Subscription Model: Premium, Paymium, Freemium, Others; By Device: Computers, Laptop, Smartphones, Others; Regional Analysis; Historical Market and Forecast (2016-2026); Competitive Landscape; Industry Events and Developments

Global Digital Games Market Outlook

The global digital games market is being aided by the online games market, which reached a value of USD 166 billion in 2020. The online games market is expected to grow at a CAGR of 9% in the forecast period of 2021-2026 to attain a value of USD 278 billion by 2026.

 

Global Digital Games Market

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Rising Online Gamers to Aid the Market Growth of Digital Games

The market growth of digital games is significantly supported by the North America region, due to the established market for digital games in the region. North America is followed by Europe, which is positively influenced by the rising online gamers in the region. The Asia Pacific is predicted to witness the fastest growth for digital games over the forecast period. Further, the market is boosted by certain factors like the growing number of gamers, inflating disposable incomes, and technological innovations. In addition, the number of active gamers is rising globally. Moreover, the economic development within developing countries like India and China is predicted to further fuel the market growth of digital games.

 

Digital Games: Industry Definition and Segmentation

A digital game is an electronic game that consists of a video device with the user interface of the game for human interaction. The video device could be mobile display, TV, or PC monitor. The digital game is played after downloading and does not require any physical disc to play.

 

Global Digital Games Market By Platform

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On the basis of platform, the market is divided into:

  • Flash
  • iOS
  • Android
  • Social Network
  • Others

Based on subscription model, the industry can be segmented into:

  • Premium
  • Paymium
  • Freemium 
  • Others

By device, the industry is categorised into:

The regional markets for the product include North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

 

Global Digital Games Market By Region

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Proliferation of Smartphones and Tablets to Aid the Market Growth of Digital Games

The market growth of digital games is being driven by the rising proliferation of smartphones and tablets across the globe offering the required boost to the market. Further, the innovations and improvements in technology, along with the easy accessibility to internet, have provided an impetus to live games of MMO and eSports genres. The market growth witnessed an increase in demand in the year 2020 due to the coronavirus outbreak as lockdown was introduced and people were forced to stay indoors for safety, further encouraging the market growth of digital games.

 

Key Industry Players in the Global Digital Games Market

The report gives a detailed analysis of the following key players in the global digital games market, covering their competitive landscape, capacity, and latest developments like mergers, acquisitions, and investments, expansions of capacity, and plant turnarounds:

  • Behaviour Interactive Inc.,  
  • Sony Corporation
  • GungHo Online Entertainment, Inc.
  • Microsoft Corporation
  • Tencent Holdings Ltd.
  • The Walt Disney Company
  • NEXON Co., Ltd
  • Sega Corporation
  • Others

The comprehensive EMR report provides an in-depth assessment of the industry based on the Porter's five forces model along with giving a SWOT analysis.

 

REPORT FEATURES DETAILS
Base Year 2020
Historical Period 2016-2020
Forecast Period 2021-2026
Scope of the Report Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment- Platform, Subscription Model, Device, Region
Breakup by Platform Flash, iOS, Android, Social Network, Others
Breakup by Subscription Model Premium, Paymium, Freemium, Others
Breakup by Device Computers, Laptop, Smartphones, Tablet, Console Unit, Others
Breakup by Region North America, Latin America, Europe, Middle East and Africa, Asia Pacific
Market Dynamics SWOT, Porter's Five Forces, EMR’s Key Indicators for Price and Demand
Competitive Landscape Market Structure, Company Profiles- Company Overview, Product Portfolio, Demographic Reach and Achievements, Certifications
Companies Covered Behaviour Interactive Inc.,, Sony Corporation, GungHo Online Entertainment, Inc., Microsoft Corporation, Tencent Holdings Ltd., The Walt Disney Company, NEXON Co., Ltd, Sega Corporation, Others
Report Price and Purchase Option Explore our purchase options that are best suited to your resources and industry needs.
Delivery Format Delivered as an attached PDF and Excel through email, with an option of receiving an editable PPT, according to the purchase option.

 

*We at Expert Market Research always thrive to give you the latest information. The numbers in the article are only indicative and may be different from the actual report.

1    Preface
2    Report Coverage – Key Segmentation and Scope
3    Report Description

    3.1    Market Definition and Outlook
    3.2    Properties and Applications
    3.3    Market Analysis
    3.4    Key Players
4    Key Assumptions
5    Executive Summary

    5.1    Overview
    5.2    Key Drivers
    5.3    Key Developments
    5.4    Competitive Structure
    5.5    Key Industrial Trends
6    Snapshot
    6.1    Global
    6.2    Regional
7    Industry Opportunities and Challenges
8    Global Digital Games Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Digital Games Historical Market (2016-2020) 
    8.3    Global Digital Games Market Forecast (2021-2026)
    8.4    Global Digital Games Market by Platform
        8.4.1    Flash
            8.4.1.1    Market Share
            8.4.1.2    Historical Trend (2016-2020)
            8.4.1.3    Forecast Trend (2021-2026)
        8.4.2    iOS
            8.4.2.1    Market Share
            8.4.2.2    Historical Trend (2016-2020)
            8.4.2.3    Forecast Trend (2021-2026)
        8.4.3    Android
            8.4.3.1    Market Share
            8.4.3.2    Historical Trend (2016-2020)
            8.4.3.3    Forecast Trend (2021-2026)
        8.4.4    Social Network
            8.4.4.1    Market Share
            8.4.4.2    Historical Trend (2016-2020)
            8.4.4.3    Forecast Trend (2021-2026)
        8.4.5    Others
    8.5    Global Digital Games Market by Subscription Model
        8.5.1    Premium
            8.5.1.1    Market Share
            8.5.1.2    Historical Trend (2016-2020)
            8.5.1.3    Forecast Trend (2021-2026)
        8.5.2    Paymium
            8.5.2.1    Market Share
            8.5.2.2    Historical Trend (2016-2020)
            8.5.2.3    Forecast Trend (2021-2026)
        8.5.3    Freemium 
            8.5.3.1    Market Share
            8.5.3.2    Historical Trend (2016-2020)
            8.5.3.3    Forecast Trend (2021-2026)
        8.5.4    Others
    8.6    Global Digital Games Market by Device 
        8.6.1    Computers
            8.6.1.1    Market Share
            8.6.1.2    Historical Trend (2016-2020)
            8.6.1.3    Forecast Trend (2021-2026)
        8.6.2    Laptop
            8.6.2.1    Market Share
            8.6.2.2    Historical Trend (2016-2020)
            8.6.2.3    Forecast Trend (2021-2026)
        8.6.3    Smartphones
            8.6.3.1    Market Share
            8.6.3.2    Historical Trend (2016-2020)
            8.6.3.3    Forecast Trend (2021-2026)
        8.6.4    Tablet
            8.6.4.1    Market Share
            8.6.4.2    Historical Trend (2016-2020)
            8.6.4.3    Forecast Trend (2021-2026)
        8.6.5    Console Unit
            8.6.5.1    Market Share
            8.6.5.2    Historical Trend (2016-2020)
            8.6.5.3    Forecast Trend (2021-2026)
        8.6.6    Others
    8.7    Global Digital Games Market by Region
        8.7.1    Market Share
            8.7.1.1    North America
            8.7.1.2    Europe
            8.7.1.3    Asia Pacific
            8.7.1.4    Latin America
            8.7.1.5    Middle East and Africa
9    Regional Analysis
    9.1    North America
        9.1.1    Historical Trend (2016-2020)
        9.1.2    Forecast Trend (2021-2026)
        9.1.3    Breakup by Country
            9.1.3.1    United States of America 
            9.1.3.2    Canada
    9.2    Europe
        9.2.1    Historical Trend (2016-2020)
        9.2.2    Forecast Trend (2021-2026)
        9.2.3    Breakup by Country
            9.2.3.1    United Kingdom
            9.2.3.2    Germany
            9.2.3.3    France
            9.2.3.4    Italy
            9.2.3.5    Others
    9.3    Asia Pacific
        9.3.1    Historical Trend (2016-2020)
        9.3.2    Forecast Trend (2021-2026)
        9.3.3    Breakup by Country
            9.3.3.1    China
            9.3.3.2    Japan
            9.3.3.3    India
            9.3.3.4    ASEAN
            9.3.3.5    Australia
            9.3.3.6    Others
    9.4    Latin America
        9.4.1    Historical Trend (2016-2020)
        9.4.2    Forecast Trend (2021-2026)
        9.4.3    Breakup by Country
            9.4.3.1    Brazil
            9.4.3.2    Argentina
            9.4.3.3    Mexico
            9.4.3.4    Others
    9.5    Middle East and Africa
        9.5.1    Historical Trend (2016-2020)
        9.5.2    Forecast Trend (2021-2026)
        9.5.3    Breakup by Country
            9.5.3.1    Saudi Arabia
            9.5.3.2    United Arab Emirates
            9.5.3.3    Nigeria
            9.5.3.4    South Africa
            9.5.3.5    Others
10    Market Dynamics
    10.1    SWOT Analysis
        10.1.1    Strengths
        10.1.2    Weaknesses
        10.1.3    Opportunities
        10.1.4    Threats
    10.2    Porter’s Five Forces Analysis
        10.2.1    Supplier’s Power
        10.2.2    Buyer’s Power
        10.2.3    Threat of New Entrants
        10.2.4    Degree of Rivalry
        10.2.5    Threat of Substitutes
    10.3    EMR’s Key Indicators for Demand
    10.4    EMR’s Key Indicators for Price
11    Value Chain Analysis
12    Competitive Landscape

    12.1    Market Structure
    12.2    Company Profiles
        12.2.1    Behaviour Interactive Inc.,  
            12.2.1.1    Company Overview
            12.2.1.2    Product Portfolio
            12.2.1.3    Demographic Reach and Achievements
            12.2.1.4    Certifications
        12.2.2    Sony Corporation
            12.2.2.1    Company Overview
            12.2.2.2    Product Portfolio
            12.2.2.3    Demographic Reach and Achievements
            12.2.2.4    Certifications
        12.2.3    GungHo Online Entertainment, Inc.
            12.2.3.1    Company Overview
            12.2.3.2    Product Portfolio
            12.2.3.3    Demographic Reach and Achievements
            12.2.3.4    Certifications
        12.2.4    Microsoft Corporation
            12.2.4.1    Company Overview
            12.2.4.2    Product Portfolio
            12.2.4.3    Demographic Reach and Achievements
            12.2.4.4    Certifications
        12.2.5    Tencent Holdings Ltd.
            12.2.5.1    Company Overview
            12.2.5.2    Product Portfolio
            12.2.5.3    Demographic Reach and Achievements
            12.2.5.4    Certifications
        12.2.6    The Walt Disney Company
            12.2.6.1    Company Overview
            12.2.6.2    Product Portfolio
            12.2.6.3    Demographic Reach and Achievements
            12.2.6.4    Certifications
        12.2.7    NEXON Co., Ltd
            12.2.7.1    Company Overview
            12.2.7.2    Product Portfolio
            12.2.7.3    Demographic Reach and Achievements
            12.2.7.4    Certifications
        12.2.8    Sega Corporation
            12.2.8.1    Company Overview
            12.2.8.2    Product Portfolio
            12.2.8.3    Demographic Reach and Achievements
            12.2.8.4    Certifications
        12.2.9    Others
13    Industry Events and Developments

 

List of Figures and Tables

1.    Global Digital Games Market: Key Industry Highlights, 2016 and 2026
2.    Global Digital Games Historical Market: Breakup by Platform (USD Billion), 2016-2020
3.    Global Digital Games Market Forecast: Breakup by Platform (USD Billion), 2021-2026
4.    Global Digital Games Historical Market: Breakup by Subscription Model (USD Billion), 2016-2020
5.    Global Digital Games Market Forecast: Breakup by Subscription Model (USD Billion), 2021-2026
6.    Global Digital Games Historical Market: Breakup by Device (USD Billion), 2016-2020
7.    Global Digital Games Market Forecast: Breakup by Device (USD Billion), 2021-2026
8.    Global Digital Games Historical Market: Breakup by Region (USD Billion), 2016-2020
9.    Global Digital Games Market Forecast: Breakup by Region (USD Billion), 2021-2026
10.    North America Digital Games Historical Market: Breakup by Country (USD Billion), 2016-2020
11.    North America Digital Games Market Forecast: Breakup by Country (USD Billion), 2021-2026
12.    Europe Digital Games Historical Market: Breakup by Country (USD Billion), 2016-2020
13.    Europe Digital Games Market Forecast: Breakup by Country (USD Billion), 2021-2026
14.    Asia Pacific Digital Games Historical Market: Breakup by Country (USD Billion), 2016-2020
15.    Asia Pacific Digital Games Market Forecast: Breakup by Country (USD Billion), 2021-2026
16.    Latin America Digital Games Historical Market: Breakup by Country (USD Billion), 2016-2020
17.    Latin America Digital Games Market Forecast: Breakup by Country (USD Billion), 2021-2026
18.    Middle East and Africa Digital Games Historical Market: Breakup by Country (USD Billion), 2016-2020
19.    Middle East and Africa Digital Games Market Forecast: Breakup by Country (USD Billion), 2021-2026
20.    Global Digital Games Market Structure

Key Questions Answered in the Report

The global digital games market is being driven by the rising online games market, which attained a value of nearly USD 166 billion in 2020.

The online games market is projected to grow at a CAGR of 9% between 2021 and 2026 and is expected to further aid the digital games industry.

The online games market is estimated to reach about USD 278 billion by 2026 and is projected to drive the digital games industry growth.

The major drivers of the industry, such as rising disposable incomes, increasing population, rising demand from the developing regions, and the growing number of online gamers, are expected to aid the market growth.

The key market trend guiding the growth of the industry includes the proliferation of smartphones and tablets.

The major regions in the industry are North America, Latin America, the Middle East and Africa, Europe, and the Asia Pacific.

The leading platforms of digital game in the market are Flash, iOS, Android, and social network, among others.

The major subscription models in the industry are premium, paymium, and freemium, among others.

The significant device segments in the market are computers, laptop, smartphones, tablet, and console unit, among others.

The major players in the industry are Behaviour Interactive Inc., Sony Corporation, GungHo Online Entertainment, Inc., Microsoft Corporation, Tencent Holdings Ltd., The Walt Disney Company, NEXON Co., Ltd, and Sega Corporation, among others.

Analyst Review

The global digital games market is being driven by the rising number of online gamers, with the online games market reaching a value of USD 166 billion in 2020. Aided by the growing penetration of smartphones and tablets, the online games market is expected to witness a healthy growth in the forecast period of 2021-2026, growing at a CAGR of 9% to reach USD 278 billion by 2026.

EMR’s meticulous research methodology delves deep into the market, covering the macro and micro aspects of the industry. By platform, the market is segmented into Flash, iOS, Android, and social network, among others. On the basis of subscription model, the industry is divided into premium, paymium, and freemium, among others. Based on device, the market is segmented into computers, laptop, smartphones, tablet, and console unit, among others. The major regional markets for digital games are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa. The key players in the above market include Behaviour Interactive Inc., Sony Corporation, GungHo Online Entertainment, Inc., Microsoft Corporation, Tencent Holdings Ltd., The Walt Disney Company, NEXON Co., Ltd, and Sega Corporation, among others.

EMR’s research methodology uses a combination of cutting-edge analytical tools and the expertise of their highly accomplished team, thus, providing their customers with market insights that are accurate, actionable, and help them remain ahead of their competition.

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