Global Online Gaming Market 2020 by Company, Regions, Type and Application, Forecast to 2025

  • ID:PD047800
  • March 2020
  • GIR (Global Info Research)
                          

The Global Online Gaming Market Report is equipped with market data from 2015 to 2025. The report gives a covering key drivers and risks factors. The report is bifurcated by top global manufactures mentioning sales, revenue and prices as applicable. It also evaluates the competitive scenario of the leading players. The report expands to cover regional market data along with type and application. The report forecasts sales and revenue from 2020 to 2025. The detailed sales channel is also covered in the study.

The global Online Gaming market size is expected to gain market growth in the forecast period of 2020 to 2025, with a CAGR of xx% in the forecast period of 2020 to 2025 and will expected to reach USD xx million by 2025, from USD xx million in 2019.

The Online Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

Market segmentation
Online Gaming market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

By Type, Online Gaming market has been segmented into:

  • Smartphones Online Gaming
  • Tablets Online Gaming
  • Others

By Application, Online Gaming has been segmented into:
  • Young Adults
  • Adults
  • Mature Adults
  • Seniors

Regions and Countries Level Analysis
Regional analysis is another highly comprehensive part of the research and analysis study of the global Online Gaming market presented in the report. This section sheds light on the sales growth of different regional and country-level Online Gaming markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Online Gaming market.

The report offers in-depth assessment of the growth and other aspects of the Online Gaming market in important countries (regions), including:
  • North America (United States, Canada and Mexico)
  • Europe (Germany, France, UK, Russia and Italy)
  • Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)
  • South America (Brazil, Argentina, Colombia)
  • Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Competitive Landscape and Online Gaming Market Share Analysis
Online Gaming competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, Online Gaming sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the Online Gaming sales, revenue and market share for each player covered in this report.

The major players covered in Online Gaming are:
  • Activision Blizzard Inc.
  • Sony Corp
  • GungHo Online Entertainment Inc.
  • Electronic ArtsInc.
  • NCSOFT Corp.
  • Giant Interactive Group Inc.
  • Tencent HoldingsLtd.
  • Microsoft Corp.
  • King Digital Entertainment
  • Take-Two Interactive Software Inc.
  • Zynga Inc.
There are 14 Chapters to deeply display the Global Online Gaming market.
1 Online Gaming Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size by Regions
5 North America Online Gaming Revenue by Countries
6 Europe Online Gaming Revenue by Countries
7 Asia-Pacific Online Gaming Revenue by Countries
8 South America Online Gaming Revenue by Countries
9 Middle East & Africa Revenue Online Gaming by Countries
10 Market Size Segment by Type
11 Global Online Gaming Market Segment by Application
12 Global Online Gaming Market Size Forecast (2021-2025)
13 Research Findings and Conclusion
14 Appendix

Table of Contents

1 Online Gaming Market Overview
    1.1 Product Overview and Scope of Online Gaming
    1.2 Classification of Online Gaming by Type
        1.2.1 Global Online Gaming Revenue by Type: 2015 VS 2019 VS 2025
        1.2.2 Global Online Gaming Revenue Market Share by Type in 2019
        1.2.3 Smartphones Online Gaming
        1.2.4 Tablets Online Gaming
        1.2.5 Others
    1.3 Global Online Gaming Market by Application
        1.3.1 Overview: Global Online Gaming Revenue by Application: 2015 VS 2019 VS 2025
        1.3.2 Young Adults
        1.3.3 Adults
        1.3.4 Mature Adults
        1.3.5 Seniors
    1.4 Global Online Gaming Market by Regions
        1.4.1 Global Online Gaming Market Size by Regions: 2015 VS 2019 VS 2025
        1.4.2 Global Market Size of Online Gaming (2015-2025)
        1.4.3 North America (USA, Canada and Mexico) Online Gaming Status and Prospect (2015-2025)
        1.4.4 Europe (Germany, France, UK, Russia and Italy) Online Gaming Status and Prospect (2015-2025)
        1.4.5 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Online Gaming Status and Prospect (2015-2025)
        1.4.6 South America (Brazil, Argentina, Colombia) Online Gaming Status and Prospect (2015-2025)
        1.4.7 Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Online Gaming Status and Prospect (2015-2025)
2 Company Profiles
    2.1 Activision Blizzard Inc.
        2.1.1 Activision Blizzard Inc. Details
        2.1.2 Activision Blizzard Inc. Major Business and Total Revenue (Financial Highlights) Analysis
        2.1.3 Activision Blizzard Inc. SWOT Analysis
        2.1.4 Activision Blizzard Inc. Product and Services
        2.1.5 Activision Blizzard Inc. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.2 Sony Corp
        2.2.1 Sony Corp Details
        2.2.2 Sony Corp Major Business and Total Revenue (Financial Highlights) Analysis
        2.2.3 Sony Corp SWOT Analysis
        2.2.4 Sony Corp Product and Services
        2.2.5 Sony Corp Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.3 GungHo Online Entertainment Inc.
        2.3.1 GungHo Online Entertainment Inc. Details
        2.3.2 GungHo Online Entertainment Inc. Major Business and Total Revenue (Financial Highlights) Analysis
        2.3.3 GungHo Online Entertainment Inc. SWOT Analysis
        2.3.4 GungHo Online Entertainment Inc. Product and Services
        2.3.5 GungHo Online Entertainment Inc. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.4 Electronic ArtsInc.
        2.4.1 Electronic ArtsInc. Details
        2.4.2 Electronic ArtsInc. Major Business and Total Revenue (Financial Highlights) Analysis
        2.4.3 Electronic ArtsInc. SWOT Analysis
        2.4.4 Electronic ArtsInc. Product and Services
        2.4.5 Electronic ArtsInc. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.5 NCSOFT Corp.
        2.5.1 NCSOFT Corp. Details
        2.5.2 NCSOFT Corp. Major Business and Total Revenue (Financial Highlights) Analysis
        2.5.3 NCSOFT Corp. SWOT Analysis
        2.5.4 NCSOFT Corp. Product and Services
        2.5.5 NCSOFT Corp. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.6 Giant Interactive Group Inc.
        2.6.1 Giant Interactive Group Inc. Details
        2.6.2 Giant Interactive Group Inc. Major Business and Total Revenue (Financial Highlights) Analysis
        2.6.3 Giant Interactive Group Inc. SWOT Analysis
        2.6.4 Giant Interactive Group Inc. Product and Services
        2.6.5 Giant Interactive Group Inc. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.7 Tencent HoldingsLtd.
        2.7.1 Tencent HoldingsLtd. Details
        2.7.2 Tencent HoldingsLtd. Major Business and Total Revenue (Financial Highlights) Analysis
        2.7.3 Tencent HoldingsLtd. SWOT Analysis
        2.7.4 Tencent HoldingsLtd. Product and Services
        2.7.5 Tencent HoldingsLtd. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.8 Microsoft Corp.
        2.8.1 Microsoft Corp. Details
        2.8.2 Microsoft Corp. Major Business and Total Revenue (Financial Highlights) Analysis
        2.8.3 Microsoft Corp. SWOT Analysis
        2.8.4 Microsoft Corp. Product and Services
        2.8.5 Microsoft Corp. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.9 King Digital Entertainment
        2.9.1 King Digital Entertainment Details
        2.9.2 King Digital Entertainment Major Business and Total Revenue (Financial Highlights) Analysis
        2.9.3 King Digital Entertainment SWOT Analysis
        2.9.4 King Digital Entertainment Product and Services
        2.9.5 King Digital Entertainment Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.10 Take-Two Interactive Software Inc.
        2.10.1 Take-Two Interactive Software Inc. Details
        2.10.2 Take-Two Interactive Software Inc. Major Business and Total Revenue (Financial Highlights) Analysis
        2.10.3 Take-Two Interactive Software Inc. SWOT Analysis
        2.10.4 Take-Two Interactive Software Inc. Product and Services
        2.10.5 Take-Two Interactive Software Inc. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
    2.11 Zynga Inc.
        2.11.1 Zynga Inc. Details
        2.11.2 Zynga Inc. Major Business and Total Revenue (Financial Highlights) Analysis
        2.11.3 Zynga Inc. SWOT Analysis
        2.11.4 Zynga Inc. Product and Services
        2.11.5 Zynga Inc. Online Gaming Revenue, Gross Margin and Market Share (2018-2019)
3 Market Competition, by Players
    3.1 Global Online Gaming Revenue and Share by Players (2015-2020)
    3.2 Market Concentration Rate
        3.2.1 Top 5 Online Gaming Players Market Share
        3.2.2 Top 10 Online Gaming Players Market Share
    3.3 Market Competition Trend
4 Market Size by Regions
    4.1 Global Online Gaming Revenue and Market Share by Regions
    4.2 North America Online Gaming Revenue and Growth Rate (2015-2020)
    4.3 Europe Online Gaming Revenue and Growth Rate (2015-2020)
    4.4 Asia-Pacific Online Gaming Revenue and Growth Rate (2015-2020)
    4.5 South America Online Gaming Revenue and Growth Rate (2015-2020)
    4.6 Middle East & Africa Online Gaming Revenue and Growth Rate (2015-2020)
5 North America Online Gaming Revenue by Countries
    5.1 North America Online Gaming Revenue by Countries (2015-2020)
    5.2 USA Online Gaming Revenue and Growth Rate (2015-2020)
    5.3 Canada Online Gaming Revenue and Growth Rate (2015-2020)
    5.4 Mexico Online Gaming Revenue and Growth Rate (2015-2020)
6 Europe Online Gaming Revenue by Countries
    6.1 Europe Online Gaming Revenue by Countries (2015-2020)
    6.2 Germany Online Gaming Revenue and Growth Rate (2015-2020)
    6.3 UK Online Gaming Revenue and Growth Rate (2015-2020)
    6.4 France Online Gaming Revenue and Growth Rate (2015-2020)
    6.5 Russia Online Gaming Revenue and Growth Rate (2015-2020)
    6.6 Italy Online Gaming Revenue and Growth Rate (2015-2020)
7 Asia-Pacific Online Gaming Revenue by Countries
    7.1 Asia-Pacific Online Gaming Revenue by Countries (2015-2020)
    7.2 China Online Gaming Revenue and Growth Rate (2015-2020)
    7.3 Japan Online Gaming Revenue and Growth Rate (2015-2020)
    7.4 Korea Online Gaming Revenue and Growth Rate (2015-2020)
    7.5 India Online Gaming Revenue and Growth Rate (2015-2020)
    7.6 Southeast Asia Online Gaming Revenue and Growth Rate (2015-2020)
8 South America Online Gaming Revenue by Countries
    8.1 South America Online Gaming Revenue by Countries (2015-2020)
    8.2 Brazil Online Gaming Revenue and Growth Rate (2015-2020)
    8.3 Argentina Online Gaming Revenue and Growth Rate (2015-2020)
9 Middle East & Africa Revenue Online Gaming by Countries
    9.1 Middle East & Africa Online Gaming Revenue by Countries (2015-2020)
    9.2 Saudi Arabia Online Gaming Revenue and Growth Rate (2015-2020)
    9.3 UAE Online Gaming Revenue and Growth Rate (2015-2020)
    9.4 Egypt Online Gaming Revenue and Growth Rate (2015-2020)
    9.5 South Africa Online Gaming Revenue and Growth Rate (2015-2020)
10 Market Size Segment by Type
    10.1 Global Online Gaming Revenue and Market Share by Type (2015-2020)
    10.2 Global Online Gaming Market Forecast by Type (2019-2024)
    10.3 Smartphones Online Gaming Revenue Growth Rate (2015-2025)
    10.4 Tablets Online Gaming Revenue Growth Rate (2015-2025)
    10.5 Others Revenue Growth Rate (2015-2025)
11 Global Online Gaming Market Segment by Application
    11.1 Global Online Gaming Revenue Market Share by Application (2015-2020)
    11.2 Online Gaming Market Forecast by Application (2019-2024)
    11.3 Young Adults Revenue Growth (2015-2020)
    11.4 Adults Revenue Growth (2015-2020)
    11.5 Mature Adults Revenue Growth (2015-2020)
    11.6 Seniors Revenue Growth (2015-2020)
12 Global Online Gaming Market Size Forecast (2021-2025)
    12.1 Global Online Gaming Market Size Forecast (2021-2025)
    12.2 Global Online Gaming Market Forecast by Regions (2021-2025)
    12.3 North America Online Gaming Revenue Market Forecast (2021-2025)
    12.4 Europe Online Gaming Revenue Market Forecast (2021-2025)
    12.5 Asia-Pacific Online Gaming Revenue Market Forecast (2021-2025)
    12.6 South America Online Gaming Revenue Market Forecast (2021-2025)
    12.7 Middle East & Africa Online Gaming Revenue Market Forecast (2021-2025)
13 Research Findings and Conclusion
14 Appendix
    14.1 Methodology
    14.2 Data Source
    14.3 Disclaimer
    14.4 About US

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