Computer Games Market Size, Type Analysis, Application Analysis, End-Use, Industry Analysis, Regional Outlook, Competitive Strategies And Forecasts, 2023-2032

  • Report ID: ME_00121593
  • Format: Electronic (PDF)
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  • Number of Pages: 250
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Market Snapshot

CAGR:6.02
2023
2032

Source: Market Expertz

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Study Period 2019-2032
Base Year 2023
Forcast Year 2023-2032
CAGR 6.02
Information & Technology-companies
Information & Technology-Snapshot

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Report Overview

The Computer Games Market is poised for robust growth, with an estimated Compound Annual Growth Rate (CAGR) of 7.92% between 2022 and 2032. The market size is anticipated to expand significantly, with a projected increase of USD 18,765.89 million during this period. The market's trajectory is influenced by various factors, including the escalating demand for interactive entertainment, technological advancements in gaming, and the rise of esports and online gaming communities. Computer games encompass a diverse range of digital games played on personal computers, offering immersive and interactive experiences to players worldwide.

Computer Games Market Overview:

Drivers:

A key driver propelling the Computer Games Market growth is the increasing demand for interactive and engaging entertainment options. Computer games provide players with immersive experiences, enabling them to explore virtual worlds, interact with characters, and participate in challenging quests. As consumer preferences shift towards digital entertainment, computer games have gained prominence as a preferred form of leisure, contributing to the market's expansion.

Moreover, technological advancements in gaming hardware and software play a pivotal role in driving market growth. The continuous evolution of graphics, sound, and gameplay mechanics enhances the quality of computer games, resulting in more captivating and realistic gaming experiences. As gaming technology continues to push boundaries, players are increasingly drawn to the latest and most innovative computer games.

Trends:

The integration of virtual reality (VR) and augmented reality (AR) technologies is a prominent trend shaping the Computer Games Market growth. VR and AR technologies offer players an immersive and interactive gaming experience, blurring the lines between the virtual and real worlds. The use of VR headsets and AR overlays in computer games opens up new dimensions of gameplay and storytelling, attracting both hardcore gamers and casual players.

Additionally, the rise of esports and online gaming communities is driving the market's expansion. Esports tournaments and competitive gaming have gained substantial popularity, attracting a massive global audience. The competitive nature of esports and the emergence of professional gaming leagues have transformed computer games into a spectator sport, further fueling the demand for high-quality gaming experiences.

Restraints:

Privacy and security concerns present potential challenges for the Computer Games Market. As online multiplayer and social interaction become integral to many computer games, issues related to data privacy, cyberbullying, and unauthorized access may arise. Ensuring the security of player data and creating a safe online gaming environment are critical considerations for game developers and publishers.

Furthermore, the rapid evolution of gaming technology can lead to compatibility issues. Players often need to upgrade their hardware to enjoy the latest computer games, which may pose financial barriers and inconvenience for some consumers. Developers must balance innovation with accessibility to cater to a wide range of players.

Computer Games Market Segmentation By Genre:

The Action and Adventure genre is anticipated to witness substantial growth in the Computer Games Market. Action and Adventure games offer players dynamic gameplay, thrilling narratives, and challenges that keep them engaged. These games often feature fast-paced combat, exploration, and puzzle-solving elements, attracting a diverse audience of players.

Computer Games Market Segmentation By Platform:

The PC platform is expected to continue its dominance in the Computer Games Market. Personal computers offer versatility, customization options, and powerful hardware capabilities that cater to a wide range of gaming preferences. The popularity of PC gaming is fueled by the availability of diverse game genres, modding communities, and digital distribution platforms.

Regional Overview:


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North America is projected to hold a significant share in the Computer Games Market. The region's established gaming culture, technological innovation, and consumer spending on entertainment contribute to its leadership. Europe and the Asia-Pacific region are also expected to experience substantial growth, driven by the increasing adoption of digital gaming and expanding esports ecosystems.

Computer Games Market Consumer Landscape:

The Computer Games Market report delves into the consumer adoption lifecycle, spanning from early adopters to laggards. It explores adoption rates across different regions, considering factors such as gaming preferences, platform choices, and demographic profiles. The report provides insights into consumer motivations, purchasing behavior, and factors influencing game selection.

Major Computer Games Market Players:

Companies in the Computer Games Market are employing various strategies to capitalize on market opportunities. These strategies encompass game development, partnerships, acquisitions, and online distribution platforms.

  • Electronic Arts Inc.
  • Activision Blizzard, Inc.
  • Ubisoft Entertainment S.A.
  • Take-Two Interactive Software, Inc.
  • CD Projekt S.A.
  • Tencent Holdings Limited
  • Microsoft Corporation
  • Sony Interactive Entertainment LLC
  • Nintendo Co., Ltd.
  • Square Enix Holdings Co., Ltd.

Qualitative and quantitative analyses of these companies provide insights into the broader business landscape, the strengths, and weaknesses of key players. The analysis categorizes companies based on attributes such as game portfolio, innovation, market reach, and financial performance.

Segment Overview:

The Computer Games Market report offers revenue forecasts at the global, regional, and country levels, spanning trends and growth opportunities from 2019 to 2032.

Genre Outlook (USD Million, 2019 - 2032)

  • Action and Adventure
  • Role-Playing
  • Sports
  • Shooter
  • Strategy
  • Others

Platform Outlook (USD Million, 2019 – 2032)

  • PC
  • Console
  • Mobile
  • Others

Geography Outlook (USD Million, 2019 - 2032)

  • North America
    • United States
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Rest of Europe
  • APAC
    • China
    • Japan
    • South Korea
    • Rest of APAC
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • United Arab Emirates
    • South Africa
    • Rest of Middle East & Africa

Key Benefits for Stakeholders

  • Comprehensive Market Analysis- The study meticulously segments the market based on both economic and non-economic criteria, conducting both qualitative and quantitative analyses. This rigorous approach offers a deep understanding of various market segments and sub-segments.
  • Accurate Market Valuation- Precise market values in USD Billion are furnished for each segment and sub-segment, facilitating stakeholders in making precise assessments of market opportunities.
  • Identification of Growth Prospects- The report pinpoints regions and market segments poised for rapid expansion, as well as those with substantial market share potential. This assists stakeholders in making well-informed strategic decisions.
  • Insightful Regional Analysis- The research explores regional factors influencing the market and scrutinizes product or service utilization in diverse geographical areas, enhancing comprehension of regional dynamics.
  • Comprehensive Competitive Insight- The report encompasses critical data, including market share of leading players, recent service/product launches, collaborations, expansions, and acquisitions made by profiled companies in the last five years. This provides a holistic view of the competitive landscape.
  • Detailed Company Profiles- In-depth profiles of key market participants encompass company overviews, business insights, product benchmarking, and SWOT analyses. This equips stakeholders with the means to evaluate the strengths and weaknesses of these entities.
  • Future Market Outlook- The research furnishes an industry perspective on the present and future based on recent developments, enabling stakeholders to anticipate market trends and forthcoming changes.
  • Thorough Market Examination- Porter’s five forces analysis is employed in the study to provide a comprehensive examination of the market from multiple angles, including competitive forces and market dynamics.
  • Value Chain Insights- The research leverages the Value Chain concept to elucidate the market, offering insights into how products or services traverse the market ecosystem.
  • Market Dynamics and Growth Prospects- The study presents current market dynamics and growth prospects for the foreseeable future, empowering stakeholders with invaluable information for strategic decision-making.

1 Scope of the Report
1.1 Market Introduction

1.2 Research Objectives

1.3 Years Considered

1.4 Market Research Methodology

1.5 Economic Indicators

1.6 Currency Considered

2 Executive Summary

2.1 World Market Overview

2.1.1 Global Computer Games Market Size 2015-2025

2.1.2 Computer Games Market Size CAGR by Region

2.2 Computer Games Segment by Type

2.2.1 Webgame

2.2.2 Webgame

2.3 Computer Games Market Size by Type

2.3.1 Global Computer Games Market Size Market Share by Type (2015-2020)

2.3.2 Global Computer Games Market Size Growth Rate by Type (2015-2020)

2.4 Computer Games Segment by Application

2.4.1 <15 Years Old

2.4.2 15-25 Years Old

2.4.3 25-35 Years Old

2.4.4 35-45 Years Old

2.4.5 > 45 Years Old

2.5 Computer Games Market Size by Application

2.5.1 Global Computer Games Market Size Market Share by Application (2015-2020)

2.5.2 Global Computer Games Market Size Growth Rate by Application (2015-2020)

3 Global Computer Games by Players

3.1 Global Computer Games Market Size Market Share by Players

3.1.1 Global Computer Games Market Size by Players (2018-2020)

3.1.2 Global Computer Games Market Size Market Share by Players (2018-2020)

3.2 Global Computer Games Key Players Head office and Products Offered

3.3 Market Concentration Rate Analysis

3.3.1 Competition Landscape Analysis

3.3.2 Concentration Ratio (CR3, CR5 and CR10) (2018-2020)

3.4 New Products and Potential Entrants

3.5 Mergers & Acquisitions, Expansion

4 Computer Games by Regions

4.1 Computer Games Market Size by Regions

4.2 Americas Computer Games Market Size Growth

4.3 APAC Computer Games Market Size Growth

4.4 Europe Computer Games Market Size Growth

4.5 Middle East & Africa Computer Games Market Size Growth

5 Americas

5.1 Americas Computer Games Market Size by Countries

5.2 Americas Computer Games Market Size by Type

5.3 Americas Computer Games Market Size by Application

5.4 United States

5.5 Canada

5.6 Mexico

5.7 Key Economic Indicators of Few Americas Countries

6 APAC

6.1 APAC Computer Games Market Size by Regions

6.2 APAC Computer Games Market Size by Type

6.3 APAC Computer Games Market Size by Application

6.4 China

6.5 Japan

6.6 Korea

6.7 Southeast Asia

6.8 India

6.9 Australia

6.10 Key Economic Indicators of Few APAC Regions

7 Europe

7.1 Europe Computer Games by Countries

7.2 Europe Computer Games Market Size by Type

7.3 Europe Computer Games Market Size by Application

7.4 Germany

7.5 France

7.6 UK

7.7 Italy

7.8 Russia

7.9 Key Economic Indicators of Few Europe Countries

8 Middle East & Africa

8.1 Middle East & Africa Computer Games by Countries

8.2 Middle East & Africa Computer Games Market Size by Type

8.3 Middle East & Africa Computer Games Market Size by Application

8.4 Egypt

8.5 South Africa

8.6 Israel

8.7 Turkey

8.8 GCC Countries

9 Market Drivers, Challenges and Trends

9.1 Market Drivers and Impact

9.1.1 Growing Demand from Key Regions

9.1.2 Growing Demand from Key Applications and Potential Industries

9.2 Market Challenges and Impact

9.3 Market Trends

10 Global Computer Games Market Forecast

10.1 Global Computer Games Market Size Forecast (2021-2025)

10.2 Global Computer Games Forecast by Regions

10.2.1 Global Computer Games Forecast by Regions (2021-2025)

10.2.2 Americas Market Forecast

10.2.3 APAC Market Forecast

10.2.4 Europe Market Forecast

10.2.5 Middle East & Africa Market Forecast

10.3 Americas Forecast by Countries

10.3.1 United States Market Forecast

10.3.2 Canada Market Forecast

10.3.3 Mexico Market Forecast

10.3.4 Brazil Market Forecast

10.4 APAC Forecast by Countries

10.4.1 China Market Forecast

10.4.2 Japan Market Forecast

10.4.3 Korea Market Forecast

10.4.4 Southeast Asia Market Forecast

10.4.5 India Market Forecast

10.4.6 Australia Market Forecast

10.5 Europe Forecast by Countries

10.5.1 Germany Market Forecast

10.5.2 France Market Forecast

10.5.3 UK Market Forecast

10.5.4 Italy Market Forecast

10.5.5 Russia Market Forecast

10.5.6 Spain Market Forecast

10.6 Middle East & Africa Forecast by Countries

10.6.1 Egypt Market Forecast

10.6.2 South Africa Market Forecast

10.6.3 Israel Market Forecast

10.6.4 Turkey Market Forecast

10.6.5 GCC Countries Market Forecast

10.7 Global Computer Games Forecast by Type

10.8 Global Computer Games Forecast by Application

11 Key Players Analysis

11.1 Tencent

11.1.1 Company Details

11.1.2 Computer Games Product Offered

11.1.3 Tencent Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.1.4 Main Business Overview

11.1.5 Tencent News

11.2 Feiyin

11.2.1 Company Details

11.2.2 Computer Games Product Offered

11.2.3 Feiyin Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.2.4 Main Business Overview

11.2.5 Feiyin News

11.3 37 Interactive Entertainment

11.3.1 Company Details

11.3.2 Computer Games Product Offered

11.3.3 37 Interactive Entertainment Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.3.4 Main Business Overview

11.3.5 37 Interactive Entertainment News

11.4 Perfect World Game

11.4.1 Company Details

11.4.2 Computer Games Product Offered

11.4.3 Perfect World Game Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.4.4 Main Business Overview

11.4.5 Perfect World Game News

11.5 7 Road

11.5.1 Company Details

11.5.2 Computer Games Product Offered

11.5.3 7 Road Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.5.4 Main Business Overview

11.5.5 7 Road News

11.6 Kingnet

11.6.1 Company Details

11.6.2 Computer Games Product Offered

11.6.3 Kingnet Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.6.4 Main Business Overview

11.6.5 Kingnet News

11.7 Hattrick

11.7.1 Company Details

11.7.2 Computer Games Product Offered

11.7.3 Hattrick Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.7.4 Main Business Overview

11.7.5 Hattrick News

11.8 Guanghuanzhong

11.8.1 Company Details

11.8.2 Computer Games Product Offered

11.8.3 Guanghuanzhong Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.8.4 Main Business Overview

11.8.5 Guanghuanzhong News

11.9 Youxigu

11.9.1 Company Details

11.9.2 Computer Games Product Offered

11.9.3 Youxigu Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.9.4 Main Business Overview

11.9.5 Youxigu News

11.10 Travian

11.10.1 Company Details

11.10.2 Computer Games Product Offered

11.10.3 Travian Computer Games Revenue, Gross Margin and Market Share (2018-2020)

11.10.4 Main Business Overview

11.10.5 Travian News

11.11 Youzu

11.12 KADOKAWA GAMES

11.13 Jagex

11.14 NetEase

11.15 China InterActive Corp

12 Research Findings and Conclusion

List of Tables
Table 1. Research Methodology

Table 2. Data Source

Table 3. Computer Games Market Size CAGR by Region 2015-2025 ($ Millions)

Table 4. Major Players of Webgame

Table 5. Major Players of Client Game

Table 6. Computer Games Market Size by Type (2014-2019) ($ Millions)

Table 7. Global Computer Games Market Size Market Share by Type (2015-2020)

Table 8. Global Computer Games Market Size by Application (2015-2020) ($ Millions)

Table 9. Global Computer Games Market Size Market Share by Application (2015-2020)

Table 10. Global Computer Games Revenue by Players (2018-2020) ($ Millions)

Table 11. Global Computer Games Revenue Market Share by Players (2018-2020)

Table 12. Global Computer Games Key Players Head office and Products Offered

Table 13. Computer Games Concentration Ratio (CR3, CR5 and CR10) (2018-2020)

Table 14. New Products and Potential Entrants

Table 15. Mergers & Acquisitions, Expansion

Table 16. Global Computer Games Market Size by Regions 2015-2020 ($ Millions)

Table 17. Global Computer Games Market Size Market Share by Regions 2015-2020

Table 18. Americas Computer Games Market Size by Countries (2015-2020) ($ Millions)

Table 19. Americas Computer Games Market Size Market Share by Countries (2015-2020)

Table 20. Americas Computer Games Market Size by Type (2015-2020) ($ Millions)

Table 21. Americas Computer Games Market Size Market Share by Type (2015-2020)

Table 22. Americas Computer Games Market Size by Application (2015-2020) ($ Millions)

Table 23. Americas Computer Games Market Size Market Share by Application (2015-2020)

Table 24. APAC Computer Games Market Size by Regions (2015-2020) ($ Millions)

Table 25. APAC Computer Games Market Size Market Share by Regions (2015-2020)

Table 26. APAC Computer Games Market Size by Type (2015-2020) ($ Millions)

Table 27. APAC Computer Games Market Size Market Share by Type (2015-2020)

Table 28. APAC Computer Games Market Size by Application (2015-2020) ($ Millions)

Table 29. APAC Computer Games Market Size Market Share by Application (2015-2020)

Table 30. Europe Computer Games Market Size by Countries (2015-2020) ($ Millions)

Table 31. Europe Computer Games Market Size Market Share by Countries (2015-2020)

Table 32. Europe Computer Games Market Size by Type (2015-2020) ($ Millions)

Table 33. Europe Computer Games Market Size Market Share by Type (2015-2020)

Table 34. Europe Computer Games Market Size by Application (2015-2020) ($ Millions)

Table 35. Europe Computer Games Market Size Market Share by Application (2015-2020)

Table 36. Middle East & Africa Computer Games Market Size by Countries (2015-2020) ($ Millions)

Table 37. Middle East & Africa Computer Games Market Size Market Share by Countries (2015-2020)

Table 38. Middle East & Africa Computer Games Market Size by Type (2015-2020) ($ Millions)

Table 39. Middle East & Africa Computer Games Market Size Market Share by Type (2015-2020)

Table 40. Middle East & Africa Computer Games Market Size by Application (2015-2020) ($ Millions)

Table 41. Middle East & Africa Computer Games Market Size Market Share by Application (2015-2020)

Table 42. Key and Potential Regions of Computer Games

Table 43. Key Application and Potential Industries of Computer Games

Table 44. Key Challenges of Computer Games

Table 45. Key Trends of Computer Games

Table 46. Global Computer Games Market Size Forecast by Regions (2021-2025) ($ Millions)

Table 47. Global Computer Games Market Size Market Share Forecast by Regions

Table 48. Global Computer Games Market Size Forecast by Type (2021-2025) ($ Millions)

Table 49. Global Computer Games Market Size Market Share Forecast by Type (2021-2025)

Table 50. Global Computer Games Market Size Forecast by Application (2021-2025) ($ Millions)

Table 51. Global Computer Games Market Size Market Share Forecast by Application (2021-2025)

Table 52. Tencent Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 53. Tencent Computer Games Product Offered

Table 54. Tencent Computer Games Revenue and Gross Margin (2018-2020E)

Table 55. Tencent Main Business

Table 56. Tencent Latest Developments

Table 57. Feiyin Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 58. Feiyin Computer Games Product Offered

Table 59. Feiyin Main Business

Table 60. Feiyin Computer Games Revenue and Gross Margin (2018-2020E)

Table 61. Feiyin Latest Developments

Table 62. 37 Interactive Entertainment Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 63. 37 Interactive Entertainment Computer Games Product Offered

Table 64. 37 Interactive Entertainment Main Business

Table 65. 37 Interactive Entertainment Computer Games Revenue and Gross Margin (2018-2020E)

Table 66. 37 Interactive Entertainment Latest Developments

Table 67. Perfect World Game Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 68. Perfect World Game Computer Games Product Offered

Table 69. Perfect World Game Main Business

Table 70. Perfect World Game Computer Games Revenue and Gross Margin (2018-2020E)

Table 71. Perfect World Game Latest Developments

Table 72. 7 Road Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 73. 7 Road Computer Games Product Offered

Table 74. 7 Road Main Business

Table 75. 7 Road Computer Games Revenue and Gross Margin (2018-2020E)

Table 76. 7 Road Latest Developments

Table 77. Kingnet Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 78. Kingnet Computer Games Product Offered

Table 79. Kingnet Main Business

Table 80. Kingnet Computer Games Revenue and Gross Margin (2018-2020E)

Table 81. Kingnet Latest Developments

Table 82. Hattrick Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 83. Hattrick Computer Games Product Offered

Table 84. Hattrick Main Business

Table 85. Hattrick Computer Games Revenue and Gross Margin (2018-2020E)

Table 86. Hattrick Latest Developments

Table 87. Guanghuanzhong Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 88. Guanghuanzhong Computer Games Product Offered

Table 89. Guanghuanzhong Main Business

Table 90. Guanghuanzhong Computer Games Revenue and Gross Margin (2018-2020E)

Table 91. Guanghuanzhong Latest Developments

Table 92. Youxigu Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 93. Youxigu Computer Games Product Offered

Table 94. Youxigu Main Business

Table 95. Youxigu Computer Games Revenue and Gross Margin (2018-2020E)

Table 96. Youxigu Latest Developments

Table 97. Travian Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 98. Travian Computer Games Product Offered

Table 99. Travian Main Business

Table 100. Travian Computer Games Revenue and Gross Margin (2018-2020E)

Table 101. Travian Latest Developments

Table 102. Youzu Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 103. KADOKAWA GAMES Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 104. Jagex Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 105. NetEase Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

Table 106. China InterActive Corp Details, Company Total Revenue (in $ million), Head Office, Computer Games Major Market Areas and Its Competitors

List of Figures

Figure 1. Computer Games Report Years Considered

Figure 2. Market Research Methodology

Figure 3. Global Computer Games Market Size Growth Rate 2015-2025 ($ Millions)

Figure 4. Global Computer Games Market Size Market Share by Type (2015-2020)

Figure 5. Global Webgame Market Size Growth Rate

Figure 6. Global Client Game Market Size Growth Rate

Figure 7. Computer Games in <15 Years Old

Figure 8. Global Computer Games Market: <15 Years Old (2015-2020) ($ Millions)

Figure 9. Computer Games in 15-25 Years Old

Figure 10. Global Computer Games Market: 15-25 Years Old (2015-2020) ($ Millions)

Figure 11. Computer Games in 25-35 Years Old

Figure 12. Global Computer Games Market: 25-35 Years Old (2015-2020) ($ Millions)

Figure 13. Global 25-35 Years Old YoY Growth ($ Millions)

Figure 14. Computer Games in 35-45 Years Old

Figure 15. Global Computer Games Market: 35-45 Years Old (2015-2020) ($ Millions)

Figure 16. Global 35-45 Years Old YoY Growth ($ Millions)

Figure 17. Computer Games in > 45 Years Old

Figure 18. Global Computer Games Market: > 45 Years Old (2015-2020) ($ Millions)

Figure 19. Global > 45 Years Old YoY Growth ($ Millions)

Figure 20. Global Computer Games Market Size Market Share by Application in 2019

Figure 21. Global Computer Games Market Size Market Share by Regions 2015-2020

Figure 22. Americas Computer Games Market Size 2015-2020 ($ Millions)

Figure 23. APAC Computer Games Market Size 2015-2020 ($ Millions)

Figure 24. Europe Computer Games Market Size 2015-2020 ($ Millions)

Figure 25. Middle East & Africa Computer Games Market Size 2015-2020 ($ Millions)

Figure 26. Americas Computer Games Market Size Market Share by Countries in 2019

Figure 27. Americas Computer Games Market Size Market Share by Type in 2019

Figure 28. Americas Computer Games Market Size Market Share by Application in 2019

Figure 29. United States Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 30. Canada Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 31. Mexico Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 32. APAC Computer Games Market Size Market Share by Regions in 2019

Figure 33. APAC Computer Games Market Size Market Share by Type in 2019

Figure 34. APAC Computer Games Market Size Market Share by Application in 2019

Figure 35. China Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 36. Japan Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 37. Korea Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 38. Southeast Asia Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 39. India Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 40. Australia Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 41. Europe Computer Games Market Size Market Share by Countries in 2019

Figure 42. Europe Computer Games Market Size Market Share by Type in 2019

Figure 43. Europe Computer Games Market Size Market Share by Application in 2019

Figure 44. Germany Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 45. France Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 46. UK Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 47. Italy Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 48. Russia Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 49. Spain Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 50. Middle East & Africa Computer Games Market Size Market Share by Countries in 2019

Figure 51. Middle East & Africa Computer Games Market Size Market Share by Type in 2019

Figure 52. Middle East & Africa Computer Games Market Size Market Share by Application in 2019

Figure 53. Egypt Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 54. South Africa Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 55. Israel Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 56. Turkey Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 57. GCC Countries Computer Games Market Size Growth 2015-2020 ($ Millions)

Figure 58. Global Computer Games arket Size Forecast (2021-2025) ($ Millions)

Figure 59. Americas Computer Games Market Size 2021-2025 ($ Millions)

Figure 60. APAC Computer Games Market Size 2021-2025 ($ Millions)

Figure 61. Europe Computer Games Market Size 2021-2025 ($ Millions)

Figure 62. Middle East & Africa Computer Games Market Size 2021-2025 ($ Millions)

Figure 63. United States Computer Games Market Size 2021-2025 ($ Millions)

Figure 64. Canada Computer Games Market Size 2021-2025 ($ Millions)

Figure 65. Mexico Computer Games Market Size 2021-2025 ($ Millions)

Figure 66. Brazil Computer Games Market Size 2021-2025 ($ Millions)

Figure 67. China Computer Games Market Size 2021-2025 ($ Millions)

Figure 68. Japan Computer Games Market Size 2021-2025 ($ Millions)

Figure 69. Korea Computer Games Market Size 2021-2025 ($ Millions)

Figure 70. Southeast Asia Computer Games Market Size 2021-2025 ($ Millions)

Figure 71. India Computer Games Market Size 2021-2025 ($ Millions)

Figure 72. Australia Computer Games Market Size 2021-2025 ($ Millions)

Figure 73. Germany Computer Games Market Size 2021-2025 ($ Millions)

Figure 74. France Computer Games Market Size 2021-2025 ($ Millions)

Figure 75. UK Computer Games Market Size 2021-2025 ($ Millions)

Figure 76. Italy Computer Games Market Size 2021-2025 ($ Millions)

Figure 77. Russia Computer Games Market Size 2021-2025 ($ Millions)

Figure 78. Spain Computer Games Market Size 2021-2025 ($ Millions)

Figure 79. Egypt Computer Games Market Size 2021-2025 ($ Millions)

Figure 80. South Africa Computer Games Market Size 2021-2025 ($ Millions)

Figure 81. Israel Computer Games Market Size 2021-2025 ($ Millions)

Figure 82. Turkey Computer Games Market Size 2021-2025 ($ Millions)

Figure 83. GCC Countries Computer Games Market Size 2021-2025 ($ Millions)

RESEARCH METHODOLOGY

A research methodology is a systematic approach for assessing or conducting a market study. Researchers tend to draw on a variety of both qualitative and quantitative study methods, inclusive of investigations, survey, secondary data and market observation.

Such plans can focus on classifying the products offered by leading market players or simply use statistical models to interpret observations or test hypotheses. While some methods aim for a detailed description of the factors behind an observation, others present the context of the current market scenario.

Now let’s take a closer look at the research methods here.

Secondary Research Model

Extensive data is obtained and cumulated on a substantial basis during the inception phase of the research process. The data accumulated is consistently filtered through validation from the in-house database, paid sources as well reputable industry magazines. A robust research study requires an understanding of the overall value chain. Annual reports and financials of industry players are studied thoroughly to have a comprehensive idea of the market taxonomy.

Primary Insights

Post conglomeration of the data obtained through secondary research; a validation process is initiated to verify the numbers or figures. This process is usually performed by having a detailed discussion with the industry experts.

However, we do not restrict our primary interviews only to the industry leaders. Our team covers the entire value chain while verifying the data. A significant number of raw material suppliers, local manufacturers, distributors, and stakeholders are interviewed to make our findings authentic. The current trends which include the drivers, restraints, and opportunities are also derived through the primary research process.

Market Estimation

The market estimation is conducted by analyzing the data collected through both secondary and primary research. This process involves market breakdown, bottom-up and top- down approach.

Moreover, while forecasting the market a comprehensive statistical time series model is designed for each market. Macroeconomic indicators are considered to understand the current trends of the market. Each data point is verified by the process of data triangulation method to arrive at the final market estimates.

Final Presentation

The penultimate process results in a holistic research report. The study equips key industry players to undertake significant strategic decisions through the findings. The report encompasses detailed market information. Graphical representations of the current market trends are also made available in order to make the study highly comprehensible for the reader.

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