Digital Gaming Comprehensive Study by Gaming Platform (Android, IOS, Others), Device (Tablet, Computer, Laptop, Mobile, Console Unit), Gaming Subscription Model (Premium, Paymium, Freemium), Gaming Audience (Social Gamers, Serious Gamers, Core Gamers) Players and Region - Global Market Outlook to 2027

Digital Gaming Market by XX Submarkets | Forecast Years 2022-2027 | CAGR: 15.8%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
What is Digital Gaming?
Rising Dependency on Smartphones will help to boost global digital gaming market. Digital games are designed for play with digital electronic device such as a computer, videogame console, mobile device or interactive television. It is interactive platform one or more players intended to offer a virtual environment and user-controlled experience for entertainment as well as educational purpose. Additionally, it enables users to experience immersive and digital form of games based out of real life and imaginary situations. Key digital game providers focus on development of advanced products to facilitate the trend of online gaming.

AttributesDetails
Study Period2017-2027
Base Year2021
High Growth MarketAsia- Pacific
Largest MarketNorth America
UnitValue (USD Million)
Key Companies ProfiledMicrosoft Corporation (United States), Sony Corporation (Japan), Nintendo (Japan), Activision Blizzard (United States), Behavior Interactive (Canada), Electronic Arts (United States), Take Two Interactive (United States), Ubisoft (France), Zynga (United States), Tencent (China) and GungHo Online (China)
CAGR15.8%


The study covers a detailed analysis segmented by key business segments i.e. and major geographies. Research Analyst at AMA predicts that United States Vendors will contribute to the maximum growth of Global Digital Gaming market throughout the predicted period.

The competition is expected to become even more intense in the years to come due to the entry of several new players in the market. To help clients improve their revenue shares in the market, this research study provides an in-depth analysis of the market’s competitive landscape and offers information on the products offered by various leading companies. Additionally, this Digital Gaming market report suggests strategies that Vendors can follow and highlights key areas they should focus on, in order to take maximum benefits of growth opportunities.

The report offers several leading Vendors, some of them are Microsoft Corporation (United States), Sony Corporation (Japan), Nintendo (Japan), Activision Blizzard (United States), Behavior Interactive (Canada), Electronic Arts (United States), Take Two Interactive (United States), Ubisoft (France), Zynga (United States), Tencent (China) and GungHo Online (China).

The Entertainment Software Ratings Board (ESRB) applied for approval of proposed modifications to its COPPA safe harbor program. The FTC’s COPPA Rule requires, among other things, that operators of commercial websites and online services directed to children under the age of 13, or general audience websites and online services that knowingly collect personal information from children under 13, must obtain parental consent before collecting, using, or disclosing any personal information from children under the age of 13., and The State of Sikkim is the only state in India which has enacted a law for online gaming and sports betting. ‘The Sikkim Online Gaming (Regulation) Act, 2008’ was passed on June 28, 2008 with an object of controlling and regulating online gaming through electronic or non-electronic formats, and to impose a tax on such games, in the State of Sikkim. The Sikkim Online Gaming (Regulation) Rules, 2009, were subsequently passed on March 4, 2009.

Influencing Trend:
The Upsurge in Internet Penetration among Developing and Developed Countries and Growing Disposable Income and Technology Innovation

Market Growth Drivers:
Rising Dependency on Smartphone and Fuelling Number of Gamers around the World

Challenges:
Strict Regulatory Policies

Restraints:
Increasing Concern about High Level of Piracy Situations and Slow Internet Speeds

Opportunities:
Introduction of Tech Devices, such as VR Headsets and Huge Adoption among Emerging Countries

Key highlights of the Global Digital Gaming market Study:
• CAGR of the market during the forecast period 2021-2027
• In-depth information on growth factors that will accelerate the Digital Gaming market in next few years.
• Detailed Insights on futuristic trends and changing consumer behavior
• Forecast of the Global Digital Gaming market size and its contribution to the parent market by type, application and by country.
• A broad view of customer demand
• Uncover market’s competitive landscape and in-depth information on various Vendors
• Comprehensive information about factors that will challenge the growth of Digital Gaming Vendors

Transformation and Important Triggers:
Business transformation has taken hold across the broad corporate landscape due to the confluence of several important triggers, including:
• A tipping point in globalization
• A major slowdown in Western economies
• Significant shifts in technology and cost structure
• The challenges of regulatory compliance
• New forms of competition developing

Research Methodology:

The top-down and bottom-up approaches are used to estimate and validate the size of the Global Digital Gaming market.
In order to reach an exhaustive list of functional and relevant players, various industry classification standards are closely followed such as NAICS, ICB, and SIC to penetrate deep into important geographies by players, and a thorough validation test is conducted to reach the most relevant players for survey in Digital Gaming market.
In order to make a priority list sorting is done based on revenue generated based on the latest reporting, using paid databases such as Factiva, Bloomberg, etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment> by targeting key target audience that includes Manufactures, Distributors and Suppliers, Government and Private Research Institutes, Government Regulatory Bodies and Others.
This helps us to gather the data for the players’ revenue, operating cycle and expense, profit along with product or service growth, etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that include Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, Annual reports, press releases, etc.

Report Objectives / Segmentation Covered

By Gaming Platform
  • Android
  • IOS
  • Others

By Device
  • Tablet
  • Computer
  • Laptop
  • Mobile
  • Console Unit

By Gaming Subscription Model
  • Premium
  • Paymium
  • Freemium

By Gaming Audience
  • Social Gamers
  • Serious Gamers
  • Core Gamers

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Rising Dependency on Smartphone
      • 3.2.2. Fuelling Number of Gamers around the World
    • 3.3. Market Challenges
      • 3.3.1. Strict Regulatory Policies
    • 3.4. Market Trends
      • 3.4.1. The Upsurge in Internet Penetration among Developing and Developed Countries
      • 3.4.2. Growing Disposable Income and Technology Innovation
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Digital Gaming, by Gaming Platform, Device, Gaming Subscription Model, Gaming Audience and Region (value) (2016-2021)
    • 5.1. Introduction
    • 5.2. Global Digital Gaming (Value)
      • 5.2.1. Global Digital Gaming by: Gaming Platform (Value)
        • 5.2.1.1. Android
        • 5.2.1.2. IOS
        • 5.2.1.3. Others
      • 5.2.2. Global Digital Gaming by: Device (Value)
        • 5.2.2.1. Tablet
        • 5.2.2.2. Computer
        • 5.2.2.3. Laptop
        • 5.2.2.4. Mobile
        • 5.2.2.5. Console Unit
      • 5.2.3. Global Digital Gaming by: Gaming Subscription Model (Value)
        • 5.2.3.1. Premium
        • 5.2.3.2. Paymium
        • 5.2.3.3. Freemium
      • 5.2.4. Global Digital Gaming by: Gaming Audience (Value)
        • 5.2.4.1. Social Gamers
        • 5.2.4.2. Serious Gamers
        • 5.2.4.3. Core Gamers
      • 5.2.5. Global Digital Gaming Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
  • 6. Digital Gaming: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2021)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Microsoft Corporation (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Sony Corporation (Japan)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Nintendo (Japan)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Activision Blizzard (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Behavior Interactive (Canada)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Electronic Arts (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Take Two Interactive (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Ubisoft (France)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Zynga (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Tencent (China)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. GungHo Online (China)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
  • 7. Global Digital Gaming Sale, by Gaming Platform, Device, Gaming Subscription Model, Gaming Audience and Region (value) (2022-2027)
    • 7.1. Introduction
    • 7.2. Global Digital Gaming (Value)
      • 7.2.1. Global Digital Gaming by: Gaming Platform (Value)
        • 7.2.1.1. Android
        • 7.2.1.2. IOS
        • 7.2.1.3. Others
      • 7.2.2. Global Digital Gaming by: Device (Value)
        • 7.2.2.1. Tablet
        • 7.2.2.2. Computer
        • 7.2.2.3. Laptop
        • 7.2.2.4. Mobile
        • 7.2.2.5. Console Unit
      • 7.2.3. Global Digital Gaming by: Gaming Subscription Model (Value)
        • 7.2.3.1. Premium
        • 7.2.3.2. Paymium
        • 7.2.3.3. Freemium
      • 7.2.4. Global Digital Gaming by: Gaming Audience (Value)
        • 7.2.4.1. Social Gamers
        • 7.2.4.2. Serious Gamers
        • 7.2.4.3. Core Gamers
      • 7.2.5. Global Digital Gaming Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Digital Gaming: by Gaming Platform(USD Million)
  • Table 2. Digital Gaming Android , by Region USD Million (2016-2021)
  • Table 3. Digital Gaming IOS , by Region USD Million (2016-2021)
  • Table 4. Digital Gaming Others , by Region USD Million (2016-2021)
  • Table 5. Digital Gaming: by Device(USD Million)
  • Table 6. Digital Gaming Tablet , by Region USD Million (2016-2021)
  • Table 7. Digital Gaming Computer , by Region USD Million (2016-2021)
  • Table 8. Digital Gaming Laptop , by Region USD Million (2016-2021)
  • Table 9. Digital Gaming Mobile , by Region USD Million (2016-2021)
  • Table 10. Digital Gaming Console Unit , by Region USD Million (2016-2021)
  • Table 11. Digital Gaming: by Gaming Subscription Model(USD Million)
  • Table 12. Digital Gaming Premium , by Region USD Million (2016-2021)
  • Table 13. Digital Gaming Paymium , by Region USD Million (2016-2021)
  • Table 14. Digital Gaming Freemium , by Region USD Million (2016-2021)
  • Table 15. Digital Gaming: by Gaming Audience(USD Million)
  • Table 16. Digital Gaming Social Gamers , by Region USD Million (2016-2021)
  • Table 17. Digital Gaming Serious Gamers , by Region USD Million (2016-2021)
  • Table 18. Digital Gaming Core Gamers , by Region USD Million (2016-2021)
  • Table 19. South America Digital Gaming, by Country USD Million (2016-2021)
  • Table 20. South America Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 21. South America Digital Gaming, by Device USD Million (2016-2021)
  • Table 22. South America Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 23. South America Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 24. Brazil Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 25. Brazil Digital Gaming, by Device USD Million (2016-2021)
  • Table 26. Brazil Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 27. Brazil Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 28. Argentina Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 29. Argentina Digital Gaming, by Device USD Million (2016-2021)
  • Table 30. Argentina Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 31. Argentina Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 32. Rest of South America Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 33. Rest of South America Digital Gaming, by Device USD Million (2016-2021)
  • Table 34. Rest of South America Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 35. Rest of South America Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 36. Asia Pacific Digital Gaming, by Country USD Million (2016-2021)
  • Table 37. Asia Pacific Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 38. Asia Pacific Digital Gaming, by Device USD Million (2016-2021)
  • Table 39. Asia Pacific Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 40. Asia Pacific Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 41. China Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 42. China Digital Gaming, by Device USD Million (2016-2021)
  • Table 43. China Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 44. China Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 45. Japan Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 46. Japan Digital Gaming, by Device USD Million (2016-2021)
  • Table 47. Japan Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 48. Japan Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 49. India Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 50. India Digital Gaming, by Device USD Million (2016-2021)
  • Table 51. India Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 52. India Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 53. South Korea Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 54. South Korea Digital Gaming, by Device USD Million (2016-2021)
  • Table 55. South Korea Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 56. South Korea Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 57. Taiwan Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 58. Taiwan Digital Gaming, by Device USD Million (2016-2021)
  • Table 59. Taiwan Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 60. Taiwan Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 61. Australia Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 62. Australia Digital Gaming, by Device USD Million (2016-2021)
  • Table 63. Australia Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 64. Australia Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 65. Rest of Asia-Pacific Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 66. Rest of Asia-Pacific Digital Gaming, by Device USD Million (2016-2021)
  • Table 67. Rest of Asia-Pacific Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 68. Rest of Asia-Pacific Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 69. Europe Digital Gaming, by Country USD Million (2016-2021)
  • Table 70. Europe Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 71. Europe Digital Gaming, by Device USD Million (2016-2021)
  • Table 72. Europe Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 73. Europe Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 74. Germany Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 75. Germany Digital Gaming, by Device USD Million (2016-2021)
  • Table 76. Germany Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 77. Germany Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 78. France Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 79. France Digital Gaming, by Device USD Million (2016-2021)
  • Table 80. France Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 81. France Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 82. Italy Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 83. Italy Digital Gaming, by Device USD Million (2016-2021)
  • Table 84. Italy Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 85. Italy Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 86. United Kingdom Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 87. United Kingdom Digital Gaming, by Device USD Million (2016-2021)
  • Table 88. United Kingdom Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 89. United Kingdom Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 90. Netherlands Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 91. Netherlands Digital Gaming, by Device USD Million (2016-2021)
  • Table 92. Netherlands Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 93. Netherlands Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 94. Rest of Europe Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 95. Rest of Europe Digital Gaming, by Device USD Million (2016-2021)
  • Table 96. Rest of Europe Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 97. Rest of Europe Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 98. MEA Digital Gaming, by Country USD Million (2016-2021)
  • Table 99. MEA Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 100. MEA Digital Gaming, by Device USD Million (2016-2021)
  • Table 101. MEA Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 102. MEA Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 103. Middle East Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 104. Middle East Digital Gaming, by Device USD Million (2016-2021)
  • Table 105. Middle East Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 106. Middle East Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 107. Africa Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 108. Africa Digital Gaming, by Device USD Million (2016-2021)
  • Table 109. Africa Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 110. Africa Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 111. North America Digital Gaming, by Country USD Million (2016-2021)
  • Table 112. North America Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 113. North America Digital Gaming, by Device USD Million (2016-2021)
  • Table 114. North America Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 115. North America Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 116. United States Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 117. United States Digital Gaming, by Device USD Million (2016-2021)
  • Table 118. United States Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 119. United States Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 120. Canada Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 121. Canada Digital Gaming, by Device USD Million (2016-2021)
  • Table 122. Canada Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 123. Canada Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 124. Mexico Digital Gaming, by Gaming Platform USD Million (2016-2021)
  • Table 125. Mexico Digital Gaming, by Device USD Million (2016-2021)
  • Table 126. Mexico Digital Gaming, by Gaming Subscription Model USD Million (2016-2021)
  • Table 127. Mexico Digital Gaming, by Gaming Audience USD Million (2016-2021)
  • Table 128. Company Basic Information, Sales Area and Its Competitors
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Company Basic Information, Sales Area and Its Competitors
  • Table 136. Company Basic Information, Sales Area and Its Competitors
  • Table 137. Company Basic Information, Sales Area and Its Competitors
  • Table 138. Company Basic Information, Sales Area and Its Competitors
  • Table 139. Digital Gaming: by Gaming Platform(USD Million)
  • Table 140. Digital Gaming Android , by Region USD Million (2022-2027)
  • Table 141. Digital Gaming IOS , by Region USD Million (2022-2027)
  • Table 142. Digital Gaming Others , by Region USD Million (2022-2027)
  • Table 143. Digital Gaming: by Device(USD Million)
  • Table 144. Digital Gaming Tablet , by Region USD Million (2022-2027)
  • Table 145. Digital Gaming Computer , by Region USD Million (2022-2027)
  • Table 146. Digital Gaming Laptop , by Region USD Million (2022-2027)
  • Table 147. Digital Gaming Mobile , by Region USD Million (2022-2027)
  • Table 148. Digital Gaming Console Unit , by Region USD Million (2022-2027)
  • Table 149. Digital Gaming: by Gaming Subscription Model(USD Million)
  • Table 150. Digital Gaming Premium , by Region USD Million (2022-2027)
  • Table 151. Digital Gaming Paymium , by Region USD Million (2022-2027)
  • Table 152. Digital Gaming Freemium , by Region USD Million (2022-2027)
  • Table 153. Digital Gaming: by Gaming Audience(USD Million)
  • Table 154. Digital Gaming Social Gamers , by Region USD Million (2022-2027)
  • Table 155. Digital Gaming Serious Gamers , by Region USD Million (2022-2027)
  • Table 156. Digital Gaming Core Gamers , by Region USD Million (2022-2027)
  • Table 157. South America Digital Gaming, by Country USD Million (2022-2027)
  • Table 158. South America Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 159. South America Digital Gaming, by Device USD Million (2022-2027)
  • Table 160. South America Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 161. South America Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 162. Brazil Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 163. Brazil Digital Gaming, by Device USD Million (2022-2027)
  • Table 164. Brazil Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 165. Brazil Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 166. Argentina Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 167. Argentina Digital Gaming, by Device USD Million (2022-2027)
  • Table 168. Argentina Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 169. Argentina Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 170. Rest of South America Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 171. Rest of South America Digital Gaming, by Device USD Million (2022-2027)
  • Table 172. Rest of South America Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 173. Rest of South America Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 174. Asia Pacific Digital Gaming, by Country USD Million (2022-2027)
  • Table 175. Asia Pacific Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 176. Asia Pacific Digital Gaming, by Device USD Million (2022-2027)
  • Table 177. Asia Pacific Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 178. Asia Pacific Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 179. China Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 180. China Digital Gaming, by Device USD Million (2022-2027)
  • Table 181. China Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 182. China Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 183. Japan Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 184. Japan Digital Gaming, by Device USD Million (2022-2027)
  • Table 185. Japan Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 186. Japan Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 187. India Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 188. India Digital Gaming, by Device USD Million (2022-2027)
  • Table 189. India Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 190. India Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 191. South Korea Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 192. South Korea Digital Gaming, by Device USD Million (2022-2027)
  • Table 193. South Korea Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 194. South Korea Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 195. Taiwan Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 196. Taiwan Digital Gaming, by Device USD Million (2022-2027)
  • Table 197. Taiwan Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 198. Taiwan Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 199. Australia Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 200. Australia Digital Gaming, by Device USD Million (2022-2027)
  • Table 201. Australia Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 202. Australia Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 203. Rest of Asia-Pacific Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 204. Rest of Asia-Pacific Digital Gaming, by Device USD Million (2022-2027)
  • Table 205. Rest of Asia-Pacific Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 206. Rest of Asia-Pacific Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 207. Europe Digital Gaming, by Country USD Million (2022-2027)
  • Table 208. Europe Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 209. Europe Digital Gaming, by Device USD Million (2022-2027)
  • Table 210. Europe Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 211. Europe Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 212. Germany Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 213. Germany Digital Gaming, by Device USD Million (2022-2027)
  • Table 214. Germany Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 215. Germany Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 216. France Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 217. France Digital Gaming, by Device USD Million (2022-2027)
  • Table 218. France Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 219. France Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 220. Italy Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 221. Italy Digital Gaming, by Device USD Million (2022-2027)
  • Table 222. Italy Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 223. Italy Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 224. United Kingdom Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 225. United Kingdom Digital Gaming, by Device USD Million (2022-2027)
  • Table 226. United Kingdom Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 227. United Kingdom Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 228. Netherlands Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 229. Netherlands Digital Gaming, by Device USD Million (2022-2027)
  • Table 230. Netherlands Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 231. Netherlands Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 232. Rest of Europe Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 233. Rest of Europe Digital Gaming, by Device USD Million (2022-2027)
  • Table 234. Rest of Europe Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 235. Rest of Europe Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 236. MEA Digital Gaming, by Country USD Million (2022-2027)
  • Table 237. MEA Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 238. MEA Digital Gaming, by Device USD Million (2022-2027)
  • Table 239. MEA Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 240. MEA Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 241. Middle East Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 242. Middle East Digital Gaming, by Device USD Million (2022-2027)
  • Table 243. Middle East Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 244. Middle East Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 245. Africa Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 246. Africa Digital Gaming, by Device USD Million (2022-2027)
  • Table 247. Africa Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 248. Africa Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 249. North America Digital Gaming, by Country USD Million (2022-2027)
  • Table 250. North America Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 251. North America Digital Gaming, by Device USD Million (2022-2027)
  • Table 252. North America Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 253. North America Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 254. United States Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 255. United States Digital Gaming, by Device USD Million (2022-2027)
  • Table 256. United States Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 257. United States Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 258. Canada Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 259. Canada Digital Gaming, by Device USD Million (2022-2027)
  • Table 260. Canada Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 261. Canada Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 262. Mexico Digital Gaming, by Gaming Platform USD Million (2022-2027)
  • Table 263. Mexico Digital Gaming, by Device USD Million (2022-2027)
  • Table 264. Mexico Digital Gaming, by Gaming Subscription Model USD Million (2022-2027)
  • Table 265. Mexico Digital Gaming, by Gaming Audience USD Million (2022-2027)
  • Table 266. Research Programs/Design for This Report
  • Table 267. Key Data Information from Secondary Sources
  • Table 268. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Digital Gaming: by Gaming Platform USD Million (2016-2021)
  • Figure 5. Global Digital Gaming: by Device USD Million (2016-2021)
  • Figure 6. Global Digital Gaming: by Gaming Subscription Model USD Million (2016-2021)
  • Figure 7. Global Digital Gaming: by Gaming Audience USD Million (2016-2021)
  • Figure 8. South America Digital Gaming Share (%), by Country
  • Figure 9. Asia Pacific Digital Gaming Share (%), by Country
  • Figure 10. Europe Digital Gaming Share (%), by Country
  • Figure 11. MEA Digital Gaming Share (%), by Country
  • Figure 12. North America Digital Gaming Share (%), by Country
  • Figure 13. Global Digital Gaming share by Players 2021 (%)
  • Figure 14. Global Digital Gaming share by Players (Top 3) 2021(%)
  • Figure 15. Global Digital Gaming share by Players (Top 5) 2021(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. Microsoft Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 18. Microsoft Corporation (United States) Revenue: by Geography 2021
  • Figure 19. Sony Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 20. Sony Corporation (Japan) Revenue: by Geography 2021
  • Figure 21. Nintendo (Japan) Revenue, Net Income and Gross profit
  • Figure 22. Nintendo (Japan) Revenue: by Geography 2021
  • Figure 23. Activision Blizzard (United States) Revenue, Net Income and Gross profit
  • Figure 24. Activision Blizzard (United States) Revenue: by Geography 2021
  • Figure 25. Behavior Interactive (Canada) Revenue, Net Income and Gross profit
  • Figure 26. Behavior Interactive (Canada) Revenue: by Geography 2021
  • Figure 27. Electronic Arts (United States) Revenue, Net Income and Gross profit
  • Figure 28. Electronic Arts (United States) Revenue: by Geography 2021
  • Figure 29. Take Two Interactive (United States) Revenue, Net Income and Gross profit
  • Figure 30. Take Two Interactive (United States) Revenue: by Geography 2021
  • Figure 31. Ubisoft (France) Revenue, Net Income and Gross profit
  • Figure 32. Ubisoft (France) Revenue: by Geography 2021
  • Figure 33. Zynga (United States) Revenue, Net Income and Gross profit
  • Figure 34. Zynga (United States) Revenue: by Geography 2021
  • Figure 35. Tencent (China) Revenue, Net Income and Gross profit
  • Figure 36. Tencent (China) Revenue: by Geography 2021
  • Figure 37. GungHo Online (China) Revenue, Net Income and Gross profit
  • Figure 38. GungHo Online (China) Revenue: by Geography 2021
  • Figure 39. Global Digital Gaming: by Gaming Platform USD Million (2022-2027)
  • Figure 40. Global Digital Gaming: by Device USD Million (2022-2027)
  • Figure 41. Global Digital Gaming: by Gaming Subscription Model USD Million (2022-2027)
  • Figure 42. Global Digital Gaming: by Gaming Audience USD Million (2022-2027)
  • Figure 43. South America Digital Gaming Share (%), by Country
  • Figure 44. Asia Pacific Digital Gaming Share (%), by Country
  • Figure 45. Europe Digital Gaming Share (%), by Country
  • Figure 46. MEA Digital Gaming Share (%), by Country
  • Figure 47. North America Digital Gaming Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Microsoft Corporation (United States)
  • Sony Corporation (Japan)
  • Nintendo (Japan)
  • Activision Blizzard (United States)
  • Behavior Interactive (Canada)
  • Electronic Arts (United States)
  • Take Two Interactive (United States)
  • Ubisoft (France)
  • Zynga (United States)
  • Tencent (China)
  • GungHo Online (China)
Additional players considered in the study are as follows:
Asobo Studio (France) , CCP Games (Iceland) , Cryptic Studios (United States) , 4A Games (Malta)
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Key Highlights of Report


May 2024 208 Pages 95 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

Digital Gaming Market is heading robustly to achieve a new growth cycle.
The Concentration Rate of Global Digital Gaming market is dominated by United States Vendors and may generate healthy valuation by 2027.
  • Rising Dependency on Smartphone
  • Fuelling Number of Gamers around the World
dominated the Digital Gaming market. This is attributable to growing trend of "The Upsurge in Internet Penetration among Developing and Developed Countries "

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