Online Gaming Market Status and Trend Analysis 2017-2026 (COVID-19 Version)

Online Gaming Market Status and Trend Analysis 2017-2026 (COVID-19 Version)

Report Code: KNJ594116 | No. of Pages: 95 | Category: Consumer Goods and Retail
Publisher: 99Strategy | Date of Publish: Jan-2021
Summary

Further key aspects of the report indicate that:
Chapter 1: Research Scope: Product Definition, Type, End-Use & Methodology
Chapter 2: Global Industry Summary
Chapter 3: Market Dynamics
Chapter 4: Global Market Segmentation by region, type and End-Use
Chapter 5: North America Market Segmentation by region, type and End-Use
Chapter 6: Europe Market Segmentation by region, type and End-Use
Chapter 7: Asia-Pacific Market Segmentation by region, type and End-Use
Chapter 8: South America Market Segmentation by region, type and End-Use
Chapter 9: Middle East and Africa Market Segmentation by region, type and End-Use.
Chapter 10: Market Competition by Companies
Chapter 11: Market forecast and environment forecast.
Chapter 12: Industry Summary.

The global Online Gaming market has the potential to grow with xx million USD with growing CAGR in the forecast period from 2021f to 2026f. Factors driving the market for @@@@@ are the significant development of demand and improvement of COVID-19 and geo-economics.

Based on the type of product, the global Online Gaming market segmented into
    Smartphones Online Gaming
    Tablets Online Gaming
    Others

Based on the end-use, the global Online Gaming market classified into
    Young Adults
    Adults
    Mature Adults
    Seniors

Based on geography, the global Online Gaming market segmented into
    North America [U.S., Canada, Mexico]
    Europe [Germany, UK, France, Italy, Rest of Europe]
    Asia-Pacific [China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific]
    South America [Brazil, Argentina, Rest of Latin America]
    Middle East & Africa [GCC, North Africa, South Africa, Rest of Middle East and Africa]

And the major players included in the report are
    Activision Blizzard Inc.
    Electronic Arts Inc.
    Giant Interactive Group Inc.
    GungHo Online Entertainment Inc.
    King Digital Entertainment plc
    Microsoft Corp.
    NCSOFT Corp.
    Sony Corp
    Take-Two Interactive Software Inc.
    Tencent Holdings Ltd.
    Zynga Inc.
Table of Contents
1  RESEARCH SCOPE
    1.1 Research Product Definition
    1.2 Research Segmentation
        1.2.1 Product Type
        1.2.2 Main product Type of Major Players
    1.3 Demand Overview
    1.4 Research Methodology
2 GLOBAL ONLINE GAMING INDUSTRY
    2.1 Summary about Online Gaming Industry
    2.2 Online Gaming Market Trends
        2.2.1 Online Gaming Production & Consumption Trends
        2.2.2 Online Gaming Demand Structure Trends
    2.3 Online Gaming Cost & Price
3  MARKET DYNAMICS
    3.1 Manufacturing & Purchasing Behavior in 2020
    3.2 Market Development under the Impact of COVID-19
        3.2.1 Drivers
        3.2.2 Restraints
        3.2.3 Opportunity
        3.2.4 Risk
4  GLOBAL MARKET SEGMENTATION
    4.1 Region Segmentation (2017 to 2021f)
        4.1.1 North America (U.S., Canada and Mexico)
        4.1.2 Europe (Germany, UK, France, Italy, Rest of Europe)
        4.1.3 Asia-Pacific (China, India, Japan, South Korea, Southeast Asia, Australia, Rest of Asia Pacific)
        4.1.4 South America (Brazil,, Argentina, Rest of Latin America)
        4.1.5 Middle East and Africa (GCC, North Africa, South Africa, Rest of Middle East and Africa)
    4.2 Product Type Segmentation (2017 to 2021f)
        4.2.1 Smartphones Online Gaming
        4.2.2 Tablets Online Gaming
        4.2.3 Others
    4.3 Consumption Segmentation (2017 to 2021f)
        4.3.1 Young Adults
        4.3.2 Adults
        4.3.3 Mature Adults
        4.3.4 Seniors
5  NORTH AMERICA MARKET SEGMENT
    5.1 Region Segmentation (2017 to 2021f)
        5.1.1 U.S.
        5.1.2 Canada
        5.1.3 Mexico
    5.2 Product Type Segmentation (2017 to 2021f)
        5.2.1 Smartphones Online Gaming
        5.2.2 Tablets Online Gaming
        5.2.3 Others
    5.3 Consumption Segmentation (2017 to 2021f)
        5.3.1 Young Adults
        5.3.2 Adults
        5.3.3 Mature Adults
        5.3.4 Seniors
    5.4 Impact of COVID-19 in North America
6  EUROPE MARKET SEGMENTATION
    6.1 Region Segmentation (2017 to 2021f)
        6.1.1 Germany
        6.1.2 UK
        6.1.3 France
        6.1.4 Italy
        6.1.5 Rest of Europe
    6.2 Product Type Segmentation (2017 to 2021f)
        6.2.1 Smartphones Online Gaming
        6.2.2 Tablets Online Gaming
        6.2.3 Others
    6.3 Consumption Segmentation (2017 to 2021f)
        6.3.1 Young Adults
        6.3.2 Adults
        6.3.3 Mature Adults
        6.3.4 Seniors
    6.4  Impact of COVID-19 in Europe
7  ASIA-PACIFIC MARKET SEGMENTATION
    7.1 Region Segmentation (2017 to 2021f)
        7.1.1 China
        7.1.2 India
        7.1.3 Japan
        7.1.4 South Korea
        7.1.5 Southeast Asia
        7.1.6 Australia
        7.1.7 Rest of Asia Pacific
    7.2 Product Type Segmentation (2017 to 2021f)
        7.2.1 Smartphones Online Gaming
        7.2.2 Tablets Online Gaming
        7.2.3 Others
    7.3 Consumption Segmentation (2017 to 2021f)
        7.3.1 Young Adults
        7.3.2 Adults
        7.3.3 Mature Adults
        7.3.4 Seniors
    7.4  Impact of COVID-19 in Europe
8  SOUTH AMERICA MARKET SEGMENTATION
    8.1 Region Segmentation (2017 to 2021f)
        8.1.1 Brazil
        8.1.2 Argentina
        8.1.3 Rest of Latin America
    8.2 Product Type Segmentation (2017 to 2021f)
        8.2.1 Smartphones Online Gaming
        8.2.2 Tablets Online Gaming
        8.2.3 Others
    8.3 Consumption Segmentation (2017 to 2021f)
        8.3.1 Young Adults
        8.3.2 Adults
        8.3.3 Mature Adults
        8.3.4 Seniors
    8.4  Impact of COVID-19 in Europe
9  MIDDLE EAST AND AFRICA MARKET SEGMENTATION
    9.1 Region Segmentation (2017 to 2021f)
        9.1.1 GCC
        9.1.2 North Africa
        9.1.3 South Africa
        9.1.4 Rest of Middle East and Africa
    9.2 Product Type Segmentation (2017 to 2021f)
        9.2.1 Smartphones Online Gaming
        9.2.2 Tablets Online Gaming
        9.2.3 Others
    9.3 Consumption Segmentation (2017 to 2021f)
        9.3.1 Young Adults
        9.3.2 Adults
        9.3.3 Mature Adults
        9.3.4 Seniors
    9.4  Impact of COVID-19 in Europe
10 COMPETITION OF MAJOR PLAYERS
    10.1 Brief Introduction of Major Players
        10.1.1 Activision Blizzard Inc.
        10.1.2 Electronic Arts Inc.
        10.1.3 Giant Interactive Group Inc.
        10.1.4 GungHo Online Entertainment Inc.
        10.1.5 King Digital Entertainment plc
        10.1.6 Microsoft Corp.
        10.1.7 NCSOFT Corp.
        10.1.8 Sony Corp
        10.1.9 Take-Two Interactive Software Inc.
        10.1.10 Tencent Holdings Ltd.
        10.1.11 Zynga Inc.
    10.2  Online Gaming Sales Date of Major Players (2017-2020e)
        10.2.1 Activision Blizzard Inc.
        10.2.2 Electronic Arts Inc.
        10.2.3 Giant Interactive Group Inc.
        10.2.4 GungHo Online Entertainment Inc.
        10.2.5 King Digital Entertainment plc
        10.2.6 Microsoft Corp.
        10.2.7 NCSOFT Corp.
        10.2.8 Sony Corp
        10.2.9 Take-Two Interactive Software Inc.
        10.2.10 Tencent Holdings Ltd.
        10.2.11 Zynga Inc.
    10.3  Market Distribution of Major Players
    10.4 Global Competition Segmentation
11  MARKET FORECAST
    11.1  Forecast by Region
    11.2  Forecast by Demand
    11.3  Environment Forecast
        11.3.1  Impact of COVID-19
        11.3.2  Geopolitics Overview
        11.3.3  Economic Overview of Major Countries
12  REPORT SUMMARY STATEMENT

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