In a recent published report, Kenneth Research has updated the Digital Gaming Market report for 2021 till 2030. Report further now discusses; the various strategies to be adopted or being adopted by the business players across the globe at various levels in the value chain. In the view of the global economic slowdown, we further estimated that China, India, Japan and South Korea to recover fastest amongst all the countries in the Asian market. Germany, France, Italy, Spain to take the worst hit and this hit is expected to be regain 25% by the end of 2021- Positive Growth in the economic demand and supply.
U.S. Market recovers fast; In a release on May 4th 2021, the U.S. Bureau and Economic Analysis and U.S. Census Bureau mentions the recovery in the U.S. International trade in March 2021. Exports in the country reached $200 billion, up by $12.4 billion in Feb 2021. Following the continuous incremental trend, imports tallied at $274.5 billion, picked up by $16.4 billion in Feb 2021. However, as COVID19 still haunts the economies across the globe, year-over-year (y-o-y) average exports in the U.S. declined by $7.0 billion from March 2020 till March 2021 whilst imports increased by $20.7 billion during the same time. This definitely shows how the market is trying to recover back and this will have a direct impact on the Healthcare/ICT/Chemical industries, creating a huge demand for Digital Gaming Market Products.
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Immense growth in the digital gaming market is driven primarily by the rise in active gamers, increased internet and smartphone penetration, and new technologies that enhance gaming experiences. All these will aid the market to reach approximately USD 272.2 Bn by 2022, expanding at a compound annual growth rate (CAGR) of 18.97% during 2017-2022.
According to the statistics by the Bureau of Economic Analysis (BEA) of the U.S. Dept. of Commerce, the gross output registered from the data processing, internet publishing and other information services industry grew from USD 162.5 Billions in 2010 to USD 530.4 Billion in 2020.
Platform segment insights:
Mobile gaming expanded at a staggering rate in the past few years, occupying the largest section in 2017 (43%). This share is expected to increase further to reach 56% in 2022 owing to low entry barrier for game developers, proliferation of smartphones, and incentives for making higher revenues through in-app purchases. The growth of console games will depend on the launch of new generation consoles, advanced features such as motion sensors, processors, etc., and increased digital distribution. In 2017, more than 40% of the console sale occurred through digital downloads. PC games occupied 28% of the market share in 2017, and are presently dominated by serious gamers.
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Revenue model segment insights:
The freemium model has a clear advantage over the other revenue models as it allows access to free gaming content. It occupied a share of 47% in 2014. However, in 2017, the share dropped to 39%. In the same year, the pay-to-play subscription model took the largest share of the pie because of its higher perceived value by the customers. Since most serious gamers go for this model, the chances of sticking to the model are higher.
Regional insights:
The Asia-Pacific was the largest regional market for digital gaming in 2017, controlling 61% of the global market. It is also the largest market for mobile gaming. Improvement in technology and rapid shift of consumers from 2G to 4G have resulted in increased user base for digitally-downloadable gaming content, and other live game formats such as massively multiplayer online (MMO) and eSports. Increase in consumer spending on games, high interest in eSports, AR/VR games, and digitally downloadable content are driving the market in North America, which occupied a share of 20% in 2017. Funding in European gaming firms, particularly by Chinese acquirers are primarily driving the European gaming market.
Companies covered:
1. Activision Blizzard
2. Electronic Arts
3. Take-Two Interactive
4. Ubisoft
5. Zynga
6. Nintendo
7. GungHo Online
8. NCSoft
9. Sony Corporation
10. Microsoft Corporation
Customizations available
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The report further discusses the market opportunity, compound annual growth rate (CAGR) growth rate, competition, new technology innovations, market players analysis, government guidelines, export and import (EXIM) analysis, historical revenues, future forecasts etc. in the following regions and/or countries:
- North America (U.S. & Canada) Market size, Y-O-Y growth, Market Players Analysis & Opportunity Outlook
- Latin America (Brazil, Mexico, Argentina, Rest of Latin America) Market size, Y-O-Y growth & Market Players Analysis & Opportunity Outlook
- Europe (U.K., Germany, France, Italy, Spain, Hungary, Belgium, Netherlands & Luxembourg, NORDIC, Poland, Turkey, Russia, Rest of Europe) Market size, Y-O-Y growth Market Players Analys & Opportunity Outlook
- Asia-Pacific (China, India, Japan, South Korea, Indonesia, Malaysia, Australia, New Zealand, Rest of Asia-Pacific) Market size, Y-O-Y growth & Market Players Analysis & Opportunity Outlook
- Middle East and Africa (Israel, GCC (Saudi Arabia, UAE, Bahrain, Kuwait, Qatar, Oman), North Africa, South Africa, Rest of Middle East and Africa) Market size, Y-O-Y growth Market Players Analysis & Opportunity Outlook
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