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eGaming Market: Global Opportunity and Trend Analysis, 2020-2030 [Upcoming Report]

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    May 2021

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Overview

Our estimates suggest that the global eGaming market is likely to be worth USD 170 billion in 2020, and this value is projected to reach USD 518 billion by 2030, growing at a CAGR of 11.8% during the forecast period. Electronic gaming (eGaming) encompasses video games played on devices, such as consoles and personal computer, mobiles and online portals. The eGaming industry is presently flourishing owing to the rapidly growing gaming population. According to Statista, more than 3.0 billion individuals are estimated to actively be engaged in eGaming in 2023. Specifically, there was a significant rise in the number of gamers in 2020, due to the ongoing pandemic and the resultant lockdown, which compelled people to stay at home, allowing them to discover / indulge more actively in online games. Social media and multiplayer games (available on several app stores) became extremely popular during this period. Among casual players, portable gaming devices, such as smartphones and laptops, were preferred, while PCs and standalone consoles became popular among serious gamers.  

The growing internet penetration and availability of addictive games on multiple devices are some of the factors driving the eGaming market. Further, rise in popularity of social media games, increasing number of free-to-play and multiplayer online games are further propelling the market growth. In addition, online streaming services, such as Amazon’s Twitch, are attracting millions of fans to watch their favorite gamers compete and pick up some tricks for their personal gaming arsenal. However, the growing gaming addiction is anticipated to impact the mental health of players. To curb the addiction, many regional governments, such as Japan and China, have restricted the time during which a player can play games, specifically for kids. For instance, in November 2019, the Chinese government had imposed ban on the online gaming hours for minors. According to the ban, minors are not allowed to play online games between 10 PM and 8 AM; further, all minors were allowed to play electronic games only for 90 minutes per week and three hours on weekends and holidays. Such initiatives are likely to hinder the growth of this industry. 

In addition, the pandemic has impacted the value chain of the gaming industry. For instance, the gaming hardware manufacturers faced production challenges due to the closure of their factories. In February 2020, Nintendo had to stop the production of its popular gaming console, Switch due to the COVID-19 pandemic, as the company primarily relies on China for the production of hardware. Manufacturing of other products of the company, such as the Joy-Con controller and Ring Fit Adventure, was also affected. Production delays further resulted in shortage of switch consoles, accessories and games in the market. It is worth mentioning that the production of Switch console was resumed in August 2020, after the lockdown was uplifted. Similarly, several sports events got cancelled and stadiums in the US were shut down after the onset of the pandemic. However, this created a lucrative opportunity for the online gaming market, as many sports competitions were shifted to online entertainment portals.

In our report, the global eGaming market has been segmented across four key regions, namely North America, Europe, Asia-Pacific and the rest of the world. Currently, based on geography, Asia Pacific holds the largest share of the overall eGaming market; this can be attributed to the high number of gamers, game developers and publishers in this region.

Scope of the Report

The “eGaming Market: Global Opportunity and Trend Analysis, 2020-2030” report features an extensive study of the current landscape of industry players of the eGaming sector. Amongst other elements, the report features:

  • A detailed, quantitative analysis of the current and future market opportunity over the period 2020-2030
  • A qualitative analysis of key market trends, growth drivers and constraints, as well as upcoming opportunity areas, within the eGaming market 
  • Informed insights into the competitive market landscape

Contents

Table Of Contents

1. PREFACE
1.1. Scope of the Report
1.2. Research Methodology
1.3. Market Segmentation
1.4. Company Profiles 

2. EXECUTIVE SUMMARY
2.1. Key Insights

3. MARKET OVERVIEW
3.1. Impact of COVID-19 on eGaming Market
3.1.1. Rise of eSports as a Substitute for Traditional Sports 
3.1.2. Impact on Gaming Events and Conferences 
3.1.3. Other Factors for Growth of Online Gaming Sector

3.2. Market Dynamics
3.2.1. Drivers
3.2.1.1. Growing adoption of the eGaming platforms by corporate
3.2.1.2. Rising penetration of internet and mobile gaming
3.2.2. Restraints
3.2.2.1. Lack of Awareness
3.2.3. Opportunities

4. EGAMING MARKET: DISTRIBUTION BY TYPE OF GAMING DEVICE
4.1. Chapter Overview
4.1.1. Market Size and Analysis
4.2. Console
4.2.1. Key Insights
4.2.2. Market Size and Analysis
4.3. Mobile
4.3.1. Key Insights
4.3.2. Market Size and Analysis
4.4. Personal Computer
4.4.1. Key Insights
4.4.2. Market Size and Analysis
4.5. Laptop
4.5.1. Key Insights
4.5.2. Market Size and Analysis

5. EGAMING MARKET: DISTRIBUTION BY TYPE OF TECHNOLOGY
5.1. Chapter Overview
5.1.1. Market Size and Analysis
5.2. Video Streaming
5.2.1. Key Insights
5.2.2. Market Size and Analysis
5.3. File Streaming
5.3.1. Key Insights
5.3.2. Market Size and Analysis

6. EGAMINGMARKET: DISTRIBUTION BY GEOGRAPHY
6.1. Chapter Overview
6.1.1. Market Size and Analysis
6.2. North America
6.2.1. Key Trends
6.2.2. Market Size and Analysis
6.2.3. US
6.2.3.1. Market Size and Analysis
6.2.4. Canada
6.2.4.1. Market Size and Analysis

6.3. Europe
6.3.1. Key Trends
6.3.2. Market Size and Analysis
6.3.3. The UK
6.3.3.1. Market Size and Analysis
6.3.4. Germany
6.3.4.1. Market Size and Analysis
6.3.5. France
6.3.5.1. Market Size and Analysis
6.3.6. Rest of Europe
6.3.6.1. Market Size and Analysis

6.4. Asia Pacific
6.4.1. Key Trends
6.4.2. Market Size and Analysis
6.4.3. India
6.4.3.1. Market Size and Analysis
6.4.4. China
6.4.4.1. Market Size and Analysis
6.4.5. Japan
6.4.5.1. Market Size and Analysis
6.4.6. Rest of Asia Pacific
6.4.6.1. Market Size and Analysis

6.5. Rest of the World
6.5.1. Key Trends
6.5.2. Market Size and Analysis
6.5.3. Middle East
6.5.3.1. Market Size and Analysis
6.5.4. Latin America
6.5.4.1. Market Size and Analysis
6.5.5. Africa
6.5.5.1. Market Size and Analysis

7. COMPANY PROFILES
7.1. Chapter Overview
7.2. Sony
7.2.1. Company Overview
7.2.2. Financial Overview
7.2.3. Key Developments and Strategies
7.3. Nintendo
7.3.1. Company Overview
7.3.2. Financial Overview
7.3.3. Key Developments and Strategies
7.4. Activision Blizzard
7.4.1. Company Overview
7.4.2. Financial Overview
7.4.3. Key Developments and Strategies
7.5. Samsung
7.5.1. Company Overview
7.5.2. Financial Overview
7.5.3. Key Developments and Strategies
7.6. Electronic Arts
7.6.1. Company Overview
7.6.2. Financial Overview
7.6.3. Key Developments and Strategies
7.7. Sega
7.7.1. Company Overview
7.7.2. Financial Overview
7.7.3. Key Developments and Strategies
7.8. Tencent
7.8.1. Company Overview
7.8.2. Financial Overview
7.8.3. Key Developments and Strategies

8. COMPETITIVE LANDSCAPE
8.1. eGaming Initiative Analysis, 2018-2020
8.1.1. Startup Fundings, 2020
8.1.1.1. Overview
8.1.1.2. Detailed Startup Funding Analysis, H1-2, 2020

9. CXO PERSPECTIVE 

List Of Figures

Figure 4.1 eGaming Market for Console Devices, 2019-2030 (USD Billion)
Figure 4.2 eGaming Market for Mobile Devices, 2019-2030 (USD Billion)
Figure 4.3 eGaming Market for Personal Computer, 2019-2030 (USD Billion)
Figure 4.4 eGaming Market for Laptops, 2019-2030 (USD Billion)
Figure 5.1 eGaming Market for Video Streaming, 2019-2030 (USD Billion)
Figure 5.2 eGaming Market for File Streaming, 2019-2030 (USD Billion)
Figure 6.1 eGaming Market in North America, 2019-2030 (USD Billion)
Figure 6.2 eGaming Market in the US, 2019-2030 (USD Billion)
Figure 6.3 eGaming Market in Canada, 2019-2030 (USD Billion)
Figure 6.4 eGaming Market in Europe, 2019-2030 (USD Billion)
Figure 6.5 eGaming Market in the UK, 2019-2030 (USD Billion)
Figure 6.6 eGaming Market in Germany, 2019-2030 (USD Billion)
Figure 6.7 eGaming Market in France, 2019-2030 (USD Billion)
Figure 6.8 eGaming Market in Rest of Europe, 2019-2030 (USD Billion)
Figure 6.9 eGaming Market in Asia Pacific, 2019-2030 (USD Billion)
Figure 6.10 eGaming Market in India, 2019-2030 (USD Billion)
Figure 6.11 eGaming Market in China, 2019-2030 (USD Billion)
Figure 6.12 eGaming Market in Japan, 2019-2030 (USD Billion)
Figure 6.13 eGaming Market in Rest of Asia Pacific, 2019-2030 (USD Billion)
Figure 6.14 eGaming Market in Rest of the World, 2019-2030 (USD Billion)
Figure 6.15 eGaming Market in Middle East, 2019-2030 (USD Billion)
Figure 6.16 eGaming Market in Latin America, 2019-2030 (USD Billion)
Figure 6.17 eGaming Market in Africa, 2019-2030 (USD Billion)
Figure 7.1 Sony: Annual Revenues, 2018-2020 (JPY Million)
Figure 7.2 Sony: Revenues by Operating Segment, 2018-2019 (%)
Figure 7.3 Sony: Revenues by Region, 2018-2019 (%)
Figure 7.4 Nintendo: Revenues, 2018-2020 (JPY Billion)
Figure 7.5 Nintendo: Revenues by Operating Segment, 2019-2020 (%)
Figure 7.6 Nintendo: Revenues by Region, 2018-2020 (%)
Figure 7.7 Activision Blizzard: Revenues, 2018-2019 (USD Million)
Figure 7.8 Activision Blizzard: Revenues by Operating Segment, 2018-2019 (%)
Figure 7.9 Activision Blizzard: Revenues by Region, 2018-2019 (%)
Table 7.10 Activision Blizzard: Key Developments and Strategies, 2018-2020
Table 7.11 Samsung: Company Snapshot
Figure 7.12 Samsung: Revenues, 2018-2020 (USD Billion)
Figure 7.13 Samsung: Revenues by Operating Segment, 2019-2020 (%)
Figure 7.14 Samsung: Revenues by Region, 2018-2020 (%)
Figure 7.15 Electronic Arts: Revenues, 2018-2020 (USD Billion)
Figure 7.16 Electronic Arts: Revenues by Operating Segment, 2019-2020 (%)
Figure 7.17 Electronic Arts: Revenues by Region, 2018-2020 (%)
Figure 7.18 Sega: Revenues, 2018-2020 (USD Billion)
Figure 7.19 Sega: Revenues by Operating Segment, 2019-2020 (%)
Figure 7.20 Tencent: Revenues, 2018-2020 (RMB Billion)
Figure 7.21 Tencent: Revenues by Operating Segment, 2019-2020 (%)
Figure 8.1 Initiatives Analysis: 2018-2020 (%)
Figure 8.2 Startup Funding Analysis: Q1-Q2, 2020 (%)

List Of Tables

Table 2.1 eGaming Market: Summary of Revenue Distribution across Key Market Segments            
Table 2.2 eGaming Market: Summary of Revenue Distribution across Key Geographies
Table 4.1 eGaming Market: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 4.2 eGaming Market for Console Devices: Distribution by Region, 2019-2030 (USD Billion)
Table 4.3 eGaming Market for Mobile Devices: Distribution by Region, 2019-2030 (USD Billion)
Table 4.4 eGaming Market for Personal Computers: Distribution by Region, 2019-2030 (USD Billion)
Table 4.5 eGaming Market: Distribution by Region, 2019-2030 (USD Billion)
Table 5.1 eGaming Market: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 5.2 eGaming Market for Video Streaming: Distribution by Region, 2019-2030 (USD Billion)
Table 5.3 eGaming Market for File Streaming Segment by Region, 2019-2030 (USD Billion)
Table 6.1 eGaming Market: Distribution by Region, 2019-2030 (USD Billion)
Table 6.2 eGaming Market in North America: Distribution by Country, 2019-2030 (USD Billion)
Table 6.3 eGaming Market in North America: Distribution by Gaming Device, 2019-2030 (USD Billion)
Table 6.4 eGaming Market in North America: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.5 eGaming Market in the US: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.6 eGaming Market in the US: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.7 eGaming Market in Canada: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.8 eGaming Market in Canada: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.9 eGaming Market in Europe: Distribution by Country, 2019-2030 (USD Billion)
Table 6.10 eGaming Market in Europe: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.11 eGaming Market in Europe: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.12 eGaming Market in the UK: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.13 eGaming Market in the UK: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.14 eGaming Market in Germany: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.15 eGaming Market in Germany: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.16 eGaming Market in France: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.17 eGaming Market in France: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.18 eGaming Market in Rest of Europe: Distribution by Type of Gaming Device, 2019- 2030 (USD Billion)
Table 6.19 eGaming Market in Rest of Europe: Distribution by Type of Technology, 2019- 2030 (USD Billion)
Table 6.20 eGaming Market in Asia Pacific: Distribution by Country, 2019-2030 (USD Billion)
Table 6.21 Asia Pacific eGaming Market: Distribution by Gaming Device, 2019-2030 (USD Billion)
Table 6.22 Asia Pacific eGaming Market: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.23 eGaming Market in India: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.24 eGaming Market in India: Distribution by Type of Solution, 2019-2030 (USD Billion)
Table 6.25 eGaming Market in China: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.26 eGaming Market in China: Distribution by Type of Solution, 2019-2030 (USD Billion)
Table 6.27 eGaming Market in Japan: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.28 eGaming Market in Japan: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.29 Rest of Asia Pacific eGaming Market: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.30 Rest of Asia Pacific eGaming Market: Distribution by Type of Technology, 2019- 2030 (USD Billion)
Table 6.31 eGaming Market in Rest of the World: Distribution by Region, 2019-2030 (USD Billion)
Table 6.32 eGaming Market in Rest of the World: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.33 eGaming Market in Rest of the World: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.34 eGaming Market in Middle East: Distribution by Type of Gaming Device, 2019- 2030 (USD Billion)
Table 6.35 eGaming Market in Middle East: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 6.36 eGaming Market in Latin America: Distribution by Type of Gaming Device, 2019- 2030 (USD Billion)
Table 6.37 eGaming Market in Latin America: Distribution by Type of Technology, 2019- 2030 (USD Billion)
Table 6.38 eGaming Market in Africa: Distribution by Type of Gaming Device, 2019-2030 (USD Billion)
Table 6.39 eGaming Market in Africa: Distribution by Type of Technology, 2019-2030 (USD Billion)
Table 7.1 Leading e-Gaming Providers: List of Profiled Companies
Table 7.2 Sony: Company Snapshot
Table 7.3 Microsoft: Key Developments and Strategies
Table 7.4 Nintendo: Company Snapshot
Table 7.5 Nintendo: Key Developments and Strategies
Table 7.6 Activision Blizzard: Company Snapshot
Table 7.7 Activision Blizzard: Key Developments and Strategies
Table 7.8 Samsung: Company Snapshot
Table 7.9 Samsung: Key Developments and Strategies
Table 7.10 Electronic Arts: Company Snapshot
Table 7.11 Electronic Arts: Key Developments and Strategies
Table 7.12 Sega: Company Snapshot
Table 7.13 Sega: Key Developments and Strategies
Table 7.14 Tencent: Company Snapshot
Table 7.15 Tencent: Key Developments and Strategies
Table 8.1 Startup Funding, till January 2021

Segmentation

Distribution by Type of Gaming Device

  • Console
  • Mobile
  • PC
  • Laptop

Distribution by Type of Technology 

  • File Streaming
  • Video Streaming

Distribution by Geography 

  • North America
  • Europe
  • Asia Pacific
  • Rest of World (RoW)

The research covers profiles of key players (mentioned below) that offer eGaming products and services:

  • Sony Interactive Entertainment
  • Nintendo
  • Microsoft
  • Activision Blizzard
  • Samsung 
  • Electronic Arts
  • Sega
  • Tencent

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