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2020-2025 Global Online Gaming Market Report - Production and Consumption Professional Analysis (Impact of COVID-19)

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Published on 02/09/2021| Code: MAR41115D| Category: Utilities| Total Pages: 125

This report elaborates the market size, market characteristics, and market growth of the Online Gaming industry, and breaks down according to the type, application, and consumption area of Online Gaming. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.

In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Online Gaming in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.

In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

Key players in the global Online Gaming market covered in Chapter 13:

Asobo Studio
Cryptic Studios
Take-Two Interactive Software
GungHo Online
CCP
4A Games
Access Games
Valve
King Digital Entertainment
Anino Games
Cellufun
NCSOFT
Sony
Activision Blizzard
Smilegate
Microsoft
ACE Team
Ankama Games
Wargaming
CrowdStar
Zynga
Bungie
Active Gaming Media
Electronic Arts
Giant Interactive
Changyou.com
CipSoft
Aeria Games and Entertainment
Riot Games
Behavior Interactive

In Chapter 6, on the basis of types, the Online Gaming market from 2015 to 2025 is primarily split into:

Smartphones Online Gaming
Tablets Online Gaming
Others

In Chapter 7, on the basis of applications, the Online Gaming market from 2015 to 2025 covers:

Below 10 Years
11-18 Years
19-24 Years
25-34 Years
35-44 Years
45 and Above Years

Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:

United States

Europe

China

Japan

India

Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:

North America (Covered in Chapter 8)

United States

Canada

Mexico

Europe (Covered in Chapter 9)

Germany

UK

France

Italy

Spain

Others

Asia-Pacific (Covered in Chapter 10)

China

Japan

India

South Korea

Southeast Asia

Others

Middle East and Africa (Covered in Chapter 11)

Saudi Arabia

UAE

South Africa

Others

South America (Covered in Chapter 12)

Brazil

Others

Years considered for this report:

Historical Years: 2015-2019

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2020-2025

Table of Content

1 Online Gaming Market - Research Scope

1.1 Study Goals

1.2 Market Definition and Scope

1.3 Key Market Segments

1.4 Study and Forecasting Years

2 Online Gaming Market - Research Methodology

2.1 Methodology

2.2 Research Data Source

2.2.1 Secondary Data

2.2.2 Primary Data

2.2.3 Market Size Estimation

2.2.4 Legal Disclaimer

3 Online Gaming Market Forces

3.1 Global Online Gaming Market Size

3.2 Top Impacting Factors (PESTEL Analysis)

3.2.1 Political Factors

3.2.2 Economic Factors

3.2.3 Social Factors

3.2.4 Technological Factors

3.2.5 Environmental Factors

3.2.6 Legal Factors

3.3 Industry Trend Analysis

3.4 Industry Trends Under COVID-19

3.4.1 Risk Assessment on COVID-19

3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry

3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario

3.5 Industry Risk Assessment

4 Online Gaming Market - By Geography

4.1 Global Online Gaming Market Value and Market Share by Regions

4.1.1 Global Online Gaming Value ($) by Region (2015-2020)

4.1.2 Global Online Gaming Value Market Share by Regions (2015-2020)

4.2 Global Online Gaming Market Production and Market Share by Major Countries

4.2.1 Global Online Gaming Production by Major Countries (2015-2020)

4.2.2 Global Online Gaming Production Market Share by Major Countries (2015-2020)

4.3 Global Online Gaming Market Consumption and Market Share by Regions

4.3.1 Global Online Gaming Consumption by Regions (2015-2020)

4.3.2 Global Online Gaming Consumption Market Share by Regions (2015-2020)

5 Online Gaming Market - By Trade Statistics

5.1 Global Online Gaming Export and Import

5.2 United States Online Gaming Export and Import (2015-2020)

5.3 Europe Online Gaming Export and Import (2015-2020)

5.4 China Online Gaming Export and Import (2015-2020)

5.5 Japan Online Gaming Export and Import (2015-2020)

5.6 India Online Gaming Export and Import (2015-2020)

5.7 ...

6 Online Gaming Market - By Type

6.1 Global Online Gaming Production and Market Share by Types (2015-2020)

6.1.1 Global Online Gaming Production by Types (2015-2020)

6.1.2 Global Online Gaming Production Market Share by Types (2015-2020)

6.2 Global Online Gaming Value and Market Share by Types (2015-2020)

6.2.1 Global Online Gaming Value by Types (2015-2020)

6.2.2 Global Online Gaming Value Market Share by Types (2015-2020)

6.3 Global Online Gaming Production, Price and Growth Rate of Smartphones Online Gaming (2015-2020)
6.4 Global Online Gaming Production, Price and Growth Rate of Tablets Online Gaming (2015-2020)
6.5 Global Online Gaming Production, Price and Growth Rate of Others (2015-2020)

7 Online Gaming Market - By Application

7.1 Global Online Gaming Consumption and Market Share by Applications (2015-2020)

7.1.1 Global Online Gaming Consumption by Applications (2015-2020)

7.1.2 Global Online Gaming Consumption Market Share by Applications (2015-2020)

7.2 Global Online Gaming Consumption and Growth Rate of Below 10 Years (2015-2020)
7.3 Global Online Gaming Consumption and Growth Rate of 11-18 Years (2015-2020)
7.4 Global Online Gaming Consumption and Growth Rate of 19-24 Years (2015-2020)
7.5 Global Online Gaming Consumption and Growth Rate of 25-34 Years (2015-2020)
7.6 Global Online Gaming Consumption and Growth Rate of 35-44 Years (2015-2020)
7.7 Global Online Gaming Consumption and Growth Rate of 45 and Above Years (2015-2020)

8 North America Online Gaming Market

8.1 North America Online Gaming Market Size

8.2 United States Online Gaming Market Size

8.3 Canada Online Gaming Market Size

8.4 Mexico Online Gaming Market Size

8.5 The Influence of COVID-19 on North America Market

9 Europe Online Gaming Market Analysis

9.1 Europe Online Gaming Market Size

9.2 Germany Online Gaming Market Size

9.3 United Kingdom Online Gaming Market Size

9.4 France Online Gaming Market Size

9.5 Italy Online Gaming Market Size

9.6 Spain Online Gaming Market Size

9.7 The Influence of COVID-19 on Europe Market

10 Asia-Pacific Online Gaming Market Analysis

10.1 Asia-Pacific Online Gaming Market Size

10.2 China Online Gaming Market Size

10.3 Japan Online Gaming Market Size

10.4 South Korea Online Gaming Market Size

10.5 Southeast Asia Online Gaming Market Size

10.6 India Online Gaming Market Size

10.7 The Influence of COVID-19 on Asia Pacific Market

11 Middle East and Africa Online Gaming Market Analysis

11.1 Middle East and Africa Online Gaming Market Size

11.2 Saudi Arabia Online Gaming Market Size

11.3 UAE Online Gaming Market Size

11.4 South Africa Online Gaming Market Size

11.5 The Influence of COVID-19 on Middle East and Africa Market

12 South America Online Gaming Market Analysis

12.1 South America Online Gaming Market Size

12.2 Brazil Online Gaming Market Size

12.3 The Influence of COVID-19 on South America Market

13 Company Profiles

13.1 Asobo Studio
13.1.1 Asobo Studio Basic Information
13.1.2 Asobo Studio Product Profiles, Application and Specification
13.1.3 Asobo Studio Online Gaming Market Performance (2015-2020)
13.2 Cryptic Studios
13.2.1 Cryptic Studios Basic Information
13.2.2 Cryptic Studios Product Profiles, Application and Specification
13.2.3 Cryptic Studios Online Gaming Market Performance (2015-2020)
13.3 Take-Two Interactive Software
13.3.1 Take-Two Interactive Software Basic Information
13.3.2 Take-Two Interactive Software Product Profiles, Application and Specification
13.3.3 Take-Two Interactive Software Online Gaming Market Performance (2015-2020)
13.4 GungHo Online
13.4.1 GungHo Online Basic Information
13.4.2 GungHo Online Product Profiles, Application and Specification
13.4.3 GungHo Online Online Gaming Market Performance (2015-2020)
13.5 CCP
13.5.1 CCP Basic Information
13.5.2 CCP Product Profiles, Application and Specification
13.5.3 CCP Online Gaming Market Performance (2015-2020)
13.6 4A Games
13.6.1 4A Games Basic Information
13.6.2 4A Games Product Profiles, Application and Specification
13.6.3 4A Games Online Gaming Market Performance (2015-2020)
13.7 Access Games
13.7.1 Access Games Basic Information
13.7.2 Access Games Product Profiles, Application and Specification
13.7.3 Access Games Online Gaming Market Performance (2015-2020)
13.8 Valve
13.8.1 Valve Basic Information
13.8.2 Valve Product Profiles, Application and Specification
13.8.3 Valve Online Gaming Market Performance (2015-2020)
13.9 King Digital Entertainment
13.9.1 King Digital Entertainment Basic Information
13.9.2 King Digital Entertainment Product Profiles, Application and Specification
13.9.3 King Digital Entertainment Online Gaming Market Performance (2015-2020)
13.10 Anino Games
13.10.1 Anino Games Basic Information
13.10.2 Anino Games Product Profiles, Application and Specification
13.10.3 Anino Games Online Gaming Market Performance (2015-2020)
13.11 Cellufun
13.11.1 Cellufun Basic Information
13.11.2 Cellufun Product Profiles, Application and Specification
13.11.3 Cellufun Online Gaming Market Performance (2015-2020)
13.12 NCSOFT
13.12.1 NCSOFT Basic Information
13.12.2 NCSOFT Product Profiles, Application and Specification
13.12.3 NCSOFT Online Gaming Market Performance (2015-2020)
13.13 Sony
13.13.1 Sony Basic Information
13.13.2 Sony Product Profiles, Application and Specification
13.13.3 Sony Online Gaming Market Performance (2015-2020)
13.14 Activision Blizzard
13.14.1 Activision Blizzard Basic Information
13.14.2 Activision Blizzard Product Profiles, Application and Specification
13.14.3 Activision Blizzard Online Gaming Market Performance (2015-2020)
13.15 Smilegate
13.15.1 Smilegate Basic Information
13.15.2 Smilegate Product Profiles, Application and Specification
13.15.3 Smilegate Online Gaming Market Performance (2015-2020)
13.16 Microsoft
13.16.1 Microsoft Basic Information
13.16.2 Microsoft Product Profiles, Application and Specification
13.16.3 Microsoft Online Gaming Market Performance (2015-2020)
13.17 ACE Team
13.17.1 ACE Team Basic Information
13.17.2 ACE Team Product Profiles, Application and Specification
13.17.3 ACE Team Online Gaming Market Performance (2015-2020)
13.18 Ankama Games
13.18.1 Ankama Games Basic Information
13.18.2 Ankama Games Product Profiles, Application and Specification
13.18.3 Ankama Games Online Gaming Market Performance (2015-2020)
13.19 Wargaming
13.19.1 Wargaming Basic Information
13.19.2 Wargaming Product Profiles, Application and Specification
13.19.3 Wargaming Online Gaming Market Performance (2015-2020)
13.20 CrowdStar
13.20.1 CrowdStar Basic Information
13.20.2 CrowdStar Product Profiles, Application and Specification
13.20.3 CrowdStar Online Gaming Market Performance (2015-2020)
13.21 Zynga
13.21.1 Zynga Basic Information
13.21.2 Zynga Product Profiles, Application and Specification
13.21.3 Zynga Online Gaming Market Performance (2015-2020)
13.22 Bungie
13.22.1 Bungie Basic Information
13.22.2 Bungie Product Profiles, Application and Specification
13.22.3 Bungie Online Gaming Market Performance (2015-2020)
13.23 Active Gaming Media
13.23.1 Active Gaming Media Basic Information
13.23.2 Active Gaming Media Product Profiles, Application and Specification
13.23.3 Active Gaming Media Online Gaming Market Performance (2015-2020)
13.24 Electronic Arts
13.24.1 Electronic Arts Basic Information
13.24.2 Electronic Arts Product Profiles, Application and Specification
13.24.3 Electronic Arts Online Gaming Market Performance (2015-2020)
13.25 Giant Interactive
13.25.1 Giant Interactive Basic Information
13.25.2 Giant Interactive Product Profiles, Application and Specification
13.25.3 Giant Interactive Online Gaming Market Performance (2015-2020)
13.26 Changyou.com
13.26.1 Changyou.com Basic Information
13.26.2 Changyou.com Product Profiles, Application and Specification
13.26.3 Changyou.com Online Gaming Market Performance (2015-2020)
13.27 CipSoft
13.27.1 CipSoft Basic Information
13.27.2 CipSoft Product Profiles, Application and Specification
13.27.3 CipSoft Online Gaming Market Performance (2015-2020)
13.28 Aeria Games and Entertainment
13.28.1 Aeria Games and Entertainment Basic Information
13.28.2 Aeria Games and Entertainment Product Profiles, Application and Specification
13.28.3 Aeria Games and Entertainment Online Gaming Market Performance (2015-2020)
13.29 Riot Games
13.29.1 Riot Games Basic Information
13.29.2 Riot Games Product Profiles, Application and Specification
13.29.3 Riot Games Online Gaming Market Performance (2015-2020)
13.30 Behavior Interactive
13.30.1 Behavior Interactive Basic Information
13.30.2 Behavior Interactive Product Profiles, Application and Specification
13.30.3 Behavior Interactive Online Gaming Market Performance (2015-2020)

14 Market Forecast - By Regions

14.1 North America Online Gaming Market Forecast (2020-2025)

14.2 Europe Online Gaming Market Forecast (2020-2025)

14.3 Asia-Pacific Online Gaming Market Forecast (2020-2025)

14.4 Middle East and Africa Online Gaming Market Forecast (2020-2025)

14.5 South America Online Gaming Market Forecast (2020-2025)

15 Market Forecast - By Type and Applications

15.1 Global Online Gaming Market Forecast by Types (2020-2025)

15.1.1 Global Online Gaming Market Forecast Production and Market Share by Types (2020-2025)

15.1.2 Global Online Gaming Market Forecast Value and Market Share by Types (2020-2025)

15.2 Global Online Gaming Market Forecast by Applications (2020-2025)

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