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Published on 10/29/2020| Code: MAR41115D| Category: Utilities| Total Pages: 103
Online gaming is video games that are played partially or primarily through the Internet or any other available computer network.
The Online Gaming market revenue was xx.xx Million USD in 2019, and will reach xx.xx Million USD in 2025, with a CAGR of x.x% during 2020-2025.
Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform.
In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Online Gaming industry.
Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain.
In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy.
The Online Gaming market can be split based on product types, major applications, and important countries as follows:
Key players in the global Online Gaming market covered in Chapter 12:
Electronic Arts
Take-Two Interactive Software
Kindred Group
Ubisoft
Activision Blizzard
Supercell
Mr Green
LeoVegas
Blizzard
Zynga
Microsoft
Betsson AB
King.com
In Chapter 4 and 14.1, 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 5 and 14.2, on the basis of applications, the Online Gaming market from 2015 to 2025 covers:
Young Adults
Adults
Mature Adults
Seniors
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 6, 7, 8, 9, 10, 11, 14:
North America (Covered in Chapter 7 and 14)
United States
Canada
Mexico
Europe (Covered in Chapter 8 and 14)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 9 and 14)
China
Japan
South Korea
Australia
India
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 10 and 14)
Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Others
South America (Covered in Chapter 11 and 14)
Brazil
Argentina
Columbia
Chile
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 Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Online Gaming
1.3 Scope of The Study
1.3.1 Key Market Segments
1.3.2 Players Covered
1.3.3 COVID-19's impact on the Online Gaming industry
1.4 Methodology of The Study
1.5 Research Data Source
2 Executive Summary
2.1 Market Overview
2.1.1 Global Online Gaming Market Size, 2015 – 2020
2.1.2 Global Online Gaming Market Size by Type, 2015 – 2020
2.1.3 Global Online Gaming Market Size by Application, 2015 – 2020
2.1.4 Global Online Gaming Market Size by Region, 2015 - 2025
2.2 Business Environment Analysis
2.2.1 Global COVID-19 Status and Economic Overview
2.2.2 Influence of COVID-19 Outbreak on Online Gaming Industry Development
3 Industry Chain Analysis
3.1 Upstream Raw Material Suppliers of Online Gaming Analysis
3.2 Major Players of Online Gaming
3.3 Online Gaming Manufacturing Cost Structure Analysis
3.3.1 Production Process Analysis
3.3.2 Manufacturing Cost Structure of Online Gaming
3.3.3 Labor Cost of Online Gaming
3.4 Market Distributors of Online Gaming
3.5 Major Downstream Buyers of Online Gaming Analysis
3.6 The Impact of Covid-19 From the Perspective of Industry Chain
3.7 Regional Import and Export Controls Will Exist for a Long Time
3.8 Continued downward PMI Spreads Globally
4 Global Online Gaming Market, by Type
4.1 Global Online Gaming Value and Market Share by Type (2015-2020)
4.2 Global Online Gaming Production and Market Share by Type (2015-2020)
4.3 Global Online Gaming Value and Growth Rate by Type (2015-2020)
4.3.1 Global Online Gaming Value and Growth Rate of Smartphones Online Gaming
4.3.2 Global Online Gaming Value and Growth Rate of Tablets Online Gaming
4.3.3 Global Online Gaming Value and Growth Rate of Others
4.4 Global Online Gaming Price Analysis by Type (2015-2020)
5 Online Gaming Market, by Application
5.1 Downstream Market Overview
5.2 Global Online Gaming Consumption and Market Share by Application (2015-2020)
5.3 Global Online Gaming Consumption and Growth Rate by Application (2015-2020)
5.3.1 Global Online Gaming Consumption and Growth Rate of Young Adults (2015-2020)
5.3.2 Global Online Gaming Consumption and Growth Rate of Adults (2015-2020)
5.3.3 Global Online Gaming Consumption and Growth Rate of Mature Adults (2015-2020)
5.3.4 Global Online Gaming Consumption and Growth Rate of Seniors (2015-2020)
6 Global Online Gaming Market Analysis by Regions
6.1 Global Online Gaming Sales, Revenue and Market Share by Regions
6.1.1 Global Online Gaming Sales by Regions (2015-2020)
6.1.2 Global Online Gaming Revenue by Regions (2015-2020)
6.2 North America Online Gaming Sales and Growth Rate (2015-2020)
6.3 Europe Online Gaming Sales and Growth Rate (2015-2020)
6.4 Asia-Pacific Online Gaming Sales and Growth Rate (2015-2020)
6.5 Middle East and Africa Online Gaming Sales and Growth Rate (2015-2020)
6.6 South America Online Gaming Sales and Growth Rate (2015-2020)
7 North America Online Gaming Market Analysis by Countries
7.1 The Influence of COVID-19 on North America Market
7.2 North America Online Gaming Sales, Revenue and Market Share by Countries
7.2.1 North America Online Gaming Sales by Countries (2015-2020)
7.2.2 North America Online Gaming Revenue by Countries (2015-2020)
7.3 United States Online Gaming Sales and Growth Rate (2015-2020)
7.4 Canada Online Gaming Sales and Growth Rate (2015-2020)
7.5 Mexico Online Gaming Sales and Growth Rate (2015-2020)
8 Europe Online Gaming Market Analysis by Countries
8.1 The Influence of COVID-19 on Europe Market
8.2 Europe Online Gaming Sales, Revenue and Market Share by Countries
8.2.1 Europe Online Gaming Sales by Countries (2015-2020)
8.2.2 Europe Online Gaming Revenue by Countries (2015-2020)
8.3 Germany Online Gaming Sales and Growth Rate (2015-2020)
8.4 UK Online Gaming Sales and Growth Rate (2015-2020)
8.5 France Online Gaming Sales and Growth Rate (2015-2020)
8.6 Italy Online Gaming Sales and Growth Rate (2015-2020)
8.7 Spain Online Gaming Sales and Growth Rate (2015-2020)
8.8 Russia Online Gaming Sales and Growth Rate (2015-2020)
9 Asia Pacific Online Gaming Market Analysis by Countries
9.1 The Influence of COVID-19 on Asia Pacific Market
9.2 Asia Pacific Online Gaming Sales, Revenue and Market Share by Countries
9.2.1 Asia Pacific Online Gaming Sales by Countries (2015-2020)
9.2.2 Asia Pacific Online Gaming Revenue by Countries (2015-2020)
9.3 China Online Gaming Sales and Growth Rate (2015-2020)
9.4 Japan Online Gaming Sales and Growth Rate (2015-2020)
9.5 South Korea Online Gaming Sales and Growth Rate (2015-2020)
9.6 India Online Gaming Sales and Growth Rate (2015-2020)
9.7 Southeast Asia Online Gaming Sales and Growth Rate (2015-2020)
9.8 Australia Online Gaming Sales and Growth Rate (2015-2020)
10 Middle East and Africa Online Gaming Market Analysis by Countries
10.1 The Influence of COVID-19 on Middle East and Africa Market
10.2 Middle East and Africa Online Gaming Sales, Revenue and Market Share by Countries
10.2.1 Middle East and Africa Online Gaming Sales by Countries (2015-2020)
10.2.2 Middle East and Africa Online Gaming Revenue by Countries (2015-2020)
10.3 Saudi Arabia Online Gaming Sales and Growth Rate (2015-2020)
10.4 UAE Online Gaming Sales and Growth Rate (2015-2020)
10.5 Egypt Online Gaming Sales and Growth Rate (2015-2020)
10.6 Nigeria Online Gaming Sales and Growth Rate (2015-2020)
10.7 South Africa Online Gaming Sales and Growth Rate (2015-2020)
11 South America Online Gaming Market Analysis by Countries
11.1 The Influence of COVID-19 on Middle East and Africa Market
11.2 South America Online Gaming Sales, Revenue and Market Share by Countries
11.2.1 South America Online Gaming Sales by Countries (2015-2020)
11.2.2 South America Online Gaming Revenue by Countries (2015-2020)
11.3 Brazil Online Gaming Sales and Growth Rate (2015-2020)
11.4 Argentina Online Gaming Sales and Growth Rate (2015-2020)
11.5 Columbia Online Gaming Sales and Growth Rate (2015-2020)
11.6 Chile Online Gaming Sales and Growth Rate (2015-2020)
12 Competitive Landscape
12.1 Electronic Arts
12.1.1 Electronic Arts Basic Information
12.1.2 Online Gaming Product Introduction
12.1.3 Electronic Arts Production, Value, Price, Gross Margin 2015-2020
12.2 Take-Two Interactive Software
12.2.1 Take-Two Interactive Software Basic Information
12.2.2 Online Gaming Product Introduction
12.2.3 Take-Two Interactive Software Production, Value, Price, Gross Margin 2015-2020
12.3 Kindred Group
12.3.1 Kindred Group Basic Information
12.3.2 Online Gaming Product Introduction
12.3.3 Kindred Group Production, Value, Price, Gross Margin 2015-2020
12.4 Ubisoft
12.4.1 Ubisoft Basic Information
12.4.2 Online Gaming Product Introduction
12.4.3 Ubisoft Production, Value, Price, Gross Margin 2015-2020
12.5 Activision Blizzard
12.5.1 Activision Blizzard Basic Information
12.5.2 Online Gaming Product Introduction
12.5.3 Activision Blizzard Production, Value, Price, Gross Margin 2015-2020
12.6 Supercell
12.6.1 Supercell Basic Information
12.6.2 Online Gaming Product Introduction
12.6.3 Supercell Production, Value, Price, Gross Margin 2015-2020
12.7 Mr Green
12.7.1 Mr Green Basic Information
12.7.2 Online Gaming Product Introduction
12.7.3 Mr Green Production, Value, Price, Gross Margin 2015-2020
12.8 LeoVegas
12.8.1 LeoVegas Basic Information
12.8.2 Online Gaming Product Introduction
12.8.3 LeoVegas Production, Value, Price, Gross Margin 2015-2020
12.9 Blizzard
12.9.1 Blizzard Basic Information
12.9.2 Online Gaming Product Introduction
12.9.3 Blizzard Production, Value, Price, Gross Margin 2015-2020
12.10 Zynga
12.10.1 Zynga Basic Information
12.10.2 Online Gaming Product Introduction
12.10.3 Zynga Production, Value, Price, Gross Margin 2015-2020
12.11 Microsoft
12.11.1 Microsoft Basic Information
12.11.2 Online Gaming Product Introduction
12.11.3 Microsoft Production, Value, Price, Gross Margin 2015-2020
12.12 Betsson AB
12.12.1 Betsson AB Basic Information
12.12.2 Online Gaming Product Introduction
12.12.3 Betsson AB Production, Value, Price, Gross Margin 2015-2020
12.13 King.com
12.13.1 King.com Basic Information
12.13.2 Online Gaming Product Introduction
12.13.3 King.com Production, Value, Price, Gross Margin 2015-2020
13 Industry Outlook
13.1 Market Driver Analysis
13.1.2 Market Restraints Analysis
13.1.3 Market Trends Analysis
13.2 Merger, Acquisition and New Investment
13.3 News of Product Release
14 Global Online Gaming Market Forecast
14.1 Global Online Gaming Market Value & Volume Forecast, by Type (2020-2025)
14.1.1 Smartphones Online Gaming Market Value and Volume Forecast (2020-2025)
14.1.2 Tablets Online Gaming Market Value and Volume Forecast (2020-2025)
14.1.3 Others Market Value and Volume Forecast (2020-2025)
14.2 Global Online Gaming Market Value & Volume Forecast, by Application (2020-2025)
14.2.1 Young Adults Market Value and Volume Forecast (2020-2025)
14.2.2 Adults Market Value and Volume Forecast (2020-2025)
14.2.3 Mature Adults Market Value and Volume Forecast (2020-2025)
14.2.4 Seniors Market Value and Volume Forecast (2020-2025)
14.3 Online Gaming Market Analysis and Forecast by Region
14.3.1 North America Market Value and Consumption Forecast (2020-2025)
14.3.2 Europe Market Value and Consumption Forecast (2020-2025)
14.3.3 Asia Pacific Market Value and Consumption Forecast (2020-2025)
14.3.4 Middle East and Africa Market Value and Consumption Forecast (2020-2025)
14.3.5 South America Market Value and Consumption Forecast (2020-2025)
15 New Project Feasibility Analysis
15.1 Industry Barriers and New Entrants SWOT Analysis
15.1.1 Porter’s Five Forces Analysis
15.1.2 New Entrants SWOT Analysis
15.2 Analysis and Suggestions on New Project Investment
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