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Post-pandemic Era Global Online Gaming Market Size, Trends and Opportunties 2022

Categories: Manufacturing & Construction

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This report provides an overview of current global Online Gaming market based on segmented Types, Applications and key regions. It focuses on major driving factors and inhibitors that affect the market and explains current competitive landscape. Global and regional leading players in the Online Gaming industry are profiled in a detailed way, with sales data and market share info presented. This report forecasts global and regional market size for major economies such as North America, Europe, China and Japan. According to this report, the global Online Gaming market is estimated at $ million in 2021, and projected to grow at a CAGR of % to $ million by 2028.

Segmented by Type
Smartphones Online Gaming
PCs Online Gaming
Others

Segmented by Application
Child
Adult

Segmented by Region/Country
North America
Europe
China
Japan
Asia Other

Key manufacturers included in this survey
Zynga
Tencent
Take-Two Interactive Software
Sony
NCSOFT
Microsoft
King Digital Entertainment
GungHo Online Entertainment
Giant Interactive Group
Electronic Arts
Blizzard


Table of Contents

1 Product Introduction and Overview
1.1 Product Definition
1.2 Product Specification
1.3 Global Market Overview
1.3.1 Global Online Gaming Market Status and Forecast (2017-2028)
1.3.2 Global Online Gaming Sales Value CAGR by Region
1.4 Market Drivers, Inhibitors
1.4.1 Market Drivers
1.4.2 Market Inhibitors
1.4.3 COVID-19 Impact Analysis
2 Global Online Gaming Supply by Company
2.1 Global Online Gaming Sales Value by Company
2.2 Online Gaming Sales Area of Main Manufacturers
2.3 Trend of Concentration Rate
3 Global and Regional Online Gaming Market Status by Type
3.1 Online Gaming Type Introduction
3.1.1 Smartphones Online Gaming
3.1.2 PCs Online Gaming
3.1.3 Others
3.2 Global Online Gaming Market by Type
3.3 North America: by Type
3.4 Europe: by Type
3.5 China: by Type
3.6 Japan: by Type
3.7 Asia Other: by Type
4 Global and Regional Online Gaming Market Status by Application
4.1 Online Gaming Segment by Application
4.1.1 Child
4.1.2 Adult
4.2 Global Online Gaming Market by Application
4.3 North America: by Application
4.4 Europe: by Application
4.5 China: by Application
4.6 Japan: by Application
4.7 Asia Other: by Application
5 Global Online Gaming Market Status by Region
5.1 Global Online Gaming Market by Region
5.2 North America Online Gaming Market Status
5.3 Europe Online Gaming Market Status
5.4 China Online Gaming Market Status
5.5 Japan Online Gaming Market Status
5.6 Asia Other Online Gaming Market Status
6 Major Downstream Customers Analysis
6.1 Customer One Analysis
6.2 Customer Two Analysis
6.3 Customer Three Analysis
6.4 Customer Four Analysis
7 Global Online Gaming Market Forecast by Type and by Application
7.1 Global Online Gaming Sales Value Forecast (2023-2028)
7.2 Global Online Gaming Forecast by Type
7.3 Global Online Gaming Forecast by Application
8 Global Online Gaming Market Forecast by Region/Country
8.1 Global Online Gaming Market Forecast by Region (2023-2028)
8.2 North America Market Forecast
8.3 Europe Market Forecast
8.4 China Market Forecast
8.5 Japan Market Forecast
8.6 Asia Other Market Forecast
9 Key Participants Company Information
9.1 Zynga
9.1.1 Company Information
9.1.2 Online Gaming Product Introduction
9.1.3 Zynga Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.1.4 Contact Information
9.2 Tencent
9.2.1 Company Information
9.2.2 Online Gaming Product Introduction
9.2.3 Tencent Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.2.4 Contact Information
9.3 Take-Two Interactive Software
9.3.1 Company Information
9.3.2 Online Gaming Product Introduction
9.3.3 Take-Two Interactive Software Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.3.4 Contact Information
9.4 Sony
9.4.1 Company Information
9.4.2 Online Gaming Product Introduction
9.4.3 Sony Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.4.4 Contact Information
9.5 NCSOFT
9.5.1 Company Information
9.5.2 Online Gaming Product Introduction
9.5.3 NCSOFT Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.5.4 Contact Information
9.6 Microsoft
9.6.1 Company Information
9.6.2 Online Gaming Product Introduction
9.6.3 Microsoft Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.6.4 Contact Information
9.7 King Digital Entertainment
9.7.1 Company Information
9.7.2 Online Gaming Product Introduction
9.7.3 King Digital Entertainment Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.7.4 Contact Information
9.8 GungHo Online Entertainment
9.8.1 Company Information
9.8.2 Online Gaming Product Introduction
9.8.3 GungHo Online Entertainment Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.8.4 Contact Information
9.9 Giant Interactive Group
9.9.1 Company Information
9.9.2 Online Gaming Product Introduction
9.9.3 Giant Interactive Group Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.9.4 Contact Information
9.10 Electronic Arts
9.10.1 Company Information
9.10.2 Online Gaming Product Introduction
9.10.3 Electronic Arts Online Gaming Sales Value, Gross Margin and Global Share (2020-2022)
9.10.4 Contact Information
9.11 Blizzard
10 Conclusion
11 Methodology

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