Digital Gaming Market is valued at USD 183.26 Billion in 2020 and expected to reach USD 614.19 Billion by 2028 with the CAGR of 16.32% over the forecast period.
Increasing demand for the freemium subscription model, high adoption of electronic devices, and increasing internet penetration are some of the major factors driving the growth of the Global Digital Gaming Market.
A digital game is a program which is designed to provide interactive experience to the player for both educational as well as commercial purposes. Virtual environment provided by the digital games do not limit players by physical space or by hands on access, rather it encompasses large spectrum of cultural and media activities based on digital technologies. The latest technologies have provided new levels to digital gaming by integrating different features for instance, voice recognition, 3D gaming, GPS tracking and many more to provide players with real life experiences. The high speed internet and various other network technologies have provided players with high quality gaming with live streaming. Digital games are designed to play with digital electronic device such as a computer, videogame console, mobile device or interactive television. It is an interactive platform one or more players intended to offer a virtual environment and user-controlled experience for entertainment as well as educational purpose. Additionally, it enables users to experience immersive and digital form of games based out of real life and imaginary situations. Key digital game providers focus on development of advanced products to facilitate the trend of online gaming.
Global Digital Gaming Market report is segmented based on distribution channel, game subscription model, platform, audience, device and by regional & country level. Based upon distribution channel, digital gaming market is classified into retail and digital. Based upon game subscription model, digital gaming market is classified into premium, paymium and freemium. Based upon platform, digital gaming market is classified into flash, IOS, android and social network. Based upon audience, digital gaming market is classified into social gamer, serious gamers and core gamers. Based upon device, digital gaming market is classified into mobile, console and PC.
Digital Gaming market report covers prominent players like
The regions covered in this digital gaming market report are North America, Europe, Asia-Pacific and Rest of the World. On the basis of country level, market of digital gaming is sub divided into U.S., Mexico, Canada, U.K., France, Germany, Italy, China, Japan, India, South East Asia, GCC, Africa, etc.
Growing digital gaming demand from the social, casual and core gamers and preference for paymium and freemium subscription models are some of the major factors driving the growth of market. In addition, increasing penetration of the portable gaming devices such as smartphones and tablets is also supplementing the growth of the market. In 2020, the number of smartphone operators in the world is 3.5 billion, which translates to 45.04% of the world’s population owning a smartphone. Furthermore, growing audience of gaming especially youngsters is fostering the demand for the digital gaming. However, increasing concern about high level of piracy situations and lag in network connectivity may hinder the market growth. Moreover, rising adoption of live streaming and e-sports is expected to create lucrative opportunity for the further growth of digital gaming market in the coming few years.
Asia Pacific is expected to dominate the global digital gaming market with the potential rate in terms of revenue due to increasing number of gamers, rising disposable income and technology innovation in this region. In addition, increasing disposable income in the developing countries such as India and China is also expected to fuel the growth rate of digital gaming market.
North America is anticipated to grow at a highest CAGR over forecast period due to presence of key market players and high consumer base as the people in the region. In addition, the players present in U.S. are trying to capture the market in the emerging economies due to less competition present and increasing young population in countries such as Vietnam and India.
Report Analysis | Details |
---|---|
Historical data | 2018 - 2021 |
Forecast Period | 2022- 2028 |
Market Size in 2020: | USD 183.26 Billion |
Base year considered | 2020 |
Forecast Period CAGR %: | 16.32 % |
Market Size Expected in 2027: | USD 614.19 Billion |
Tables, Charts & Figures: | 175 |
Pages | 200 |
Digital Gaming Companies: | Activision Blizzard Inc., Asobo Studio, CCP hf, Changyou.com, Cryptic Studios, 4A Games, GameHouse, Electronic Arts Inc., Gamelion, Konami Corp., Microsoft Corp., Nexon, Rovio Entertainment Ltd., Ubisoft Entertainment SA, Warner Bros. Interactive Entertainment, The Lego Group and GungHo Entertainment. |
Segments Covered | By Distribution Channel, By Game Subscription Model, By Platform, By Audience, By Device |
Regional Analysis | North America, U.S., Mexico, Canada, Europe, UK, France, Germany, Italy, Asia Pacific, China, Japan, India, Southeast Asia, South America, Brazil, Argentina, Columbia, The Middle East and Africa, GCC, Africa, Rest of the Middle East and Africa |
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