Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Online Gaming Market
5.1. COVID-19 Landscape: Online Gaming Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Online Gaming Market, By Gaming Type
8.1. Online Gaming Market, by Gaming Type, 2023-2032
8.1.1 Action & Adventure Games
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Racing Games
8.1.2.1. Market Revenue and Forecast (2020-2032)
8.1.3. Simulation Games
8.1.3.1. Market Revenue and Forecast (2020-2032)
8.1.4. Strategy Games
8.1.4.1. Market Revenue and Forecast (2020-2032)
8.1.5. Sports Games
8.1.5.1. Market Revenue and Forecast (2020-2032)
8.1.6. Others
8.1.6.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Online Gaming Market, By Platform
9.1. Online Gaming Market, by Platform, 2023-2032
9.1.1. PC
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Console
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Mobile
9.1.3.1. Market Revenue and Forecast (2020-2032)
9.1.4. Others
9.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Online Gaming Market, By Business Model
10.1. Online Gaming Market, by Business Model, 2023-2032
10.1.1. Free-to-play
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Pay-to-play
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. Subscription-based
10.1.3.1. Market Revenue and Forecast (2020-2032)
10.1.4. Play-to-earn
10.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Online Gaming Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.1.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.1.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.1.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.2.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.2.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.2.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.2.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.6.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.2.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.7.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.3.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.3.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.3.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.3.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.6.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.3.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.7.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.4.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.4.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.4.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.6.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.4.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.7.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.5.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)
11.5.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
Chapter 12. Company Profiles
12.1. Tencent Holding Limited
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Activision Blizzard, Inc.
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Nintendo of America Inc.
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Microsoft Corporation
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Valve Corporation
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Electronic Arts Inc.
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Sony Corporation
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Take-Two Interactive Software, Inc.
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Square Enix Holdings Co., Ltd.
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Amazon.com, Inc.
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
No cookie-cutter, only authentic analysis – take the 1st step to become an Precedence Research client