1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
3.1. Market Snapshot
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
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
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
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
8.1. Online Gaming Market, by Game Type
8.1.1. Massively Multiplayer Online Role-Playing Games (MMORPG)
8.1.1.1. Market Revenue and Forecast
8.1.2. First-Person Shooter (FPS)
8.1.2.1. Market Revenue and Forecast
8.1.3. Real-Time Strategy (RTS)
8.1.3.1. Market Revenue and Forecast
8.1.4. Multiplayer Online Battle Arena (MOBA)
8.1.4.1. Market Revenue and Forecast
8.1.5. Battle Royale Games
8.1.5.1. Market Revenue and Forecast
8.1.6. Casino & Card Games
8.1.6.1. Market Revenue and Forecast
8.1.7. Sports & Racing Games
8.1.7.1. Market Revenue and Forecast
8.1.8. Simulation Games
8.1.8.1. Market Revenue and Forecast
8.1.9. Puzzle & Arcade Games
8.1.9.1. Market Revenue and Forecast
8.1.10. Adventure Games
8.1.10.1. Market Revenue and Forecast
9.1. Online Gaming Market, by Platform
9.1.1. PC Games
9.1.1.1. Market Revenue and Forecast
9.1.2. Console Games
9.1.2.1. Market Revenue and Forecast
9.1.3. Mobile Games (Smartphone & Tablet)
9.1.3.1. Market Revenue and Forecast
9.1.4. Browser-Based Games
9.1.4.1. Market Revenue and Forecast
9.1.5. Cloud-Based Streaming Games
9.1.5.1. Market Revenue and Forecast
10.1. Online Gaming Market, by Business Model
10.1.1. Free-to-Play (F2P)
10.1.1.1. Market Revenue and Forecast
10.1.2. Pay-to-Play (P2P)
10.1.2.1. Market Revenue and Forecast
10.1.3. Freemium (In-App Purchases)
10.1.3.1. Market Revenue and Forecast
10.1.4. Subscription-Based
10.1.4.1. Market Revenue and Forecast
10.1.5. Ad-Supported Games
10.1.5.1. Market Revenue and Forecast
11.1. Online Gaming Market, by Revenue Stream
11.1.1. Game Purchases
11.1.1.1. Market Revenue and Forecast
11.1.2. In-Game Purchases
11.1.2.1. Market Revenue and Forecast
11.1.3. Advertising Revenue
11.1.3.1. Market Revenue and Forecast
11.1.4. Subscription Revenue
11.1.4.1. Market Revenue and Forecast
11.1.5. Tournament & Sponsorship Revenue
11.1.5.1. Market Revenue and Forecast
12.1. Online Gaming Market, by Device Type
12.1.1. Smartphones
12.1.1.1. Market Revenue and Forecast
12.1.2. Tablets
12.1.2.1. Market Revenue and Forecast
12.1.3. Desktops/Laptops
12.1.3.1. Market Revenue and Forecast
12.1.4. Consoles (PlayStation, Xbox, Nintendo)
12.1.4.1. Market Revenue and Forecast
12.1.5. Smart TVs
12.1.5.1. Market Revenue and Forecast
13.1. North America
13.1.1. Market Revenue and Forecast, by Game Type
13.1.2. Market Revenue and Forecast, by Platform
13.1.3. Market Revenue and Forecast, by Business Model
13.1.4. Market Revenue and Forecast, by Revenue Stream
13.1.5. Market Revenue and Forecast, by Device Type
13.1.6. U.S.
13.1.6.1. Market Revenue and Forecast, by Game Type
13.1.6.2. Market Revenue and Forecast, by Platform
13.1.6.3. Market Revenue and Forecast, by Business Model
13.1.6.4. Market Revenue and Forecast, by Revenue Stream
13.1.6.5. Market Revenue and Forecast, by Device Type
13.1.7. Rest of North America
13.1.7.1. Market Revenue and Forecast, by Game Type
13.1.7.2. Market Revenue and Forecast, by Platform
13.1.7.3. Market Revenue and Forecast, by Business Model
13.1.7.4. Market Revenue and Forecast, by Revenue Stream
13.1.7.5. Market Revenue and Forecast, by Device Type
13.2. Europe
13.2.1. Market Revenue and Forecast, by Game Type
13.2.2. Market Revenue and Forecast, by Platform
13.2.3. Market Revenue and Forecast, by Business Model
13.2.4. Market Revenue and Forecast, by Revenue Stream
13.2.5. Market Revenue and Forecast, by Device Type
13.2.6. UK
13.2.6.1. Market Revenue and Forecast, by Game Type
13.2.6.2. Market Revenue and Forecast, by Platform
13.2.6.3. Market Revenue and Forecast, by Business Model
13.2.7. Market Revenue and Forecast, by Revenue Stream
13.2.8. Market Revenue and Forecast, by Device Type
13.2.9. Germany
13.2.9.1. Market Revenue and Forecast, by Game Type
13.2.9.2. Market Revenue and Forecast, by Platform
13.2.9.3. Market Revenue and Forecast, by Business Model
13.2.10. Market Revenue and Forecast, by Revenue Stream
13.2.11. Market Revenue and Forecast, by Device Type
13.2.12. France
13.2.12.1. Market Revenue and Forecast, by Game Type
13.2.12.2. Market Revenue and Forecast, by Platform
13.2.12.3. Market Revenue and Forecast, by Business Model
13.2.12.4. Market Revenue and Forecast, by Revenue Stream
13.2.13. Market Revenue and Forecast, by Device Type
13.2.14. Rest of Europe
13.2.14.1. Market Revenue and Forecast, by Game Type
13.2.14.2. Market Revenue and Forecast, by Platform
13.2.14.3. Market Revenue and Forecast, by Business Model
13.2.14.4. Market Revenue and Forecast, by Revenue Stream
13.2.15. Market Revenue and Forecast, by Device Type
13.3. APAC
13.3.1. Market Revenue and Forecast, by Game Type
13.3.2. Market Revenue and Forecast, by Platform
13.3.3. Market Revenue and Forecast, by Business Model
13.3.4. Market Revenue and Forecast, by Revenue Stream
13.3.5. Market Revenue and Forecast, by Device Type
13.3.6. India
13.3.6.1. Market Revenue and Forecast, by Game Type
13.3.6.2. Market Revenue and Forecast, by Platform
13.3.6.3. Market Revenue and Forecast, by Business Model
13.3.6.4. Market Revenue and Forecast, by Revenue Stream
13.3.7. Market Revenue and Forecast, by Device Type
13.3.8. China
13.3.8.1. Market Revenue and Forecast, by Game Type
13.3.8.2. Market Revenue and Forecast, by Platform
13.3.8.3. Market Revenue and Forecast, by Business Model
13.3.8.4. Market Revenue and Forecast, by Revenue Stream
13.3.9. Market Revenue and Forecast, by Device Type
13.3.10. Japan
13.3.10.1. Market Revenue and Forecast, by Game Type
13.3.10.2. Market Revenue and Forecast, by Platform
13.3.10.3. Market Revenue and Forecast, by Business Model
13.3.10.4. Market Revenue and Forecast, by Revenue Stream
13.3.10.5. Market Revenue and Forecast, by Device Type
13.3.11. Rest of APAC
13.3.11.1. Market Revenue and Forecast, by Game Type
13.3.11.2. Market Revenue and Forecast, by Platform
13.3.11.3. Market Revenue and Forecast, by Business Model
13.3.11.4. Market Revenue and Forecast, by Revenue Stream
13.3.11.5. Market Revenue and Forecast, by Device Type
13.4. MEA
13.4.1. Market Revenue and Forecast, by Game Type
13.4.2. Market Revenue and Forecast, by Platform
13.4.3. Market Revenue and Forecast, by Business Model
13.4.4. Market Revenue and Forecast, by Revenue Stream
13.4.5. Market Revenue and Forecast, by Device Type
13.4.6. GCC
13.4.6.1. Market Revenue and Forecast, by Game Type
13.4.6.2. Market Revenue and Forecast, by Platform
13.4.6.3. Market Revenue and Forecast, by Business Model
13.4.6.4. Market Revenue and Forecast, by Revenue Stream
13.4.7. Market Revenue and Forecast, by Device Type
13.4.8. North Africa
13.4.8.1. Market Revenue and Forecast, by Game Type
13.4.8.2. Market Revenue and Forecast, by Platform
13.4.8.3. Market Revenue and Forecast, by Business Model
13.4.8.4. Market Revenue and Forecast, by Revenue Stream
13.4.9. Market Revenue and Forecast, by Device Type
13.4.10. South Africa
13.4.10.1. Market Revenue and Forecast, by Game Type
13.4.10.2. Market Revenue and Forecast, by Platform
13.4.10.3. Market Revenue and Forecast, by Business Model
13.4.10.4. Market Revenue and Forecast, by Revenue Stream
13.4.10.5. Market Revenue and Forecast, by Device Type
13.4.11. Rest of MEA
13.4.11.1. Market Revenue and Forecast, by Game Type
13.4.11.2. Market Revenue and Forecast, by Platform
13.4.11.3. Market Revenue and Forecast, by Business Model
13.4.11.4. Market Revenue and Forecast, by Revenue Stream
13.4.11.5. Market Revenue and Forecast, by Device Type
13.5. Latin America
13.5.1. Market Revenue and Forecast, by Game Type
13.5.2. Market Revenue and Forecast, by Platform
13.5.3. Market Revenue and Forecast, by Business Model
13.5.4. Market Revenue and Forecast, by Revenue Stream
13.5.5. Market Revenue and Forecast, by Device Type
13.5.6. Brazil
13.5.6.1. Market Revenue and Forecast, by Game Type
13.5.6.2. Market Revenue and Forecast, by Platform
13.5.6.3. Market Revenue and Forecast, by Business Model
13.5.6.4. Market Revenue and Forecast, by Revenue Stream
13.5.7. Market Revenue and Forecast, by Device Type
13.5.8. Rest of LATAM
13.5.8.1. Market Revenue and Forecast, by Game Type
13.5.8.2. Market Revenue and Forecast, by Platform
13.5.8.3. Market Revenue and Forecast, by Business Model
13.5.8.4. Market Revenue and Forecast, by Revenue Stream
13.5.8.5. Market Revenue and Forecast, by Device Type
14.1. Tencent Holding Limited
14.1.1. Company Overview
14.1.2. Product Offerings
14.1.3. Financial Performance
14.1.4. Recent Initiatives
14.2. Activision Blizzard, Inc.
14.2.1. Company Overview
14.2.2. Product Offerings
14.2.3. Financial Performance
14.2.4. Recent Initiatives
14.3. Nintendo of America Inc.
14.3.1. Company Overview
14.3.2. Product Offerings
14.3.3. Financial Performance
14.3.4. Recent Initiatives
14.4. Microsoft Corporation
14.4.1. Company Overview
14.4.2. Product Offerings
14.4.3. Financial Performance
14.4.4. Recent Initiatives
14.5. Valve Corporation
14.5.1. Company Overview
14.5.2. Product Offerings
14.5.3. Financial Performance
14.5.4. Recent Initiatives
14.6. Electronic Arts Inc.
14.6.1. Company Overview
14.6.2. Product Offerings
14.6.3. Financial Performance
14.6.4. Recent Initiatives
14.7. Sony Corporation
14.7.1. Company Overview
14.7.2. Product Offerings
14.7.3. Financial Performance
14.7.4. Recent Initiatives
14.8. Take-Two Interactive Software, Inc.
14.8.1. Company Overview
14.8.2. Product Offerings
14.8.3. Financial Performance
14.8.4. Recent Initiatives
14.9. Square Enix Holdings Co., Ltd.
14.9.1. Company Overview
14.9.2. Product Offerings
14.9.3. Financial Performance
14.9.4. Recent Initiatives
14.10. Amazon.com, Inc.
14.10.1. Company Overview
14.10.2. Product Offerings
14.10.3. Financial Performance
14.10.4. Recent Initiatives
15.1. Primary Research
15.2. Secondary Research
15.3. Assumptions
16.1. About Us
16.2. Glossary of Terms
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