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Global Digital Gaming Market, [Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), Gaming Platform (Flash, iOS, Android, Social Network), Gaming Subscription Model (Premium, Paymium, Freemium), Devices, Regions - Trends & Forecast, 2015-2020

  • February, 2016
  • Domain: ICT - Verticals,digital technologies
Pages: 181
Tables: 135
Charts: 83
Regions/Countries: 6/8
Companies: 20
Enquiry Hours: 10
  • Get Free 10% Customization in this Report

The Digital Gaming market is rapidly growing across the globe. The mounting demand of digital gaming from the social, casual and core gamers, enhanced penetration of the portable gaming devices such as smartphones and tablets and rising preference for paymium and freemium subscription models have made this a booming market.

The growth of the Digital Gaming Market has been profound in the emerging markets of Asia Pacific and the Middle East & Africa (MEA). Despite constraining factors such as piracy, games utilising a lot of space and traditional systems not capable of supporting the AAA games, The Global Digital Gaming Market is still expected to follow a remarkable growth trajectory during the forecast period.

Market Analysis

The Global Digital Gaming market is predicted to grow at a CAGR of 17.2% during the forecast period 2015–2020. The growth is due to an increasing demand for the freemium subscription model.

The boom of the market is due to a surging demand for the freemium subscription model. Growth in this sector can be attributed to the overwhelming usage of smartphones and tablets for gaming. Youngsters comprise a major portion of the growing gaming audience. A significant trend witnessed in the market has been the integration of virtual technologies into gaming. Nowadays, vendors are coming up with innovative gaming technologies such as integration of virtual technologies into mobile gaming applications which offers easy control to the end users. Apple’s new gaming product was launched with the concept of virtual technologies which was a major enticing factor for gadget lovers. However, internet bandwidth and restrictive government policies in some countries such as Bahrain, China, Iran, Saudi Arabia etc. is somewhat limiting growth in this market.

Geographical segmentation

The market has been segmented and analyzed by six geographies – North America, Western Europe, Central Eastern Europe, Middle East & Africa, Latin America and Asia Pacific. North America is a mature but not saturated market. It is the second largest region and most of its revenue comes from smartphone gaming. Western Europe has had slower adoption of digital gaming. The growth rate for Western and Eastern Europe will be slightly higher in the forecast period. The Middle East & Africa (MEA) region is one of the emerging regions for the gaming market. Detailed country wise analysis of 18 leading countries in these regions is included.

MEA’s digital gaming market is expected to grow at a CAGR of 25.4% during the forecast period 2015–2020. Each region is segmented and analyzed by the gaming audience, gaming devices, gaming platforms and gaming subscription models.

Vertical Analysis

The Global Gaming Market is segmented and analyzed by four major product segments- Gaming Audience, Gaming Devices, Gaming Platforms and Gaming Subscription Models. A deeper segmentation and analysis has been carried out for each of the six regions by the four major segments.

Key Players

Some of the prominent players present in the Global Gaming Market are Microsoft, Nintendo, Samsung, and Sony.

Competitive Analysis

The Global Digital Gaming Market is experiencing significant investments from key business players in the market. The vendors with an established presence in the US are now trying to penetrate the gaming market of APAC. The APAC market is lucrative for the Global Gaming Market vendors due to the rising youth population in Vietnam and India and due to lesser competition in this region. Current and future key business strategies of the competitors and their growth in the different regions.


The report provides an exhaustive analysis of the market aiming to bring all digital gaming stakeholders such as game publishers and developers under one platform.

The report offers a detailed analysis of the global digital gaming industry in terms of the gaming audience, gaming devices, gaming platforms and gaming subscription model. The report also entails a detailed regional analysis, i.e. analysis of the leading countries in these regions according to the above-mentioned segments.

The report provides insights about the-

The report gives information related to the latest industry and market trends, key stakeholders, industry pest analysis and competitive landscape. It includes the end user analysis, i.e. gamers (in terms of time spent on games in a day, month, preferred gaming device, preferred subscription mode and presently, famous games among the gamers). This analysis was done according to the end user survey result which was successfully conducted across the globe during the time of the study.

The report will be of significance to the key stakeholders of the digital gaming market such as game publishers, game developers, game platform providers, game distributors, game device manufacturers and gaming associations in the following ways:

  • Drivers, growth opportunities and regional digital gaming trends

  • Present and upcoming gaming behaviour of the gamers in the regions

1    Industry Outlook
1.1    Industry Overview
1.2    Industry Trends
1.3    Pest Analysis

2    Report Outline
2.1    Report Scope
2.2    Report Summary
2.3    Research Methodology
2.4    Report Assumptions

3    Market Snapshot
3.1    Total Addressable Market (TAM)
3.2    Segmented Addressable Market (SAM)
3.3    Parent/Related Markets
3.3.1    Smartphones and Tablets Gaming Market
3.3.2    Cloud Gaming Market
3.3.3    Online Gaming Market

4    Market Outlook
4.1    Market Overview
4.2    Market Trends & Impact
4.3    Market Segmentation
4.4    Technology Roadmap
4.5    Porter 5 (Five) Forces

5    Market Characteristics
5.1    Ecosystem
5.2    Market Dynamics
5.2.1    Drivers    Increase in Gaming Audience    Retail Games    Low Cost Games
5.2.2    Restraints    Growing Piracy    Utilizes lot of Space in the System    Traditional Systems not Capable of Supporting Heavy Games
5.2.3    Opportunities    For Game Publishers and Developers    Upcoming Technology Friendly Gaming Devices    Cloud Gaming
5.2.4    DRO - Impact Analysis
5.2.5    Key stakeholders

6    Gaming Audience: Market Size & Analysis
6.1    Overview
6.1.1    Market Size and Analysis
6.2    Social Gamers
6.2.1    By Market Size and Analysis
6.3    Serious Gamers
6.3.1    Market Size and Analysis
6.4    Core Gamers
6.4.1    Market Size and Analysis

7    Devices: Market Size & Analysis
7.1    Overview
7.1.1    Market Size and Analysis
7.2    Featured Phones and Smartphones
7.2.1    Market Size & Analysis
7.3    Tablets
7.3.1    Market Size & Analysis by Tablets
7.4    PC
7.4.1    Market Size & Analysis by PC
7.5    Laptops
7.5.1    Market Size & Analysis by Laptops
7.6    Console Units
7.6.1    Market Size & Analysis by Console Units
7.7    Vendor Profiles
7.7.1    Sony Corporation    Overview    Financial Health    Business Units    Overall    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & View
7.7.2    Microsoft Corporation    Overview    Financial Health    Business Units    Overall    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & Views
7.7.3    Nintendo Co., Ltd.    Overview    Financial Health    Business Units    Overall    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & View
7.7.4    Samsung Electronics Co Ltd    Overview    Financial Health    Business Units    Overall    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & View
7.7.5    LG Electronics Inc.    Overview    Financial Health    Business Units    Overall    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & View

8    Gaming Platform: Market Size & Analysis
8.1    Overview
8.1.1    Market Size & Analysis
8.2    Flash
8.2.1    Market Size & Analysis
8.3    iOS
8.3.1    Drivers of iOS Platform
8.3.2    Market Size & Analysis
8.4    Android
8.4.1    Drivers of Android Platform
8.4.2    Gaming Audience Spend Time on Android Phone
8.4.3    Market Size & Analysis
8.5    Social Network
8.5.1    Drivers of Social Network Gaming Platform
8.5.2    Market Size & Analysis
8.6    Vendor Profiles
8.6.1    Zynga Inc.    Overview    Financial Health    Business Units    Overall    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & Views
8.6.2    Electronic Arts Inc. (EA)    Overview    Financial Health    Business Units    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & Views
8.6.3    King Digital Entertainment Plc    Overview    Financial Health    Business Units    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & Views
8.6.4    Sega Games Co. Ltd    Overview    Financial Health    Business Units    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & Views
8.6.5    NVidia Corporation    Overview    Financial Health    Business Units    Overall    Market Specific    SWOT Analysis    Key Business Priorities    Business Strategy & Views

9    Gaming Subscription Model: Market Size & Analysis
9.1    Overview
9.1.1    Market Size & Analysis
9.2    Premium Model
9.2.1    Drivers of Premium Subscription Model
9.2.2    Market Size & Analysis
9.3    Paymium Model
9.3.1    Drivers of Paymium Subscription Model
9.3.2    Market Size & Analysis
9.4    Freemium Model
9.4.1    Drivers of the Freemium Model
9.4.2    Market Size & Analysis

10    Regions: Market Size & Analysis
10.1    Overview
10.1.1    Market Size & Analysis
10.2    North America
10.2.1    Drivers of North America Digital Gaming Market
10.2.2    United States
10.2.3    Canada
10.2.4    Market Size & Analysis
10.3    Western Europe
10.3.1    Drivers of Western Europe Digital Gaming
10.3.2    UK
10.3.3    Germany
10.3.4    France
10.3.5    Market Size & Analysis
10.4    Asia-Pacific
10.4.1    Drivers of Asia Pacific Digital Gaming
10.4.2    China
10.4.3    Japan
10.4.4    South Korea
10.4.5    Market Size & Analysis
10.5    Central Eastern Europe
10.5.1    Drivers of CEE Digital Gaming Market
10.5.2    Market Size & Analysis
10.6    Middle East and Africa (MEA)
10.6.1    Drivers of MEA Digital Gaming Market
10.6.2    Market Size & Analysis
10.7    Latin America
10.7.1    Drivers of Latin America Digital Gaming Market
10.7.2    Market Size & Analysis

11    Competitive Landscape
11.1    Competitor Comparison Analysis
11.1.1    Competitor Analysis (Console device Manufacturer’s)
11.1.2    Analysis By Gaming Subscription Model
11.1.3    Analysis By Gaming Platform
11.2    Market Landscape
11.2.1    Mergers & Acquisitions (M&A)
11.2.2    Venture Capital (VC) Funding
11.2.3    Joint Ventures & Collaborations

12    End-User Analysis

13    Global Generalists
13.1    Google Inc
13.1.1    Overview
13.1.2    Key Offerings
13.1.3    Objectives and Progress
13.2, Inc.
13.2.1    Overview
13.2.2    Key Offerings
13.2.3    Objectives and Progress
13.3    International Business Machines Corp.
13.3.1    Overview
13.3.2    Key Offerings
13.3.3    Objectives and Progress
13.4    Apple Inc.
13.4.1    Overview
13.4.2    Key Offerings
13.4.3    Objectives and Progress
13.5    Facebook Inc
13.5.1    Overview
13.5.2    Key Offerings
13.5.3    Objectives and Progress

14    Companies to Watch For
14.1    APAR GAMES
14.1.1    Overview
14.1.2    Key Offerings
14.1.3    Objective and Progress
14.2    Zatun
14.2.1    Overview
14.2.2    Key Offerings
14.2.3    Objective And Progrss
14.3    Kabam
14.3.1    Overview
14.3.2    Key Offerings
14.3.3    Objective and Progress
14.4    Rolocule
14.4.1    Overview
14.4.2    Key Offerings
14.4.3    Objective and Progress
14.5    Tapinator, Inc.
14.5.1    Overview
14.5.2    Key Offerings
14.5.3    Objective and Progress


Research Framework

Infoholic research works on a holistic 360° approach in order to deliver high quality, validated and reliable information in our market reports. The Market estimation and forecasting involves following steps:

  • Data Collation (Primary & Secondary)
  • In-house Estimation (Based on proprietary data bases and Models)
  • Market Triangulation
  • Forecasting

Market related information is congregated from both primary and secondary sources.

Primary sources

involved participants from all global stakeholders such as Solution providers, service providers, Industry associations, thought leaders etc. across levels such as CXOs, VPs and managers. Plus, our in-house industry experts having decades of industry experience contribute their consulting and advisory services.

Secondary sources

include public sources such as regulatory frameworks, government IT spending, government demographic indicators, industry association statistics, and company publications along with paid sources such as Factiva, OneSource, Bloomberg among others.

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