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Global Gaming Market Analysis 2022-2027: Industry Size, Share, Growth Statistics and Business Opportunity

 According to the latest report by IMARC Group, titled Global Gaming Market Analysis: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027”, The global gaming market reached a value of US$ 184.6 Billion in 2021. Looking forward, IMARC Group expects the market to reach US$ 314.8 Billion by 2027, exhibiting at a CAGR of 9.2% during 2022-2027. Gaming includes playing video games or electronic games via computers, mobile phones, consoles, or other digital mediums. It offers an enhanced experience to the users with the help of wired or wireless auxiliary devices and augmented reality/virtual reality (AR/VR).

We are regularly tracking the direct effect of COVID-19 on the market, along with the indirect influence of associated industries. These observations will be integrated into the report.

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Global Gaming Industry Trends:

The global market is primarily driven by the rising inclination of youth towards gaming. This, along with the increasing penetration of high-speed internet connectivity, is positively influencing the market growth. Furthermore, the rising incorporation of 4G technology in smartphones has led to a considerable rise in the preference for attractive online interactive games, which is driving the market growth. Apart from this, the growing popularity of various online gaming championships is significantly contributing to the market growth. Besides this, the widespread adoption of virtual reality (VR) technology by key market players is also creating a positive outlook for the market. Additionally, the rising popularity of multiplayer video games is further catalyzing the market growth.

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Global Gaming Market 2022-2027 Analysis and Segmentation:

Top Leading Gaming Companies in the World:

Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd.and Bandai Namco Holdings Inc.

Breakup by Device Type:

  • Consoles
  • Mobiles and Tablets
  • Computers

Breakup by Platform:

  • Online
  • Offline

Breakup by Revenue Type:

  • In-Game Purchase
  • Game Purchase
  • Advertising

Breakup by Type:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others

Breakup by Age Group:

  • Adult
  • Children

Breakup by Region:

  • North America (United States, Canada)
  • Europe (Germany, France, United Kingdom, Italy, Spain, Others)
  • Asia Pacific (China, Japan, India, Australia, Indonesia, Korea, Others)
  • Latin America (Brazil, Mexico, Others)
  • Middle East and Africa (United Arab Emirates, Saudi Arabia, Qatar, Iraq, Other)

TOC for the Gaming Market Research Report:

• Preface
• Scope and Methodology
• Executive Summary
• Introduction
• Global Gaming Market
• SWOT Analysis
• Value Chain Analysis
• Price Analysis
• Competitive Landscape

Note: If you need specific information that is not currently within the scope of the report, we can provide it to you as a part of the customization.

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About Us:

IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.

IMARC’s information products include major market, scientific, economic and technological developments for business leaders in pharmaceutical, industrial, and high technology organizations. Market forecasts and industry analysis for biotechnology, advanced materials, pharmaceuticals, food and beverage, travel and tourism, nanotechnology and novel processing methods are at the top of the company’s expertise.

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