Abstract
Summary
Global Game Applications Market is valued at approximately USD 100.36 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 13.3% over the forecast period 2022-2029. Game Applications refers to software application, intended to entertain users through graphic games. The user of the gaming application interacts with graphical objects that simulate imaginary characters that are an integral part of the background story of the game. Moreover, apart from entertainment purposes games are also developed for other domains such as education, business, and healthcare applications. The penetration of smartphones worldwide and rising emergence of high-speed internet services as well as strategic initiatives from leading market players are key factors accelerating the market growth.
The growing penetration of smartphones due to rapid growth in mobile technology is contributing to the growth of the Global Game Applications Market. For instance, according to Statista – in 2021, the global smartphone market was valued at USD 481.2 billion, and the market is projected to grow to USD 500 billion by 2026. In addition, as per the India Brand Equity Foundation (IBEF)- in 2021, India's smartphone shipments increased by 11% to 169 million units, and market revenue reached USD 38 billion. Also, rising advancements in smartphone technology and increasing usage of digital entertainment would create a lucrative growth prospectus for the market over the forecast period. However, rising concern over data privacy stifles market growth throughout the forecast period of 2022-2029.
The key regions considered for the Global Game Applications Market study include Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America dominated the market in terms of revenue, owing to the presence of leading market players as well as growing adoption of social media integrations in the region. Whereas Asia Pacific is expected to grow with the highest CAGR during the forecast period, owing to factors such as rising expansion of low-cost internet services, and increasing penetration of smartphones with low-cost high-speed internet services in the region.
Major market players included in this report are:
Tencent Holding Ltd
Nintendo
Activision Blizzard
Ubisoft
Electronic Arts Inc.
Take-Two Interactive Software, Inc.
Bethesda Softworks LLC
Zynga Inc.
Epic Games, Inc.
NetEase, Inc.
Recent Developments in the Market:
In January 2022, Chinese entertainment and tech group Tencent Holdings announced acquisition of UK based Sumo Group for a transaction value of USD 1.25 billion. This acquisition would enable Tencent to expand its presence in Europe region.
In August 2022, China based NetEase, Inc., a leader in internet and online game services announced that its games division, NetEase Games, acquired Quantic Dream S.A.
Global Game Applications Market Report Scope:
Historical Data 2019-2020-2021
Base Year for Estimation 2021
Forecast period 2022-2029
Report Coverage Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered Marketplace, Region
Regional Scope North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.
The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Marketplace
Google Play Store
Apple iOS Store
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
RoLA
Rest of the World
Table of Contents
1 Executive Summary
1.1 Market Snapshot
1.2 Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1 Game Applications Market, by Region, 2019-2029 (USD Billion)
1.2.2 Game Applications Market, by Marketplace, 2019-2029 (USD Billion)
1.3 Key Trends
1.4 Estimation Methodology
1.5 Research Assumption
2 Global Game Applications Market Definition and Scope
2.1 Objective of the Study
2.2 Market Definition & Scope
2.2.1 Scope of the Study
2.2.2 Industry Evolution
2.3 Years Considered for the Study
2.4 Currency Conversion Rates
3 Global Game Applications Market Dynamics
3.1 Game Applications Market Impact Analysis (2019-2029)
3.1.1 Market Drivers
- 3.1.1.1 Growing penetration of smartphones worldwide
- 3.1.1.2 Rising emergence of high-speed internet services
- 3.1.1.3 Strategic initiatives from leading market players
3.1.2 Market Challenges
- 3.1.2.1 Rising concern over data privacy
3.1.3 Market Opportunities
- 3.1.3.1 Rising advancement in smartphone technology
- 3.1.3.2 Increasing usage of digital entertainment
4 Global Game Applications Market Industry Analysis
4.1 Porter’s 5 Force Model
4.1.1 Bargaining Power of Suppliers
4.1.2 Bargaining Power of Buyers
4.1.3 Threat of New Entrants
4.1.4 Threat of Substitutes
4.1.5 Competitive Rivalry
4.2 Futuristic Approach to Porter’s 5 Force Model (2019-2029)
4.3 PEST Analysis
4.3.1 Political
4.3.2 Economical
4.3.3 Social
4.3.4 Technological
4.4 Top investment opportunity
4.5 Top winning strategies
4.6 Industry Experts Prospective
4.7 Analyst Recommendation & Conclusion
5 Risk Assessment: COVID-19 Impact
5.1 Assessment of the overall impact of COVID-19 on the industry
5.2 Pre COVID-19 and post COVID-19 Market scenario
6 Global Game Applications Market, by Marketplace
6.1 Market Snapshot
6.2 Global Game Applications Market by Marketplace, Performance - Potential Analysis
6.3 Global Game Applications Market Estimates & Forecasts by Marketplace 2019-2029 (USD Billion)
6.4 Game Applications Market, Sub Segment Analysis
6.4.1 Google Play Store
6.4.2 Apple iOS Store
7 Global Game Applications Market, Regional Analysis
7.1 Game Applications Market, Regional Market Snapshot
7.2 North America Game Applications Market
7.2.1 U.S. Game Applications Market
- 7.2.1.1 Marketplace breakdown estimates & forecasts, 2019-2029
7.2.2 Canada Game Applications Market
7.3 Europe Game Applications Market Snapshot
7.3.1 U.K. Game Applications Market
7.3.2 Germany Game Applications Market
7.3.3 France Game Applications Market
7.3.4 Spain Game Applications Market
7.3.5 Italy Game Applications Market
7.3.6 Rest of Europe Game Applications Market
7.4 Asia-Pacific Game Applications Market Snapshot
7.4.1 China Game Applications Market
7.4.2 India Game Applications Market
7.4.3 Japan Game Applications Market
7.4.4 Australia Game Applications Market
7.4.5 South Korea Game Applications Market
7.4.6 Rest of Asia Pacific Game Applications Market
7.5 Latin America Game Applications Market Snapshot
7.5.1 Brazil Game Applications Market
7.5.2 Mexico Game Applications Market
7.5.3 Rest of Latin America Game Applications Market
7.6 Rest of The World Game Applications Market
8 Competitive Intelligence
8.1 Top Market Strategies
8.2 Company Profiles
8.2.1 Tencent Holdings Ltd
- 8.2.1.1 Key Information
- 8.2.1.2 Overview
- 8.2.1.3 Financial (Subject to Data Availability)
- 8.2.1.4 Product Summary
- 8.2.1.5 Recent Developments
8.2.2 Nintendo
8.2.3 Activision Blizzard
8.2.4 Ubisoft
8.2.5 Electronic Arts Inc
8.2.6 Take-Two Interactive Software, Inc
8.2.7 Bethesda Softworks LLC
8.2.8 Zynga Inc
8.2.9 Epic Games, Inc
8.2.10 NetEase, Inc
9 Research Process
9.1 Research Process
9.1.1 Data Mining
9.1.2 Analysis
9.1.3 Market Estimation
9.1.4 Validation
9.1.5 Publishing
9.2 Research Attributes
9.3 Research Assumption