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TMCNet:  Gaming Market to grow by USD 125.65 billion from 2020 to 2025|56% Growth to Originate from APAC|17000+ Technavio Reports

[January 13, 2022]

Gaming Market to grow by USD 125.65 billion from 2020 to 2025|56% Growth to Originate from APAC|17000+ Technavio Reports

NEW YORK, Jan. 13, 2022 /PRNewswire/ -- 56% of the growth will originate from APAC for the gaming market. China, Japan, and South Korea (Republic of Korea) are the key markets for gaming in APAC. Market growth in APAC will be faster than the growth of the market in other regions. The increasing penetration of e-sports in developing countries, such as Taiwan, Malaysia, and Singapore will facilitate the gaming market growth in APAC over the forecast period. The gaming market is set to grow by USD 125.65 billion from 2020 to 2025 at a CAGR of 12% as per the latest report by Technavio. 

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Gaming Market: Integration of blockchain technology to drive growth
The integration of blockchain technology in the gaming industry is enabling players to trade in-game virtual assets with other competing players and facilitate peer-to-peer transactions. The specified technology is being adopted by several gaming companies and gaming console manufacturers. Microsoft recently announced its plan to roll out blockchain technology for Xbox. The integration of blockchain is expected to provide fast and secure payment networks and allow game developers to monetize their gaming services immensely. The integration of blockchain technology will provide substantial growth opportunities for gaming companies during the forecast period, driving the growth of the gaming market size.

Gaming Market: Regulation over loot boxes may impede the market growth
The regulation over loot boxes will be a major challenge for the gaming market. Loot boxes are digital boxes or packages consisting of in-game items that are sold for money or in-game currency. The use of loot boxes in games has been viewed as an unauthorized form of online gambling and an addictive practice, particularly for children. As a result, governments in many countries, such as China, Japan, Belgium, and Australia, have introduced strict regulations regarding the use of loot boxes during the design and release of games in those countries. These regulations might have a negative impact on the market growth as loot boxes account for a major chunk of in-app purchases.

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Gaming Market: Segmentation Analysis & Revenue Generating Segment
This market research report segments the gaming market by Type (Casual gaming and Professional gaming) and Geography (APAC, North America, Europe, MEA, and South America).

The gaming market share growth by the casual gaming segment will be significant for revenue generation. The market for casual gaming is growing with the increasing adoption of mobile gaming. Most casual gamers prefer mobile devices over PCs and consoles because of easy access to the games. In addition, casual gamers play games online on their mobile devices, as it is easy for them to play games of their choice from anywhere at any time. Technavio report provides an accurate prediction of the contribution of all the segments to the growth of the gaming market size.

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Some of the key topics covered in the report include:

Market Drivers

Market Challenges

Market Trends

Vendor Landscape

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Competitive scenario

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Related Reports:
Video Game Market -The video game market share is expected to increase by USD 75.49 billion from 2020 to 2025, and the market's growth momentum will accelerate at a CAGR of 8.02%. Download a free sample now!

Game Development Software Market -The game development software market has the potential to grow by USD 47.50 million during 2021-2025, and the market's growth momentum will accelerate at a CAGR of 4.88%. Download a free sample now!



Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 12%

Market growth 2021-2025

USD 125.65 billion

Market structure

Fragmented

YoY growth (%)

10.41

Regional analysis

APAC, North America, Europe, MEA, and South America

Performing market contribution

APAC at 56%

Key consumer countries

China, US, Japan, South Korea (Republic of Korea), and Germany

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

Activision Blizzard Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Sony Corp., Tencent Holdings Ltd., and The Walt Disney Co.

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and future consumer dynamics, market condition analysis for the forecast period,

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

About Technavio
Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contacts
Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: [email protected]
Website: www.technavio.com/

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SOURCE Technavio


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