• 2023-03-31
    Last Updated
  • 200
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Entertainment Video Games Market - Forecast(2022 - 2030)

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TABLE OF CONTENT

The Entertainment Video Games Market accounted for US$ XX Million/Billion in the year 2022 and is expected to grow at a CAGR of XX% during the forecast period 2021 - 2030, to account for US$ XX Million/Billion in the year 2030.

Global Entertainment Video Games Market is segmented by region into North America, Europe, Asia-Pacific, Middle East and Africa, South and Central America. The North America regional market is expected to grow with CAGR of XX.X% and reach US$ XX Million/Billion 2015 from US$ XX Million/Billion in 2022.

The key players profiled in the Entertainment Video Games Market research study includes top:

Blizzard Entertainment Inc, , Riot Games, , Nintendo, , Valve Corporation, , Rockstar Games, , Electronic Arts, , Activision Blizzard, , Sony Computer Entertainment, , Ubisoft, , Tencent, , NetEase, , Sega Games Co, , Mojang, , Epic Games, , BioWare, , Naughty Dog Inc, , Square Enix Holdings Co Ltd, , Capcom Company Ltd, , Bungie Inc, , Microsoft Corporation, , Bandai Namco Entertainment, , Game Freak, , Insomniac Games Inc, , Infinity Ward, , Take-Two Interactive Software Inc, , Gameloft, , NCSOFT, , Nexon Co Ltd

Market segment by Type, the product can be split into



Action Games

Adventure Games

Role-playing Games

Simulation Games

Strategy Games

Sports Games

Puzzle Games

Others
Market segment by Device, split into

PC and Mac

Smartphones and Tablets

PS4

VR/AR Headsets

Xbox One

Apple TV

Nintendo Switch

Others

Since, the key findings in the Entertainment Video Games Market research reports highlight crucial progressive industry trends, it allows the companies across the value chain to develop effective long-term strategies. The clients get to understand a clear picture of the competitors and can develop strategies and modify business expansion plans accordingly. The Entertainment Video Games Market research reports cover thousands of global players that based on several parameters, such as company revenue, product portfolio, and geographic presence.

marketreports.info adheres to the codes of practice of the Market Research Society and Strategic and Competitive Intelligence Professionals. The following methodology has been followed for the collection and analysis of data presented in this report:

Coverage:

The objective of updating “marketreports.info” coverage is to ensure that it represents the most up-to-date vision of the industry possible. The estimated revenues of all major companies, including private and governmental, are gathered and used to prioritize coverage. Companies which are making the news, or which are of particular interest due to their innovative approach, are prioritized.

Secondary Research:

The Entertainment Video Games research process begins with exhaustive secondary research using internal and external sources to obtain qualitative and quantitative information relating to each Entertainment Video Games Market. The secondary research sources that are typically referred to include, but are not limited to:

  • Entertainment Video Games related Company Websites, Annual Reports, Financial Reports, Broker Reports and Investor Presentations
  • Entertainment Video Games Industry Trade Journals and Other Literature
  • Entertainment Video Games related National Government Documents, Statistical Databases and Market Reports
  • Entertainment Video Games related News Articles, Press Releases and Web-Casts Specific to the Companies Operating in the Market

NOTE: All the financials considered in Company Profile’s section have been standardized to US$. This has been achieved after converting the financials (for those not in US$) with respective currency exchange rates of the particular year.

Primary Research:

“marketreports.info” conducts hundreds of primary interviews a year with industry participants and commentators in order to validate its data and analysis. A typical Entertainment Video Games research interview fulfils the following functions:

  • Provides First-Hand Information on Entertainment Video Games Market Size, Market Trends, Growth Trends, Competitive Landscape and Future Outlook
  • Entertainment Video Games Market Validates and Strengthens Secondary Research Findings
  • Entertainment Video Games Market Further Develops the Analysis Team’s Expertise and Market Understanding

Primary research involves email interactions and telephone interviews for each Entertainment Video Games market, category, segment and sub -segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  1. Entertainment Video Games Industry Participants: VPs, Business Development Managers, Market Intelligence Managers and National Sales Managers
  2. Entertainment Video Games Outside Experts: Valuation Experts, Research Analysts and Key Opinion Leaders Specializing in the Industry
Chapter 1 Global Entertainment Video Games Market Overview

1.1 Introduction
1.2 Taxonomy
1.2.1 By Product Type & End User
1.2.2 By Region
1.3 Drivers for Entertainment Video Games Market
1.4 Restraints for Entertainment Video Games Market
1.5 Opportunities for Entertainment Video Games Market
1.6 Trends for Entertainment Video Games Market
1.7 COVID-19 Impact Assessment on Entertainment Video Games Industry
1.8 Macro-economic Factors
1.9 Regulatory Framework
1.10 Pricing Analysis by Region, 2020
1.11 Opportunity Map Analysis
1.12 Opportunity Orbits
1.13 Market Investment Feasibility Index
1.14 PEST Analysis
1.15 PORTERS Five Force Analysis
1.16 Go to Market Strategy
1.17 Value Chain Analysis
1.18 Cost Structure Analysis
1.19 Regional Market Share and BPS Analysis

Chapter 2 Global Entertainment Video Games Market Overview

2.1 Global Entertainment Video Games Market by Product Type
2.1.1 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
2.1.2 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
2.1.3 Global Entertainment Video Games Market Attractiveness Analysis by Product Type, (2013-2020)
2.2 Global Entertainment Video Games Market by End User
2.2.1 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
2.2.2 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
2.2.3 Global Entertainment Video Games Market Attractiveness Analysis by End User, (2013-2020)
2.3 Global Entertainment Video Games Market by Region
2.3.1 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
2.3.2 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
2.3.3 Global Entertainment Video Games Market Attractiveness Analysis by Region, (2013-2020)
2.4 Global Entertainment Video Games Market Outlook (2013-2029)
2.4.1 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2013-2020)
2.4.2 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2021-2029)
2.5 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Regions
2.5.1 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
2.5.2 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
2.6 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Product Type
2.6.1 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
2.6.2 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
2.7 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by End User
2.7.1 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
2.7.2 Global Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
2.8 Global Entertainment Video Games Market Y-o-Y Growth Rate Comparison (2014-2029)
2.8.1 Global Entertainment Video Games Market Y-o-Y Growth Rate by Region
2.8.2 Global Entertainment Video Games Market Y-o-Y Growth Rate by Product Type
2.8.3 Global Entertainment Video Games Market Y-o-Y Growth Rate by End User
2.9 Global Entertainment Video Games Market Share Comparison (2013-2029)
2.9.1 Global Entertainment Video Games Market Share by Region
2.9.2 Global Entertainment Video Games Market Share by Product Type
2.9.3 Global Entertainment Video Games Market Share by End User

Chapter 3 North America Entertainment Video Games Market Overview

3.1 North America Entertainment Video Games Market by Product Type
3.1.1 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
3.1.2 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
3.1.3 North America Entertainment Video Games Market Attractiveness Analysis by Product Type, (2013-2020)
3.2 North America Entertainment Video Games Market by End User
3.2.1 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
3.2.2 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
3.2.3 North America Entertainment Video Games Market Attractiveness Analysis by End User, (2013-2020)
3.3 North America Entertainment Video Games Market by Region
3.3.1 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
3.3.2 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
3.3.3 North America Entertainment Video Games Market Attractiveness Analysis by Region, (2013-2020)
3.4 North America Entertainment Video Games Market Outlook (2013-2029)
3.4.1 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2013-2020)
3.4.2 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2021-2029)
3.5 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Regions
3.5.1 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
3.5.2 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
3.6 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Product Type
3.6.1 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
3.6.2 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
3.7 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by End User
3.7.1 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
3.7.2 North America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
3.8 North America Entertainment Video Games Market Y-o-Y Growth Rate Comparison (2014-2029)
3.8.1 North America Entertainment Video Games Market Y-o-Y Growth Rate by Region
3.8.2 North America Entertainment Video Games Market Y-o-Y Growth Rate by Product Type
3.8.3 North America Entertainment Video Games Market Y-o-Y Growth Rate by End User
3.9 North America Entertainment Video Games Market Share Comparison (2013-2029)
3.9.1 North America Entertainment Video Games Market Share by Region
3.9.2 North America Entertainment Video Games Market Share by Product Type
3.9.3 North America Entertainment Video Games Market Share by End User

Chapter 4 Europe Entertainment Video Games Market Overview

4.1 Europe Entertainment Video Games Market by Product Type
4.1.1 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
4.1.2 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
4.1.3 Europe Entertainment Video Games Market Attractiveness Analysis by Product Type, (2013-2020)
4.2 Europe Entertainment Video Games Market by End User
4.2.1 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
4.2.2 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
4.2.3 Europe Entertainment Video Games Market Attractiveness Analysis by End User, (2013-2020)
4.3 Europe Entertainment Video Games Market by Region
4.3.1 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
4.3.2 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
4.3.3 Europe Entertainment Video Games Market Attractiveness Analysis by Region, (2013-2020)
4.4 Europe Entertainment Video Games Market Outlook (2013-2029)
4.4.1 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2013-2020)
4.4.2 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2021-2029)
4.5 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Regions
4.5.1 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
4.5.2 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
4.6 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Product Type
4.6.1 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
4.6.2 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
4.7 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by End User
4.7.1 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
4.7.2 Europe Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
4.8 Europe Entertainment Video Games Market Y-o-Y Growth Rate Comparison (2014-2029)
4.8.1 Europe Entertainment Video Games Market Y-o-Y Growth Rate by Region
4.8.2 Europe Entertainment Video Games Market Y-o-Y Growth Rate by Product Type
4.8.3 Europe Entertainment Video Games Market Y-o-Y Growth Rate by End User
4.9 Europe Entertainment Video Games Market Share Comparison (2013-2029)
4.9.1 Europe Entertainment Video Games Market Share by Region
4.9.2 Europe Entertainment Video Games Market Share by Product Type
4.9.3 Europe Entertainment Video Games Market Share by End User

Chapter 5 Asia Pacific Entertainment Video Games Market Overview

5.1 Asia Pacific Entertainment Video Games Market by Product Type
5.1.1 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
5.1.2 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
5.1.3 Asia Pacific Entertainment Video Games Market Attractiveness Analysis by Product Type, (2013-2020)
5.2 Asia Pacific Entertainment Video Games Market by End User
5.2.1 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
5.2.2 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
5.2.3 Asia Pacific Entertainment Video Games Market Attractiveness Analysis by End User, (2013-2020)
5.3 Asia Pacific Entertainment Video Games Market by Region
5.3.1 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
5.3.2 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
5.3.3 Asia Pacific Entertainment Video Games Market Attractiveness Analysis by Region, (2013-2020)
5.4 Asia Pacific Entertainment Video Games Market Outlook (2013-2029)
5.4.1 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2013-2020)
5.4.2 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2021-2029)
5.5 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Regions
5.5.1 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
5.5.2 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
5.6 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Product Type
5.6.1 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
5.6.2 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
5.7 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by End User
5.7.1 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
5.7.2 Asia Pacific Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
5.8 Asia Pacific Entertainment Video Games Market Y-o-Y Growth Rate Comparison (2014-2029)
5.8.1 Asia Pacific Entertainment Video Games Market Y-o-Y Growth Rate by Region
5.8.2 Asia Pacific Entertainment Video Games Market Y-o-Y Growth Rate by Product Type
5.8.3 Asia Pacific Entertainment Video Games Market Y-o-Y Growth Rate by End User
5.9 Asia Pacific Entertainment Video Games Market Share Comparison (2013-2029)
5.9.1 Asia Pacific Entertainment Video Games Market Share by Region
5.9.2 Asia Pacific Entertainment Video Games Market Share by Product Type
5.9.3 Asia Pacific Entertainment Video Games Market Share by End User

Chapter 6 South America Entertainment Video Games Market Overview

6.1 South America Entertainment Video Games Market by Product Type
6.1.1 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
6.1.2 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
6.1.3 South America Entertainment Video Games Market Attractiveness Analysis by Product Type, (2013-2020)
6.2 South America Entertainment Video Games Market by End User
6.2.1 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
6.2.2 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
6.2.3 South America Entertainment Video Games Market Attractiveness Analysis by End User, (2013-2020)
6.3 South America Entertainment Video Games Market by Region
6.3.1 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
6.3.2 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
6.3.3 South America Entertainment Video Games Market Attractiveness Analysis by Region, (2013-2020)
6.4 South America Entertainment Video Games Market Outlook (2013-2029)
6.4.1 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2013-2020)
6.4.2 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2021-2029)
6.5 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Regions
6.5.1 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
6.5.2 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
6.6 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Product Type
6.6.1 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
6.6.2 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
6.7 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by End User
6.7.1 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
6.7.2 South America Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
6.8 South America Entertainment Video Games Market Y-o-Y Growth Rate Comparison (2014-2029)
6.8.1 South America Entertainment Video Games Market Y-o-Y Growth Rate by Region
6.8.2 South America Entertainment Video Games Market Y-o-Y Growth Rate by Product Type
6.8.3 South America Entertainment Video Games Market Y-o-Y Growth Rate by End User
6.9 South America Entertainment Video Games Market Share Comparison 2013-2029
6.9.1 South America Entertainment Video Games Market Share by Region
6.9.2 South America Entertainment Video Games Market Share by Product Type
6.9.3 South America Entertainment Video Games Market Share by End User

Chapter 7 MEA Entertainment Video Games Market Overview

7.1 MEA Entertainment Video Games Market by Product Type
7.1.1 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
7.1.2 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
7.1.3 MEA Entertainment Video Games Market Attractiveness Analysis by Product Type, (2013-2020)
7.2 MEA Entertainment Video Games Market by End User
7.2.1 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
7.2.2 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
7.2.3 MEA Entertainment Video Games Market Attractiveness Analysis by End User, (2013-2020)
7.3 MEA Entertainment Video Games Market by Region
7.3.1 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
7.3.2 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
7.3.3 MEA Entertainment Video Games Market Attractiveness Analysis by Region, (2013-2020)
7.4 MEA Entertainment Video Games Market Outlook (2013-2029)
7.4.1 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2013-2020)
7.4.2 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) (2021-2029)
7.5 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Regions
7.5.1 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
7.5.2 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
7.6 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by Product Type
7.6.1 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
7.6.2 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
7.7 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) by End User
7.7.1 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
7.7.2 MEA Entertainment Video Games Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
7.8 MEA Entertainment Video Games Market Y-o-Y Growth Rate Comparison (2014-2029)
7.8.1 MEA Entertainment Video Games Market Y-o-Y Growth Rate by Region
7.8.2 MEA Entertainment Video Games Market Y-o-Y Growth Rate by Product Type
7.8.3 MEA Entertainment Video Games Market Y-o-Y Growth Rate by End User
7.9 MEA Entertainment Video Games Market Share Comparison (2013-2029)
7.9.1 MEA Entertainment Video Games Market Share by Region
7.9.2 MEA Entertainment Video Games Market Share by Product Type
7.9.3 MEA Entertainment Video Games Market Share by End User

Chapter 8 Global Entertainment Video Games Market Company Profiles

8.1 Market Competition Scenario Analysis, By Company
8.2 Competitor Landscape
8.3 Company Share Analysis
8.4 Company Profiles
8.4.1 Company
8.4.1.1 Company Overview
8.4.1.2 Business Description
8.4.1.3 Product Portfolio
8.4.1.4 Key Financials
8.4.1.5 Key Developments
8.4.1.6 SWOT Analysis

Companies Included:
Blizzard Entertainment Inc

Riot Games

Nintendo

Valve Corporation

Rockstar Games

Electronic Arts

Activision Blizzard

Sony Computer Entertainment

Ubisoft

Tencent

NetEase

Sega Games Co

Mojang

Epic Games

BioWare

Naughty Dog Inc

Square Enix Holdings Co Ltd

Capcom Company Ltd

Bungie Inc

Microsoft Corporation

Bandai Namco Entertainment

Game Freak

Insomniac Games Inc

Infinity Ward

Take-Two Interactive Software Inc

Gameloft

NCSOFT

Nexon Co Ltd

Chapter 9 Methodology and Data Source

9.1 Research Approach/ Methodology
9.2 Market Size Estimation
9.3 Market Breakdown and Data Triangulation
9.4 Data Source
9.4.1 Secondary Sources
9.4.2 Primary Sources

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