Global PC Games Market - 2016-2026 - Segment Analysis, Opportunity Assessment, Competitive Intelligence, Industry Outlook 2016-2026

Date: Oct 23 2019
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AllTheResearch (Featured Publisher)
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Number of Pages: 135
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The global market was valued at US$ XX Mn in 2018 and is expected to reach US$ XX Mn by the end of the forecast period, growing at a CAGR of XX% during the period from 2019 to 2026.

The research report segments the market from a relevancy perspective into the below segments and sub-segments with quantitative analysis done from 2016 to 2026 considering 2018 as the base year for the research. Compounded Annual Growth Rate (CAGR) for each respective segment and sub-segment is calculated for the forecast period from 2019 to 2026 to provide a reference for growth potential.

Market Segments and Sub-segments Covered in the Report:

Based on Product Type market is segmented into:
MMO
Adventure
Action
Shooter
Combat
Sports
Role-Playing
Others


Based on Application market is segmented into:
Game Mall
Personal
Others


Based on Geography market is segmented into:
North America (U.S. and Canada)
Europe (U.K., Germany, France, Spain, Italy and Rest of Europe)
Asia Pacific (China, Japan, India, Indonesia and Rest of Asia Pacific)
Latin America (Brazil, Mexico and Rest of Latin America)
Middle East & Africa (GCC, South Africa and Rest of Middle East & Africa)

Key Market Players Analysed and Profiled in the Study Include:
Blizzard Entertainment
Electronic Arts
Tencent
UBISOFT
THQ
CAPCOM
Microsoft Game Studios
EIDOS
ROCKSTAR
SIERRA
KONAMI


This report covers an in-depth analysis of the market including statistical and qualitative data points with emphasis on the market dynamics including the drivers, opportunities & restraints.

There is a coverage of market dynamics at country level in the respective regional segments. The report comprises competitive analysis with focus on key players and participants of market covering in-depth data related to competitive landscape, positioning, company profiles, key strategies adopted and product-profiling with focus on market growth and potential.

Key Questions answered in the Report:

• What is the size of the overall market and its segments?
• What are the key segments and sub-segments in the market?
• What are the key drivers, restraints, opportunities and challenges of the market and how they are expected to impact the market?
• What are the attractive investment opportunities within the Market?
• What is the market size at the regional and country level?
• Who are the key market players and their key competitors?
• Market value- chain and key trends impacting every node with reference to companies
• What are the strategies for growth adopted by the key players in market?
• How does a particular company rank against its competitors with respect to revenue, profit comparison, operational efficiency, cost competitiveness and market capitalization?
• How financially strong are the key players in market (revenue and profit margin, market capitalization, expenditure analysis, investment analysis)?
• What are the recent trends in market? (M&A, partnerships, new product developments, expansions)

Years Considered During the Study:

Historical Year: 2016 and 2017
Base Year: 2018
Forecast Period: 2019 to 2026

Chapter 1 Preface
   1.1 Report Description
          1.1.1 Purpose of the Report
          1.1.2 Target Audience
          1.1.3 USP and Key Offerings
   1.2 Research Scope
   1.3 Research Methodology
          1.3.1 Secondary Research
          1.3.2 Primary Research
          1.3.3 Expert Panel Review
          1.3.4 Approach Adopted
                1.3.4.1 Top-Down Approach
                1.3.4.2 Bottom-Up Approach
          1.3.5 Assumptions
   1.4 Market Segmentation Scope
Chapter 2 Executive Summary
   2.1 Market Summary
          2.1.1 Global PC Games Market, 2016-2026, (US$ Mn)
   2.2 Market Snapshot: Global PC Games Market
          2.2.1 Market Dynamics (DRO)
   2.3 Global PC Games Market, by Segment, 2018
          2.3.1 Global PC Games Market, by Region, 2018 (US$ Mn)
          2.3.2 Global PC Games Market, by Product Type, 2018 (US$ Mn)
          2.3.3 Global PC Games Market, by Application, 2018 (US$ Mn)
   2.4 Premium Insights
          2.4.1 Market In Developed Vs. Developing Economies, 2018 vs 2026
          2.4.2 Market Regional Life Cycle Analysis
          2.4.3 Pricing Analysis, by Region
                2.4.3.1 Pricing by Product
                2.4.3.2 Pricing by Applications
                2.4.3.3 Pricing by Geography/Regions
          2.4.4 Technological Integrations
          2.4.5 Supply Chain Analysis and Vendor Landscaping
          2.4.6 Emerging Player Analysis
          2.4.7 Major Investments in Market
          2.4.8 Mega Trend Analysis
          2.4.9 Regulatory Analysis
          2.4.10 Key Factors Influencing Purchasing/Buying Decisions
          2.4.11 Market Pain-Points and Unmet Needs
Chapter 3 Market Dynamics
   3.1 Market Overview
   3.2 Market Driver, Restraint and Opportunity Analysis
   3.3 Market Ecosystem Analysis
   3.4 Market Trends Analysis
   3.5 Industry Value Chain Analysis
   3.6 Market Analysis
          3.6.1 SWOT Analysis
          3.6.2 Porter's 5 Forces Analysis
   3.7 Analyst Views
Chapter 4 Global PC Games Market, by Product Type
   4.1 Market Overview, by Product Type
          4.1.1 Incremental Opportunity, by Product Type, 2018-2026

MMO
Adventure
Action
Shooter
Combat
Sports
Role-Playing
Others
Chapter 5 Global PC Games Market, by Application
   5.1 Market Overview, by Application
          5.1.1 Incremental Opportunity, by Application, 2018-2026

Game Mall
Personal
Others
Chapter 6 Global PC Games Market, by Region
   6.1 Market Overview, by Region
          6.1.1 Global PC Games Market, by Region, 2016-2026, (US$ Mn)
   6.2 Incremental Opportunity, by Region, 2018
   6.3 North America PC Games Market
          6.3.1 North America PC Games Market, by Product Type, 2016-2026 (US$ Mn)
          6.3.2 North America PC Games Market, by Application, 2016-2026 (US$ Mn)
          6.3.3 North America PC Games Market, by Country, 2016-2026 (US$ Mn)
                6.3.3.1 U.S.
                   6.3.3.1.1 U.S. PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.3.3.1.2 U.S. PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.3.3.2 Canada
                   6.3.3.2.1 Canada PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.3.3.2.2 Canada PC Games Market, by Application, 2016-2026 (US$ Mn)
   6.4 Europe PC Games Market
          6.4.1 Europe PC Games Market, by Product Type, 2016-2026 (US$ Mn)
          6.4.2 Europe PC Games Market, by Application, 2016-2026 (US$ Mn)
          6.4.3 Europe PC Games Market, by Country, 2016-2026 (US$ Mn)
                6.4.3.1 U.K.
                   6.4.3.1.1 U.K. PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.4.3.1.2 U.K. PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.4.3.2 Germany
                   6.4.3.2.1 Germany PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.4.3.2.2 Germany PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.4.3.3 France
                   6.4.3.3.1 France PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.4.3.3.2 France PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.4.3.4 Italy
                   6.4.3.4.1 Italy PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.4.3.4.2 Italy PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.4.3.5 Spain
                   6.4.3.5.1 Spain PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.4.3.5.2 Spain PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.4.3.6 Rest of Europe
                   6.4.3.6.1 Rest of Europe PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.4.3.6.2 Rest of Europe PC Games Market, by Application, 2016-2026 (US$ Mn)
   6.5 Asia Pacific PC Games Market
          6.5.1 Asia Pacific PC Games Market, by Product Type, 2016-2026 (US$ Mn)
          6.5.2 Asia Pacific PC Games Market, by Application, 2016-2026 (US$ Mn)
          6.5.3 Asia Pacific PC Games Market, by Country, 2016-2026 (US$ Mn)
                6.5.3.1 China
                   6.5.3.1.1 China PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.5.3.1.2 China PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.5.3.2 India
                   6.5.3.2.1 India PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.5.3.2.2 India PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.5.3.3 Japan
                   6.5.3.3.1 Japan PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.5.3.3.2 Japan PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.5.3.4 Indonesia
                   6.5.3.4.1 Indonesia PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.5.3.4.2 Indonesia PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.5.3.5 Rest of Asia Pacific
                   6.5.3.5.1 Rest of Asia Pacific PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.5.3.5.2 Rest of Asia Pacific PC Games Market, by Application, 2016-2026 (US$ Mn)
   6.6 Latin America PC Games Market
          6.6.1 Latin America PC Games Market, by Product Type, 2016-2026 (US$ Mn)
          6.6.2 Latin America PC Games Market, by Application, 2016-2026 (US$ Mn)
          6.6.3 Latin America PC Games Market, by Country, 2016-2026 (US$ Mn)
                6.6.3.1 Brazil
                   6.6.3.1.1 Brazil PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.6.3.1.2 Brazil PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.6.3.2 Mexico
                   6.6.3.2.1 Mexico PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.6.3.2.2 Mexico PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.6.3.3 Rest of Latin America
                   6.6.3.3.1 Rest of Latin America PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.6.3.3.2 Rest of Latin America PC Games Market, by Application, 2016-2026 (US$ Mn)
   6.7 Middle East & Africa PC Games Market
          6.7.1 Middle East & Africa PC Games Market, by Product Type, 2016-2026 (US$ Mn)
          6.7.2 Middle East & Africa PC Games Market, by Application, 2016-2026 (US$ Mn)
          6.7.3 Middle East & Africa PC Games Market, by Region/Country, 2016-2026 (US$ Mn)
                6.7.3.1 GCC
                   6.7.3.1.1 GCC PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.7.3.1.2 GCC PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.7.3.2 South Africa
                   6.7.3.2.1 South Africa PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.7.3.2.2 South Africa PC Games Market, by Application, 2016-2026 (US$ Mn)
                6.7.3.3 Rest of Middle East & Africa
                   6.7.3.3.1 Rest of Middle East & Africa PC Games Market, by Product Type, 2016-2026 (US$ Mn)
                   6.7.3.3.2 Rest of Middle East & Africa PC Games Market, by Application, 2016-2026 (US$ Mn)
Chapter 7 Competitive Intelligence
   7.1 Market Players Present in Market Life Cycle
   7.2 Key Player Analysis
   7.3 Market Positioning
   7.4 Market Players Mapping, vis-à-vis Ecosystem
          7.4.1 By Segments
          7.4.2 By Region
   7.5 Strategies Adopted by Key Market Players
   7.6 Recent Developments in the Market
          7.6.1 Organic (New Product Launches, R&D, Financial, Technology)
          7.4.2 Inorganic (Mergers & Acquisitions, Partnership and Alliances, Fund Raise)
Chapter 8 Company Profiles - with focus on Company Fundamentals, Product Portfolio, Financial Analysis, Recent News and Developments, Key Strategic Instances, SWOT Analysis

Blizzard Entertainment
Electronic Arts
Tencent
UBISOFT
THQ
CAPCOM
Microsoft Game Studios
EIDOS
ROCKSTAR
SIERRA
KONAMI
Chapter 9 About Us

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