Pune, Nov. 10, 2022 (GLOBE NEWSWIRE) -- Digital Games market report is knowledge and experience shared by industry experts to take correct decisions for manufacturers, new entrants, and industry chain-related companies. The report includes a worldwide study with top players in the market, growth in the near future, revenue and share in the market, challenges, and opportunities in the past and future.
Digital Games market report offers segmentation by product type, application, regional breakup, market size, volume, and value. This report has delivered the key development plans, such as innovative trends and expansions, strengthening of product portfolio, mergers and acquisitions, collaborations, new product invention, and geographical development, undertaken by these participants to maintain their presence.
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A video game is an electronic game that includes a video device for human interaction with the user interface of the game. PC monitor, mobile display and TV are used as a video device. The electronic systems used to play video games are known as platforms. Different platforms include PCs, consoles, TVs, mobile devices and others. Different types of games are available for different gaming platforms. The video games are available in two formats include digital and physical. The physical format is the one in which the game is played with the use of physical disc. While digital format is the one in which the game is played after downloading and requires no physical disc to play.
The global Digital Games market size is projected to reach USD 560190 million by 2028, from USD 190430 million in 2021, at a CAGR of 16.4% during 2022-2028.
Geographic Segmentation: -
- North America
- Europe
- Asia-Pacific
- South America
- The Middle East and Africa
According to a research done by an independent research firm in the 110 largest countries in the world, in 2013 around 18.75% of the population is active game players and 2.4 billion are internet users. In addition, China alone has 180 million active game players which are almost equivalent to the number of active game players in the Western Europe. Increasing disposable income in the developing countries such as India and China is expected to fuel the growth rate of digital games market. Increasing disposable income allows the customer to spend more money.
Key players in the global market include: -
- Behavior Interactive
- Activision Blizzard
- Asobo Studio
- CCP
- Changyou
- Cryptic Studios
- 4A Games
- GameHouse
- Electronic Arts
- Gamelion
- Konami
- Microsoft
- Nexon
- Rovio Entertainment
- Ubisoft Entertainment
- Warner Bros
- The Lego
- GungHo Entertainment
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Segmentation by Types: -
- Digital
- Physical
Segmentation by Applications: -
- Private
- Commercial
COVID-19 and Russia-Ukraine War Influence Analysis: -
The readers in the section will understand how the Digital Games market scenario changed across the globe during the pandemic, post-pandemic, and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management, export and import, and production.
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Reasons to Buy This Report: -
- This report stays updated with novel technology integration, features, and the latest developments in the market
- This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Digital Games industry.
- This report helps stakeholders to gain insights into which regions to target globally
- This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Digital Games.
- This report helps stakeholders to identify some of the key players in the Digital Games market and understand their valuable contributions.
TOC of Digital Games Market Research Report: -
1 Report Overview
2 Global Growth Trends
3 Competition Landscape by Key Players
4 Digital Games Breakdown Data by Type
5 Digital Games Breakdown Data by Application
6 North America
7 Europe
8 Asia-Pacific
9 Latin America
10 Middle East & Africa
11 Key Players Profiles
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
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