Global Industry Size Gaming Market 2019- Future Trends

Gaming Industry Global Market Research 2019 report present a full analysis of market size, growth, segments, share, manufacturers and technologies, market drivers, standardization, key trends, challenges, deployment models, future roadmap, opportunities, and 2023 forecast.

According to this report gaming market takes into account the first certainties associated with this market today, which executes the aspect of a benefit for its company representatives. Even the business report addressed current market dynamics in gaming, a growth factor industry analysis, and constraints. It includes detailed profiles of the investigation of tech innovations and version evaluation by Gaming industry players.

The global market for gaming is rated at xx million dollars in 2019, reach xx million dollars by the end of 2023, rising at a CAGR of 9.54 percent in 2019-2023. The goal of this study is to describe, segment, & project the size of a gaming market focused on business, type of product, key regions and end-user. For more details you can browse

Gaming industry top key players list:

  • Microsoft Corp.
  • Ten cent Holdings Ltd.
  • Bandai Namco Entertainment Inc.
  • GungHo Online Entertainment Inc.
  • NetEase Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • Activision Blizzard Inc.
  • Sony Corp.
  • The Walt Disney Co.

The study of the gaming industry takes into account revenues from both casual and severe forms of gaming. The sales of gaming in Europe, APAC, North America, South America, & MEA also considered in our analysis. There was a significant market offer in the casual gaming segment in 2018, and this trend is projected to continue throughout the forecast period.

Size of Virtual Goods

It projected that the global market size of virtual goods would hit USD 189.76 billion by 2025, powered by the rapid growth of the gaming population worldwide. The increasing demand for virtual products is greatly affected by the growing use of young people of social networks & online gaming sites. Virtual currencies have been used in virtual games to purchase virtual goods for various animations. The global market share of virtual goods sees exponential growth from video gamers who use real money to buy virtual products like weapons, magic wands, or homes.

Increase in the Development of Social Media and Gaming

In addition to the rapid development of social media & gaming, the global demand for the virtual goods industry has exploded. It has culminated in a marketplace of multi million dollars for
virtual products. Including the electronic stickers used in messaging apps, costumes as part of gaming icons. Extra lives in such as video games, virtual items that can be nice at any time. Gaming has become the most popular entertainment in modern times, and gaming audiences have grown both in scale and demographic makeup. A gaming industry offers a vast pool of players who can explain the difference in playing style and how they love to play. The essential trend driving the global market for virtual goods is the disappearance of free-to-play pricing models that allow gamers to try a cost-free game.

The global market for virtual goods is driven primarily by the high demand from those in the worldwide male population. The male population dominated the global market share of virtual goods & is expected to compensate for more than 75% of the overall market by 2025. Social gaming and related business models have seen steady growth among the male population in recent years. Casual online gaming has acquainted many gamers with the video game world and allowed marketers with differentiated goods to address this market. Also, the growing prevalence of social gaming has resulted in the participation of many males and the money spent on these sites in games as they compete with the people they know.

Different Geographical Areas

The geographically-based global virtual goods industry was controlled by the Asia Pacific region, holding nearly 57 percent of the overall market, powered by strong demand from China & Southeast Asian countries for virtual goods. The Asia Pacific, due to factors such as with the vast user base of social networking sites coupled with increasing penetration of phones & wireless technology, has retained its strong foothold throughout the global virtual goods industry. Also, the increasingly maturing payment system is an important driver that has driven virtual goods consumption as it has been able to eliminate the dangers associated with internet transactions.

The game designers in this area focus on creating unique content and developing virtual goods in such a way that they have a significant influence on the gameplay. Investments are also improving the virtual goods industry tremendously. For example, in April 2017, Five Jack, a company based in South Korea, received a commitment of USD 1.2 million by Korean VC K-Run Ventures & 500 Startups in the context of a series. During the forecast period, these investment activities are projected to further fuel the global virtual goods market.

Proliferating business models act as a mega-brand continue to generate financial gains, new business models change the way revenue conceived. The proliferation of connected devices is improving the gaming economy. The revenue composition of PC games varies from income earned from direct purchases to revenue accrued over time through in-game products. From 2012 to 2013, the NPD Group reported a growth of nearly 34% in digital games & downloadable content. In 2012, too little than half of US game income came from retail purchases. 5 popular delivery methods play an important role in challenging the traditional business model of ‘Single Price Point’.


While game companies continue to challenge by increasing consumer demands, growing digital endpoints & lower entry barriers to minimal-cost alternatives, such a need to innovate and enter the disruptor movement is more critical than ever. Major studios face growing development budgets for existing franchises and challenges with new products and services challenging the conventional purchase. Game companies that want to compete in a dynamic and rapidly changing market must create an operating model that satisfies today’s demands and is a very versatile enough to plan for tomorrow’s capabilities.


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