
NEW YORK, Nov. 5, 2023 /PRNewswire/ — Theย gaming marketย size is forecast to increase by USD 102.13 billion from 2022 to 2027. The market is expected to be progressingย at a CAGR of 9.12%, according to a recent market study by Technavio.ย The growth of the market will be driven by the growing adoption of AR and VR games, the rising popularity of e-sports, and the increasing number of strategic partnerships and acquisitions.ย AR/VR gaming is the integrationย of visualย and audio game content into a real-time user environment and the adoptionย of AR/VR devices likely increases during the forecast period.ย This is becauseย AR games become more popular. Thus, game developers prefer AR and VR devices over traditional gaming devices.ย Moreover, companies such as Sony and Microsoft useย the latest inย three-dimensional (3D) technology to develop gaming platforms. Therefore,ย increasingย adoption of AR and VR games will drive the growth of theย market during the forecast period.ย
Charts & data tables about market and segment sizes for a historic period of five (2017-2021) years have been covered in this report. Download The Sample Report
Technavio has extensively analyzed 15 major vendors, includingย Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlmor AMF, Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment, and Zeptolab UK Ltd.
Get a holistic overview of the endoscopic closure devices market by industry experts to evaluate and develop growth strategies.ย Download the Sample
Key Benefits for Industry Players & Stakeholders โย
- The report offers information on the criticality of vendor inputs, including R&D, CAPEX, and technology.
- It also provides detailed analyses of the market’s competitive landscape and vendors’ product offerings.
- The report also provides a qualitative and quantitative analysis of vendors to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize vendors as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize vendors as dominant, leading, strong, tentative, and weak.
Expand operations in the future – To get requisite details, ask for a custom report.
Gaming Market 2023-2027: Market Dynamics
Significant Trends
- The growth in free-to-play models is an emergingย trend that may fuel the gaming market growth.ย
- The free-to-play model, also known as the freemium model, offers gaming service providers theย opportunity toย promote their games, which allows users to play games against virtual goods and virtual currencies.
- Virtual currency is used to purchase virtual goods through in-game microtransactions and these virtual goods include various avatars.
- Also, in some cases, the users useย real money to purchase virtual goods such as coins,ย wands, houses, guns, and swords for their video games.
- Hence, such trends influence the growth of the market during the forecast period.
Major Challenges
- The increasing risk of cybercrime through online gaming is a challenge for the gaming market growth.ย
- Asย more peopleย play games online, the opportunities for cybercriminals to exploit vulnerabilities to steal personal information and engage in other malicious activities also increase.
- Such instances of cyber theft in the market are expected to impede the growth of the market.
- A veryย commonย wayย cybercriminalsย target gamers is through phishing scams, where they send bogus emails or messages purporting to beย from legitimateย gaming companies, requesting login credentials or other personal information.
- And once cybercriminalsย gain access to a gamer’s account, they can steal virtual currency and valuable game items from gamers, or even sell the account to others on Black’s Market.
- Hence, such challenges impede the market growth of gaming during the forecast period.
To gain insights about drivers, trends and challenges and their impact on the market growth, request a sample report!
Gaming Market 2023-2027: Segmentation Analysis
Thisย gaming market report extensively coversย market segmentation by type (casual gaming and professional gaming), platform (online and offline), device (mobile gaming, console gaming, and pc gaming), and geography (APAC, North America, Europe, Middle East and Africa, and South America).
- The market share growth by theย casual gaming segmentย will be significant for overall market growth during the forecast period.ย The term casual gamingย refers to games that don’t require a great deal of time to be played, won, and earned, andย casual gamersย don’t spend a lot of time playing video games. These service providers generate revenue byย licensing gamingย softwareย to endย users and the casual gamesย segment growsย with the spread of mobile games. Casual gamers don’t spend money on gaming peripherals and theyย prefer mobile devices over PCs and consoles because of easy access to the games. Hence, such factors drive the segment growth during the forecast period.
Get detailed insights about inclusions and exclusions, buy the reportย and don’t let the valuable insights slip away
What are the key data covered in this Gaming Market report?
- CAGR of the market during the forecast period
- Detailed information on factors that will drive the growth of the gaming market between 2023 and 2027
- Precise estimation of the size of the gaming market and its contribution to the market with a focus on the parent market
- Accurate predictions about upcoming trends and changes in consumer behavior
- Growth of the gaming market across APAC, North America, Europe, Middle East and Africa, and South America
- A thorough analysis of the market’s competitive landscape and detailed information about vendors
- Comprehensive analysis of factors that will challenge the growth of gaming market vendors
Gain instant access to 17,000+ market research reports.ย
Technavio’s SUBSCRIPTION platform
Related Reports:ย
The subscription-based gaming market size is estimated to growย at aย CAGR of 8.17%ย between 2022 and 2027. Theย market size is forecast to increase byย USD 4,409.54 million.ย
The cloud gaming market size is estimated to growย at aย CAGR of 10.54%ย between 2022 and 2027. Theย market size is forecast to increase byย USD 1,619.32 million.
Table of Contents:
- Executive Summary
- Market Landscape
- Market Sizing
- Historic Market Size
- Five Forces Analysis
- Market Segmentation by Type
- Market Segmentation by Product
- Market Segmentation by Device
- Customer Landscape
- Geographic Landscape
- Drivers, Challenges, and Trends
- Company Landscape
- Company Analysis
- Appendix
About US
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.
Contact
Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: [email protected]
Website: www.technavio.com/
View original content to download multimedia:https://www.prnewswire.com/news-releases/gaming-market-size-to-grow-by-usd-102-13-billion-from-2022-to-2027–the-growing-adoption-of-ar-and-vr-games-to-drive-market-growth—technavio-301977679.html
SOURCE Technavio




