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Entertainment Games Market Research | Edition 2022 | Recent Developments and SWOT Analysis 2028

Douglas Insights

Douglas Insights

Major players covered into report are Aeria Games GmbH, Electronic Arts, Blizzard Entertainment, Inc., Tencent Holdings, NetEase, Zhejiang Century Huatong Group

DOUGLAS, ISLE OF MAN, November 16, 2022 /EINPresswire.com/ -- Entertainment Games Market Size Analysis:

The global entertainment games market is estimated to be valued at around USD ** billion in 2020 and is expected to reach a value of USD ** billion by 2028, growing at a CAGR of **% during the forecast period. The market for entertainment games is driven by things like how popular digital games are getting and how many platforms there are for playing them.

Companies in the entertainment and gaming industries operate by producing, selling, and essentially catering products such as PC games, handheld gaming software, and gaming devices to distributors or retailers. The global entertainment and gaming industry has grown into a massive industry that generates enormous amounts of revenue while also contributing to the global economy and providing entertainment to consumers. Essentially, the global gaming and entertainment market is directly influenced by the growing number of users who regard gaming as their top priority and the best tool for entertainment and recreation. Since advanced technology has made a big difference, consumers today want an exciting world of interactive entertainment at their fingertips, which has led to the strong growth of the industry.

Some of the key findings from the report include:

The market for entertainment games is expected to reach USD **. ** billion by 2028.

• The market is driven by factors such as the growing popularity of mobile gaming, the increasing number of casual gamers, and the availability of free-to-play games.
• North America is expected to have the biggest market for entertainment games, followed by Europe and Asia-Pacific.
• The top players in the entertainment games market include Electronic Arts, King Digital Entertainment, Nintendo, Activision Blizzard, and Zynga.

COVID-19 Scenario:

As the COVID-19 pandemic continues, the entertainment games market is expected to grow. The increasing popularity of mobile and online gaming is one of the key drivers of this growth. In addition, the growing number of people working from home and spending more time indoors is also driving market growth.

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The following segments are covered in the report:

By Type
• Single Person
• Single-person multi-person machine
• Many people and many machines

By Application
• PC Games
• Mobile Games
• TV Games
• Others

Regional Shares:

The North American entertainment games market is driven by factors such as the availability of high-speed internet connections, increasing disposable incomes, and the presence of a large number of gaming companies in the region. Moreover, the region has a large base of early adopters of new technologies, which has resulted in a significant growth in the number of gamers in recent years.

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Major Players Profiled in the Market Report:

The report provides an in-depth analysis of the key players in the market including their business overview, product offerings, and recent developments. Some of the major players profiled in the report include Aeria Games GmbH, Electronic Arts, Inc., Blizzard Entertainment, Inc., Tencent Holdings, NetEase, Zhejiang Century Huatong Group, 37 Interactive Entertainment, PopCap Games, Inc., Activision Blizzard, Inc., Behaviour Interactive, Inc., DeNA Co., Ltd., Supercell, Konami Holdings Corporation, Peak Games, Etermax, Supercell ,Rovio Entertainment Corporation, SYBO Game, GREE, Inc., Pretty Simple, Miniclip SA, Perfect World, YOUZU Interactive, Giant Network Group, Hubei Century Network Technology, Shanghai yaoji technology, Electronic Soul Interactive Technology, Playtech plc, Social Point, Wooga GmbH, Zynga, Inc., King Digital Entertainment plc, Nintendo Co. Ltd., Riot Games, Inc, Sega Holdings Co., Ltd., Apple, Inc., Google LLC

This Report Provides Answers to Important Questions:

• COVID-19 impact analysis on the global entertainment games industry
• What are the current market trends and dynamics in the entertainment games market, and what are the valuable opportunities for emerging players?
• What is driving the entertainment game market?
• What are the key challenges to market growth?
• Which segment accounts for the fastest CAGR during the forecast period?
• Which product type segment holds a larger market share and why?
• Are low- and middle-income economies investing in the entertainment games market?
• Key growth pockets on the basis of regions, types, applications, and end-users
• What is the market trend and dynamics in emerging markets such as Asia Pacific, Latin America, and the Middle East and Africa?

This report's distinct data points:

• Statistics on Entertainment Games and Spending Worldwide
• Recent trends across different regions in terms of the adoption of entertainment games across industries
• Notable developments are going on in the industry.
• Attractive investment propositions for segments as well as geography
• Comparative scenario for all the segments for years 2018 (actual) and 2028 (forecast)

Table of Content:

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Entertainment Games Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
1.2.2 Single Person
1.2.3 Multi Person Single Machine
1.2.4 Many People and Many Machine
1.3 Market by Application
1.3.1 Global Entertainment Games Market Share by Application: 2017 VS 2021 VS 2028
1.3.2 PC Games
1.3.3 Mobile Games
1.3.4 TV Games
1.3.5 Others
1.4 Study Objectives
1.5 Years Considered

2 Global Growth Trends
2.1 Global Entertainment Games Market Perspective (2017-2028)
2.2 Entertainment Games Growth Trends by Region
2.2.1 Entertainment Games Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Entertainment Games Historic Market Size by Region (2017-2022)
2.2.3 Entertainment Games Forecasted Market Size by Region (2023-2028)
2.3 Entertainment Games Market Dynamics
2.3.1 Entertainment Games Industry Trends
2.3.2 Entertainment Games Market Drivers
2.3.3 Entertainment Games Market Challenges
2.3.4 Entertainment Games Market Restraints

3 Competition Landscape by Key Players
3.1 Global Top Entertainment Games Players by Revenue
3.1.1 Global Top Entertainment Games Players by Revenue (2017-2022)
3.1.2 Global Entertainment Games Revenue Market Share by Players (2017-2022)
3.2 Global Entertainment Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Entertainment Games Revenue
3.4 Global Entertainment Games Market Concentration Ratio
3.4.1 Global Entertainment Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Entertainment Games Revenue in 2021
3.5 Entertainment Games Key Players Head office and Area Served
3.6 Key Players Entertainment Games Product Solution and Service
3.7 Date of Enter into Entertainment Games Market
3.8 Mergers & Acquisitions, Expansion Plans

4 Entertainment Games Breakdown Data by Type
4.1 Global Entertainment Games Historic Market Size by Type (2017-2022)
4.2 Global Entertainment Games Forecasted Market Size by Type (2023-2028)

5 Entertainment Games Breakdown Data by Application
5.1 Global Entertainment Games Historic Market Size by Application (2017-2022)
5.2 Global Entertainment Games Forecasted Market Size by Application (2023-2028)

6 North America
6.1 North America Entertainment Games Market Size (2017-2028)
6.2 North America Entertainment Games Market Size by Country (2017-2022)
6.3 North America Entertainment Games Market Size by Country (2023-2028)
6.4 United States
6.5 Canada

7 Europe
7.1 Europe Entertainment Games Market Size (2017-2028)
7.2 Europe Entertainment Games Market Size by Country (2017-2022)
7.3 Europe Entertainment Games Market Size by Country (2023-2028)
7.4 Germany
7.5 France
7.6 U.K.
7.7 Italy
7.8 Russia
7.9 Nordic Countries
…………..Continued

*More companies can be added in Detailed Report.

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