Major Companies for Digital Games for Desktop Market: Activision Blizzard, Electronic Arts, GungHo, Microsoft, NCSOFT, Nintendo, Sony, Take-Two Interactive Software, Ubisoft, Zynga, 4A Games, Asobo Studio, Behaviour Interactive, Tecent, NetEase Games, Perfect World.
Global Digital Games for Desktop Market Size was estimated at USD 165.3 million in 2022 and is projected to reach USD 183.975300759688 million by 2028, exhibiting a CAGR of 1.8% during the forecast period.
Global Digital Games for Desktop Market Overview And Scope:
The Global Digital Games for Desktop Market Report 2024 provides comprehensive analysis of market development components, patterns, flows, and sizes. This research study of Digital Games for Desktop utilized both primary and secondary data sources to calculate present and past market values to forecast potential market management for the forecast period between 2024 and 2032. It includes the study of a wide range of industry parameters, including government policies, market environments, competitive landscape, historical data, current market trends, technological innovations, upcoming technologies, and technological progress within related industries. Additionally, the report provides an in-depth analysis of the value chain and supply chain to demonstrate how value is added at every stage in the product lifecycle. The study incorporates market dynamics such as drivers, restraints/challenges, trends, and their impact on the market.
This Market Research Report provides a comprehensive analysis of the global Digital Games for Desktop Market and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Digital Games for Desktop portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms' unique position in an accelerating global Digital Games for Desktop market.
Global Digital Games for Desktop Market Segmentation
By Type, Digital Games for Desktop market has been segmented into:
Competitive Games
Casual Games
Others
By Application, Digital Games for Desktop market has been segmented into:
Single Player
Multiplayer
Regional Analysis of Digital Games for Desktop Market:
North America (U.S., Canada, Mexico)
Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
South America (Brazil, Argentina, Rest of SA)
Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
Competitive Landscape of Digital Games for Desktop Market:
Competitive analysis is the study of strength and weakness, market investment, market share, market sales volume, market trends of major players in the market.The Digital Games for Desktop market study focused on including all the primary level, secondary level and tertiary level competitors in the report.The data generated by conducting the primary and secondary research. The report covers detail analysis of driver, constraints and scope for new players entering the Digital Games for Desktop market.
Major Companies Covered in Digital Games for Desktop market are:
Activision Blizzard
Electronic Arts
GungHo
Microsoft
NCSOFT
Nintendo
Sony
Take-Two Interactive Software
Ubisoft
Zynga
4A Games
Asobo Studio
Behaviour Interactive
Tecent
NetEase Games
Perfect World
Chapter 1: Introduction
1.1 Research Objectives
1.2 Research Methodology
1.3 Research Process
1.4 Scope and Coverage
1.4.1 Market Definition
1.4.2 Key Questions Answered
1.5 Market Segmentation
Chapter 2:Executive Summary
Chapter 3:Growth Opportunities By Segment
3.1 By Type
3.2 By Application
Chapter 4: Market Landscape
4.1 Porter's Five Forces Analysis
4.1.1 Bargaining Power of Supplier
4.1.2 Threat of New Entrants
4.1.3 Threat of Substitutes
4.1.4 Competitive Rivalry
4.1.5 Bargaining Power Among Buyers
4.2 Industry Value Chain Analysis
4.3 Market Dynamics
4.3.1 Drivers
4.3.2 Restraints
4.3.3 Opportunities
4.5.4 Challenges
4.4 Pestle Analysis
4.5 Technological Roadmap
4.6 Regulatory Landscape
4.7 SWOT Analysis
4.8 Price Trend Analysis
4.9 Patent Analysis
4.10 Analysis of the Impact of Covid-19
4.10.1 Impact on the Overall Market
4.10.2 Impact on the Supply Chain
4.10.3 Impact on the Key Manufacturers
4.10.4 Impact on the Pricing
Chapter 5: Digital Games for Desktop Market by Type
5.1 Digital Games for Desktop Market Overview Snapshot and Growth Engine
5.2 Digital Games for Desktop Market Overview
5.3 Competitive Games
5.3.1 Introduction and Market Overview
5.3.2 Historic and Forecasted Market Size (2017-2032F)
5.3.3 Key Market Trends, Growth Factors and Opportunities
5.3.4 Competitive Games: Geographic Segmentation
5.4 Casual Games
5.4.1 Introduction and Market Overview
5.4.2 Historic and Forecasted Market Size (2017-2032F)
5.4.3 Key Market Trends, Growth Factors and Opportunities
5.4.4 Casual Games: Geographic Segmentation
5.5 Others
5.5.1 Introduction and Market Overview
5.5.2 Historic and Forecasted Market Size (2017-2032F)
5.5.3 Key Market Trends, Growth Factors and Opportunities
5.5.4 Others: Geographic Segmentation
Chapter 6: Digital Games for Desktop Market by Application
6.1 Digital Games for Desktop Market Overview Snapshot and Growth Engine
6.2 Digital Games for Desktop Market Overview
6.3 Single Player
6.3.1 Introduction and Market Overview
6.3.2 Historic and Forecasted Market Size (2017-2032F)
6.3.3 Key Market Trends, Growth Factors and Opportunities
6.3.4 Single Player: Geographic Segmentation
6.4 Multiplayer
6.4.1 Introduction and Market Overview
6.4.2 Historic and Forecasted Market Size (2017-2032F)
6.4.3 Key Market Trends, Growth Factors and Opportunities
6.4.4 Multiplayer: Geographic Segmentation
Chapter 7: Company Profiles and Competitive Analysis
7.1 Competitive Landscape
7.1.1 Competitive Positioning
7.1.2 Digital Games for Desktop Sales and Market Share By Players
7.1.3 Industry BCG Matrix
7.1.4 Heat Map Analysis
7.1.5 Digital Games for Desktop Industry Concentration Ratio (CR5 and HHI)
7.1.6 Top 5 Digital Games for Desktop Players Market Share
7.1.7 Mergers and Acquisitions
7.1.8 Business Strategies By Top Players
7.2 ACTIVISION BLIZZARD
7.2.1 Company Overview
7.2.2 Key Executives
7.2.3 Company Snapshot
7.2.4 Operating Business Segments
7.2.5 Product Portfolio
7.2.6 Business Performance
7.2.7 Key Strategic Moves and Recent Developments
7.2.8 SWOT Analysis
7.3 ELECTRONIC ARTS
7.4 GUNGHO
7.5 MICROSOFT
7.6 NCSOFT
7.7 NINTENDO
7.8 SONY
7.9 TAKE-TWO INTERACTIVE SOFTWARE
7.10 UBISOFT
7.11 ZYNGA
7.12 4A GAMES
7.13 ASOBO STUDIO
7.14 BEHAVIOUR INTERACTIVE
7.15 TECENT
7.16 NETEASE GAMES
7.17 PERFECT WORLD
Chapter 8: Global Digital Games for Desktop Market Analysis, Insights and Forecast, 2017-2032
8.1 Market Overview
8.2 Historic and Forecasted Market Size By Type
8.2.1 Competitive Games
8.2.2 Casual Games
8.2.3 Others
8.3 Historic and Forecasted Market Size By Application
8.3.1 Single Player
8.3.2 Multiplayer
Chapter 9: North America Digital Games for Desktop Market Analysis, Insights and Forecast, 2017-2032
9.1 Key Market Trends, Growth Factors and Opportunities
9.2 Impact of Covid-19
9.3 Key Players
9.4 Key Market Trends, Growth Factors and Opportunities
9.4 Historic and Forecasted Market Size By Type
9.4.1 Competitive Games
9.4.2 Casual Games
9.4.3 Others
9.5 Historic and Forecasted Market Size By Application
9.5.1 Single Player
9.5.2 Multiplayer
9.6 Historic and Forecast Market Size by Country
9.6.1 US
9.6.2 Canada
9.6.3 Mexico
Chapter 10: Eastern Europe Digital Games for Desktop Market Analysis, Insights and Forecast, 2017-2032
10.1 Key Market Trends, Growth Factors and Opportunities
10.2 Impact of Covid-19
10.3 Key Players
10.4 Key Market Trends, Growth Factors and Opportunities
10.4 Historic and Forecasted Market Size By Type
10.4.1 Competitive Games
10.4.2 Casual Games
10.4.3 Others
10.5 Historic and Forecasted Market Size By Application
10.5.1 Single Player
10.5.2 Multiplayer
10.6 Historic and Forecast Market Size by Country
10.6.1 Bulgaria
10.6.2 The Czech Republic
10.6.3 Hungary
10.6.4 Poland
10.6.5 Romania
10.6.6 Rest of Eastern Europe
Chapter 11: Western Europe Digital Games for Desktop Market Analysis, Insights and Forecast, 2017-2032
11.1 Key Market Trends, Growth Factors and Opportunities
11.2 Impact of Covid-19
11.3 Key Players
11.4 Key Market Trends, Growth Factors and Opportunities
11.4 Historic and Forecasted Market Size By Type
11.4.1 Competitive Games
11.4.2 Casual Games
11.4.3 Others
11.5 Historic and Forecasted Market Size By Application
11.5.1 Single Player
11.5.2 Multiplayer
11.6 Historic and Forecast Market Size by Country
11.6.1 Germany
11.6.2 UK
11.6.3 France
11.6.4 Netherlands
11.6.5 Italy
11.6.6 Russia
11.6.7 Spain
11.6.8 Rest of Western Europe
Chapter 12: Asia Pacific Digital Games for Desktop Market Analysis, Insights and Forecast, 2017-2032
12.1 Key Market Trends, Growth Factors and Opportunities
12.2 Impact of Covid-19
12.3 Key Players
12.4 Key Market Trends, Growth Factors and Opportunities
12.4 Historic and Forecasted Market Size By Type
12.4.1 Competitive Games
12.4.2 Casual Games
12.4.3 Others
12.5 Historic and Forecasted Market Size By Application
12.5.1 Single Player
12.5.2 Multiplayer
12.6 Historic and Forecast Market Size by Country
12.6.1 China
12.6.2 India
12.6.3 Japan
12.6.4 South Korea
12.6.5 Malaysia
12.6.6 Thailand
12.6.7 Vietnam
12.6.8 The Philippines
12.6.9 Australia
12.6.10 New Zealand
12.6.11 Rest of APAC
Chapter 13: Middle East & Africa Digital Games for Desktop Market Analysis, Insights and Forecast, 2017-2032
13.1 Key Market Trends, Growth Factors and Opportunities
13.2 Impact of Covid-19
13.3 Key Players
13.4 Key Market Trends, Growth Factors and Opportunities
13.4 Historic and Forecasted Market Size By Type
13.4.1 Competitive Games
13.4.2 Casual Games
13.4.3 Others
13.5 Historic and Forecasted Market Size By Application
13.5.1 Single Player
13.5.2 Multiplayer
13.6 Historic and Forecast Market Size by Country
13.6.1 Turkey
13.6.2 Bahrain
13.6.3 Kuwait
13.6.4 Saudi Arabia
13.6.5 Qatar
13.6.6 UAE
13.6.7 Israel
13.6.8 South Africa
Chapter 14: South America Digital Games for Desktop Market Analysis, Insights and Forecast, 2017-2032
14.1 Key Market Trends, Growth Factors and Opportunities
14.2 Impact of Covid-19
14.3 Key Players
14.4 Key Market Trends, Growth Factors and Opportunities
14.4 Historic and Forecasted Market Size By Type
14.4.1 Competitive Games
14.4.2 Casual Games
14.4.3 Others
14.5 Historic and Forecasted Market Size By Application
14.5.1 Single Player
14.5.2 Multiplayer
14.6 Historic and Forecast Market Size by Country
14.6.1 Brazil
14.6.2 Argentina
14.6.3 Rest of SA
Chapter 15 Investment Analysis
Chapter 16 Analyst Viewpoint and Conclusion
Digital Games for Desktop Scope:
Report Data
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Digital Games for Desktop Market
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Digital Games for Desktop Market Size in 2022
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USD 165.3 million
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Digital Games for Desktop CAGR 2023 - 2030
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1.8%
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Digital Games for Desktop Base Year
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2022
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Digital Games for Desktop Forecast Data
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2023 - 2030
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Segments Covered
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By Type, By Application, And by Regions
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Regional Scope
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North America, Europe, Asia Pacific, Latin America, and Middle East & Africa
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Key Companies Profiled
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Activision Blizzard, Electronic Arts, GungHo, Microsoft, NCSOFT, Nintendo, Sony, Take-Two Interactive Software, Ubisoft, Zynga, 4A Games, Asobo Studio, Behaviour Interactive, Tecent, NetEase Games, Perfect World.
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Key Segments
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By Type
Competitive Games Casual Games Others
By Applications
Single Player Multiplayer
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