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Global Gaming Market: Size, Trends & Forecasts (2019-2023)

Published on: Jan 2019 | From USD $850 | Published By: DAEDAL RESEARCH | Number Of Pages: 81

Scope of the Report

The report titled “Global Gaming Market: Size, Trends & Forecasts (2019-2023)” provides an in-depth analysis of the global gaming market by value, segments and growth. The report also consist of analysis of gaming market by value and segments in regions such as Americas and Europe.

Under competitive landscape, different players in the gaming market have been compared on the basis of revenue generated and market capitalization.

The report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall global gaming market has also been forecasted for the period 2019-2023, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

International Games Technology Plc., Paddy Power Betfair Plc, Scientific Games Corporation and The Stars Group are some of the key players operating in the global gaming market whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and the business strategies of the companies are provided

Company Coverage

International Games Technology Plc.
Paddy Power Betfair Plc
Scientific Games Corporation
The Stars Group

Regional Coverage

America
Europe

Executive Summary

The gaming industry is a term interchangeably used for gambling industry. The term gaming is more preferred by companies operating within the gambling market. As for them it sounds sort of more legal to be known as a “gaming company” instead of a “gambling company”. Gambling is defined as any game or activity in the which a particular player risk his/ her money in the expectation of winning more money.

The global gaming market can be segmented on the basis of Product Type type and Platform Type type. The market can be bifurcated into casinos, lotteries, gaming machines, betting and bingo on the basis of Platform Type type. On the basis of Platform Type the market can be sub segmented into landbased and online categories.

The global gaming market is forecasted to showcase positive growth through the forecast period (2019-2023). The market growth is estimated to supported by various growth drivers such as increasing spending capability, legalization of gambling in countries such as US, rising penetration of smart devices, hike in internet penetration, and overall increase in global population especially within those lying in between the ages of 20-64 years.

The market is also confronted by some challenges such as the negative perceptions surrounding the gaming/ gambling market and lack of internet connectivity in developing countries. Emergence of bitcoins, growing number of mergers and acquisitions (M&A), use of augmented reality to enhance gaming experience and cloud gaming are some of the major trends existing in the market.

1. Executive Summary

2. Introduction

2.1 Gaming Industry: An Overview
2.2 Regulations on Gambling: An Overview
2.3 Gaming Market Segments

2.3.1 On the Basis of Product Type Type
2.3.2 On the Basis of Platform Type Type

3. Global Market Sizing

3.1 Global Gaming Market: An Analysis

3.1.1 Global Gaming Market by Value
3.1.2 Global Gaming Market by Region

3.2 Global Gaming Market: Product Type Analysis

3.2.1 Global Gaming Market by Product Type
3.2.2 Global Casino Gaming Market by Value
3.2.3 Global Lotteries Gaming Market by Value
3.2.4 Global Gaming Machine Market by Value
3.2.5 Global Betting Market by Value
3.2.6 Global Bingo/ Other Gaming Market by Value

3.3 Global Gaming Market: Platform Type Analysis

3.3.1 Global Gaming Market by Platform Type
3.3.2 Global Landbased Gaming Market by Value
3.3.3 Global Computer Gaming Market by Value
3.3.4 Global Mobile Gaming Market by Value

4. Regional Analysis

4.1 America Gaming Market: An Analysis
4.1.1 America Gaming Market by Value

4.2 America Gaming Market: Product Type Analysis
4.2.1 America Gaming Market by Product Type
4.2.2 America Casino Gaming Market by Value
4.2.3 America Lotteries Gaming Market by Value

4.3 America Gaming Market: Platform Type Analysis
4.3.1 America Gaming Market by Platform Type

4.4 Europe Gaming Market: An Analysis
4.4.1 Europe Gaming Market by Value
4.4.2 Europe Gaming Market by Country

4.5 Italy Gaming Market: An Analysis
4.5.1 Italy Gaming Market by Value

4.6 Italy Gaming Market: Product Type Analysis
4.6.1 Italy Gaming Market by Product Type
4.6.2 Italy Lotteries Gaming Market by Value

4.7 Italy Gaming Market: Platform Type Analysis
4.7.1 Italy Gaming Market by Platform Type

5. Market Dynamics

5.1 Growth Drivers
5.1.1 Improving Spending Capability Globally
5.1.2 Legalization of Gambling
5.1.3 Budding Internet Penetration
5.1.4 Hiking Penetration of Smart Devices
5.1.5 Growing Global Population

5.2 Challenges
5.2.1 Lack of Internet Connectivity in Developing Countries
5.2.2 Negative Perceptions on Gaming

5.3 Market Trends
5.3.1 Potential of Augment Reality (AR) Technology in Online Gambling
5.3.2 Emergence of Bitcoin Gambling
5.3.3 Increasing Number of Mergers and Acquisitions (M&A)
5.3.4 Cloud Gaming

6. Competitive Landscape

6.1 Global Gambling Market Players by Financial Comparison

7. Company Profiles

7.1 International Game Technology Plc. (IGT)
7.1.1 Business Overview
7.1.2 Financial Overview
7.1.3 Business Strategy

7.2 Paddy Power Betfair Plc.
7.2.1 Business Overview
7.2.2 Financial Overview
7.2.3 Business Strategy

7.3 Scientific Games Corporation
7.3.1 Business Overview
7.3.2 Financial Overview
7.3.3 Business Strategy

7.4 The Stars Group
7.3.1 Business Overview
7.3.2 Financial Overview
7.3.3 Business Strategy

List of Figures

Figure 1: Gaming Market Segments
Figure 2: Global Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 3: Global Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 4: Global Gaming Market by Region; 2018 (Percentage,%)
Figure 5: Global Gaming Market by Product Type; 2018 (Percentage,%)
Figure 6: Global Casino Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 7: Global Casino Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 8: Global Lotteries Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 9: Global Lotteries Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 10: Global Gaming Machine Market by Value; 2013-2018 (US$ Billion)
Figure 11: Global Gaming Machine Market by Value; 2019-2023 (US$ Billion)
Figure 12: Global Betting Market by Value; 2013-2018 (US$ Billion)
Figure 13: Global Betting Market by Value; 2019-2023 (US$ Billion)
Figure 14: Global Bingo/ Other Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 15: Global Bingo/ Other Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 16: Global Gaming Market by Platform Type; 2018 (Percentage,%)
Figure 17: Global Landbased Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 18: Global Landbased Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 19: Global Computer Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 20: Global Computer Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 21: Global Mobile Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 22: Global Mobile Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 23: America Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 24: America Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 25: America Gaming Market by Product Type; 2018 (Percentage,%)
Figure 26: America Casino Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 27: America Casino Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 28: America Lotteries Gaming Market by Value; 2013-2018 (US$ Billion)
Figure 29: America Lotteries Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 30: America Gaming Market by Platform Type; 2017 (Percentage,%)
Figure 31: Europe Gaming Market by Value; 2016-2018 (US$ Billion)
Figure 32: Europe Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 33: Europe Gaming Market by Country; 2018 (Percentage,%)
Figure 34: Italy Gaming Market by Value; 2016-2018 (US$ Billion)
Figure 35: Italy Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 36: Italy Gaming Market by Product Type; 2018 (Percentage,%)
Figure 37: Italy Lotteries Gaming Market by Value; 2016-2018 (US$ Billion)
Figure 38: Italy Lotteries Gaming Market by Value; 2019-2023 (US$ Billion)
Figure 39: Italy Gaming Market by Platform Type; 2017 (Percentage,%)
Figure 40: Number of Internet Users Worldwide ; 2012-2017 (Billion)
Figure 41: Global Mobile Devices and Connections; 2016-2021 (Billion)
Figure 42: Global Mobile Devices and Connections by Device Type; 2014-2019 (Percentage,%)
Figure 43: Global Population by Age Groups; 2015-2030 (Million)
Figure 44: International Game Technology Total Revenue; 2013-2017 (US$ Billion)
Figure 45: International Games Technology Revenue by Segment; 2017 (Percentage, %)
Figure 46: International Games Technology Revenue by Region; 2017 (Percentage, %)
Figure 47: Paddy Power Betfair Plc. Revenue; 2013-2017 (US$ Million)
Figure 48: Paddy Power Betfair Plc. Revenue by Operating Division; 2017 (Percentage,%)
Figure 49: Scientific Games Corporation Total Revenue; 2013-2017 (US$ Billion)
Figure 50: Scientific Games Corporation Total Revenue by Segment; 2017
Figure 51: Scientific Games Corporation Total Revenue by Region; 2017
Figure 52: The Star Group Revenue; 2014-2017 (US$ Billion)
Figure 53: The Star Group Revenue by Segments; 2017 (Percentage,%)
Table 1: Summary of Gambling Regulations in Key Regions
Table 2: Gaming Market Segments on the Basis of Product Type
Table 3: Gaming Market Segments on the Basis of Platform Type
Table 4: List of Select M&A in the Gaming Market; 2015-2018
Table 5: Global Online Gambling Market Players by Financial Comparison; 2017

SECONDARY RESEARCH
Secondary Research Information is collected from a number of publicly available as well as paid databases. Public sources involve publications by different associations and governments, annual reports and statements of companies, white papers and research publications by recognized industry experts and renowned academia etc. Paid data sources include third party authentic industry databases.

PRIMARY RESEARCH
Once data collection is done through secondary research, primary interviews are conducted with different stakeholders across the value chain like manufacturers, distributors, ingredient/input suppliers, end customers and other key opinion leaders of the industry. Primary research is used both to validate the data points obtained from secondary research and to fill in the data gaps after secondary research.

MARKET ENGINEERING
The market engineering phase involves analyzing the data collected, market breakdown and forecasting. Macroeconomic indicators and bottom-up and top-down approaches are used to arrive at a complete set of data points that give way to valuable qualitative and quantitative insights. Each data point is verified by the process of data triangulation to validate the numbers and arrive at close estimates.

EXPERT VALIDATION
The market engineered data is verified and validated by a number of experts, both in-house and external.

REPORT WRITING/ PRESENTATION
After the data is curated by the mentioned highly sophisticated process, the analysts begin to write the report. Garnering insights from data and forecasts, insights are drawn to visualize the entire ecosystem in a single report.

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