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PC Games Global Market Report 2020 Including: 1) By Type: Physical, Online Microtransaction, Digital 2) By Application: Shooter, Action, Sport Games, Role-Playing, Adventure, Racing, Fighting, Strategy, Other Covering: Electronic Arts, Activision Blizzard, Ubisoft, Sony Computer Entertainment, XSEED Games

The PC games market consists of sales of physical, online/micro-transactional, or digital video games which are played on a personal computer or laptop. The global pc games market was valued at about $27.73 billion in 2018 and is exp

Region : 05072013585 | Price: 2900 | Report ID: 05072013585
The PC games market consists of sales of physical, online/micro-transactional, or digital video games which are played on a personal computer or laptop.

The global pc games market was valued at about $27.73 billion in 2018 and is expected to grow to $30.71 billion at a CAGR of 2.6% through 2022.

The PC games market has been geographically segmented into North America, Western Europe, APAC, Eastern Europe, South America and Middle East & Africa. The APAC market is the largest market for PC games and is expected to continue to be the largest market during the forecast period.

The personal computer games market is being driven by the emergence of cloud gaming. In cloud gaming, the provider runs the game on its servers and then streams back the display. Streaming games from the cloud is significantly increasing the number users of PC games as it eliminates the need for hardware upgradation. For instance, Google has launched Stadia, a cloud gaming service capable of streaming video games in 4K resolution at 60 frames per second, via its numerous data centers across the globe.

Companies in the personal computer games industry are using augmented reality and virtual reality which are offering new levels of engagement among the users of pc games. Augmented Reality provides an immersive user experience through imposition of a computer-generated image on the user's view of the real world. Virtual Reality creates an interactive experience through simulations by providing auditory and visual feedback. For instance, augmented reality is being used for building interactive games, such as Pokemon Go. Similarly, virtual reality has seen a significant use in pc games, with the users feeling more involved. As an example, Owlchemy Labs is building innovative virtual reality games which involve role playing among users.

There are various acts and laws for copyrights for users of PC games in various countries. For instance, China has made efforts to improve the protection of intellectual property rights. Chinese law prohibits foreign PC games’ companies from publishing and operating video games in China directly and also has strict regulations over inappropriate content of video games. Japan protects created works including PC games through the Copyright Act. In Germany, the pc gamer has editor-copyrights if his or her contribution gives rise to a personal intellectual creation in programming or in design, while building new levels, settings and characters in the pc games.

In July 2018, Electronic Arts Inc. acquired Respawn Entertainment for $400 million. The acquisition is expected to strengthen Electronic Art Inc's focus on developing new gaming concepts. Respawn Entertainment is an independent video game and pc game development studio founded in 2010 and is based in California, USA.

Major players in the market are Electronic Arts, Activision Blizzard, Ubisoft, Sony Computer Entertainment and XSEED Games.

PC Games Market Global Report 2020 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the global pc games market.

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Description:
Where is the largest and fastest growing market for the pc games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The PC Games Market Global Report from The Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market.
• The Market Characteristics section of the report defines and explains the market.
• The Market Size section gives the market size ($b) covering both the historic growth of the market and forecasting the future. Drivers and restraints looks at the external factors supporting and controlling the growth of the market.
• Market Segmentations break down market into sub markets.
• The Regional and Country section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers all the regions, key developed countries and major emerging markets. It draws comparisons with country populations and economies to understand the importance of the market by country and how this is changing.
• Competitive Landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
• The Trends and Strategies section highlights the likely future developments in the market and suggests approaches companies can take to exploit this.

Scope

Markets Covered: 1) By Type: Physical, Online microtransaction, Digital 2) By Application: Shooter, Action, Sport Games, Role-Playing, Adventure, Racing, Fighting, Strategy, Other

Companies Mentioned: Electronic Arts, Activision Blizzard, Ubisoft, Sony Computer Entertainment, XSEED Games

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA

Regions: Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

Time Series: Five years historic and forecast.

Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
1. Executive Summary
2. PC Games Market Market Characteristics
3. PC Games Market Market Size And Growth
3.1. Global PC Games Market Historic Market, 2015 - 2019, $ Billion
3.1.1. Drivers Of The Market
3.1.2. Restraints On The Market
3.2. Global PC Games Market Forecast Market, 2019 - 2022F, 2025F, 2030F, $ Billion
3.2.1. Drivers Of The Market
3.2.2. Restraints On the Market
4. PC Games Market Market Segmentation
4.1. Global PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
Physical
Online microtransaction
Digital
4.2. Global PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
Shooter
Action
Sport Games
Role-Playing
Adventure
Racing
Fighting
Strategy
Other
5. PC Games Market Market Regional And Country Analysis
5.1. Global PC Games Market Market, Split By Region, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
5.2. Global PC Games Market Market, Split By Country, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
6. Asia-Pacific PC Games Market Market
6.1. Asia-Pacific PC Games Market Market Overview
6.2. Asia-Pacific PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
6.3. Asia-Pacific PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
7. China PC Games Market Market
7.1. China PC Games Market Market Overview
7.2. China PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F,$ Billion
7.3. China PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F,$ Billion
8. India PC Games Market Market
8.1. India PC Games Market Market Overview
8.2. India PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
8.3. India PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
9. Japan PC Games Market Market
9.1. Japan PC Games Market Market Overview
9.2. Japan PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
9.3. Japan PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
10. Australia PC Games Market Market
10.1. Australia PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
10.2. Australia PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
11. Indonesia PC Games Market Market
11.1. Indonesia PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
11.2. Indonesia PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
12. South Korea PC Games Market Market
12.1. South Korea PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
12.2. South Korea PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
13. Western Europe PC Games Market Market
13.1. Western Europe PC Games Market Market Overview
13.2. Western Europe PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
13.3. Western Europe PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
14. UK PC Games Market Market
14.1. UK PC Games Market Market Overview
14.2. UK PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
14.3. UK PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
15. Germany PC Games Market Market
15.1. Germany PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
15.2. Germany PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
16. France PC Games Market Market
16.4. France PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
16.5. France PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
17. Eastern Europe PC Games Market Market
17.1. Eastern Europe PC Games Market Market Overview
17.2. Eastern Europe PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
17.3. Eastern Europe PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
18. Russia PC Games Market Market
18.1. Russia PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
18.2. Russia PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
19. North America PC Games Market Market
19.1. North America PC Games Market Market Overview
19.2. North America PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
19.3. North America PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
20. USA PC Games Market Market
20.1. USA PC Games Market Market Overview
20.2. USA PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
20.3. USA PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
21. South America PC Games Market Market
21.1. South America PC Games Market Market Overview
21.2. South America PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
21.3. South America PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
22. Brazil PC Games Market Market
22.1. Brazil PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
22.2. Brazil PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
23. Middle East PC Games Market Market
23.1. Middle East PC Games Market Market Overview
23.2. Middle East PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
23.3. Middle East PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
24. Africa PC Games Market Market
24.1. Africa PC Games Market Market Overview
24.2. Africa PC Games Market Market, Segmentation By Type, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
24.3. Africa PC Games Market Market, Segmentation By Application, Historic and Forecast, 2015-2019, 2022F, 2025F, 2030F, $ Billion
25. PC Games Market Market Competitive Landscape And Company Profiles
25.1. PC Games Market Market Competitive Landscape
25.2. PC Games Market Market Company Profiles
25.2.1. Electronic Arts
25.2.1.1. Overview
25.2.1.2. Products and Services
25.2.1.3. Strategy
25.2.1.4. Financial Performance
25.2.2. Activision Blizzard
25.2.2.1. Overview
25.2.2.2. Products and Services
25.2.2.3. Strategy
25.2.2.4. Financial Performance
25.2.3. Ubisoft
25.2.3.1. Overview
25.2.3.2. Products and Services
25.2.3.3. Strategy
25.2.3.4. Financial Performance
25.2.4. Sony Computer Entertainment
25.2.4.1. Overview
25.2.4.2. Products and Services
25.2.4.3. Strategy
25.2.4.4. Financial Performance
25.2.5. XSEED Games
25.2.5.1. Overview
25.2.5.2. Products and Services
25.2.5.3. Strategy
25.2.5.4. Financial Performance
26. Key Mergers And Acquisitions In The PC Games Market Market
27. PC Games Market Market Trends And Strategies
28. PC Games Market Market Future Outlook and Potential Analysis
29. Appendix
29.1. Abbreviations
29.2. Currencies
29.3. Research Inquiries
29.4. The Business Research Company
29.5. Copyright And Disclaimer

 

Research Methodology

 

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 analysing 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.