Global Gaming Software Market is expected to reach USD159.59 billion by 2026, growing at a CAGR of 10.81% in the next five years, owing to the rapid technological advancements and increasing customer engagement. https://bit.ly/3asbcka
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Table of Contents
S. No. Contents Page No.
1. Product Overview
2. Research Methodology
3. Impact of COVID-19 on Global Gaming Software Market
4. Executive Summary
5. Voice of Customer
6. Global Gaming Software Market Outlook, 2016-2026F
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Device Type (Smartphones, PC, Gaming Consoles, Handheld Games and Tablets)
6.2.2. By Type (Action, Adventure, Stimulation, Role Playing, Sports, Puzzles and Others)
6.2.3. By End-Use (Entertainment, Education, Others)
6.2.4. By Distribution Channel (Online and Offline)
6.2.5. By Region (Asia-Pacific, Europe, North America, Middle East & Africa, and South
America)
6.2.6. By Company (2020)
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6.3. Product Market Map
7. Asia-Pacific Gaming Software Market Outlook, 2016-2026F
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Device Type (Smartphones, PC, Gaming Consoles, Handheld Games and Tablets)
7.2.2. By Type (Action, Adventure, Stimulation, Role Playing, Sports, Puzzles and Others)
7.2.3. By End-Use (Entertainment, Education, Others)
7.2.4. By Distribution Channel (Online and Offline)
7.2.5. By Country
7.3. Product Map
7.4. Asia-Pacific Gaming Software Market Regional Analysis
7.4.1. China Gaming Software Market Outlook, 2016-2026F
7.4.1.1. Market Size & Forecast
7.4.1.1.1. By Value
7.4.1.2. Market Share & Forecast
7.4.1.2.1. By Device Type
7.4.1.2.2. By Type
7.4.1.2.3. By End-Use
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7.4.1.2.4. By Distribution Channel
7.4.2. India Gaming Software Market Outlook, 2016-2026F
7.4.2.1. Market Size & Forecast
7.4.2.1.1. By Value
7.4.2.2. Market Share & Forecast
7.4.2.2.1. By Device Type
7.4.2.2.2. By Type
7.4.2.2.3. By End-Use
7.4.2.2.4. By Distribution Channel
7.4.3. Japan Software Market Outlook, 2016-2026F
7.4.3.1. Market Size & Forecast
7.4.3.1.1. By Value
7.4.3.2. Market Share & Forecast
7.4.3.2.1. By Device Type
7.4.3.2.2. By Type
7.4.3.2.3. By End-Use
7.4.3.2.4. By Distribution Channel
7.4.4. South Korea Gaming Software Market Outlook, 2016-2026F
7.4.4.1. Market Size & Forecast
7.4.4.1.1. By Value
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7.4.4.2. Market Share & Forecast
7.4.4.2.1. By Device Type
7.4.4.2.2. By Type
7.4.4.2.3. By End-Use
7.4.4.2.4. By Distribution Channel
7.4.5. Singapore Gaming Software Market Outlook, 2016-2026F
7.4.5.1. Market Size & Forecast
7.4.5.1.1. By Value
7.4.5.2. Market Share & Forecast
7.4.5.2.1. By Device Type
7.4.5.2.2. By Type
7.4.5.2.3. By End-Use
7.4.5.2.4. By Distribution Channel
8. Europe Gaming Software Market Outlook, 2016-2026F
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Device Type (Smartphones, PC, Gaming Consoles, Handheld Games and
Tablets)
8.2.2. By Type (Action, Adventure, Stimulation, Role Playing, Sports, Puzzles and
Others)
8.2.3. By End-Use (Entertainment, Education, Others)
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8.2.4. By Distribution Channel (Online and Offline)
8.2.5. By Country
8.3 Product Map
8.4. Europe Gaming Software Market Regional Analysis
8.4.1. France Gaming Software Market Outlook, 2016-2026F
8.4.1.1. Market Size & Forecast
8.4.1.1.1. By Value
8.4.1.2. Market Share & Forecast
8.4.1.2.1. By Device Type
8.4.1.2.2. By Type
8.4.1.2.3. By End-Use
8.4.1.2.4. By Distribution Channel
8.4.2. Germany Gaming Software Market Outlook, 2016-2026F
8.4.2.1. Market Size & Forecast
8.4.2.1.1. By Value
8.4.2.2. Market Share & Forecast
8.4.2.2.1. By Device Type
8.4.2.2.2. By Type
8.4.2.2.3. By End-Use
8.4.2.2.4. By Distribution Channel
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8.4.3. Italy Gaming Software Market Outlook, 2016-2026F
8.4.3.1. Market Size & Forecast
8.4.3.1.1. By Value
8.4.3.2. Market Share & Forecast
8.4.3.2.1. By Device Type
8.4.3.2.2. By Type
8.4.3.2.3. By End-Use
8.4.3.2.4. By Distribution Channel
8.4.4. Spain Gaming Software Market Outlook, 2016-2026F
8.4.4.1. Market Size & Forecast
8.4.4.1.1. By Value
8.4.4.2. Market Share & Forecast
8.4.4.2.1. By Device Type
8.4.4.2.2. By Type
8.4.4.2.3. By End-Use
8.4.4.2.4. By Distribution Channel
8.4.5. UK Gaming Software Market Outlook, 2016-2026F
8.4.5.1. Market Size & Forecast
8.4.5.1.1. By Value
8.4.5.2. Market Share & Forecast
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8.4.5.2.1. By Device Type
8.4.5.2.2. By Type
8.4.5.2.3. By End-Use
8.4.5.2.4. By Distribution Channel
9. North America Gaming Software Market Outlook, 2016-2026F
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Device Type (Smartphones, PC, Gaming Consoles, Handheld Games and Tablets)
9.2.2. By Type (Action, Adventure, Stimulation, Role Playing, Sports, Puzzles and Others)
9.2.3. By End-Use (Entertainment, Education, Others)
9.2.4. By Distribution Channel (Online and Offline)
9.2.5. By Country
9.3 Product Map
9.4. North America Gaming Software Market Regional Analysis
9.4.1. United States Gaming Software Market Outlook, 2016-2026F
9.4.1.1. Market Size & Forecast
9.4.1.1.1. By Value
9.4.1.2. Market Share & Forecast
9.4.1.2.1. By Device Type
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9.4.1.2.2. By Type
9.4.1.2.3. By End-Use
9.4.1.2.4. By Distribution Channel
9.4.2. Canada Gaming Software Market Outlook, 2016-2026F
9.4.2.1. Market Size & Forecast
9.4.2.1.1. By Value
9.4.2.2. Market Share & Forecast
9.4.2.2.1. By Device Type
9.4.2.2.2. By Type
9.4.2.2.3. By End-Use
9.4.2.2.4. By Distribution Channel
9.4.3. Mexico Gaming Software Market Outlook, 2016-2026F
9.4.3.1. Market Size & Forecast
9.4.3.1.1. By Value
9.4.3.2. Market Share & Forecast
9.4.3.2.1. By Device Type
9.4.3.2.2. By Type
9.4.3.2.3. By End-Use
9.4.3.2.4. By Distribution Channel
10. South America Gaming Software Market Outlook, 2016-2026F
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10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Device Type (Smartphones, PC, Gaming Consoles, Handheld Games and Tablets)
10.2.2. By Type (Action, Adventure, Stimulation, Role Playing, Sports, Puzzles and Others)
10.2.3. By End-Use (Entertainment, Education, Others)
10.2.4 By Distribution Channel (Online and Offline)
10.2.5. By Country
10.3. Product Map
10.4. South America Gaming Software Market Regional Analysis
10.4.1. Brazil Gaming Software Market Outlook, 2016-2026F
10.4.1.1. Market Size & Forecast
10.4.1.1.1 By Value
10.4.1.2. Market Share & Forecast
10.4.1.2.1. By Device Type
10.4.1.2.2. By Type
10.4.1.2.3. By End-Use
10.4.1.2.4. By Distribution Channel
10.4.2. Argentina Gaming Software Market Outlook, 2016-2026F
10.4.2.1. Market Size & Forecast
10.4.2.1.1. By Value
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10.4.2.2. Market Share & Forecast
10.4.2.2.1. By Device Type
10.4.2.2.2. By Type
10.4.2.2.3. By End-Use
10.4.2.2.4. By Distribution Channel
10.4.3. Colombia Gaming Software Market Outlook, 2016-2026F
10.4.3.1. Market Size & Forecast
10.4.3.1.1 By Value
10.4.3.2. Market Share & Forecast
10.4.3.2.1. By Device Type
10.4.2.2.2. By Type
10.4.2.2.3. By End-Use
10.4.2.2.4. By Distribution Channel
11. Middle East & Africa Gaming Software Market Outlook, 2016-2026F
11.1. Market Size & Forecast
11.1.1. By Value
11.2. Market Share & Forecast
11.2.1. By Device Type (Smartphones, PC, Gaming Consoles, Handheld Games and Tablets)
11.2.2. By Type (Action, Adventure, Stimulation, Role Playing, Sports, Puzzles and Others)
11.2.3. By End-Use (Entertainment, Education, Others)
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11.2.4. By Distribution Channel (Online and Offline)
11.2.5. By Country
11.3 Product Map
11.4. Middle East & Africa Gaming Software Market Regional Analysis
11.4.1. South Africa Gaming Software Market Outlook, 2016-2026F
11.4.1.1. Market Size & Forecast
11.4.1.1.1. By Value
11.4.1.2. Market Share & Forecast
11.4.1.2.1. By Device Type
11.4.1.2.2. By Type
11.4.1.2.3. By End-Use
11.4.1.2.4. By Distribution Channel
11.4.2. Saudi Arabia Gaming Software Market Outlook, 2016-2026F
11.4.2.1. Market Size & Forecast
11.4.2.1.1. By Value & Volume
11.4.2.2. Market Share & Forecast
11.4.2.2.1. By Device Type
11.4.2.2.2. By Type
11.4.2.2.3. By End-Use
11.4.2.2.4. By Distribution Channel
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11.4.3. UAE Gaming Software Market Outlook, 2016-2026F
11.4.3.1. Market Size & Forecast
11.4.3.1.1. By Value
11.4.3.2. Market Share & Forecast
11.4.3.2.1. By Device Type
11.4.3.2.2. By Type
11.4.3.2.3. By End-Use
11.4.3.2.4. By Distribution Channel
12. Market Dynamics
12.1. Drivers
12.2. Challenges
13. Market Trends & Developments
14. Competitive Landscape
14.1 Company Profiles
14.1.1. Disney Interactive Studios, Inc.
14.1.2. Tencent Holding Ltd.
14.1.3. Ubisoft Entertainment SA
14.1.4. Google LLC
14.1.5. Microsoft Corp.
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14.1.6. NCSoft Corporation
14.1.7. Nexon Co. Ltd.
14.1.8. Nintendo Co, Ltd.
14.1.9. Electronic Arts, Inc.
14.1.10. Valve Corporation
15. Strategic Recommendations
16. About Us & Disclaimer
17. 17
Research Methodology
✓ Identifying Key Opinion
Leaders
✓ Questionnaire Design
✓ In-depth Interviews
Data
Collection
Developing list
of respondents
Formulating
Questionnaire
Market
Profiling
Data
Validation
Data
Analysis
In-depth secondary
research was conducted to
determine top players in
the global gaming software
market, overall market size
and segmental market size.
In order to conduct
industry experts’
interviews, TechSci
formulated a detailed
discussion guide.
List of industry
players and industry
specialists was
developed.
TechSci conducted
interviews with
industry experts and
industry players for
data collection and
verification.
Data obtained as a
result of primary
and secondary
research was
validated through
rigorous
triangulation.
The data was scrutinized
using MS-Excel, statistical
tools and internal
proprietary database to
obtain qualitative and
quantitative insights about
the global gaming software
market.
Data
Collection
Data Filter
& Analysis
Research &
Intelligence
Actionable
Insights
Business
Solution
Primary Research Desk Research Company Analysis
✓ Recent Developments
✓ Market Changing
Aspects/Dynamics
✓ Government Policies
✓ Final Conclusion
✓ Market Participants
✓ Key Strengths
✓ LinkedIn
✓ TechSci Internal
Database
✓ Factiva
✓ Hoovers
Paid Sources
✓ Company Website
✓ Company Annual
Reports
✓ White Paper Study
✓ Financial Reports
✓ Investor
Presentations
✓ Regulatory Body
✓ Associations, etc.
Secondary
Research
Primary Research
18. 18
Research Methodology
Baseline Methodology
Our dedicated team of industry experts has monitored and analyzed various aspects of global gaming software market. The team has analyzed the
outlook of various segments of this market, while considering the major influencing factors, such as increasing software gaming penetration in the
entertainment and educational sectors around the world. The study includes market forecasting, which would enable our clients to take better
decisions while planning their strategy to achieve sustainability in global gaming software market.
Methodology Followed for Calculation of Market Size:
• Market Size by Value: Market size, in terms of value, for the year 2022 was calculated based on information collected through exhaustive
secondary research and primary surveys, with various key opinion leaders/stakeholders, such as gaming software companies, channel partners,
market influencers & end users, industry experts, and other industry participants.
• The team interviewed more than 15 – 20 gaming software companies, 45 – 50 channel partners, 80 – 100 end users, and 15 – 20 Industry experts
and other value chain stakeholders in global gaming software market to obtain the overall market size from 2016-2020, which was validated by the
Delphi technique. Taking standard deviation into consideration, the market size was averaged out, to arrive at the market size data from 2016-2020.
19. 19
Research Methodology
• Respondents were asked about the current and future market growth rates, market shares by device type, by type, by end-use, by distribution
channel, by region and by company. Removing the outlier responses, the geometric mean of growth estimates and supplier wise revenue shares
generated across various segments were considered, to arrive at the final revenue shares. Revenue shares generated across various segments were
further triangulated from other stakeholders depending upon the segments of gaming software.
Methodology Followed for Calculation of Market Shares:
• Market shares by device type, by type, by end-use, by distribution channel, by region and by company were calculated based on the responses
received through primary surveys with industry experts, in which the respondents were asked about the market shares or revenue generated from
various segments of gaming software. The final shares were calculated by taking the geometric mean of the responses gathered from key opinion
leaders after eliminating the outliers.
Methodology Followed for Forecasting:
• TechSci Research performed periodical checks on data collected through the surveys with logic checks and analyzed the survey results in
SPSS/Tableau Software.
• Data triangulation techniques were applied to fill the gaps and to present a more meaningful picture of the market. To forecast Global gaming
software market, TechSci Research used various forecast techniques such as:
✓ Moving Average
✓ Time Series Analysis
✓ Regression Analysis
✓ Econometric and Judgmental Analysis
20. 20
Research Methodology
TechSci Research used its own forecast tool, which is based on the growth of various allied industries in respective regions. TechSci Research also used
the impact analysis during short, medium and long term period to estimate the demand and to reach accurate market numbers. It should be noted that
the figures compiled are only for the organized market including market share data.
Partial List of Companies Interviewed Key Secondary Sources
▪ Disney Interactive Studios, Inc.
▪ Tencent Holding Ltd.
▪ Ubisoft Entertainment SA
▪ Google LLC
▪ Microsoft Corp.
▪ NCSoft Corporation
▪ Nexon Co. Ltd.
▪ Nintendo Co, Ltd.
▪ Electronic Arts, Inc.
▪ Valve Corporation
▪ World Bank
▪ TechSci Research Proprietary Database & Knowledge
Repository
▪ Company Annual Reports
▪ Industry Magazines
▪ Industry Reports
▪ News Dailies
▪ Credible Paid Databases
21. 21
Industry Brief
According to TechSci Research report, “Global Gaming Software Market by Device Type (Smartphones, Tablets, PC Gaming Consoles and Handheld Games),
By Type (Action, Adventure, Stimulation, Roleplaying, Sports, Puzzles and Others), By Distribution Channel (Online, Offline), By End Use (Entertainment,
Education and Others), By Region, By Company, Forecast & Opportunities, 2026”, Global Gaming Software Market was valued at USD88.51 billion in 2020 and
is projected to grow at a CAGR of around 10.81% during the forecast period, owing to the rise in the applications of smartphones, growing adoption of digital
distribution, growing demands for various applications in the entertainment and education sector after COVID-19 pandemic. Additionally, the popularity of the
content creators and live streaming is also expected to drive the market. To meet the education and entertainment demands across the globe, the software
gaming proves to be a boon for both the sectors. However, the high subscription charges and violent video gaming is likely to hamper the market growth during
the forecast period. Additionally, reputation management and unionization can further restrict the growth of the market.
Global Gaming Software Market is segmented based on type, gaming device type, end use, region, distribution channel, and company. Based on region, the
market can be fragmented into Asia Pacific, Europe, North America, South America, and Middle East & Africa. Asia Pacific contributes the highest share of
48.54% in the market and is expected to grow at a significant pace on account of its high technological investments and new user engagement.
Based on end use, the market can be divided into entertainment, education, and others. The entertainment segment dominates the market with a share of
48.94% in 2020, primarily due to increasing number of smartphones and gaming software users, etc., as software games are highly relied upon when it comes
to entertainment.
Based on gaming device type, the market can be split up into smartphones, PC, gaming consoles, handheld games, and tablets. The smartphones segment
dominates the market with a share of 33.05% in 2020 due to increase in the demand for mobile devices.
Based on game type, the market can be apportioned into action, adventure, stimulation, role playing, puzzles and others. The action segment dominates the
market with a share of 25.79% in 2020 as they are beneficial for physical, psychological, and social activities and help in improving the perceptual decision-
making qualities among users.
Based on gaming channel type, the market can be divided into online and offline. The online segment dominates the market with a share of 53.75 in 2020 as
players find them more exciting due to the option of choosing unlimited number of players across the globe.
Disney Interactive Studios, Inc., Electronic Arts, Inc., Tencent Holding Ltd., Ubisoft Entertainment SA, Google LLC, NCSoft Corporation, Nexon Co. Ltd.,
Nintendo Co, Ltd., Electronic Arts, Inc., Valve Corporation are some of the leading players operating in the Global Gaming Software Market. These companies
are launching high interactive and user-friendly gaming software. The companies operating in the market are using organic strategies such as new product
launches and collaborations to boost their shares.
“Global Gaming Software Market is anticipated to grow at a tremendous pace during the forecast period due to the increasing smartphone growth, new customer
engagement, need of software games in the fields education and entertainment, and the growing adoption for digital distribution”, said Mr. Karan Chechi,
Research Director with TechSci Research, a research based global management consulting firm.
23. 23
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Report Name: GLOBAL GAMING SOFTWARE MARKET
FORECAST & OPPORTUNITIES
2016 – 2026
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24. About Us & Disclaimer
TechSci Research is a global market research and consulting company with offices in the US, UK and India. TechSci Research provides market research reports in number of areas
to organizations. The company uses innovative business models that focus on improving productivity, while ensuring creation of high-quality reports. The proprietary forecasting
models use various analyses of both industry-specific and macroeconomic variables on a state-by-state basis to produce a unique ‘bottom-up’ model of a country, regional and
global industry prospects. Combined with the detailed analysis of company activity and industry trends, the result is a uniquely rich evaluation of the opportunities available in the
market.
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The contents of this report are based on information generally available to the public from sources believed to be reliable. No representation is made that it is timely, accurate or
complete. TechSci Research has taken due care and caution in compilation of data as this has been obtained from various sources including which it considers reliable and first hand.
However, TechSci Research does not guarantee the accuracy, adequacy or completeness of any information and it is not responsible for any errors or omissions or for the results
obtained from the use of such information and especially states that it has no financial liability whatsoever to the subscribers / users of this report. The information herein, together
with all estimates and forecasts, can change without notice. All the figures provided in this document are indicative of relative market size and are strictly for client’s internal
consumption. Usage of the same for purpose other than internal will require prior approval of TechSci Research.
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