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2019-06-18
240
Europe
Europe Games Market
Europe is one of the most lucrative markets for video game consumption in the world, ranking behind North America and Asia Pacific in terms of revenue share in global games market. Europe games market is majorly acquired by the Western Europe countries such Germany, U.K, France and Italy. With more than 90% penetration of smartphones in Europe, more than 30% population of Europe plays games online on their smartphones. In United Kingdom, there are more than 2000 gaming firms ranging from micro-studios that are developing games for the escalating mobile market, to internationally respected independent studios and international publishers. More than 60% of all registered gaming companies in Europe are registered in the last five years, boosted by the Smartphone revolution.
Goldstein Research analyst forecast the Europe Games Market to expand at a CAGR of 5.0% during the forecast period 2016-2024. Further, the market is anticipated to reach USD 34.9 billion by the end of forecast period.
Covered in this Europe Games Market report
The report covers the present ground scenario and the future growth prospects of the Europe games market for 2016-2024 along with the total revenue of gaming industry in every country. We calculated the market size and revenue share on the basis of revenue generated per segment, region, and screen on a regional, and country level. The revenue forecast is given on the basis of number of game publishers and current growth rate of the market.
Based on gaming platform, PC and TV gaming consoles accounted for the largest revenue share of 65% in Europe games market in 2016. Mobile gaming segment is the fastest growing segment, likely to expand at a CAGR of 9.6% over the forecast period i.e.2016-2024.
Europe Games Market Outlook 2016-2024, has been prepared based on an in-depth market analysis from industry experts. The report covers the competitive landscape and current position of major players in the Europe games market. The report also includes porter’s five force model, SWOT analysis, company profiling, business strategies of market players and their business models. Europe games market report also recognizes value chain analysis to understand the cost differentiation to provide competitive advantage to the existing and new entry players.
Our Europe Games market report comprises of the following companies as the key players in the Europe games market: Activision Blizzard, Electronic Arts, Microsoft, Sony, Tencent Holdings, Ubisoft, Nintendo, Mojang, Apple, Nexon, Netmarble, NetEase, TakeTwo Interactive, Konami, DeNA, Disney, Interactive, Google and Bnadai Namco.
According to our Europe games market study on the basis of extensive primary and secondary research, one major trend in the market is virtual reality games. Virtual reality has gained huge popularity in last two years, since the launch of oculus and Google cardboard VR devices. Development and availability of wide range of VR gaming content for smartphones has significantly driven the growth of Europe games market.
According to the report, major driver in Europe games market is the growing mobile gaming segment in the region with the popularity of game genres such as casual game, social gaming and free-to-play MMO games are driving this growth. The growing number of Smartphone users and with more than 90% internet penetration in Europe has bolstered demand for mobile games- and it has opened up completely new customers group.
Further, the report states that one challenge in Europe games market is the lack of government initiatives to support gaming industry. The lack of government initiatives and the inadequate offering of education in the field of gaming is the major concern among the gaming industry in Europe. The government is failing to recognize the full potential of swiftly growing gaming industry and is likely to appear as the major challenge for the potential growth of Europe games market.
Geographically, Germany accounted for the highest revenue share in the region accounted for the 5% of global game sales in 2016. On the other hand U.K is the most lucrative and fastest growing games market in Europe with highest spending rates for digital game content, with 20% of population playing games online and accounted for the world’s second largest market for console gaming after France, with 71% of its 35 million gamers playing games on TV consoles. Germany provides the huge growth opportunity to the gaming industry as it’s market consist of more than 40 million gamers and quite favorable conditions for the gaming companies to grow significantly.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
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Key questions answered in this Europe Games market report
We can provide two hour complimentary interaction with our analyst after the purchase of this market report. Details are imparted within the report.
1. Research Methodology |
1.1. Secondary Research |
1.2. Primary Research |
1.3. Data Analyzing & Market Size Estimation |
1.4. Research Design |
1.5. Bottom-Up & Top-Down Approach |
2. Market Environment |
2.1. Europe Economic Overview |
2.2. Europe Macroeconomic Outlook |
2.3. Europe Gaming Industry Overview |
2.4. Europe Gaming Solutions Industry Outlook |
2.5. Europe Advanced Technology Outlook |
2.6. Europe Gaming Peripherals Market Outlook |
2.7. Europe Connectivity Scenario Analysis |
2.8. Europe Gamers Scenario |
2.9. Regulatory Considerations |
3. Industry Structure |
3.1. Target Consumer Group Analysis |
3.2. Consumer Trend Analysis |
3.3. Target Markets |
3.4. Developed & Emerging Markets |
3.5. Marketing & Distribution Analysis |
3.6. Competitive Strategies |
3.7. Acquisitions & Divestitures |
4. Executive Summary |
4.1. Market Size (USD Million) |
4.2. Forecast Analysis (2017-2025) |
4.3. Market Share & CAGR (%) |
4.4. Regional Share Distribution (%) |
5. Market Dynamics |
5.1. Growth Drivers |
5.2. Market Restraints |
5.3. Risk Analysis (Demand Risk & Supply Risk Analysis) |
5.4. Recent Trends & Developments |
5.5. Opportunities for Market Players |
6. Europe Games Market Segmentation |
6.1. Europe Games Market By Components Type(Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.1.1. Hardware (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.1.1.1. Gaming Consoles (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.1.1.2. Gaming Peripherals (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.1.2. Software (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.1.2.1. Cloud Services (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.1.2.2. Gaming Software (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.1.3. Market Attractiveness Games Market by Components Type |
6.1.4. BPS Analysis Games Market by Components Type |
6.2. Europe Games Market By Gaming Platform Type (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.2.1. PC (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.2.2. Xbox (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.2.3. PlayStation (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.2.4. Nintendo (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.2.5. Mobile (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.2.6. Classic Games (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.2.7. Casual Web Games (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.2.8. Market Attractiveness of Games Market by Gaming Platform Type |
6.2.9. BPS Analysis of Games Market by Gaming Platform Type |
6.3. Europe Games Market By Game Genre (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.3.1. MMO (Massive Multiplayer Online) (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.3.2. Strategy (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.3.3. RPG (Role Playing Games) (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.3.4. Action/Adventure (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.3.5. Sports (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.3.6. Other (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.3.7. Market Attractiveness of Games Market by Game Genre |
6.3.8. BPS Analysis of Games Market by Game Genre |
6.4. Europe Games Market By Distribution Channel Type(Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.4.1. Online Distribution Channel (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.4.2. Offline Distribution Channel (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.4.3. (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.4.4. Market Attractiveness Games Market by Distribution Channel Type |
6.4.5. BPS Analysis Games Market by Distribution Channel Type |
6.5. Europe Games Market By Country (Market Share (%) & Y-o-Y Growth Comparison, 2016-2024) |
6.5.1. United Kingdom Market (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.2. Germany Games Market (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.3. France Games Market (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.4. Italy Games Market (Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.5. Spain Games Market ((Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.6. Hungary Games Market ((Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.7. Sweden Games Market ((Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.8. Russia Games Market ((Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.9. Poland Games Market ((Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.10. Rest of Europe Games Market ((Market Size ($ Billion) & Y-o-Y Growth Analysis, 2016-2024) |
6.5.11. Market Attractiveness of Europe Games Market by Country |
6.5.12. BPS Analysis Europe Games Market by Country |
7. Competitive Outlook |
7.1. Market Share of Major Players (2016) |
7.2. Company Profiles |
7.2.1. Activision Blizzard |
7.2.1.1. Company Synopsis |
7.2.1.2. Business Strategy |
7.2.1.3. Product Portfolio |
7.2.1.4. SWOT Analysis |
7.2.2. Electronic Arts |
7.2.3. Microsoft |
7.2.4. Sony |
7.2.5. Tencent Holdings |
7.2.6. Ubisoft |
7.2.7. Nintendo |
7.2.8. Mojang |
7.2.9. Apple |
7.2.10. Nexon |
7.2.11. Netmarble |
7.2.12. NetEase |
7.2.13. TakeTwo Interactive |
7.2.14. Konami |
7.2.15. DeNA |
7.2.16. Disney |
7.2.17. Interactive |
7.2.18. Google |
7.2.19. Bnadai Namco |
8. Porter’s Five Force Model |
9. Market Landscape: Competition and Beyond |
10. Market outlook for business players and entry level players to ascertain their business in dynamic ecosystem |
11. Expert Analysis |
12. Concluding Remarks |
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