Table of Contents
1 Industry Outlook
1.1 Industry Overview
1.2 Industry Trends
1.3 Pest Analysis
2 Report Outline
2.1 Report Scope
2.2 Report Summary
2.3 Research Methodology
2.4 Report Assumptions
3 Market Snapshot
3.1 Total Addressable Market (TAM)
3.2 Segmented Addressable Market (SAM)
3.3 Parent/Related Markets
3.3.1 Smartphones and Tablets Gaming Market
3.3.2 Cloud Gaming Market
3.3.3 Online Gaming Market
4 Market Outlook
4.1 Market Overview
4.2 Market Trends & Impact
4.3 Market Segmentation
4.4 Technology Roadmap
4.5 Porter 5 (Five) Forces
5 Market Characteristics
5.1 Ecosystem
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Increase in Gaming Audience
5.2.1.2 Retail Games
5.2.1.3 Low Cost Games
5.2.2 Restraints
5.2.2.1 Growing Piracy
5.2.2.2 Utilizes lot of Space in the System
5.2.2.3 Traditional Systems not Capable of Supporting Heavy Games
5.2.3 Opportunities
5.2.3.1 For Game Publishers and Developers
5.2.3.2 Upcoming Technology Friendly Gaming Devices
5.2.3.3 Cloud Gaming
5.2.4 DRO - Impact Analysis
5.2.5 Key stakeholders
6 Gaming Audience: Market Size & Analysis
6.1 Overview
6.1.1 Market Size and Analysis
6.2 Social Gamers
6.2.1 By Market Size and Analysis
6.3 Serious Gamers
6.3.1 Market Size and Analysis
6.4 Core Gamers
6.4.1 Market Size and Analysis
7 Devices: Market Size & Analysis
7.1 Overview
7.1.1 Market Size and Analysis
7.2 Featured Phones and Smartphones
7.2.1 Market Size & Analysis
7.3 Tablets
7.3.1 Market Size & Analysis by Tablets
7.4 PC
7.4.1 Market Size & Analysis by PC
7.5 Laptops
7.5.1 Market Size & Analysis by Laptops
7.6 Console Units
7.6.1 Market Size & Analysis by Console Units
7.7 Vendor Profiles
7.7.1 Sony Corporation
7.7.1.1 Overview
7.7.1.2 Financial Health
7.7.1.3 Business Units
7.7.1.3.1 Overall
7.7.1.3.2 Market Specific
7.7.1.4 SWOT Analysis
7.7.1.5 Key Business Priorities
7.7.1.6 Business Strategy & View
7.7.2 Microsoft Corporation
7.7.2.1 Overview
7.7.2.2 Financial Health
7.7.2.3 Business Units
7.7.2.3.1 Overall
7.7.2.3.2 Market Specific
7.7.2.4 SWOT Analysis
7.7.2.5 Key Business Priorities
7.7.2.6 Business Strategy & Views
7.7.3 Nintendo Co.' Ltd.
7.7.3.1 Overview
7.7.3.2 Financial Health
7.7.3.3 Business Units
7.7.3.3.1 Overall
7.7.3.3.2 Market Specific
7.7.3.4 SWOT Analysis
7.7.3.5 Key Business Priorities
7.7.3.6 Business Strategy & View
7.7.4 Samsung Electronics Co Ltd
7.7.4.1 Overview
7.7.4.2 Financial Health
7.7.4.3 Business Units
7.7.4.3.1 Overall
7.7.4.3.2 Market Specific
7.7.4.4 SWOT Analysis
7.7.4.5 Key Business Priorities
7.7.4.6 Business Strategy & View
7.7.5 LG Electronics Inc.
7.7.5.1 Overview
7.7.5.2 Financial Health
7.7.5.3 Business Units
7.7.5.3.1 Overall
7.7.5.3.2 Market Specific
7.7.5.4 SWOT Analysis
7.7.5.5 Key Business Priorities
7.7.5.6 Business Strategy & View
8 Gaming Platform: Market Size & Analysis
8.1 Overview
8.1.1 Market Size & Analysis
8.2 Flash
8.2.1 Market Size & Analysis
8.3 iOS
8.3.1 Drivers of iOS Platform
8.3.2 Market Size & Analysis
8.4 Android
8.4.1 Drivers of Android Platform
8.4.2 Gaming Audience Spend Time on Android Phone
8.4.3 Market Size & Analysis
8.5 Social Network
8.5.1 Drivers of Social Network Gaming Platform
8.5.2 Market Size & Analysis
8.6 Vendor Profiles
8.6.1 Zynga Inc.
8.6.1.1 Overview
8.6.1.2 Financial Health
8.6.1.3 Business Units
8.6.1.3.1 Overall
8.6.1.3.2 Market Specific
8.6.1.4 SWOT Analysis
8.6.1.5 Key Business Priorities
8.6.1.6 Business Strategy & Views
8.6.2 Electronic Arts Inc. (EA)
8.6.2.1 Overview
8.6.2.2 Financial Health
8.6.2.3 Business Units
8.6.2.3.1 Market Specific
8.6.2.4 SWOT Analysis
8.6.2.5 Key Business Priorities
8.6.2.6 Business Strategy & Views
8.6.3 King Digital Entertainment Plc
8.6.3.1 Overview
8.6.3.2 Financial Health
8.6.3.3 Business Units
8.6.3.3.1 Market Specific
8.6.3.4 SWOT Analysis
8.6.3.5 Key Business Priorities
8.6.3.6 Business Strategy & Views
8.6.4 Sega Games Co. Ltd
8.6.4.1 Overview
8.6.4.2 Financial Health
8.6.4.3 Business Units
8.6.4.3.1 Market Specific
8.6.4.4 SWOT Analysis
8.6.4.5 Key Business Priorities
8.6.4.6 Business Strategy & Views
8.6.5 NVidia Corporation
8.6.5.1 Overview
8.6.5.2 Financial Health
8.6.5.3 Business Units
8.6.5.3.1 Overall
8.6.5.3.2 Market Specific
8.6.5.4 SWOT Analysis
8.6.5.5 Key Business Priorities
8.6.5.6 Business Strategy & Views
9 Gaming Subscription Model: Market Size & Analysis
9.1 Overview
9.1.1 Market Size & Analysis
9.2 Premium Model
9.2.1 Drivers of Premium Subscription Model
9.2.2 Market Size & Analysis
9.3 Paymium Model
9.3.1 Drivers of Paymium Subscription Model
9.3.2 Market Size & Analysis
9.4 Freemium Model
9.4.1 Drivers of the Freemium Model
9.4.2 Market Size & Analysis
10 Regions: Market Size & Analysis
10.1 Overview
10.1.1 Market Size & Analysis
10.2 North America
10.2.1 Drivers of North America Digital Gaming Market
10.2.2 United States
10.2.3 Canada
10.2.4 Market Size & Analysis
10.3 Western Europe
10.3.1 Drivers of Western Europe Digital Gaming
10.3.2 UK
10.3.3 Germany
10.3.4 France
10.3.5 Market Size & Analysis
10.4 Asia-Pacific
10.4.1 Drivers of Asia Pacific Digital Gaming
10.4.2 China
10.4.3 Japan
10.4.4 South Korea
10.4.5 Market Size & Analysis
10.5 Central Eastern Europe
10.5.1 Drivers of CEE Digital Gaming Market
10.5.2 Market Size & Analysis
10.6 Middle East and Africa (MEA)
10.6.1 Drivers of MEA Digital Gaming Market
10.6.2 Market Size & Analysis
10.7 Latin America
10.7.1 Drivers of Latin America Digital Gaming Market
10.7.2 Market Size & Analysis
11 Competitive Landscape
11.1 Competitor Comparison Analysis
11.1.1 Competitor Analysis (Console device Manufacturer's)
11.1.2 Analysis By Gaming Subscription Model
11.1.3 Analysis By Gaming Platform
11.2 Market Landscape
11.2.1 Mergers & Acquisitions (M&A)
11.2.2 Venture Capital (VC) Funding
11.2.3 Joint Ventures & Collaborations
12 End-User Analysis
13 Global Generalists
13.1 Google Inc
13.1.1 Overview
13.1.2 Key Offerings
13.1.3 Objectives and Progress
13.2 Amazon.com' Inc.
13.2.1 Overview
13.2.2 Key Offerings
13.2.3 Objectives and Progress
13.3 International Business Machines Corp.
13.3.1 Overview
13.3.2 Key Offerings
13.3.3 Objectives and Progress
13.4 Apple Inc.
13.4.1 Overview
13.4.2 Key Offerings
13.4.3 Objectives and Progress
13.5 Facebook Inc
13.5.1 Overview
13.5.2 Key Offerings
13.5.3 Objectives and Progress
14 Companies to Watch For
14.1 APAR GAMES
14.1.1 Overview
14.1.2 Key Offerings
14.1.3 Objective and Progress
14.2 Zatun
14.2.1 Overview
14.2.2 Key Offerings
14.2.3 Objective And Progrss
14.3 Kabam
14.3.1 Overview
14.3.2 Key Offerings
14.3.3 Objective and Progress
14.4 Rolocule
14.4.1 Overview
14.4.2 Key Offerings
14.4.3 Objective and Progress
14.5 Tapinator' Inc.
14.5.1 Overview
14.5.2 Key Offerings
14.5.3 Objective and Progress
Annexure
Acronyms