October 6, 2022

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Game Entertainment Market Trends and Forecast Report 2022 | By Players, Types, Applications and Regions

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QY Research released a latest market research report on the global and United States Game Entertainment market, which is segmented by region (country), players, by Type and by Application. Players, stakeholders, and other participants in the global Game Entertainment market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by region, by Type and by Application for the period 2017-2028.

 

For United States market, this report focuses on the Game Entertainment  market size by players, by Type and by Application, for the period 2017-2028. The key players include the global and local players, which play important roles in United States.

 

For More Information About This Report, Please Enter:

https://us.qyresearch.com/reports/353545/game-entertainment

 

Game Entertainment Market Segment by Type

Role-playing

Business Simulation

Leisure Puzzle

Others

 

Game Entertainment Market Segment by Application

Male

Female

Children

 

The report on the Game Entertainment market covers the following region analysis:

North America

Europe

Asia-Pacific

Latin America

Middle East & Africa

 

The report mentions the prominent market player consisting of:

Roblox

Epic Games

Sandbox

Axie Infinity

Illuvium

Decentraland

Microsoft

Ultra Corporation

Tencent

NetEase

ByteDance

Netmarble

Lilith

ZQGame

MiHoYo

 

The Goal of the Report

To study and analyze the global Game Entertainment  consumption (value & volume) by key regions/countries, type and application, history data from 2017 to 2022, and forecast to 2028.

To understand the structure of Game Entertainment  market by identifying its various subsegments.

Focuses on the key global Game Entertainment manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.

To analyze the Game Entertainment with respect to individual growth trends, prospects, and their contribution to the total market.

To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges, and risks).

To project the consumption of Game Entertainment submarkets, with respect to key regions (along with their respective key countries).

To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

To strategically profile the key players and comprehensively analyze their growth strategies.

 

Target Audience

> Game Entertainment companies

> Research organizations

> Government Organizations

> Research/Consultancy firms

 

Table of Contents

1 Study Coverage
1.1 Game Entertainment Revenue in Game Entertainment Business (2017-2022) & (US$ Million) Introduction
1.2 Global Game Entertainment Outlook 2017 VS 2022 VS 2028
1.2.1 Global Game Entertainment Market Size for the Year 2017-2028
1.2.2 Global Game Entertainment Market Size for the Year 2017-2028
1.3 Game Entertainment Market Size, United States VS Global, 2017 VS 2022 VS 2028
1.3.1 The Market Share of United States Game Entertainment in Global, 2017 VS 2022 VS 2028
1.3.2 The Growth Rate of Game Entertainment Market Size, United States VS Global, 2017 VS 2022 VS 2028
1.4 Game Entertainment Market Dynamics
1.4.1 Game Entertainment Industry Trends
1.4.2 Game Entertainment Market Drivers
1.4.3 Game Entertainment Market Challenges
1.4.4 Game Entertainment Market Restraints
1.5 Study Objectives
1.6 Years Considered

2 Game Entertainment by Type
2.1 Game Entertainment Market Segment by Type
2.1.1 Role-playing
2.1.2 Business Simulation
2.1.3 Leisure Puzzle
2.1.4 Others
2.2 Global Game Entertainment Market Size by Type (2017, 2022 & 2028)
2.3 Global Game Entertainment Market Size by Type (2017-2028)
2.4 United States Game Entertainment Market Size by Type (2017, 2022 & 2028)
2.5 United States Game Entertainment Market Size by Type (2017-2028)

3 Game Entertainment by Application
3.1 Game Entertainment Market Segment by Application
3.1.1 Male
3.1.2 Female
3.1.3 Children
3.2 Global Game Entertainment Market Size by Application (2017, 2022 & 2028)
3.3 Global Game Entertainment Market Size by Application (2017-2028)
3.4 United States Game Entertainment Market Size by Application (2017, 2022 & 2028)
3.5 United States Game Entertainment Market Size by Application (2017-2028)

4 Global Game Entertainment Competitor Landscape by Company
4.1 Global Game Entertainment Market Size by Company
4.1.1 Top Global Game Entertainment Companies Ranked by Revenue (2021)
4.1.2 Global Game Entertainment Revenue by Player (2017-2022)
4.2 Global Game Entertainment Concentration Ratio (CR)
4.2.1 Game Entertainment Market Concentration Ratio (CR) (2017-2022)
4.2.2 Global Top 5 and Top 10 Largest Companies of Game Entertainment in 2021
4.2.3 Global Game Entertainment Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
4.3 Global Game Entertainment Headquarters, Revenue in Game Entertainment Business (2017-2022) & (US$ Million) Type
4.3.1 Global Game Entertainment Headquarters and Area Served
4.3.2 Global Game Entertainment Companies Revenue in Game Entertainment Business (2017-2022) & (US$ Million) Type
4.3.3 Date of International Companies Enter into Game Entertainment Market
4.4 Companies Mergers & Acquisitions, Expansion Plans
4.5 United States Game Entertainment Market Size by Company
4.5.1 Top Game Entertainment Players in United States, Ranked by Revenue (2021)
4.5.2 United States Game Entertainment Revenue by Players (2020, 2021 & 2022)

5 Global Game Entertainment Market Size by Region
5.1 Global Game Entertainment Market Size by Region: 2017 VS 2022 VS 2028
5.2 Global Game Entertainment Market Size by Region (2017-2028)
5.2.1 Global Game Entertainment Market Size by Region: 2017-2022
5.2.2 Global Game Entertainment Market Size by Region (2023-2028)

6 Segment in Region Level & Country Level
6.1 North America
6.1.1 North America Game Entertainment Market Size YoY Growth 2017-2028
6.1.2 North America Game Entertainment Market Facts & Figures by Country (2017, 2022 & 2028)
6.1.3 United States
6.1.4 Canada
6.2 Asia-Pacific
6.2.1 Asia-Pacific Game Entertainment Market Size YoY Growth 2017-2028
6.2.2 Asia-Pacific Game Entertainment Market Facts & Figures by Region (2017, 2022 & 2028)
6.2.3 China
6.2.4 Japan
6.2.5 South Korea
6.2.6 India
6.2.7 Australia
6.2.8 China Taiwan
6.2.9 Indonesia
6.2.10 Thailand
6.2.11 Malaysia
6.3 Europe
6.3.1 Europe Game Entertainment Market Size YoY Growth 2017-2028
6.3.2 Europe Game Entertainment Market Facts & Figures by Country (2017, 2022 & 2028)
6.3.3 Germany
6.3.4 France
6.3.5 U.K.
6.3.6 Italy
6.3.7 Russia
6.4 Latin America
6.4.1 Latin America Game Entertainment Market Size YoY Growth 2017-2028
6.4.2 Latin America Game Entertainment Market Facts & Figures by Country (2017, 2022 & 2028)
6.4.3 Mexico
6.4.4 Brazil
6.4.5 Argentina
6.4.6 Colombia
6.5 Middle East and Africa
6.5.1 Middle East and Africa Game Entertainment Market Size YoY Growth 2017-2028
6.5.2 Middle East and Africa Game Entertainment Market Facts & Figures by Country (2017, 2022 & 2028)
6.5.3 Turkey
6.5.4 Saudi Arabia
6.5.5 UAE

7 Company Profiles
7.1 Roblox
7.1.1 Roblox Company Details
7.1.2 Roblox Business Overview
7.1.3 Roblox Game Entertainment Introduction
7.1.4 Roblox Revenue in Game Entertainment Business (2017-2022)
7.1.5 Roblox Recent Development
7.2 Epic Games
7.2.1 Epic Games Company Details
7.2.2 Epic Games Business Overview
7.2.3 Epic Games Game Entertainment Introduction
7.2.4 Epic Games Revenue in Game Entertainment Business (2017-2022)
7.2.5 Epic Games Recent Development
7.3 Sandbox
7.3.1 Sandbox Company Details
7.3.2 Sandbox Business Overview
7.3.3 Sandbox Game Entertainment Introduction
7.3.4 Sandbox Revenue in Game Entertainment Business (2017-2022)
7.3.5 Sandbox Recent Development
7.4 Axie Infinity
7.4.1 Axie Infinity Company Details
7.4.2 Axie Infinity Business Overview
7.4.3 Axie Infinity Game Entertainment Introduction
7.4.4 Axie Infinity Revenue in Game Entertainment Business (2017-2022)
7.4.5 Axie Infinity Recent Development
7.5 Illuvium
7.5.1 Illuvium Company Details
7.5.2 Illuvium Business Overview
7.5.3 Illuvium Game Entertainment Introduction
7.5.4 Illuvium Revenue in Game Entertainment Business (2017-2022)
7.5.5 Illuvium Recent Development
7.6 Decentraland
7.6.1 Decentraland Company Details
7.6.2 Decentraland Business Overview
7.6.3 Decentraland Game Entertainment Introduction
7.6.4 Decentraland Revenue in Game Entertainment Business (2017-2022)
7.6.5 Decentraland Recent Development
7.7 Microsoft
7.7.1 Microsoft Company Details
7.7.2 Microsoft Business Overview
7.7.3 Microsoft Game Entertainment Introduction
7.7.4 Microsoft Revenue in Game Entertainment Business (2017-2022)
7.7.5 Microsoft Recent Development
7.8 Ultra Corporation
7.8.1 Ultra Corporation Company Details
7.8.2 Ultra Corporation Business Overview
7.8.3 Ultra Corporation Game Entertainment Introduction
7.8.4 Ultra Corporation Revenue in Game Entertainment Business (2017-2022)
7.8.5 Ultra Corporation Recent Development
7.9 Tencent
7.9.1 Tencent Company Details
7.9.2 Tencent Business Overview
7.9.3 Tencent Game Entertainment Introduction
7.9.4 Tencent Revenue in Game Entertainment Business (2017-2022)
7.9.5 Tencent Recent Development
7.10 NetEase
7.10.1 NetEase Company Details
7.10.2 NetEase Business Overview
7.10.3 NetEase Game Entertainment Introduction
7.10.4 NetEase Revenue in Game Entertainment Business (2017-2022)
7.10.5 NetEase Recent Development
7.11 ByteDance
7.11.1 ByteDance Company Details
7.11.2 ByteDance Business Overview
7.11.3 ByteDance Game Entertainment Introduction
7.11.4 ByteDance Revenue in Game Entertainment Business (2017-2022)
7.11.5 ByteDance Recent Development
7.12 Netmarble
7.12.1 Netmarble Company Details
7.12.2 Netmarble Business Overview
7.12.3 Netmarble Game Entertainment Introduction
7.12.4 Netmarble Revenue in Game Entertainment Business (2017-2022)
7.12.5 Netmarble Recent Development
7.13 Lilith
7.13.1 Lilith Company Details
7.13.2 Lilith Business Overview
7.13.3 Lilith Game Entertainment Introduction
7.13.4 Lilith Revenue in Game Entertainment Business (2017-2022)
7.13.5 Lilith Recent Development
7.14 ZQGame
7.14.1 ZQGame Company Details
7.14.2 ZQGame Business Overview
7.14.3 ZQGame Game Entertainment Introduction
7.14.4 ZQGame Revenue in Game Entertainment Business (2017-2022)
7.14.5 ZQGame Recent Development
7.15 MiHoYo
7.15.1 MiHoYo Company Details
7.15.2 MiHoYo Business Overview
7.15.3 MiHoYo Game Entertainment Introduction
7.15.4 MiHoYo Revenue in Game Entertainment Business (2017-2022)
7.15.5 MiHoYo Recent Development

8 Research Findings and Conclusion

9 Appendix
9.1 Research Methodology
9.1.1 Methodology/Research Approach
9.1.2 Data Source
9.2 Author Details
9.3 Disclaimer

 

Access full Report Description, Table of Figure, Chart, Free sample, etc. please click 

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Customization of the Report:

This report can be customized to meet the client’s requirements. Please contact with us ([email protected]), who will ensure that you get a report that suits your needs.

 

About Us:

QYResearch founded in California, USA in 2007. It is a leading global market research and consulting company. With over 15 years’ experience and professional research team in various cities over the world, QY Research focuses on management consulting, database and seminar services, IPO consulting, industry chain research and customized research to help our clients in providing non-linear revenue model and make them successful. We are globally recognized for our expansive portfolio of services, good corporate citizenship, and our strong commitment to sustainability. Up to now, we have cooperated with more than 59,000 clients across five continents. Let’s work closely with you and build a bold and better future.

 

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