Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Video Game Market, by Type
1.4.2 Global Video Game Market, by Device
1.4.3 Global Video Game Market, by Geography
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2018, Nov – 2022, Jan) Leading Players
Chapter 4. Global Video Game Market by Type
4.1 Global Offline Market by Region
4.2 Global Online Market by Region
Chapter 5. Global Video Game Market by Device
5.1 Global Mobile Market by Region
5.2 Global Console Market by Region
5.3 Global Computer Market by Region
Chapter 6. Global Video Game Market by Region
6.1 North America Video Game Market
6.1.1 North America Video Game Market by Type
6.1.1.1 North America Offline Market by Country
6.1.1.2 North America Online Market by Country
6.1.2 North America Video Game Market by Device
6.1.2.1 North America Mobile Market by Country
6.1.2.2 North America Console Market by Country
6.1.2.3 North America Computer Market by Country
6.1.3 North America Video Game Market by Country
6.1.3.1 US Video Game Market
6.1.3.1.1 US Video Game Market by Type
6.1.3.1.2 US Video Game Market by Device
6.1.3.2 Canada Video Game Market
6.1.3.2.1 Canada Video Game Market by Type
6.1.3.2.2 Canada Video Game Market by Device
6.1.3.3 Mexico Video Game Market
6.1.3.3.1 Mexico Video Game Market by Type
6.1.3.3.2 Mexico Video Game Market by Device
6.1.3.4 Rest of North America Video Game Market
6.1.3.4.1 Rest of North America Video Game Market by Type
6.1.3.4.2 Rest of North America Video Game Market by Device
6.2 Europe Video Game Market
6.2.1 Europe Video Game Market by Type
6.2.1.1 Europe Offline Market by Country
6.2.1.2 Europe Online Market by Country
6.2.2 Europe Video Game Market by Device
6.2.2.1 Europe Mobile Market by Country
6.2.2.2 Europe Console Market by Country
6.2.2.3 Europe Computer Market by Country
6.2.3 Europe Video Game Market by Country
6.2.3.1 Germany Video Game Market
6.2.3.1.1 Germany Video Game Market by Type
6.2.3.1.2 Germany Video Game Market by Device
6.2.3.2 UK Video Game Market
6.2.3.2.1 UK Video Game Market by Type
6.2.3.2.2 UK Video Game Market by Device
6.2.3.3 France Video Game Market
6.2.3.3.1 France Video Game Market by Type
6.2.3.3.2 France Video Game Market by Device
6.2.3.4 Russia Video Game Market
6.2.3.4.1 Russia Video Game Market by Type
6.2.3.4.2 Russia Video Game Market by Device
6.2.3.5 Spain Video Game Market
6.2.3.5.1 Spain Video Game Market by Type
6.2.3.5.2 Spain Video Game Market by Device
6.2.3.6 Italy Video Game Market
6.2.3.6.1 Italy Video Game Market by Type
6.2.3.6.2 Italy Video Game Market by Device
6.2.3.7 Rest of Europe Video Game Market
6.2.3.7.1 Rest of Europe Video Game Market by Type
6.2.3.7.2 Rest of Europe Video Game Market by Device
6.3 Asia Pacific Video Game Market
6.3.1 Asia Pacific Video Game Market by Type
6.3.1.1 Asia Pacific Offline Market by Country
6.3.1.2 Asia Pacific Online Market by Country
6.3.2 Asia Pacific Video Game Market by Device
6.3.2.1 Asia Pacific Mobile Market by Country
6.3.2.2 Asia Pacific Console Market by Country
6.3.2.3 Asia Pacific Computer Market by Country
6.3.3 Asia Pacific Video Game Market by Country
6.3.3.1 China Video Game Market
6.3.3.1.1 China Video Game Market by Type
6.3.3.1.2 China Video Game Market by Device
6.3.3.2 Japan Video Game Market
6.3.3.2.1 Japan Video Game Market by Type
6.3.3.2.2 Japan Video Game Market by Device
6.3.3.3 India Video Game Market
6.3.3.3.1 India Video Game Market by Type
6.3.3.3.2 India Video Game Market by Device
6.3.3.4 South Korea Video Game Market
6.3.3.4.1 South Korea Video Game Market by Type
6.3.3.4.2 South Korea Video Game Market by Device
6.3.3.5 Singapore Video Game Market
6.3.3.5.1 Singapore Video Game Market by Type
6.3.3.5.2 Singapore Video Game Market by Device
6.3.3.6 Malaysia Video Game Market
6.3.3.6.1 Malaysia Video Game Market by Type
6.3.3.6.2 Malaysia Video Game Market by Device
6.3.3.7 Rest of Asia Pacific Video Game Market
6.3.3.7.1 Rest of Asia Pacific Video Game Market by Type
6.3.3.7.2 Rest of Asia Pacific Video Game Market by Device
6.4 LAMEA Video Game Market
6.4.1 LAMEA Video Game Market by Type
6.4.1.1 LAMEA Offline Market by Country
6.4.1.2 LAMEA Online Market by Country
6.4.2 LAMEA Video Game Market by Device
6.4.2.1 LAMEA Mobile Market by Country
6.4.2.2 LAMEA Console Market by Country
6.4.2.3 LAMEA Computer Market by Country
6.4.3 LAMEA Video Game Market by Country
6.4.3.1 Brazil Video Game Market
6.4.3.1.1 Brazil Video Game Market by Type
6.4.3.1.2 Brazil Video Game Market by Device
6.4.3.2 Argentina Video Game Market
6.4.3.2.1 Argentina Video Game Market by Type
6.4.3.2.2 Argentina Video Game Market by Device
6.4.3.3 UAE Video Game Market
6.4.3.3.1 UAE Video Game Market by Type
6.4.3.3.2 UAE Video Game Market by Device
6.4.3.4 Saudi Arabia Video Game Market
6.4.3.4.1 Saudi Arabia Video Game Market by Type
6.4.3.4.2 Saudi Arabia Video Game Market by Device
6.4.3.5 South Africa Video Game Market
6.4.3.5.1 South Africa Video Game Market by Type
6.4.3.5.2 South Africa Video Game Market by Device
6.4.3.6 Nigeria Video Game Market
6.4.3.6.1 Nigeria Video Game Market by Type
6.4.3.6.2 Nigeria Video Game Market by Device
6.4.3.7 Rest of LAMEA Video Game Market
6.4.3.7.1 Rest of LAMEA Video Game Market by Type
6.4.3.7.2 Rest of LAMEA Video Game Market by Device
Chapter 7. Company Profiles
7.1 Electronic Arts, Inc.
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Research & Development Expenses
7.1.4 Recent strategies and developments:
7.1.4.1 Partnerships, Collaborations, and Agreements:
7.1.4.2 Acquisition and Mergers:
7.2 Nintendo Co., Ltd.
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 Recent strategies and developments:
7.2.5.1 Product Launches and Product Expansions:
7.3 Rovio Entertainment Corporation
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Recent strategies and developments:
7.3.4.1 Acquisition and Mergers:
7.4 Microsoft Corporation
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental and Regional Analysis
7.4.4 Research & Development Expenses
7.4.5 Recent strategies and developments:
7.4.5.1 Partnerships, Collaborations, and Agreements:
7.5 Lucid Games Ltd.
7.5.1 Company Overview
7.6 Tencent Holdings Ltd.
7.6.1 Company Overview
7.6.2 Financial Analysis
7.6.3 Segmental and Regional Analysis
7.6.4 Research & Development Expenses
7.6.5 Recent strategies and developments:
7.6.5.1 Acquisition and Mergers:
7.7 Activision Blizzard, Inc.
7.7.1 Company Overview
7.7.2 Financial Analysis
7.7.3 Segmental and Regional Analysis
7.8 Sony Corporation (Sony Interactive Entertainment LLC)
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Segmental and Regional Analysis
7.8.4 Research and Development Expense
7.9 Apple, Inc.
7.9.1 Company Overview
7.9.2 Financial Analysis
7.9.3 Regional Analysis
7.9.4 Research & Development Expense
7.9.5 Recent strategies and developments:
7.9.5.1 Product Launches and Product Expansions:
7.10. The Walt Disney Company (Hulu LLC)
7.10.1 Company Overview
7.10.2 Financial Analysis
7.10.3 Segment and Regional Analysis
7.10.4 Recent strategies and developments:
7.10.4.1 Partnerships, Collaborations, and Agreements:
7.10.4.2 Product Launches and Product Expansions: