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Global and United States Online Games Market Size, Status and Forecast 2020-2026


Global Online Games Scope and Market Size
Online Games market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Online Games 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 Type and by Application in terms of revenue and forecast for the period 2015-2026.

Market segment by Type, the product can be split into
    IOS
    Android
    Windows

Market segment by Application, split into
    Smartphone & Tablet
    PC
    TV
    Other

Based on regional and country-level analysis, the Online Games market has been segmented as follows:
    North America
        United States
        Canada
    Europe
        Germany
        France
        U.K.
        Italy
        Russia
        Nordic
        Rest of Europe
    Asia-Pacific
        China
        Japan
        South Korea
        Southeast Asia
        India
        Australia
        Rest of Asia-Pacific
    Latin America
        Mexico
        Brazil
    Middle East & Africa
        Turkey
        Saudi Arabia
        UAE
        Rest of Middle East & Africa

In the competitive analysis section of the report, leading as well as prominent players of the global Online Games market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
The key players covered in this study
    Tencent
    Netease
    Microsoft
    Sony
    Electronic Arts
    Sega
    Ubisoft
    Nintendo
    Square Enix
    Activision Blizzard Inc.
    Gameloft SA
    Glu Mobile
    Kabam
    Rovio Entertainment Ltd.
    Supercell Oy
    Zynga Inc.
    CyberAgent
    Walt Disney
    Gamevil
1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Online Games Market Size Growth Rate by Type: 2020 VS 2026
        1.2.2 IOS
        1.2.3 Android
        1.2.4 Windows
    1.3 Market by Application
        1.3.1 Global Online Games Market Share by Application: 2020 VS 2026
        1.3.2 Smartphone & Tablet
        1.3.3 PC
        1.3.4 TV
        1.3.5 Other
    1.4 Study Objectives
    1.5 Years Considered

2 Global Growth Trends
    2.1 Global Online Games Market Perspective (2015-2026)
    2.2 Global Online Games Growth Trends by Regions
        2.2.1 Online Games Market Size by Regions: 2015 VS 2020 VS 2026
        2.2.2 Online Games Historic Market Share by Regions (2015-2020)
        2.2.3 Online Games Forecasted Market Size by Regions (2021-2026)
    2.3 Industry Trends and Growth Strategy
        2.3.1 Market Trends
        2.3.2 Market Drivers
        2.3.3 Market Challenges
        2.3.4 Market Restraints

3 Competition Landscape by Key Players
    3.1 Global Top Online Games Players by Market Size
        3.1.1 Global Top Online Games Players by Revenue (2015-2020)
        3.1.2 Global Online Games Revenue Market Share by Players (2015-2020)
    3.2 Global Online Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    3.3 Players Covered: Ranking by Online Games Revenue
    3.4 Global Online Games Market Concentration Ratio
        3.4.1 Global Online Games Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Online Games Revenue in 2019
    3.5 Key Players Online Games Area Served
    3.6 Key Players Online Games Product Solution and Service
    3.7 Date of Enter into Online Games Market
    3.8 Mergers & Acquisitions, Expansion Plans

4 Online Games Breakdown Data by Type (2015-2026)
    4.1 Global Online Games Historic Market Size by Type (2015-2020)
    4.2 Global Online Games Forecasted Market Size by Type (2021-2026)

5 Online Games Breakdown Data by Application (2015-2026)
    5.1 Global Online Games Historic Market Size by Application (2015-2020)
    5.2 Global Online Games Forecasted Market Size by Application (2021-2026)

6 North America
    6.1 North America Online Games Market Size (2015-2026)
    6.2 North America Online Games Market Size by Type (2015-2020)
    6.3 North America Online Games Market Size by Application (2015-2020)
    6.4 North America Online Games Market Size by Country (2015-2020)
        6.4.1 United States
        6.4.2 Canada

7 Europe
    7.1 Europe Online Games Market Size (2015-2026)
    7.2 Europe Online Games Market Size by Type (2015-2020)
    7.3 Europe Online Games Market Size by Application (2015-2020)
    7.4 Europe Online Games Market Size by Country (2015-2020)
        7.4.1 Germany
        7.4.2 France
        7.4.3 U.K.
        7.4.4 Italy
        7.4.5 Russia
        7.4.6 Nordic
        7.4.7 Rest of Europe

8 China
    8.1 China Online Games Market Size (2015-2026)
    8.2 China Online Games Market Size by Type (2015-2020)
    8.3 China Online Games Market Size by Application (2015-2020)
    8.4 China Online Games Market Size by Region (2015-2020)
        8.4.1 China
        8.4.2 Japan
        8.4.3 South Korea
        8.4.4 Southeast Asia
        8.4.5 India
        8.4.6 Australia
        8.4.7 Rest of Asia-Pacific

9 Japan
    9.1 Japan Online Games Market Size (2015-2026)
    9.2 Japan Online Games Market Size by Type (2015-2020)
    9.3 Japan Online Games Market Size by Application (2015-2020)
    9.4 Japan Online Games Market Size by Country (2015-2020)
        9.4.1 Mexico
        9.4.2 Brazil

10 Southeast Asia
    10.1 Southeast Asia Online Games Market Size (2015-2026)
    10.2 Southeast Asia Online Games Market Size by Type (2015-2020)
    10.3 Southeast Asia Online Games Market Size by Application (2015-2020)
    10.4 Southeast Asia Online Games Market Size by Country (2015-2020)
        10.4.1 Turkey
        10.4.2 Saudi Arabia
        10.4.3 UAE
        10.4.4 Rest of Middle East & Africa

11 Key Players Profiles
    11.1 Tencent
        11.1.1 Tencent Company Details
        11.1.2 Tencent Business Overview
        11.1.3 Tencent Online Games Introduction
        11.1.4 Tencent Revenue in Online Games Business (2015-2020))
        11.1.5 Tencent Recent Development
    11.2 Netease
        11.2.1 Netease Company Details
        11.2.2 Netease Business Overview
        11.2.3 Netease Online Games Introduction
        11.2.4 Netease Revenue in Online Games Business (2015-2020)
        11.2.5 Netease Recent Development
    11.3 Microsoft
        11.3.1 Microsoft Company Details
        11.3.2 Microsoft Business Overview
        11.3.3 Microsoft Online Games Introduction
        11.3.4 Microsoft Revenue in Online Games Business (2015-2020)
        11.3.5 Microsoft Recent Development
    11.4 Sony
        11.4.1 Sony Company Details
        11.4.2 Sony Business Overview
        11.4.3 Sony Online Games Introduction
        11.4.4 Sony Revenue in Online Games Business (2015-2020)
        11.4.5 Sony Recent Development
    11.5 Electronic Arts
        11.5.1 Electronic Arts Company Details
        11.5.2 Electronic Arts Business Overview
        11.5.3 Electronic Arts Online Games Introduction
        11.5.4 Electronic Arts Revenue in Online Games Business (2015-2020)
        11.5.5 Electronic Arts Recent Development
    11.6 Sega
        11.6.1 Sega Company Details
        11.6.2 Sega Business Overview
        11.6.3 Sega Online Games Introduction
        11.6.4 Sega Revenue in Online Games Business (2015-2020)
        11.6.5 Sega Recent Development
    11.7 Ubisoft
        11.7.1 Ubisoft Company Details
        11.7.2 Ubisoft Business Overview
        11.7.3 Ubisoft Online Games Introduction
        11.7.4 Ubisoft Revenue in Online Games Business (2015-2020)
        11.7.5 Ubisoft Recent Development
    11.8 Nintendo
        11.8.1 Nintendo Company Details
        11.8.2 Nintendo Business Overview
        11.8.3 Nintendo Online Games Introduction
        11.8.4 Nintendo Revenue in Online Games Business (2015-2020)
        11.8.5 Nintendo Recent Development
    11.9 Square Enix
        11.9.1 Square Enix Company Details
        11.9.2 Square Enix Business Overview
        11.9.3 Square Enix Online Games Introduction
        11.9.4 Square Enix Revenue in Online Games Business (2015-2020)
        11.9.5 Square Enix Recent Development
    11.10 Activision Blizzard Inc.
        11.10.1 Activision Blizzard Inc. Company Details
        11.10.2 Activision Blizzard Inc. Business Overview
        11.10.3 Activision Blizzard Inc. Online Games Introduction
        11.10.4 Activision Blizzard Inc. Revenue in Online Games Business (2015-2020)
        11.10.5 Activision Blizzard Inc. Recent Development
    11.11 Gameloft SA
        10.11.1 Gameloft SA Company Details
        10.11.2 Gameloft SA Business Overview
        10.11.3 Gameloft SA Online Games Introduction
        10.11.4 Gameloft SA Revenue in Online Games Business (2015-2020)
        10.11.5 Gameloft SA Recent Development
    11.12 Glu Mobile
        10.12.1 Glu Mobile Company Details
        10.12.2 Glu Mobile Business Overview
        10.12.3 Glu Mobile Online Games Introduction
        10.12.4 Glu Mobile Revenue in Online Games Business (2015-2020)
        10.12.5 Glu Mobile Recent Development
    11.13 Kabam
        10.13.1 Kabam Company Details
        10.13.2 Kabam Business Overview
        10.13.3 Kabam Online Games Introduction
        10.13.4 Kabam Revenue in Online Games Business (2015-2020)
        10.13.5 Kabam Recent Development
    11.14 Rovio Entertainment Ltd.
        10.14.1 Rovio Entertainment Ltd. Company Details
        10.14.2 Rovio Entertainment Ltd. Business Overview
        10.14.3 Rovio Entertainment Ltd. Online Games Introduction
        10.14.4 Rovio Entertainment Ltd. Revenue in Online Games Business (2015-2020)
        10.14.5 Rovio Entertainment Ltd. Recent Development
    11.15 Supercell Oy
        10.15.1 Supercell Oy Company Details
        10.15.2 Supercell Oy Business Overview
        10.15.3 Supercell Oy Online Games Introduction
        10.15.4 Supercell Oy Revenue in Online Games Business (2015-2020)
        10.15.5 Supercell Oy Recent Development
    11.16 Zynga Inc.
        10.16.1 Zynga Inc. Company Details
        10.16.2 Zynga Inc. Business Overview
        10.16.3 Zynga Inc. Online Games Introduction
        10.16.4 Zynga Inc. Revenue in Online Games Business (2015-2020)
        10.16.5 Zynga Inc. Recent Development
    11.17 CyberAgent
        10.17.1 CyberAgent Company Details
        10.17.2 CyberAgent Business Overview
        10.17.3 CyberAgent Online Games Introduction
        10.17.4 CyberAgent Revenue in Online Games Business (2015-2020)
        10.17.5 CyberAgent Recent Development
    11.18 Walt Disney
        10.18.1 Walt Disney Company Details
        10.18.2 Walt Disney Business Overview
        10.18.3 Walt Disney Online Games Introduction
        10.18.4 Walt Disney Revenue in Online Games Business (2015-2020)
        10.18.5 Walt Disney Recent Development
    11.19 Gamevil
        10.19.1 Gamevil Company Details
        10.19.2 Gamevil Business Overview
        10.19.3 Gamevil Online Games Introduction
        10.19.4 Gamevil Revenue in Online Games Business (2015-2020)
        10.19.5 Gamevil Recent Development

12 Analyst's Viewpoints/Conclusions

13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

List of Tables Table 1. Global Online Games Market Size Growth Rate by Type (US$ Million): 2020 VS 2026 Table 3. Key Players of IOS Table 4. Key Players of Android Table 5. Key Players of Windows Table 6. Global Online Games Market Size Growth by Application (US$ Million): 2020 VS 2026 Table 7. Global Online Games Market Size by Regions (US$ Million): 2020 VS 2026 Table 8. Global Online Games Market Size by Regions (2015-2020) (US$ Million) Table 9. Global Online Games Market Share by Regions (2015-2020) Table 10. Global Online Games Forecasted Market Size by Regions (2021-2026) (US$ Million) Table 11. Global Online Games Market Share by Regions (2021-2026) Table 12. Online Games Market Market Trends Table 13. Online Games Market Drivers Table 14. Online Games Market Challenges Table 15. Online Games Market Restraints Table 16. Global Online Games Revenue by Players (2015-2020) (US$ Million) Table 17. Global Online Games Market Share by Players (2015-2020) Table 18. Global Top Online Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Online Games as of 2019) Table 19. Global Online Games by Players Market Concentration Ratio (CR5 and HHI) Table 20. Key Players Headquarters and Area Served Table 21. Key Players Online Games Product Solution and Service Table 22. Mergers & Acquisitions, Expansion Plans Table 23. Global Online Games Market Size by Type (2015-2020) (US$ Million) Table 24. Global Online Games Market Size Share by Type (2015-2020) Table 25. Global Online Games Revenue Market Share by Type (2021-2026) Table 26. Global Online Games Market Size Share by Application (2015-2020) Table 27. Global Online Games Market Size by Application (2015-2020) (US$ Million) Table 28. Global Online Games Market Size Share by Application (2021-2026) Table 29. North America Online Games Market Size by Type (2015-2020) (US$ Million) Table 30. North America Online Games Market Share by Type (2015-2020) Table 31. North America Online Games Market Size by Application (2015-2020) (US$ Million) Table 32. North America Online Games Market Share by Application (2015-2020) Table 33. North America Online Games Market Size by Country (US$ Million) (2015-2020) Table 34. North America Online Games Market Share by Country (2015-2020) Table 35. Europe Online Games Market Size by Type (2015-2020) (US$ Million) Table 36. Europe Online Games Market Share by Type (2015-2020) Table 37. Europe Online Games Market Size by Application (2015-2020) (US$ Million) Table 38. Europe Online Games Market Share by Application (2015-2020) Table 39. Europe Online Games Market Size by Country (US$ Million) (2015-2020) Table 40. Europe Online Games Market Share by Country (2015-2020) Table 41. China Online Games Market Size by Type (2015-2020) (US$ Million) Table 42. China Online Games Market Share by Type (2015-2020) Table 43. China Online Games Market Size by Application (2015-2020) (US$ Million) Table 44. China Online Games Market Share by Application (2015-2020) Table 45. China Online Games Market Size by Region (US$ Million) (2015-2020) Table 46. China Online Games Market Share by Region (2015-2020) Table 47. Japan Online Games Market Size by Type (2015-2020) (US$ Million) Table 48. Japan Online Games Market Share by Type (2015-2020) Table 49. Japan Online Games Market Size by Application (2015-2020) (US$ Million) Table 50. Japan Online Games Market Share by Application (2015-2020) Table 51. Japan Online Games Market Size by Country (US$ Million) (2015-2020) Table 52. Japan Online Games Market Share by Country (2015-2020) Table 53. Southeast Asia Online Games Market Size by Type (2015-2020) (US$ Million) Table 54. Southeast Asia Online Games Market Share by Type (2015-2020) Table 55. Southeast Asia Online Games Market Size by Application (2015-2020) (US$ Million) Table 56. Southeast Asia Online Games Market Share by Application (2015-2020) Table 57. Southeast Asia Online Games Market Size by Country (US$ Million) (2015-2020) Table 58. Southeast Asia Online Games Market Share by Country (2015-2020) Table 59. Tencent Company Details Table 60. Tencent Business Overview Table 61. Tencent Product Table 62. Tencent Revenue in Online Games Business (2015-2020) (US$ Million) Table 63. Tencent Recent Development Table 64. Netease Company Details Table 65. Netease Business Overview Table 66. Netease Product Table 67. Netease Revenue in Online Games Business (2015-2020) (US$ Million) Table 68. Netease Recent Development Table 69. Microsoft Company Details Table 70. Microsoft Business Overview Table 71. Microsoft Product Table 72. Microsoft Revenue in Online Games Business (2015-2020) (US$ Million) Table 73. Microsoft Recent Development Table 74. Sony Company Details Table 75. Sony Business Overview Table 76. Sony Product Table 77. Sony Revenue in Online Games Business (2015-2020) (US$ Million) Table 78. Sony Recent Development Table 79. Electronic Arts Company Details Table 80. Electronic Arts Business Overview Table 81. Electronic Arts Product Table 82. Electronic Arts Revenue in Online Games Business (2015-2020) (US$ Million) Table 83. Electronic Arts Recent Development Table 84. Sega Company Details Table 85. Sega Business Overview Table 86. Sega Product Table 87. Sega Revenue in Online Games Business (2015-2020) (US$ Million) Table 88. Sega Recent Development Table 89. Ubisoft Company Details Table 90. Ubisoft Business Overview Table 91. Ubisoft Product Table 92. Ubisoft Revenue in Online Games Business (2015-2020) (US$ Million) Table 93. Ubisoft Recent Development Table 94. Nintendo Business Overview Table 95. Nintendo Product Table 96. Nintendo Company Details Table 97. Nintendo Revenue in Online Games Business (2015-2020) (US$ Million) Table 98. Nintendo Recent Development Table 99. Square Enix Company Details Table 100. Square Enix Business Overview Table 101. Square Enix Product Table 102. Square Enix Revenue in Online Games Business (2015-2020) (US$ Million) Table 103. Square Enix Recent Development Table 104. Activision Blizzard Inc. Company Details Table 105. Activision Blizzard Inc. Business Overview Table 106. Activision Blizzard Inc. Product Table 107. Activision Blizzard Inc. Revenue in Online Games Business (2015-2020) (US$ Million) Table 108. Activision Blizzard Inc. Recent Development Table 109. Gameloft SA Company Details Table 110. Gameloft SA Business Overview Table 111. Gameloft SA Product Table 112. Gameloft SA Revenue in Online Games Business (2015-2020) (US$ Million) Table 113. Gameloft SA Recent Development Table 114. Glu Mobile Company Details Table 115. Glu Mobile Business Overview Table 116. Glu Mobile Product Table 117. Glu Mobile Revenue in Online Games Business (2015-2020) (US$ Million) Table 118. Glu Mobile Recent Development Table 119. Kabam Company Details Table 120. Kabam Business Overview Table 121. Kabam Product Table 122. Kabam Revenue in Online Games Business (2015-2020) (US$ Million) Table 123. Kabam Recent Development Table 124. Rovio Entertainment Ltd. Company Details Table 125. Rovio Entertainment Ltd. Business Overview Table 126. Rovio Entertainment Ltd. Product Table 127. Rovio Entertainment Ltd. Revenue in Online Games Business (2015-2020) (US$ Million) Table 128. Rovio Entertainment Ltd. Recent Development Table 129. Supercell Oy Company Details Table 130. Supercell Oy Business Overview Table 131. Supercell Oy Product Table 132. Supercell Oy Revenue in Online Games Business (2015-2020) (US$ Million) Table 133. Supercell Oy Recent Development Table 134. Zynga Inc. Company Details Table 135. Zynga Inc. Business Overview Table 136. Zynga Inc. Product Table 137. Zynga Inc. Revenue in Online Games Business (2015-2020) (US$ Million) Table 138. Zynga Inc. Recent Development Table 139. CyberAgent Company Details Table 140. CyberAgent Business Overview Table 141. CyberAgent Product Table 142. CyberAgent Revenue in Online Games Business (2015-2020) (US$ Million) Table 143. CyberAgent Recent Development Table 144. Walt Disney Company Details Table 145. Walt Disney Business Overview Table 146. Walt Disney Product Table 147. Walt Disney Revenue in Online Games Business (2015-2020) (US$ Million) Table 148. Walt Disney Recent Development Table 149. Gamevil Company Details Table 150. Gamevil Business Overview Table 151. Gamevil Product Table 152. Gamevil Revenue in Online Games Business (2015-2020) (US$ Million) Table 153. Gamevil Recent Development Table 154. Research Programs/Design for This Report Table 155. Key Data Information from Secondary Sources Table 156. Key Data Information from Primary Sources List of Figures Figure 1. Global Online Games Market Share by Type: 2020 VS 2026 Figure 2. IOS Features Figure 3. Android Features Figure 4. Windows Features Figure 5. Global Online Games Market Share by Application: 2020 VS 2026 Figure 6. Smartphone & Tablet Case Studies Figure 7. PC Case Studies Figure 8. TV Case Studies Figure 9. Other Case Studies Figure 10. Online Games Report Years Considered Figure 11. Global Online Games Market Size (US$ Million), YoY Growth 2015-2026 Figure 12. Global Online Games Market Share by Regions: 2020 VS 2026 Figure 13. Global Online Games Market Share by Regions (2021-2026) Figure 14. Global Online Games Market Share by Players in 2019 Figure 15. Global Top Online Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Online Games as of 2019 Figure 16. The Top 10 and 5 Players Market Share by Online Games Revenue in 2019 Figure 17. North America Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 18. United States Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 19. Canada Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 20. Europe Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 21. Germany Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 22. France Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 23. U.K. Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 24. Italy Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 25. Russia Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 26. Nordic Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 27. Rest of Europe Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 28. Asia-Pacific Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 29. China Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 30. Japan Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 31. South Korea Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 32. Southeast Asia Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 33. India Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 34. Australia Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 35. Rest of Asia-Pacific Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 36. Latin America Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 37. Mexico Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 38. Brazil Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 39. Middle East & Africa Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 40. Turkey Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 41. Saudi Arabia Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 42. UAE Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 43. Rest of Middle East & Africa Online Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 44. Tencent Revenue Growth Rate in Online Games Business (2015-2020) Figure 45. Netease Revenue Growth Rate in Online Games Business (2015-2020) Figure 46. Microsoft Revenue Growth Rate in Online Games Business (2015-2020) Figure 47. Sony Revenue Growth Rate in Online Games Business (2015-2020) Figure 48. Electronic Arts Revenue Growth Rate in Online Games Business (2015-2020) Figure 49. Sega Revenue Growth Rate in Online Games Business (2015-2020) Figure 50. Ubisoft Revenue Growth Rate in Online Games Business (2015-2020) Figure 51. Nintendo Revenue Growth Rate in Online Games Business (2015-2020) Figure 52. Square Enix Revenue Growth Rate in Online Games Business (2015-2020) Figure 53. Activision Blizzard Inc. Revenue Growth Rate in Online Games Business (2015-2020) Figure 54. Gameloft SA Revenue Growth Rate in Online Games Business (2015-2020) Figure 55. Glu Mobile Revenue Growth Rate in Online Games Business (2015-2020) Figure 56. Kabam Revenue Growth Rate in Online Games Business (2015-2020) Figure 57. Rovio Entertainment Ltd. Revenue Growth Rate in Online Games Business (2015-2020) Figure 58. Supercell Oy Revenue Growth Rate in Online Games Business (2015-2020) Figure 59. Zynga Inc. Revenue Growth Rate in Online Games Business (2015-2020) Figure 60. CyberAgent Revenue Growth Rate in Online Games Business (2015-2020) Figure 61. Walt Disney Revenue Growth Rate in Online Games Business (2015-2020) Figure 62. Gamevil Revenue Growth Rate in Online Games Business (2015-2020) Figure 63. Bottom-up and Top-down Approaches for This Report Figure 64. Data Triangulation Figure 65. Key Executives Interviewed

This research study involved the extensive usage of both primary and secondary data sources.  The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. Top-down and bottom-up approaches are used to validate the global market size market and estimate the market size for manufacturers, regions segments, product segments and applications (end users). All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from QYResearch and presented in this report.
 

After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
 

Secondary Sources occupies Approximately 25% of Sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on; This research study involved the usage of widespread secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; BIS Statistics; ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and commercial study of the Light Aircraft market. It was also used to obtain important information about the top players, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
 

In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers etc.
 

The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.
 

Primary research was conducted to identify segmentation types, product price range, product applications, key players, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
 

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