Global PC Games Market Size, Status and Forecast 2020-2026


PC Games market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global PC 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.

The key players covered in this study
    Blizzard Entertainment
    Electronic Arts
    Tencent
    UBISOFT
    THQ
    CAPCOM
    Microsoft Game Studios
    EIDOS
    ROCKSTAR
    SIERRA
    KONAMI

Market segment by Type, the product can be split into
    MMO
    Adventure
    Action
    Shooter
    Combat
    Sports
    Role-Playing
    Others
Market segment by Application, split into
    Game Mall
    Personal
    Others

Market segment by Regions/Countries, this report covers
    North America
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America
1 Report Overview
    1.1 Study Scope
    1.2 Key Market Segments
    1.3 Players Covered: Ranking by PC Games Revenue
    1.4 Market by Type
        1.4.1 Global PC Games Market Size Growth Rate by Type: 2020 VS 2026
        1.4.2 MMO
        1.4.3 Adventure
        1.4.4 Action
        1.4.5 Shooter
        1.4.6 Combat
        1.4.7 Sports
        1.4.8 Role-Playing
        1.4.9 Others
    1.5 Market by Application
        1.5.1 Global PC Games Market Share by Application: 2020 VS 2026
        1.5.2 Game Mall
        1.5.3 Personal
        1.5.4 Others
    1.6 Study Objectives
    1.7 Years Considered

2 Global Growth Trends
    2.1 Global PC Games Market Perspective (2015-2026)
    2.2 Global PC Games Growth Trends by Regions
        2.2.1 PC Games Market Size by Regions: 2015 VS 2020 VS 2026
        2.2.2 PC Games Historic Market Share by Regions (2015-2020)
        2.2.3 PC Games Forecasted Market Size by Regions (2021-2026)
    2.3 Industry Trends and Growth Strategy
        2.3.1 Market Top Trends
        2.3.2 Market Drivers
        2.3.3 Market Challenges
        2.3.4 Portera??s Five Forces Analysis
        2.3.5 PC Games Market Growth Strategy
        2.3.6 Primary Interviews with Key PC Games Players (Opinion Leaders)

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

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

5 Market Size by Application (2015-2026)
    5.1 Global PC Games Market Size by Application (2015-2020)
    5.2 Global PC Games Forecasted Market Size by Application (2021-2026)

6 North America
    6.1 North America PC Games Market Size (2015-2020)
    6.2 PC Games Key Players in North America (2019-2020)
    6.3 North America PC Games Market Size by Type (2015-2020)
    6.4 North America PC Games Market Size by Application (2015-2020)

7 Europe
    7.1 Europe PC Games Market Size (2015-2020)
    7.2 PC Games Key Players in Europe (2019-2020)
    7.3 Europe PC Games Market Size by Type (2015-2020)
    7.4 Europe PC Games Market Size by Application (2015-2020)

8 China
    8.1 China PC Games Market Size (2015-2020)
    8.2 PC Games Key Players in China (2019-2020)
    8.3 China PC Games Market Size by Type (2015-2020)
    8.4 China PC Games Market Size by Application (2015-2020)

9 Japan
    9.1 Japan PC Games Market Size (2015-2020)
    9.2 PC Games Key Players in Japan (2019-2020)
    9.3 Japan PC Games Market Size by Type (2015-2020)
    9.4 Japan PC Games Market Size by Application (2015-2020)

10 Southeast Asia
    10.1 Southeast Asia PC Games Market Size (2015-2020)
    10.2 PC Games Key Players in Southeast Asia (2019-2020)
    10.3 Southeast Asia PC Games Market Size by Type (2015-2020)
    10.4 Southeast Asia PC Games Market Size by Application (2015-2020)

11 India
    11.1 India PC Games Market Size (2015-2020)
    11.2 PC Games Key Players in India (2019-2020)
    11.3 India PC Games Market Size by Type (2015-2020)
    11.4 India PC Games Market Size by Application (2015-2020)

12 Central & South America
    12.1 Central & South America PC Games Market Size (2015-2020)
    12.2 PC Games Key Players in Central & South America (2019-2020)
    12.3 Central & South America PC Games Market Size by Type (2015-2020)
    12.4 Central & South America PC Games Market Size by Application (2015-2020)

13 Key Players Profiles
    13.1 Blizzard Entertainment
        13.1.1 Blizzard Entertainment Company Details
        13.1.2 Blizzard Entertainment Business Overview
        13.1.3 Blizzard Entertainment PC Games Introduction
        13.1.4 Blizzard Entertainment Revenue in PC Games Business (2015-2020))
        13.1.5 Blizzard Entertainment Recent Development
    13.2 Electronic Arts
        13.2.1 Electronic Arts Company Details
        13.2.2 Electronic Arts Business Overview
        13.2.3 Electronic Arts PC Games Introduction
        13.2.4 Electronic Arts Revenue in PC Games Business (2015-2020)
        13.2.5 Electronic Arts Recent Development
    13.3 Tencent
        13.3.1 Tencent Company Details
        13.3.2 Tencent Business Overview
        13.3.3 Tencent PC Games Introduction
        13.3.4 Tencent Revenue in PC Games Business (2015-2020)
        13.3.5 Tencent Recent Development
    13.4 UBISOFT
        13.4.1 UBISOFT Company Details
        13.4.2 UBISOFT Business Overview
        13.4.3 UBISOFT PC Games Introduction
        13.4.4 UBISOFT Revenue in PC Games Business (2015-2020)
        13.4.5 UBISOFT Recent Development
    13.5 THQ
        13.5.1 THQ Company Details
        13.5.2 THQ Business Overview
        13.5.3 THQ PC Games Introduction
        13.5.4 THQ Revenue in PC Games Business (2015-2020)
        13.5.5 THQ Recent Development
    13.6 CAPCOM
        13.6.1 CAPCOM Company Details
        13.6.2 CAPCOM Business Overview
        13.6.3 CAPCOM PC Games Introduction
        13.6.4 CAPCOM Revenue in PC Games Business (2015-2020)
        13.6.5 CAPCOM Recent Development
    13.7 Microsoft Game Studios
        13.7.1 Microsoft Game Studios Company Details
        13.7.2 Microsoft Game Studios Business Overview
        13.7.3 Microsoft Game Studios PC Games Introduction
        13.7.4 Microsoft Game Studios Revenue in PC Games Business (2015-2020)
        13.7.5 Microsoft Game Studios Recent Development
    13.8 EIDOS
        13.8.1 EIDOS Company Details
        13.8.2 EIDOS Business Overview
        13.8.3 EIDOS PC Games Introduction
        13.8.4 EIDOS Revenue in PC Games Business (2015-2020)
        13.8.5 EIDOS Recent Development
    13.9 ROCKSTAR
        13.9.1 ROCKSTAR Company Details
        13.9.2 ROCKSTAR Business Overview
        13.9.3 ROCKSTAR PC Games Introduction
        13.9.4 ROCKSTAR Revenue in PC Games Business (2015-2020)
        13.9.5 ROCKSTAR Recent Development
    13.10 SIERRA
        13.10.1 SIERRA Company Details
        13.10.2 SIERRA Business Overview
        13.10.3 SIERRA PC Games Introduction
        13.10.4 SIERRA Revenue in PC Games Business (2015-2020)
        13.10.5 SIERRA Recent Development
    13.11 KONAMI
        10.11.1 KONAMI Company Details
        10.11.2 KONAMI Business Overview
        10.11.3 KONAMI PC Games Introduction
        10.11.4 KONAMI Revenue in PC Games Business (2015-2020)
        10.11.5 KONAMI Recent Development

14 Analyst's Viewpoints/Conclusions

15 Appendix
    15.1 Research Methodology
        15.1.1 Methodology/Research Approach
        15.1.2 Data Source
    15.2 Disclaimer
    15.3 Author Details

List of Tables Table 1. PC Games Key Market Segments Table 2. Key Players Covered: Ranking by PC Games Revenue Table 3. Ranking of Global Top PC Games Manufacturers by Revenue (US$ Million) in 2019 Table 4. Global PC Games Market Size Growth Rate by Type (US$ Million): 2020 VS 2026 Table 5. Key Players of MMO Table 6. Key Players of Adventure Table 7. Key Players of Action Table 8. Key Players of Shooter Table 9. Key Players of Combat Table 10. Key Players of Sports Table 11. Key Players of Role-Playing Table 12. Key Players of Others Table 13. Global PC Games Market Size Growth by Application (US$ Million): 2020 VS 2026 Table 14. Global PC Games Market Size by Regions (US$ Million): 2020 VS 2026 Table 15. Global PC Games Market Size by Regions (2015-2020) (US$ Million) Table 16. Global PC Games Market Share by Regions (2015-2020) Table 17. Global PC Games Forecasted Market Size by Regions (2021-2026) (US$ Million) Table 18. Global PC Games Market Share by Regions (2021-2026) Table 19. Market Top Trends Table 20. Key Drivers: Impact Analysis Table 21. Key Challenges Table 22. PC Games Market Growth Strategy Table 23. Main Points Interviewed from Key PC Games Players Table 24. Global PC Games Revenue by Players (2015-2020) (Million US$) Table 25. Global PC Games Market Share by Players (2015-2020) Table 26. Global Top PC Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in PC Games as of 2019) Table 27. Global PC Games by Players Market Concentration Ratio (CR5 and HHI) Table 28. Key Players Headquarters and Area Served Table 29. Key Players PC Games Product Solution and Service Table 30. Date of Enter into PC Games Market Table 31. Mergers & Acquisitions, Expansion Plans Table 32. Global PC Games Market Size by Type (2015-2020) (Million US$) Table 33. Global PC Games Market Size Share by Type (2015-2020) Table 34. Global PC Games Revenue Market Share by Type (2021-2026) Table 35. Global PC Games Market Size Share by Application (2015-2020) Table 36. Global PC Games Market Size by Application (2015-2020) (Million US$) Table 37. Global PC Games Market Size Share by Application (2021-2026) Table 38. North America Key Players PC Games Revenue (2019-2020) (Million US$) Table 39. North America Key Players PC Games Market Share (2019-2020) Table 40. North America PC Games Market Size by Type (2015-2020) (Million US$) Table 41. North America PC Games Market Share by Type (2015-2020) Table 42. North America PC Games Market Size by Application (2015-2020) (Million US$) Table 43. North America PC Games Market Share by Application (2015-2020) Table 44. Europe Key Players PC Games Revenue (2019-2020) (Million US$) Table 45. Europe Key Players PC Games Market Share (2019-2020) Table 46. Europe PC Games Market Size by Type (2015-2020) (Million US$) Table 47. Europe PC Games Market Share by Type (2015-2020) Table 48. Europe PC Games Market Size by Application (2015-2020) (Million US$) Table 49. Europe PC Games Market Share by Application (2015-2020) Table 50. China Key Players PC Games Revenue (2019-2020) (Million US$) Table 51. China Key Players PC Games Market Share (2019-2020) Table 52. China PC Games Market Size by Type (2015-2020) (Million US$) Table 53. China PC Games Market Share by Type (2015-2020) Table 54. China PC Games Market Size by Application (2015-2020) (Million US$) Table 55. China PC Games Market Share by Application (2015-2020) Table 56. Japan Key Players PC Games Revenue (2019-2020) (Million US$) Table 57. Japan Key Players PC Games Market Share (2019-2020) Table 58. Japan PC Games Market Size by Type (2015-2020) (Million US$) Table 59. Japan PC Games Market Share by Type (2015-2020) Table 60. Japan PC Games Market Size by Application (2015-2020) (Million US$) Table 61. Japan PC Games Market Share by Application (2015-2020) Table 62. Southeast Asia Key Players PC Games Revenue (2019-2020) (Million US$) Table 63. Southeast Asia Key Players PC Games Market Share (2019-2020) Table 64. Southeast Asia PC Games Market Size by Type (2015-2020) (Million US$) Table 65. Southeast Asia PC Games Market Share by Type (2015-2020) Table 66. Southeast Asia PC Games Market Size by Application (2015-2020) (Million US$) Table 67. Southeast Asia PC Games Market Share by Application (2015-2020) Table 68. India Key Players PC Games Revenue (2019-2020) (Million US$) Table 69. India Key Players PC Games Market Share (2019-2020) Table 70. India PC Games Market Size by Type (2015-2020) (Million US$) Table 71. India PC Games Market Share by Type (2015-2020) Table 72. India PC Games Market Size by Application (2015-2020) (Million US$) Table 73. India PC Games Market Share by Application (2015-2020) Table 74. Central & South America Key Players PC Games Revenue (2019-2020) (Million US$) Table 75. Central & South America Key Players PC Games Market Share (2019-2020) Table 76. Central & South America PC Games Market Size by Type (2015-2020) (Million US$) Table 77. Central & South America PC Games Market Share by Type (2015-2020) Table 78. Central & South America PC Games Market Size by Application (2015-2020) (Million US$) Table 79. Central & South America PC Games Market Share by Application (2015-2020) Table 80. Blizzard Entertainment Company Details Table 81. Blizzard Entertainment Business Overview Table 82. Blizzard Entertainment Product Table 83. Blizzard Entertainment Revenue in PC Games Business (2015-2020) (Million US$) Table 84. Blizzard Entertainment Recent Development Table 85. Electronic Arts Company Details Table 86. Electronic Arts Business Overview Table 87. Electronic Arts Product Table 88. Electronic Arts Revenue in PC Games Business (2015-2020) (Million US$) Table 89. Electronic Arts Recent Development Table 90. Tencent Company Details Table 91. Tencent Business Overview Table 92. Tencent Product Table 93. Tencent Revenue in PC Games Business (2015-2020) (Million US$) Table 94. Tencent Recent Development Table 95. UBISOFT Company Details Table 96. UBISOFT Business Overview Table 97. UBISOFT Product Table 98. UBISOFT Revenue in PC Games Business (2015-2020) (Million US$) Table 99. UBISOFT Recent Development Table 100. THQ Company Details Table 101. THQ Business Overview Table 102. THQ Product Table 103. THQ Revenue in PC Games Business (2015-2020) (Million US$) Table 104. THQ Recent Development Table 105. CAPCOM Company Details Table 106. CAPCOM Business Overview Table 107. CAPCOM Product Table 108. CAPCOM Revenue in PC Games Business (2015-2020) (Million US$) Table 109. CAPCOM Recent Development Table 110. Microsoft Game Studios Company Details Table 111. Microsoft Game Studios Business Overview Table 112. Microsoft Game Studios Product Table 113. Microsoft Game Studios Revenue in PC Games Business (2015-2020) (Million US$) Table 114. Microsoft Game Studios Recent Development Table 115. EIDOS Business Overview Table 116. EIDOS Product Table 117. EIDOS Company Details Table 118. EIDOS Revenue in PC Games Business (2015-2020) (Million US$) Table 119. EIDOS Recent Development Table 120. ROCKSTAR Company Details Table 121. ROCKSTAR Business Overview Table 122. ROCKSTAR Product Table 123. ROCKSTAR Revenue in PC Games Business (2015-2020) (Million US$) Table 124. ROCKSTAR Recent Development Table 125. SIERRA Company Details Table 126. SIERRA Business Overview Table 127. SIERRA Product Table 128. SIERRA Revenue in PC Games Business (2015-2020) (Million US$) Table 129. SIERRA Recent Development Table 130. KONAMI Company Details Table 131. KONAMI Business Overview Table 132. KONAMI Product Table 133. KONAMI Revenue in PC Games Business (2015-2020) (Million US$) Table 134. KONAMI Recent Development Table 135. Research Programs/Design for This Report Table 136. Key Data Information from Secondary Sources Table 137. Key Data Information from Primary Sources List of Figures Figure 1. Global PC Games Market Share by Type: 2020 VS 2026 Figure 2. MMO Features Figure 3. Adventure Features Figure 4. Action Features Figure 5. Shooter Features Figure 6. Combat Features Figure 7. Sports Features Figure 8. Role-Playing Features Figure 9. Others Features Figure 10. Global PC Games Market Share by Application: 2020 VS 2026 Figure 11. Game Mall Case Studies Figure 12. Personal Case Studies Figure 13. Others Case Studies Figure 14. PC Games Report Years Considered Figure 15. Global PC Games Market Size YoY Growth 2015-2026 (US$ Million) Figure 16. Global PC Games Market Share by Regions: 2020 VS 2026 Figure 17. Global PC Games Market Share by Regions (2021-2026) Figure 18. Porter's Five Forces Analysis Figure 19. Global PC Games Market Share by Players in 2019 Figure 20. Global Top PC Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in PC Games as of 2019 Figure 21. The Top 10 and 5 Players Market Share by PC Games Revenue in 2019 Figure 22. North America PC Games Market Size YoY Growth (2015-2020) (Million US$) Figure 23. Europe PC Games Market Size YoY Growth (2015-2020) (Million US$) Figure 24. China PC Games Market Size YoY Growth (2015-2020) (Million US$) Figure 25. Japan PC Games Market Size YoY Growth (2015-2020) (Million US$) Figure 26. Southeast Asia PC Games Market Size YoY Growth (2015-2020) (Million US$) Figure 27. India PC Games Market Size YoY Growth (2015-2020) (Million US$) Figure 28. Central & South America PC Games Market Size YoY Growth (2015-2020) (Million US$) Figure 29. Bottom-up and Top-down Approaches for This Report Figure 30. Data Triangulation Figure 31. 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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