

North America digital gaming market is expected to grow by 13.3% annually in the forecast period and reach $97.4 billion by 2026.
Highlighted with 26 tables and 48 figures, this 117-page report 鈥淣orth America Digital Gaming 麻豆原创 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Country: Trend Forecast and Growth Opportunity鈥 is based on a holistic research of the entire North America digital gaming market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2026 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
鈥 麻豆原创 Structure
鈥 Growth Drivers
鈥 Restraints and Challenges
鈥 Emerging Product Trends & 麻豆原创 Opportunities
鈥 Porter鈥檚 Fiver Forces
The trend and outlook of North America market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify North America digital gaming market in every aspect of the classification from perspectives of Device, Platform, Audience, Business Mode, Distribution Channel, and Country.
Based on Device, the North America market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
Mobile Devices Based Gaming
鈥 Smartphones
鈥 Tablets
鈥 Other Mobile Devices
PC Based Gaming
鈥 Boxed and Downloaded PC Games
鈥 Browser PC Games
Console Units Based Gaming
Other Devices Based Gaming
Based on Platform, the North America market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
鈥 Offline Gaming
鈥 Cloud Gaming
鈥 Online Gaming
Based on Audience, the North America market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
鈥 Social Gamers
鈥 Serious Gamers
鈥 Core Gamers
Based on Business Mode, the North America market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
鈥 Paymium
鈥 Freemium
鈥 Subscription
鈥 Advertising
鈥 Player to Player
鈥 Microtransaction
Based on Distribution Channel, the North America market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
鈥 Retail Channels
鈥 Online Channels
Geographically, the following national/local markets are fully investigated:
鈥 U.S.
鈥 Canada
鈥 Mexico
For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2026. The breakdown of key national markets by Device, Platform, and Business Model over the forecast years is also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in North America digital gaming market are assayed quantitatively and qualitatively through GMD鈥檚 Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
APAR GAMES
Apple Inc
Electronic Arts Inc
Facebook Inc
Google Inc
International Business Machines Corp
Kabam
King Digital Entertainment Plc
Microsoft Corporation
NetEase Inc
Nintendo Co., Ltd.
NVidia Corporation
Rockstar Games Inc
Rolocule
Samsung Electronics Co Ltd
Sega Games Co. Ltd
Sony Corporation
Supercell Oy
Tapinator, Inc
Tencent Holdings Ltd
Ubisoft Inc
Visa Inc
Zatun
Zynga Inc.
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
1 Introduction 6
1.1 Industry Definition and Research Scope 6
1.1.1 Industry Definition 6
1.1.2 Research Scope 7
1.2 Research Methodology 10
1.2.1 Overview of 麻豆原创 Research Methodology 10
1.2.2 麻豆原创 Assumption 11
1.2.3 Secondary Data 11
1.2.4 Primary Data 11
1.2.5 Data Filtration and Model Design 13
1.2.6 麻豆原创 Size/Share Estimation 14
1.2.7 Research Limitations 15
1.3 Executive Summary 16
2 麻豆原创 Overview and Dynamics 19
2.1 麻豆原创 Size and Forecast 19
2.1.1 Impact of COVID-19 on the 麻豆原创 20
2.2 Major Growth Drivers 22
2.3 麻豆原创 Restraints and Challenges 25
2.4 Emerging Opportunities and 麻豆原创 Trends 28
2.5 Porter鈥檚 Fiver Forces Analysis 32
3 Segmentation of North America 麻豆原创 by Device 36
3.1 麻豆原创 Overview by Device 36
3.2 Mobile Devices Based Gaming 38
3.2.1 Smartphones 40
3.2.2 Tablets 41
3.2.3 Other Mobile Devices 42
3.3 PC Based Gaming 43
3.3.1 Boxed and Downloaded PC Games 44
3.3.2 Browser PC Games 45
3.4 Console Units Based Gaming 46
3.5 Other Devices Based Gaming 47
4 Segmentation of North America 麻豆原创 by Platform 48
4.1 麻豆原创 Overview by Platform 48
4.2 Offline Gaming 50
4.3 Cloud Gaming 51
4.4 Online Gaming 52
5 Segmentation of North America 麻豆原创 by Audience 53
5.1 麻豆原创 Overview by Audience 53
5.2 Social Gamers 55
5.3 Serious Gamers 56
5.4 Core Gamers 57
6 Segmentation of North America 麻豆原创 by Business Mode 58
6.1 麻豆原创 Overview by Business Mode 58
6.2 Paymium 61
6.3 Freemium 62
6.4 Subscription 63
6.5 Advertising 64
6.6 Player to Player 65
6.7 Microtransaction 66
7 Segmentation of North America 麻豆原创 by Distribution Channel 67
7.1 麻豆原创 Overview by Distribution Channel 67
7.2 Retail Channels 69
7.3 Online Channels 70
8 North America 麻豆原创 2019-2026 by Country 71
8.1 Overview of North America 麻豆原创 71
8.2 U.S. 74
8.3 Canada 78
8.4 Mexico 80
9 Competitive Landscape 82
9.1 Overview of Key Vendors 82
9.2 New Product Launch, Partnership, Investment, and M&A 85
9.3 Company Profiles 86
APAR GAMES 86
Apple Inc 88
Electronic Arts Inc 89
Facebook Inc 90
Google Inc 91
International Business Machines Corp 92
Kabam 93
King Digital Entertainment Plc 94
Microsoft Corporation 95
NetEase Inc 96
Nintendo Co., Ltd. 97
NVidia Corporation 98
Rockstar Games Inc 99
Rolocule 100
Samsung Electronics Co Ltd 101
Sega Games Co. Ltd 102
Sony Corporation 103
Supercell Oy 104
Tapinator, Inc 105
Tencent Holdings Ltd 106
Ubisoft Inc 107
Visa Inc 108
Zatun 109
Zynga Inc. 110
10 Investing in North America 麻豆原创: Risk Assessment and Management 111
10.1 Risk Evaluation of North America 麻豆原创 111
10.2 Critical Success Factors (CSFs) 114
Related Reports and Products 117
Key Players (this may not be a complete list and extra companies can be added upon request):
APAR GAMES
Apple Inc
Electronic Arts Inc
Facebook Inc
Google Inc
International Business Machines Corp
Kabam
King Digital Entertainment Plc
Microsoft Corporation
NetEase Inc
Nintendo Co., Ltd.
NVidia Corporation
Rockstar Games Inc
Rolocule
Samsung Electronics Co Ltd
Sega Games Co. Ltd
Sony Corporation
Supercell Oy
Tapinator, Inc
Tencent Holdings Ltd
Ubisoft Inc
Visa Inc
Zatun
Zynga Inc.
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*If Applicable.