BRICS Gaming Market (Age Group - Child, and Adult; Gaming Mode - Offline, and Online; Platform Type - Mobile and Tablets, PC and Laptop, and Console; Revenue Stream - Game, Sposnorship, In-game Purchase, and Advertising): Industry Analysis, Trends, Size, Share and Forecasts to 2027

BRICS Gaming Market (Age Group - Child, and Adult; Gaming Mode - Offline, and Online; Platform Type - Mobile and Tablets, PC and Laptop, and Console; Revenue Stream - Game, Sposnorship, In-game Purchase, and Advertising): Industry Analysis, Trends, Size, Share and Forecasts to 2027

Report Code: BRICS024 Region: BRICS Published: October, 2023

A recent report published by Infinium Global Research on the gaming market provides in-depth analysis of segments and sub-segments in the BRICS as well as the regional gaming market. The study also highlights the impact of drivers, restraints, and macro indicators on the BRICS and regional gaming market over the short term as well as long term. The report is a comprehensive presentation of trends, forecast, and dollar values of the BRICS gaming market. According to the report, the BRICS gaming market is projected to grow at a healthy CAGR over the forecast period of 2021-2027.

Market Insight

Gaming is considered to be a bigger industry even bigger than movies and sports. Video games have gained popularity among people and added a new dimension for people to socialize. Gamers around the world can connect with each other from any corner of the world. Form teams and play in any gaming competition. Gaming offers a way to experience things in a totally different way. Further, the rapid penetration of AR and VR into the gaming industry is expanding its scope. Immersive graphics are the thing of the past, gamers now can feel the game through AR and VR. The emergence of cloud gaming is eradicating the need to download games on the gaming platforms supported by the growing cloud and network infrastructure. Gaming communities are coming into being around the world.

The two major factors driving the growth of the market are an increase in the number of gamers and growing internet penetration in BRCIS countries. People are being drawn towards gaming as a source of entertainment and distraction from their daily routine. Additionally, new carrier opportunities from the gaming industry. Gamers can now generate revenue through gaining sponsorships, subscription fees, promotions, and others on their streaming platforms on YouTube and Twitch. Also, the number of people playing games mobile games such as PUBG and FreeFire is also increasing. This is further supplemented by the rising penetration of the internet. High-speed internet enables minimum latency in gaming thus, offering an uninterrupted gaming experience. The only restraining factor is the huge costs of technology and games. The prices of gaming consoles such as PlayStation and XBOX are still considered to be of premium segment and thus are not easily affordable by common consumers in BRCIS countries. New opportunities are expected to arise as cloud gaming is growing rapidly.

China is expected to be the largest gaming market in the BRICS region. Tencent one of the leading publishers of Krafton, Inc’s PUBG is a China-based multinational game publisher and is also one of the major market players in BRICS. China has seen rapid economic growth over the past few decades which has created an advanced network infrastructure and technological base. China is one of the first markets for game publishers to release their games. Additionally, high per capita income and youth population are driving the growth of the market in China.

Segment Covered

The report on BRICS gaming market covers segments such as age group, gaming mode, platform type, and revenue stream. On the basis of age group, the sub-markets include child, and adult. On the basis of gaming mode, the sub-markets include offline, and online. On the basis of platform type, the sub-markets include mobile and tablets, pc and laptop, and console. On the basis of revenue stream, the sub-markets include game, sposnorship, in-game purchase, and advertising.

BRICS Gaming Market


Companies Profiled:

The report provides profiles of the companies in the market such as Sony Corporation, Nintendo Co., Ltd., Krafton, Inc., Microsoft Corporation, Electronic Arts Inc., Garena International, Activision Publishing, Inc., Bandai Namco Entertainment Inc., Ubisoft Entertainment SA, and Valve Corporation.

Report Highlights:

The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of gaming market. Moreover, the study highlights current market trends and provides forecast from 2021-2027. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.


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