封面
市場調查報告書
商品編碼
1475208

全球技能遊戲市場研究報告 - 2024 年至 2032 年產業分析、規模、佔有率、成長、趨勢和預測

Global Skill Gaming Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2024 to 2032

出版日期: | 出版商: Value Market Research | 英文 184 Pages | 商品交期: 最快1-2個工作天內

價格

全球技能遊戲市場需求預計將從 2023 年的 339.7 億美元達到近 1,003.5 億美元的市場規模,2024 年至 2032 年研究期間複合年成長率為 12.79%。

技能遊戲是指結果主要由玩家的技能、知識、策略或靈巧程度而非機會或運氣決定的遊戲或活動。這些遊戲通常涉及心理或身體挑戰、解決問題的任務、手眼協調和決策技能,要求玩家表現出熟練程度和專業知識才能取得成功。遊戲涵蓋電玩遊戲、棋盤遊戲、紙牌遊戲、拼圖、體育、電子競技和街機遊戲等活動,為所有年齡和技能水平的玩家提供娛樂、競爭和社交互動。這些遊戲平台和錦標賽允許玩家展示他們的才能,與其他人競爭,並根據他們的表現和成就獲得獎勵或獎品。

市場動態

智慧型手機、高速網路存取和數位遊戲平台的日益普及推動了對技能遊戲的需求,因為玩家尋求身臨其境、競爭性和社交互動的遊戲體驗,為技能發展提供挑戰、獎勵和機會。隨著休閒習慣的改變、社交距離措施以及遊戲作為主流娛樂形式的接受程度不斷提高等因素,基於技能的遊戲吸引了所有年齡、背景和技能水平的玩家,其受眾越來越多。此外,電競錦標賽、競技遊戲聯盟和線上遊戲社群的興起推動了市場成長,因為玩家在展示其才能、策略和成就的技能遊戲競賽中爭奪現金獎勵、認可和聲望。

此外,遊戲開發、使用者介面設計和人工智慧(AI) 技術的進步使得基於技能的遊戲平台、行動應用程式和多人線上遊戲的創建成為可能,這些遊戲提供引人入勝的遊戲玩法、動態挑戰和為個人玩家量身訂製的個人化體驗優先。

此外,區塊鏈技術、虛擬貨幣和去中心化遊戲平台的日益普及推動了技能遊戲的創新,因為玩家尋求透明、安全和去中心化的解決方案,以提供公平競爭、數位資產所有權和貨幣化機會。然而,監管不確定性、法律挑戰和文化觀念可能會阻礙未來幾年的市場成長。

研究報告涵蓋波特五力模型、市場吸引力分析和價值鏈分析。這些工具有助於清晰地了解行業結構並評估全球範圍內的競爭吸引力。此外,這些工具也對全球技能遊戲市場的各個細分市場進行了包容性評估。技能遊戲產業的成長和趨勢為本研究提供了整體方法。

市場區隔

技能遊戲市場報告的這一部分提供了國家和地區級別細分的詳細資料,從而幫助策略師確定相應產品或服務的目標人口統計數據以及即將到來的機會。

按遊戲類型

  • 基於圖塊的
  • 益智遊戲
  • 基於骰子
  • 基於板的
  • 動畫遊戲
  • 基於卡片的
  • 基於單字或數字

依技能類型

  • 精神的
  • 身體的

區域分析

本節涵蓋區域前景,重點介紹北美、歐洲、亞太地區、拉丁美洲以及中東和非洲技能遊戲市場當前和未來的需求。此外,該報告重點關注所有主要地區各個應用領域的需求、估計和預測。

該研究報告還涵蓋了市場主要參與者的全面概況以及對全球競爭格局的深入了解。技能遊戲市場的主要參與者包括藝電(EA)、動視暴雪、索尼互動娛樂、Epic Games、Mojang Studios、Riot Games、世嘉、Valve Corporation、騰訊遊戲、任天堂、貝塞斯達軟體、育碧、科樂美、微軟公司、史克威爾艾尼克斯、Supercell。本節包含競爭格局的整體視圖,包括各種策略發展,例如關鍵併購、未來產能、合作夥伴關係、財務概況、合作、新產品開發、新產品發布和其他發展。

如果您有任何客製化要求,請寫信給我們。我們的研究團隊可以根據您的需求提供客製化報告。

目錄

第1章:前言

  • 報告說明
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法論
    • 市場研究過程
    • 市場研究方法論

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第 3 章:技能遊戲 - 產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業動態
  • 波特五力分析
  • 市場吸引力分析
    • 按遊戲類型分類的市場吸引力分析
    • 按技能類型進行的市場吸引力分析
    • 市場吸引力分析:按地區

第 4 章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料廠商清單
    • 主要原物料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷通路發展趨勢

第 5 章:全球技能遊戲市場分析:按遊戲類型

  • 按遊戲類型概述
  • 歷史和預測數據
  • 按遊戲類型分析
  • 基於圖塊的
  • 益智遊戲
  • 基於骰子
  • 基於板的
  • 動畫遊戲
  • 基於卡片的
  • 基於單字或數字

第 6 章:全球技能遊戲市場分析:依技能類型

  • 依技能類型概述
  • 歷史和預測數據
  • 依技能類型分析
  • 精神的
  • 身體的

第 7 章:全球技能遊戲市場分析:依地理位置

  • 區域展望
  • 介紹
  • 北美銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 北美按細分市場銷售分析
    • 北美按國家銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 歐洲按細分市場銷售分析
    • 歐洲按國家銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 亞太地區按細分市場銷售分析
    • 亞太地區按國家銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳洲銷售分析
    • 東南亞銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 拉丁美洲按細分市場銷售分析
    • 拉丁美洲按國家銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概覽、歷史與預測資料銷售分析
    • 中東和非洲按細分市場銷售分析
    • 中東和非洲按國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東其他地區和非洲銷售分析

第 8 章:技能遊戲公司的競爭格局

  • 技能遊戲市場競爭
  • 夥伴關係/協作/協議
  • 併購
  • 新產品發布
  • 其他發展

第 9 章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • Electronic Arts (EA)
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Activision Blizzard
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Sony Interactive Entertainment
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Epic Games
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Mojang Studios
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Riot Games
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Sega
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Valve Corporation
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Tencent Games
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Nintendo
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Bethesda Softworks
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Ubisoft
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Konami
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Microsoft Corporation
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Square Enix
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展
  • Supercell
    • 公司簡介
    • 公司收入
    • 產品
    • 最近的發展

註 - 在公司概況中,財務詳細資料和最新進展視情況而定,或對私人公司而言可能不包括在內

Product Code: VMR112114343

The global demand for Skill Gaming Market is presumed to reach the market size of nearly USD 100.35 Billion by 2032 from USD 33.97 Billion in 2023 with a CAGR of 12.79% under the study period 2024 - 2032.

Skill gaming refers to games or activities where the outcome is primarily determined by the player's skill, knowledge, strategy, or dexterity rather than chance or luck. These games often involve mental or physical challenges, problem-solving tasks, hand-eye coordination, and decision-making skills, requiring players to demonstrate proficiency and expertise to succeed. This gaming encompasses activities such as video games, board games, card games, puzzles, sports, esports, and arcade games, offering entertainment, competition, and social interaction for players of all ages & skill levels. These gaming platforms and tournaments allow players to showcase their talents, compete against others, and earn rewards or prizes based on their performance and achievements.

MARKET DYNAMICS

The growing prevalence of smartphones, high-speed internet access, and digital gaming platforms drive the demand for skill gaming as players seek immersive, competitive, and socially interactive gaming experiences that offer challenges, rewards, and opportunities for skill development. With factors such as changing leisure habits, social distancing measures, and the increasing acceptance of gaming as a mainstream form of entertainment, there is a growing audience for skill-based games that appeal to players of all ages, backgrounds, and skill levels. Additionally, the rise of esports tournaments, competitive gaming leagues, and online gaming communities drives market growth as players compete for cash prizes, recognition, and prestige in skill-based gaming competitions that showcase their talents, strategies, and achievements.

Moreover, advancements in game development, user interface design, and artificial intelligence (AI) technology enable the creation of skill-based gaming platforms, mobile applications, and multiplayer online games that offer engaging gameplay, dynamic challenges, and personalized experiences tailored to individual player preferences.

Furthermore, the increasing adoption of blockchain technology, virtual currencies, and decentralized gaming platforms drives innovation in skill gaming as players seek transparent, secure, and decentralized solutions that offer fair competition, ownership of digital assets, and monetization opportunities. However, regulatory uncertainties, legal challenges, and cultural perceptions will likely hamper market growth in the coming years.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of skill gaming. The growth and trends of skill gaming industry provide a holistic approach to this study.

MARKET SEGMENTATION

This section of the skill gaming market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Game Genre

  • Tile-Based
  • Puzzle Games
  • Dice-Based
  • Board-Based
  • Animated Games
  • Card-Based
  • Word Or Number-Based

By Skill Type

  • Mental
  • Physical

REGIONAL ANALYSIS

This section covers the regional outlook, which accentuates current and future demand for the Skill Gaming market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the Skill Gaming market include Electronic Arts (EA), Activision Blizzard, Sony Interactive Entertainment, Epic Games, Mojang Studios, Riot Games, Sega, Valve Corporation, Tencent Games, Nintendo, Bethesda Softworks, Ubisoft, Konami, Microsoft Corporation, Square Enix, Supercell. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1. PREFACE

  • 1.1. Report Description
    • 1.1.1 Objective
    • 1.1.2 Target Audience
    • 1.1.3 Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1 Market Research Process
    • 1.3.2 Market Research Methodology

2. EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3. SKILL GAMING - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Game Genre
    • 3.7.2 Market Attractiveness Analysis By Skill Type
    • 3.7.3 Market Attractiveness Analysis By Region

4. VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1 List of Raw Materials
    • 4.2.2 Raw Material Manufactures List
    • 4.2.3 Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1 Direct Marketing
    • 4.4.2 Indirect Marketing
    • 4.4.3 Marketing Channel Development Trend

5. GLOBAL SKILL GAMING MARKET ANALYSIS BY GAME GENRE

  • 5.1. Overview By Game Genre
  • 5.2. Historical and Forecast Data
  • 5.3. Analysis By Game Genre
  • 5.4. Tile-Based Historic and Forecast Sales By Regions
  • 5.5. Puzzle Games Historic and Forecast Sales By Regions
  • 5.6. Dice-Based Historic and Forecast Sales By Regions
  • 5.7. Board-Based Historic and Forecast Sales By Regions
  • 5.8. Animated Games Historic and Forecast Sales By Regions
  • 5.9. Card-Based Historic and Forecast Sales By Regions
  • 5.10. Word or Number-Based Historic and Forecast Sales By Regions

6. GLOBAL SKILL GAMING MARKET ANALYSIS BY SKILL TYPE

  • 6.1. Overview By Skill Type
  • 6.2. Historical and Forecast Data
  • 6.3. Analysis By Skill Type
  • 6.4. Mental Historic and Forecast Sales By Regions
  • 6.5. Physical Historic and Forecast Sales By Regions

7. GLOBAL SKILL GAMING MARKET ANALYSIS BY GEOGRAPHY

  • 7.1. Regional Outlook
  • 7.2. Introduction
  • 7.3. North America Sales Analysis
    • 7.3.1 Overview, Historic and Forecast Data Sales Analysis
    • 7.3.2 North America By Segment Sales Analysis
    • 7.3.3 North America By Country Sales Analysis
    • 7.3.4 United States Sales Analysis
    • 7.3.5 Canada Sales Analysis
    • 7.3.6 Mexico Sales Analysis
  • 7.4. Europe Sales Analysis
    • 7.4.1 Overview, Historic and Forecast Data Sales Analysis
    • 7.4.2 Europe By Segment Sales Analysis
    • 7.4.3 Europe By Country Sales Analysis
    • 7.4.4 United Kingdom Sales Analysis
    • 7.4.5 France Sales Analysis
    • 7.4.6 Germany Sales Analysis
    • 7.4.7 Italy Sales Analysis
    • 7.4.8 Russia Sales Analysis
    • 7.4.9 Rest Of Europe Sales Analysis
  • 7.5. Asia Pacific Sales Analysis
    • 7.5.1 Overview, Historic and Forecast Data Sales Analysis
    • 7.5.2 Asia Pacific By Segment Sales Analysis
    • 7.5.3 Asia Pacific By Country Sales Analysis
    • 7.5.4 China Sales Analysis
    • 7.5.5 India Sales Analysis
    • 7.5.6 Japan Sales Analysis
    • 7.5.7 South Korea Sales Analysis
    • 7.5.8 Australia Sales Analysis
    • 7.5.9 South East Asia Sales Analysis
    • 7.5.10 Rest Of Asia Pacific Sales Analysis
  • 7.6. Latin America Sales Analysis
    • 7.6.1 Overview, Historic and Forecast Data Sales Analysis
    • 7.6.2 Latin America By Segment Sales Analysis
    • 7.6.3 Latin America By Country Sales Analysis
    • 7.6.4 Brazil Sales Analysis
    • 7.6.5 Argentina Sales Analysis
    • 7.6.6 Peru Sales Analysis
    • 7.6.7 Chile Sales Analysis
    • 7.6.8 Rest of Latin America Sales Analysis
  • 7.7. Middle East & Africa Sales Analysis
    • 7.7.1 Overview, Historic and Forecast Data Sales Analysis
    • 7.7.2 Middle East & Africa By Segment Sales Analysis
    • 7.7.3 Middle East & Africa By Country Sales Analysis
    • 7.7.4 Saudi Arabia Sales Analysis
    • 7.7.5 UAE Sales Analysis
    • 7.7.6 Israel Sales Analysis
    • 7.7.7 South Africa Sales Analysis
    • 7.7.8 Rest Of Middle East And Africa Sales Analysis

8. COMPETITIVE LANDSCAPE OF THE SKILL GAMING COMPANIES

  • 8.1. Skill Gaming Market Competition
  • 8.2. Partnership/Collaboration/Agreement
  • 8.3. Merger And Acquisitions
  • 8.4. New Product Launch
  • 8.5. Other Developments

9. COMPANY PROFILES OF SKILL GAMING INDUSTRY

  • 9.1. Top Companies Market Share Analysis
  • 9.2. Market Concentration Rate
  • 9.3. Electronic Arts (EA)
    • 9.3.1 Company Overview
    • 9.3.2 Company Revenue
    • 9.3.3 Products
    • 9.3.4 Recent Developments
  • 9.4. Activision Blizzard
    • 9.4.1 Company Overview
    • 9.4.2 Company Revenue
    • 9.4.3 Products
    • 9.4.4 Recent Developments
  • 9.5. Sony Interactive Entertainment
    • 9.5.1 Company Overview
    • 9.5.2 Company Revenue
    • 9.5.3 Products
    • 9.5.4 Recent Developments
  • 9.6. Epic Games
    • 9.6.1 Company Overview
    • 9.6.2 Company Revenue
    • 9.6.3 Products
    • 9.6.4 Recent Developments
  • 9.7. Mojang Studios
    • 9.7.1 Company Overview
    • 9.7.2 Company Revenue
    • 9.7.3 Products
    • 9.7.4 Recent Developments
  • 9.8. Riot Games
    • 9.8.1 Company Overview
    • 9.8.2 Company Revenue
    • 9.8.3 Products
    • 9.8.4 Recent Developments
  • 9.9. Sega
    • 9.9.1 Company Overview
    • 9.9.2 Company Revenue
    • 9.9.3 Products
    • 9.9.4 Recent Developments
  • 9.10. Valve Corporation
    • 9.10.1 Company Overview
    • 9.10.2 Company Revenue
    • 9.10.3 Products
    • 9.10.4 Recent Developments
  • 9.11. Tencent Games
    • 9.11.1 Company Overview
    • 9.11.2 Company Revenue
    • 9.11.3 Products
    • 9.11.4 Recent Developments
  • 9.12. Nintendo
    • 9.12.1 Company Overview
    • 9.12.2 Company Revenue
    • 9.12.3 Products
    • 9.12.4 Recent Developments
  • 9.13. Bethesda Softworks
    • 9.13.1 Company Overview
    • 9.13.2 Company Revenue
    • 9.13.3 Products
    • 9.13.4 Recent Developments
  • 9.14. Ubisoft
    • 9.14.1 Company Overview
    • 9.14.2 Company Revenue
    • 9.14.3 Products
    • 9.14.4 Recent Developments
  • 9.15. Konami
    • 9.15.1 Company Overview
    • 9.15.2 Company Revenue
    • 9.15.3 Products
    • 9.15.4 Recent Developments
  • 9.16. Microsoft Corporation
    • 9.16.1 Company Overview
    • 9.16.2 Company Revenue
    • 9.16.3 Products
    • 9.16.4 Recent Developments
  • 9.17. Square Enix
    • 9.17.1 Company Overview
    • 9.17.2 Company Revenue
    • 9.17.3 Products
    • 9.17.4 Recent Developments
  • 9.18. Supercell
    • 9.18.1 Company Overview
    • 9.18.2 Company Revenue
    • 9.18.3 Products
    • 9.18.4 Recent Developments

Note - In company profiling, financial details and recent developments are subject to availability or might not be covered in the case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers: Impact Analysis
  • Restraints: Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • Analysis By Game Genre (USD MN)
  • Tile-Based Market Sales By Geography (USD MN)
  • Puzzle Games Market Sales By Geography (USD MN)
  • Dice-Based Market Sales By Geography (USD MN)
  • Board-Based Market Sales By Geography (USD MN)
  • Animated Games Market Sales By Geography (USD MN)
  • Card-Based Market Sales By Geography (USD MN)
  • Word or Number-Based Market Sales By Geography (USD MN)
  • Analysis By Skill Type (USD MN)
  • Mental Market Sales By Geography (USD MN)
  • Physical Market Sales By Geography (USD MN)
  • Global Skill Gaming Market Sales By Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United States Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate By Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • South East Asia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Skill Gaming Report
  • Market Research Process
  • Market Research Methodology
  • Global Skill Gaming Market Size, By Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis By Game Genre
  • Market Attractiveness Analysis By Skill Type
  • Market Attractiveness Analysis By Region
  • Value Chain Analysis
  • Global Market Analysis By Game Genre (USD MN)
  • Tile-Based Market Sales By Geography (USD MN)
  • Puzzle Games Market Sales By Geography (USD MN)
  • Dice-Based Market Sales By Geography (USD MN)
  • Board-Based Market Sales By Geography (USD MN)
  • Animated Games Market Sales By Geography (USD MN)
  • Card-Based Market Sales By Geography (USD MN)
  • Word or Number-Based Market Sales By Geography (USD MN)
  • Global Market Analysis By Skill Type (USD MN)
  • Mental Market Sales By Geography (USD MN)
  • Physical Market Sales By Geography (USD MN)
  • Global Market Sales (USD MN)
  • North America Market Sales (USD MN)
  • Europe Market Sales (USD MN)
  • Asia Pacific Market Sales (USD MN)
  • Latin America Market Sales (USD MN)
  • Middle East & Africa Market Sales (USD MN)
  • Recent Development in Industry
  • Top Company Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.