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PUBLISHER: Value Market Research | PRODUCT CODE: 1475208

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PUBLISHER: Value Market Research | PRODUCT CODE: 1475208

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

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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.

Product Code: VMR112114343

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

Product Code: VMR112114343

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.

Have a question?
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Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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