• Executive Summary
o Market Overview
• Market Landscape
o Market ecosystem
o Value chain analysis
• Market Sizing
o Market definition
o Market segment analysis
o Market size 2019
o Market outlook: Forecast for 2019 - 2024
• Five Forces Analysis
o Five forces summary
o Bargaining power of buyers
o Bargaining power of suppliers
o Threat of new entrants
o Threat of substitutes
o Threat of rivalry
o Market condition
• Market Segmentation by Type
o Market segments
o Comparison by Type
o Casual gaming - Market size and forecast 2019-2024
o Professional gaming - Market size and forecast 2019-2024
o Market opportunity by Type
• Market Segmentation by Device
o Market segments
o Comparison by Device
o Mobile gaming - Market size and forecast 2019-2024
o Console gaming - Market size and forecast 2019-2024
o PC gaming - Market size and forecast 2019-2024
o Market opportunity by Device
• Market Segmentation by Platform
o Market segments
o Comparison by Platform
o Online - Market size and forecast 2019-2024
o Offline - Market size and forecast 2019-2024
o Market opportunity by Platform
• Customer Landscape
• Geographic Landscape
o Geographic segmentation
o Geographic comparison
o APAC - Market size and forecast 2019-2024
o North America - Market size and forecast 2019-2024
o Europe - Market size and forecast 2019-2024
o MEA - Market size and forecast 2019-2024
o South America - Market size and forecast 2019-2024
o Key leading countries
o Market opportunity by geography
o Market drivers
o Market challenges
o Market trends
• Vendor Landscape
o Vendor landscape
o Landscape disruption
o Competitive scenario
• Vendor Analysis
o Vendors covered
o Market positioning of vendors
o Activision Blizzard Inc.
o Bandai Namco Holdings Inc.
o CyberAgent Inc.
o Electronic Arts Inc.
o GungHo Online Entertainment Inc.
o Microsoft Corp.
o NetEase Inc.
o Sony Corp.
o Tencent Holdings Ltd.
o The Walt Disney Co.
• Appendix
o Scope of the report
o Currency conversion rates for US$
o Research methodology
o List of abbreviations

Exhibit
• 1: Key Finding 1
• 2: Key Finding 2
• 3: Key Finding 3
• 4: Key Finding 5
• 5: Key Finding 6
• 6: Key Finding 7
• 7: Key Finding 8
• 8: Key Finding 9
• 9: Key Finding 10
• 10: Parent market
• 11: Market characteristics
• 12: Offerings of vendors included in the market definition
• 13: Market segments
• 14: Global - Market size and forecast 2019 - 2024 ($ billion)
• 15: Global market: Year-over-year growth 2019 - 2024 (%)
• 16: Five forces analysis 2019 & 2024
• 17: Bargaining power of buyers
• 18: Bargaining power of suppliers
• 19: Threat of new entrants
• 20: Threat of substitutes
• 21: Threat of rivalry
• 22: Market condition - Five forces 2019
• 23: Type - Market share 2019-2024 (%)
• 24: Comparison by Type
• 25: Casual gaming - Market size and forecast 2019-2024 ($ billion)
• 26: Casual gaming - Year-over-year growth 2019-2024 (%)
• 27: Professional gaming - Market size and forecast 2019-2024 ($ billion)
• 28: Professional gaming - Year-over-year growth 2019-2024 (%)
• 29: Market opportunity by Type
• 30: Device - Market share 2019-2024 (%)
• 31: Comparison by Device
• 32: Mobile gaming - Market size and forecast 2019-2024 ($ billion)
• 33: Mobile gaming - Year-over-year growth 2019-2024 (%)
• 34: Console gaming - Market size and forecast 2019-2024 ($ billion)
• 35: Console gaming - Year-over-year growth 2019-2024 (%)
• 36: PC gaming - Market size and forecast 2019-2024 ($ billion)
• 37: PC gaming - Year-over-year growth 2019-2024 (%)
• 38: Market opportunity by Device
• 39: Platform - Market share 2019-2024 (%)
• 40: Comparison by Platform
• 41: Online - Market size and forecast 2019-2024 ($ billion)
• 42: Online - Year-over-year growth 2019-2024 (%)
• 43: Offline - Market size and forecast 2019-2024 ($ billion)
• 44: Offline - Year-over-year growth 2019-2024 (%)
• 45: Market opportunity by Platform
• 46: Customer landscape
• 47: Market share by geography 2019-2024 (%)
• 48: Geographic comparison
• 49: APAC - Market size and forecast 2019-2024 ($ billion)
• 50: APAC - Year-over-year growth 2019-2024 (%)
• 51: North America - Market size and forecast 2019-2024 ($ billion)
• 52: North America - Year-over-year growth 2019-2024 (%)
• 53: Europe - Market size and forecast 2019-2024 ($ billion)
• 54: Europe - Year-over-year growth 2019-2024 (%)
• 55: MEA - Market size and forecast 2019-2024 ($ billion)
• 56: MEA - Year-over-year growth 2019-2024 (%)
• 57: South America - Market size and forecast 2019-2024 ($ billion)
• 58: South America - Year-over-year growth 2019-2024 (%)
• 59: Key leading countries
• 60: Market opportunity by geography ($ billion)
• 61: Impact of drivers and challenges
• 62: Vendor landscape
• 63: Landscape disruption
• 64: Industry risks
• 65: Vendors covered
• 66: Market positioning of vendors
• 67: Activision Blizzard Inc. - Overview
• 68: Activision Blizzard Inc. - Business segments
• 69: Activision Blizzard Inc. - Key offerings
• 70: Activision Blizzard Inc. - Key customers
• 71: Activision Blizzard Inc. - Segment focus
• 72: Bandai Namco Holdings Inc. - Overview
• 73: Bandai Namco Holdings Inc. - Business segments
• 74: Bandai Namco Holdings Inc. - Key offerings
• 75: Bandai Namco Holdings Inc. - Key customers
• 76: Bandai Namco Holdings Inc. - Segment focus
• 77: CyberAgent Inc. - Overview
• 78: CyberAgent Inc. - Business segments
• 79: CyberAgent Inc. - Key offerings
• 80: CyberAgent Inc. - Key customers
• 81: CyberAgent Inc. - Segment focus
• 82: Electronic Arts Inc. - Overview
• 83: Electronic Arts Inc. - Business segments
• 84: Electronic Arts Inc. - Key offerings
• 85: Electronic Arts Inc. - Key customers
• 86: Electronic Arts Inc. - Segment focus
• 87: GungHo Online Entertainment Inc. - Overview
• 88: GungHo Online Entertainment Inc. - Product and service
• 89: GungHo Online Entertainment Inc. - Key offerings
• 90: GungHo Online Entertainment Inc. - Key customers
• 91: GungHo Online Entertainment Inc. - Segment focus
• 92: Microsoft Corp. - Overview
• 93: Microsoft Corp. - Business segments
• 94: Microsoft Corp. - Key offerings
• 95: Microsoft Corp. - Key customers
• 96: Microsoft Corp. - Segment focus
• 97: NetEase Inc. - Overview
• 98: NetEase Inc. - Business segments
• 99: NetEase Inc. - Key offerings
• 100: NetEase Inc. - Key customers
• 101: NetEase Inc. - Segment focus
• 102: Sony Corp. - Overview
• 103: Sony Corp. - Business segments
• 104: Sony Corp. - Key offerings
• 105: Sony Corp. - Key customers
• 106: Sony Corp. - Segment focus
• 107: Tencent Holdings Ltd. - Overview
• 108: Tencent Holdings Ltd. - Business segments
• 109: Tencent Holdings Ltd. - Key offerings
• 110: Tencent Holdings Ltd. - Key customers
• 111: Tencent Holdings Ltd. - Segment focus
• 112: The Walt Disney Co. - Overview
• 113: The Walt Disney Co. - Business segments
• 114: The Walt Disney Co. - Key offerings
• 115: The Walt Disney Co. - Key customers
• 116: The Walt Disney Co. - Segment focus
• 117: Currency conversion rates for US$
• 118: Research Methodology
• 119: Validation techniques employed for market sizing
• 120: Information sources
• 121: List of abbreviations

Companies Mentioned
. Activision Blizzard Inc.
. Bandai Namco Holdings Inc.
. CyberAgent Inc.
. Electronic Arts Inc.
. GungHo Online Entertainment Inc.
. Microsoft Corp.
. NetEase Inc.
. Sony Corp.
. Tencent Holdings Ltd.
. The Walt Disney Co.