Market Share & Size

Updated: January 11, 2023

Market Share & Size

Both market size and market share held by competitors are key factors when assessing the competitive environment. Keep in mind that there is no single source of market size and market share data. Market information is usually pieced together from various sources and is not often readily available for niche or emerging industries. One strategy is to combine a competitor's name or a comparable, established industry with the term market share in article databases or read market research reports. You will need to identify and describe your market – who your customers are and what the demand is for your products and services.

 

UBC Library Business Databases

How to access: If you are a UBC student, staff, faculty or in-person library visitor you may have access to business databases through the David Lam Management Research Library and Canaccord Learning Commons through the links below.

Full Listing By Title or Full Listing By Subject

There are two different ways to identify databases: Use "by title" if you already know the name; otherwise you can search the list "by subject" to find starting places for undertaking market research, finding articles or researching companies. To learn more about how you can access library resources if you are a community user or temporary visitor, check out the UBC Library Community Users & Visitors Guide. Community users and temporary visitors may have additional access restrictions to specific databases because of license agreements.

 

Library Resources

Access to the following sources may be available through your local public or academic library. For information on how to obtain a library card, and for additional information on using libraries in BC, please visit our Getting Access to Library Resources page.

 

ABI/INFORM Collection

How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource.

Created by ProQuest this database contains full-text articles from over 1,000 business magazines and journals that track business conditions, trends, management techniques, corporate strategies, and industry-specific topics.

  • (2022, November 28).Video games market projected to grow with (CAGR) of 9.1% during the 2022-2028 forecast timeframe [76 pages report]. NASDAQ OMX's News Release Distribution Channel. Retrieved from ABI/INFORM database.
  • (2022, June 28).The global video game market size is expected to reach $413 billion by 2028, rising at a market growth of 11.8% CAGR during the forecast period: A video game, often known as a computer game, is an electronic game that generates visual feedback through the use of a user interface. NASDAQ OMX's News Release Distribution Channel. Retrieved from ABI/INFORM database. 
  • (2022, October 25). Video game software market to reach $751.4 billion by 2031: Allied Market Research: Surge in demand for remote education policies, growing popularity of work from home culture, emergence of advanced technologies such as virtual reality and mixed reality with video game software solutions suites, and rise in internet penetration to drive the global video game software market growth.NASDAQ OMX's News Release Distribution Channel. Retrieved from ABI/INFORM database. 
  • (2022, Jul 04). Global gaming accessories market to hit $14.4 billion by 2030: Allied Market Research: Massive demand for virtual reality headsets and acceptance of handheld gaming consoles drive the growth of the global gaming accessories market. During the COVID-19 pandemic, a large section of people turned to video games as leisure. NASDAQ OMX's News Release Distribution Channel. Retrieved from ABI/INFORM database.
  • (2022, Jun 27). Esports market, segmented: By device type, by streaming type, by application, by revenue stream, and region – global analysis of market size, share & trends for 2019–2021 and forecasts to 2031: Esports Market to surpass USD 8. 8 billion by 2031 from USD 1. 4 billion in 2021 at a CAGR of 20. 6%. NASDAQ OMX's News Release Distribution Channel Retrieved from ABI/INFORM database. 

 

BCC Research Centre

How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource. Otherwise, contact your local library to see if they provide access.

Publishes 250 reports annually that are complete with market intelligence, five-year forecasts, statistical and analytical data, key players, market share, industry structure and dynamics, and technological shifts and trends.

  • BCC Publishing. (2023, January). Video Games: Global Markets. [Report Code IFT208B]. Retrieved from BCC Research Centre database. 
  • TBRC. (2022, September). Video Game Software Market Global Briefing 2022: Ukraine-Russia War Impact. [Report Code MKB368F]. Retrieved from BCC Research Centre database. 
  • TBRC. (2022, May). Video Game Software Market Briefing 2022. [Report Code MKB368E]. Retrieved from BCC Research Centre database. 
  • TBRC. (2021, September). Video Game Software Global Competitor Market Briefing 2021. [Report Code MKB368D]. Retrieved from BCC Research Centre database. 
  • BCC Publishing. (2021, May). Innovation Spotlight: IDGA: Video Games. [Report Code IFT227A]. Retrieved from BCC Research Centre database.

 

Business Source Ultimate

How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource. Otherwise, contact your local library to see if they provide access.

Includes financial data, books, videos, company profiles, SWOT analyses, industry profiles, country reports, market research reports and case studies. Also includes information on industry trends, forecasts, outlooks, competitors, how to run a specific business and much more.

  • Morris, C. (2022). Global video games market expected to fall for first time since 2015. Fortune.Com. Retrieved from Business Source Ultimate database. 
  • Anand, P., & Day, M. (2021). Amazon CEO Says Video Games Could Become the Largest Entertainment Business. Bloomberg.Com. Retrieved from Business Source Ultimate database. 
  • COVID measures hampering esports market. (2022). China Economic Review.Com, 3.
  • Seitz, P. (2022, May 26). Video Game Stocks Hit Reset Button With Industry Consolidation. Investors Business Daily. Retrieved from Business Source Ultimate database. 
  • Lehnert, K., Walz, A., & Christianson, R. (2022). The booming eSports market: a field day for fans. Journal of Business Strategy, 43(2), 122–128. Retrieved from Business Source Ultimate database. 

 

eMarketer

How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource. Or, contact your local public or academic library for their access details.

Global market research and trend analysis database that focuses on Internet, e-business, online marketing, media, and emerging technologies.

  • Bourne, J. (2022, December 6). Gaming could have a banner year in 2023 thanks to generative AI, VR. eMarketer. Retrieved from eMarketer database. 
  • (2022, September.) US Digital Gamers, 2022-2026. eMarketer. Retrieved from eMarketer database. 
  • (2022, October.) Mobile Gaming Ad Revenues. eMarketer. Retrieved from eMarketer database. 
  • Goldman, J. (2022, November 10.) Despite the market punishing it for losses, Roblox continues to boost engagement. eMarketer. Retrieved from eMarketer database. 
  • Lebow, S. (2022, October 19). The future of video games will be streaming. eMarketer. Retrieved from eMarketer database. 
  • Goetzen, N. (2022, June 10). Video Game Marketing and Monetization 2022: Ad Formats and the Metaverse Offer Brand New Opportunities. eMarketer. Retrieved from eMarketer database. 
  • Goldman, J. (2022, November 22). As Twitter kills its gaming focus, does that community migrate to Discord, YouTube, or TikTok? eMarketer. Retrieved from eMarketer database. 
  • Sevilla, G. (2022, September 30). Portable consoles, streaming services are biggest opportunities in video games. eMarketer. Retrieved from eMarketer database.

 

IBISWorld Industry Reports

How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource.

IBISWorld research is an independent, professional publisher of high-quality market research reports. These reports analyze the underlying structure and external forces that drive an industry.

  • Burns, J. (2022, August. Video Games in the US / US INDUSTRY (NAICS) REPORT NN003 / INFORMATION. IBISWorld. Retrieved from IBISWorld database.
  • Burns, J. (2022, September). Video Game Software Developers in the US / US SPECIALIZED INDUSTRY REPORT OD4570 / TECHNOLOGY. IBISWorld. Retrieved from IBISWorld database.
  • Burns, J. (2022, July). Video Game Publishing Software in the US / US INDUSTRY (NAICS) REPORT 51121E / INFORMATION. IBISWorld. Retrieved from IBISWorld database.
  • McGrath, S. Software Publishing in Canada / CANADA INDUSTRY (NAICS) REPORT 51121CA / INFORMATION IN CANADA. IBISWorld. Retrieved from IBISWorld database.
  • Ristoff, J. (2022, August). Software Publishing in the US / US INDUSTRY (NAICS) REPORT 51121 / INFORMATION. IBISWorld. Retrieved from IBISWorld database.

 

Marketresearch.com/Freedonia Focus

How to access: Check your local public or academic library to see about access. If you are a UBC student, staff, faculty or in-person library visitor you can access this resource.

While you can search this website only some Canadian libraries provide full-text access to the market research reports on industries and demographics for North American industries. They can range from 50 to 400+ pages in length, and contain charts, tables, and graphs, and key facts. Marketresearch.com has varied industry coverage and includes US and international information.

  • Freedonia Focus Reports. (2022, April). Toys & Games: United States. Marketresearch.com Academic. Retrieved from Marketresearch.com Academic database.

Mergent Online

How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource.

Provides access to US and international public company data. This database also contains data on companies that were acquired, went bankrupt, liquidated or merged out of existence from 1995 forward. Users can compare companies and export data into programs like Excel.