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Digital Games Market

Global Digital Games Market Size, Share, Trends, Growth: By Platform: Flash, iOS, Android, Social Network, Others; By Subscription Model: Premium, Paymium, Freemium, Others; By Device: Computers, Laptop, Smartphones, Tablet, Console Unit, Others; Regional Analysis; Market Dynamics; Competitive Landscape; 2024-2032

Global Digital Games Market Outlook

The global digital games market is being aided by the online games market, which reached a value of USD 214.95 billion in 2023. The online games market is expected to grow at a CAGR of 9% in the forecast period of 2024-2032 to attain a value of USD 466.10 billion by 2032.

 

Global Digital Games Market

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Rising Online Gamers to Aid the Market Growth of Digital Games

The market growth of digital games is significantly supported by the North America region, due to the established market for digital games in the region. North America is followed by Europe, which is positively influenced by the rising online gamers in the region. The Asia Pacific is predicted to witness the fastest growth for digital games over the forecast period. Further, the market is boosted by certain factors like the growing number of gamers, inflating disposable incomes, and technological innovations. In addition, the number of active gamers is rising globally. Moreover, the economic development within developing countries like India and China is predicted to further fuel the market growth of digital games.

 

Digital Games: Market Segmentation

A digital game is an electronic game that consists of a video device with the user interface of the game for human interaction. The video device could be mobile display, TV, or PC monitor. The digital game is played after downloading and does not require any physical disc to play.

 

Global Digital Games Market By Platform

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On the basis of platform, the market is divided into:

  • Flash
  • iOS
  • Android
  • Social Network
  • Others

Based on subscription model, the industry can be segmented into:

  • Premium
  • Paymium
  • Freemium 
  • Others

By device, the industry is categorised into:

The regional markets for the product include North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

 

Global Digital Games Market By Region

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Proliferation of Smartphones and Tablets to Aid the Market Growth of Digital Games

The market growth of digital games is being driven by the rising proliferation of smartphones and tablets across the globe offering the required boost to the market. Further, the innovations and improvements in technology, along with the easy accessibility to internet, have provided an impetus to live games of MMO and eSports genres. The market growth witnessed an increase in demand in the year 2020 due to the coronavirus outbreak as lockdown was introduced and people were forced to stay indoors for safety, further encouraging the market growth of digital games.

 

Key Industry Players in the Global Digital Games Market

The report gives a detailed analysis of the following key players in the global digital games market, covering their competitive landscape, capacity, and latest developments like mergers, acquisitions, and investments, expansions of capacity, and plant turnarounds:

  • Behaviour Interactive Inc.,  
  • Sony Corporation
  • GungHo Online Entertainment, Inc.
  • Microsoft Corporation
  • Tencent Holdings Ltd.
  • The Walt Disney Company
  • NEXON Co., Ltd
  • Sega Corporation
  • Others

The comprehensive EMR report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Platform
  • Subscription Model
  • Device 
  • Region

Breakup by Platform

  • Flash
  • iOS
  • Android
  • Social Network
  • Others
Breakup by Subscription Model
  • Premium
  • Paymium
  • Freemium 
  • Others
Breakup by Device
  • Computers
  • Laptop
  • Smartphones
  • Tablet
  • Console Unit
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Behaviour Interactive Inc.,  
  • Sony Corporation
  • GungHo Online Entertainment, Inc.
  • Microsoft Corporation
  • Tencent Holdings Ltd.
  • The Walt Disney Company
  • NEXON Co., Ltd
  • Sega Corporation
  • Others
Report Price and Purchase Option Explore our purchase options that are best suited to your resources and industry needs.
Delivery Format Delivered as an attached PDF and Excel through email, with an option of receiving an editable PPT, according to the purchase option.

 

*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.

1    Preface
2    Report Coverage – Key Segmentation and Scope
3    Report Description

    3.1    Market Definition and Outlook
    3.2    Properties and Applications
    3.3    Market Analysis
    3.4    Key Players
4    Key Assumptions
5    Executive Summary

    5.1    Overview
    5.2    Key Drivers
    5.3    Key Developments
    5.4    Competitive Structure
    5.5    Key Industrial Trends
6    Snapshot
    6.1    Global
    6.2    Regional
7    Opportunities and Challenges in the Market
8    Global Digital Games Market Analysis
    8.1    Key Industry Highlights
    8.2    Global Digital Games Historical Market (2018-2023) 
    8.3    Global Digital Games Market Forecast (2024-2032)
    8.4    Global Digital Games Market by Platform
        8.4.1    Flash
            8.4.1.1    Historical Trend (2018-2023)
            8.4.1.2    Forecast Trend (2024-2032)
        8.4.2    iOS
            8.4.2.1    Historical Trend (2018-2023)
            8.4.2.2    Forecast Trend (2024-2032)
        8.4.3    Android
            8.4.3.1    Historical Trend (2018-2023)
            8.4.3.2    Forecast Trend (2024-2032)
        8.4.4    Social Network
            8.4.4.1    Historical Trend (2018-2023)
            8.4.4.2    Forecast Trend (2024-2032)
        8.4.5    Others
    8.5    Global Digital Games Market by Subscription Model
        8.5.1    Premium
            8.5.1.1    Historical Trend (2018-2023)
            8.5.1.2    Forecast Trend (2024-2032)
        8.5.2    Paymium
            8.5.2.1    Historical Trend (2018-2023)
            8.5.2.2    Forecast Trend (2024-2032)
        8.5.3    Freemium 
            8.5.3.1    Historical Trend (2018-2023)
            8.5.3.2    Forecast Trend (2024-2032)
        8.5.4    Others
    8.6    Global Digital Games Market by Device 
        8.6.1    Computers
            8.6.1.1    Historical Trend (2018-2023)
            8.6.1.2    Forecast Trend (2024-2032)
        8.6.2    Laptop
            8.6.2.1    Historical Trend (2018-2023)
            8.6.2.2    Forecast Trend (2024-2032)
        8.6.3    Smartphones
            8.6.3.1    Historical Trend (2018-2023)
            8.6.3.2    Forecast Trend (2024-2032)
        8.6.4    Tablet
            8.6.4.1    Historical Trend (2018-2023)
            8.6.4.2    Forecast Trend (2024-2032)
        8.6.5    Console Unit
            8.6.5.1    Historical Trend (2018-2023)
            8.6.5.2    Forecast Trend (2024-2032)
        8.6.6    Others
    8.7    Global Digital Games Market by Region
        8.7.1    North America
            8.7.1.1    Historical Trend (2018-2023) 
            8.7.1.2    Forecast Trend (2024-2032)
        8.7.2    Europe
            8.7.2.1    Historical Trend (2018-2023) 
            8.7.2.2    Forecast Trend (2024-2032)
        8.7.3    Asia Pacific
            8.7.3.1    Historical Trend (2018-2023) 
            8.7.3.2    Forecast Trend (2024-2032)
        8.7.4    Latin America
            8.7.4.1    Historical Trend (2018-2023) 
            8.7.4.2    Forecast Trend (2024-2032)
        8.7.5    Middle East and Africa
            8.7.5.1    Historical Trend (2018-2023) 
            8.7.5.2    Forecast Trend (2024-2032) 
9    North America Digital Games Market Analysis
    9.1    United States of America 
        9.1.1    Historical Trend (2018-2023) 
        9.1.2    Forecast Trend (2024-2032)
    9.2    Canada
        9.2.1    Historical Trend (2018-2023) 
        9.2.2    Forecast Trend (2024-2032)
10    Europe Digital Games Market Analysis
    10.1    United Kingdom
        10.1.1    Historical Trend (2018-2023) 
        10.1.2    Forecast Trend (2024-2032)
    10.2    Germany
        10.2.1    Historical Trend (2018-2023) 
        10.2.2    Forecast Trend (2024-2032)
    10.3    France
        10.3.1    Historical Trend (2018-2023) 
        10.3.2    Forecast Trend (2024-2032)
    10.4    Italy
        10.4.1    Historical Trend (2018-2023) 
        10.4.2    Forecast Trend (2024-2032)
    10.5    Others
11    Asia Pacific Digital Games Market Analysis
    11.1    China
        11.1.1    Historical Trend (2018-2023) 
        11.1.2    Forecast Trend (2024-2032)
    11.2    Japan
        11.2.1    Historical Trend (2018-2023) 
        11.2.2    Forecast Trend (2024-2032)
    11.3    India
        11.3.1    Historical Trend (2018-2023) 
        11.3.2    Forecast Trend (2024-2032)
    11.4    ASEAN
        11.4.1    Historical Trend (2018-2023) 
        11.4.2    Forecast Trend (2024-2032)
    11.5    Australia
        11.5.1    Historical Trend (2018-2023) 
        11.5.2    Forecast Trend (2024-2032)
    11.6    Others
12    Latin America Digital Games Market Analysis
    12.1    Brazil
        12.1.1    Historical Trend (2018-2023) 
        12.1.2    Forecast Trend (2024-2032)
    12.2    Argentina
        12.2.1    Historical Trend (2018-2023) 
        12.2.2    Forecast Trend (2024-2032)
    12.3    Mexico
        12.3.1    Historical Trend (2018-2023) 
        12.3.2    Forecast Trend (2024-2032)
    12.4    Others
13    Middle East and Africa Digital  Games Market Analysis
    13.1    Saudi Arabia
        13.1.1    Historical Trend (2018-2023) 
        13.1.2    Forecast Trend (2024-2032)
    13.2    United Arab Emirates
        13.2.1    Historical Trend (2018-2023) 
        13.2.2    Forecast Trend (2024-2032)
    13.3    Nigeria
        13.3.1    Historical Trend (2018-2023) 
        13.3.2    Forecast Trend (2024-2032)
    13.4    South Africa
        13.4.1    Historical Trend (2018-2023) 
        13.4.2    Forecast Trend (2024-2032)
    13.5    Others
14    Market Dynamics
    14.1    SWOT Analysis
        14.1.1    Strengths
        14.1.2    Weaknesses
        14.1.3    Opportunities
        14.1.4    Threats
    14.2    Porter’s Five Forces Analysis
        14.2.1    Supplier’s Power
        14.2.2    Buyer’s Power
        14.2.3    Threat of New Entrants
        14.2.4    Degree of Rivalry
        14.2.5    Threat of Substitutes
    14.3    Key Indicators for Demand
    14.4    Key Indicators for Price
15    Value Chain Analysis
16    Competitive Landscape

    16.1    Market Structure
    16.2    Company Profiles
        16.2.1    Behaviour Interactive Inc.,  
            16.2.1.1    Company Overview
            16.2.1.2    Product Portfolio
            16.2.1.3    Demographic Reach and Achievements
            16.2.1.4    Certifications
        16.2.2    Sony Corporation
            16.2.2.1    Company Overview
            16.2.2.2    Product Portfolio
            16.2.2.3    Demographic Reach and Achievements
            16.2.2.4    Certifications
        16.2.3    GungHo Online Entertainment, Inc.
            16.2.3.1    Company Overview
            16.2.3.2    Product Portfolio
            16.2.3.3    Demographic Reach and Achievements
            16.2.3.4    Certifications
        16.2.4    Microsoft Corporation
            16.2.4.1    Company Overview
            16.2.4.2    Product Portfolio
            16.2.4.3    Demographic Reach and Achievements
            16.2.4.4    Certifications
        16.2.5    Tencent Holdings Ltd.
            16.2.5.1    Company Overview
            16.2.5.2    Product Portfolio
            16.2.5.3    Demographic Reach and Achievements
            16.2.5.4    Certifications
        16.2.6    The Walt Disney Company
            16.2.6.1    Company Overview
            16.2.6.2    Product Portfolio
            16.2.6.3    Demographic Reach and Achievements
            16.2.6.4    Certifications
        16.2.7    NEXON Co., Ltd
            16.2.7.1    Company Overview
            16.2.7.2    Product Portfolio
            16.2.7.3    Demographic Reach and Achievements
            16.2.7.4    Certifications
        16.2.8    Sega Corporation
            16.2.8.1    Company Overview
            16.2.8.2    Product Portfolio
            16.2.8.3    Demographic Reach and Achievements
            16.2.8.4    Certifications
        16.2.9    Others
17    Key Trends and Developments in the Market
 

List of Key Figures and Tables

1.    Global Digital Games Market: Key Industry Highlights, 2018 and 2032
2.    Global Digital Games Historical Market: Breakup by Platform (USD Billion), 2018-2023
3.    Global Digital Games Market Forecast: Breakup by Platform (USD Billion), 2024-2032
4.    Global Digital Games Historical Market: Breakup by Subscription Model (USD Billion), 2018-2023
5.    Global Digital Games Market Forecast: Breakup by Subscription Model (USD Billion), 2024-2032
6.    Global Digital Games Historical Market: Breakup by Device (USD Billion), 2018-2023
7.    Global Digital Games Market Forecast: Breakup by Device (USD Billion), 2024-2032
8.    Global Digital Games Historical Market: Breakup by Region (USD Billion), 2018-2023
9.    Global Digital Games Market Forecast: Breakup by Region (USD Billion), 2024-2032
10.    North America Digital Games Historical Market: Breakup by Country (USD Billion), 2018-2023
11.    North America Digital Games Market Forecast: Breakup by Country (USD Billion), 2024-2032
12.    Europe Digital Games Historical Market: Breakup by Country (USD Billion), 2018-2023
13.    Europe Digital Games Market Forecast: Breakup by Country (USD Billion), 2024-2032
14.    Asia Pacific Digital Games Historical Market: Breakup by Country (USD Billion), 2018-2023
15.    Asia Pacific Digital Games Market Forecast: Breakup by Country (USD Billion), 2024-2032
16.    Latin America Digital Games Historical Market: Breakup by Country (USD Billion), 2018-2023
17.    Latin America Digital Games Market Forecast: Breakup by Country (USD Billion), 2024-2032
18.    Middle East and Africa Digital Games Historical Market: Breakup by Country (USD Billion), 2018-2023
19.    Middle East and Africa Digital Games Market Forecast: Breakup by Country (USD Billion), 2024-2032
20.    Global Digital Games Market Structure

Key Questions Answered in the Report

The market attained a value of approximately USD 214.95 billion in 2023.

The market is projected to grow at a CAGR of 9% between 2024 and 2032. 

The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach 466.10 billion by 2032.

The major drivers of the market include rising disposable incomes, increasing population, rising demand from the developing regions, and the growing number of online gamers.

The key market trends include the proliferation of smartphones and tablets, availability of numerous genres of digital games, popularisation of digital games as a hobby, and increasing demand for freemium subscription games.

The major regions in the market are North America, Latin America, the Middle East and Africa, Europe, and the Asia Pacific.

The various platforms of digital games in the market are Flash, iOS, Android, and social network, among others.

The major subscription models in the market are premium, paymium, and freemium, among others.

The significant devices in the market are computers, laptop, smartphones, tablet, and console unit, among others.

The major players in the global digital games market are Behaviour Interactive Inc., Sony Corporation, GungHo Online Entertainment, Inc., Microsoft Corporation, Tencent Holdings Ltd., The Walt Disney Company, NEXON Co., Ltd, and Sega Corporation, among others.

Analyst Review

The global digital games market is being driven by the rising number of online gamers, with the online games market reaching a value of USD 214.95 billion in 2023. Aided by the growing penetration of smartphones and tablets, the online games market is expected to witness a healthy growth in the forecast period of 2024-2032, growing at a CAGR of 9% to reach USD 466.10 billion by 2032.

EMR’s meticulous research methodology delves deep into the market, covering the macro and micro aspects of the industry. By platform, the market is segmented into Flash, iOS, Android, and social network, among others. On the basis of subscription model, the industry is divided into premium, paymium, and freemium, among others. Based on device, the market is segmented into computers, laptop, smartphones, tablet, and console unit, among others. The major regional markets for digital games are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa. The key players in the above market include Behaviour Interactive Inc., Sony Corporation, GungHo Online Entertainment, Inc., Microsoft Corporation, Tencent Holdings Ltd., The Walt Disney Company, NEXON Co., Ltd, and Sega Corporation, among others.

EMR’s research methodology uses a combination of cutting-edge analytical tools and the expertise of their highly accomplished team, thus, providing their customers with market insights that are accurate, actionable, and help them remain ahead of their competition.

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