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The global video games market size attained a value of USD 221.71 billion in 2023. The market is further expected to grow at a CAGR of 12.7% between 2024 and 2032, to reach a value of USD 651.54 billion by 2032.
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Video games refer to games that are played in a virtual interactive format, either online or offline. Typically, video games are played on an electronic device with a television or high-end display screen, which are connected to a graphic image controlling remote. A video game utilises audio/visual apparatus, is based on a set of rules and objectives, and can support single or multiple players.
Based on device, the market is segmented into consoles, mobile, and PC/laptop. On the basis of age group, the market is classified into Generation X, Generation Y, and Generation Z. By platform type, the video games market segmentation is online and offline. The regional markets for video games are divided into North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
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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. The report gives a detailed analysis of the key players in the global video games market, covering their competitive landscape and latest developments like mergers, acquisitions, investments and expansion plans.
The online segment, based on platform type, accounts for a healthy portion of the market for video games, supported by the convenience and flexibility offered by online video game platforms. With a greater number of gamers globally, growing accessibility of internet services, and increasing gaming innovations to develop immersive and realistic online gaming experiences, online gaming is moving from a niche hobby to a mainstream activity. The growing number of video game live streamers and gaming content creators are attracting online gamers with entertaining commentary and impressive gaming skills which are building online gaming communities. Moreover, esports tournaments and competitive online gaming platforms are offering further opportunities for professional video gamers.
The Asia Pacific region holds a sizable share of the video games global market, supported by a young demographic, growing popularity of video games, increasing accessibility of video games, and rising disposable incomes. An increasing number of mobile online gamers in countries in the region such as China, South Korea, and India, are further supporting the market. Strong foothold of international game developers and resellers, such as Sony and Nintendo, across strong economies such as China, South Korea, and Japan, is further enhancing innovations and adding revenue in the market. Favourable demographics and expansion of the digital gaming sector across emerging economies are the major market drivers in the region.
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Sony Group Corporation is a leading multinational conglomerate corporation which has a vast product portfolio including cameras, televisions, headphones, car audios, cloud services, media, storage, and cables, among others. The company is a dedicated innovator which has developed products such as televisions with cognitive intelligence, camera with image intelligences, and high-end gaming consoles. It was founded in 1946 and is headquartered in Tokyo, Japan.
Microsoft Corporation is a prominent technology corporation best known for offering operating systems, web browsers, smart devices, and software solutions. The company innovates in the field of artificial intelligence and app development, catering to the demands of various end use sectors. Microsoft was established in 1975 and is based out of Washington in the United States.
Nintendo Co., Ltd. is a renowned developer, manufacturer, and seller of electronic products designed for home entertainment. This video game company also develops hardware and software products, gaming consoles, and handheld smart electronic devices. Founded in 1889 and headquartered in Kyoto, Japan, Nintendo is dedicated towards developing computer-enhanced video-gaming platforms.
Other market players include Activision Blizzard, Inc., Electronic Arts Inc., Epic Games, Inc., Take-Two Interactive Software, Inc, Rovio Entertainment Oyj, Lucid Games Limited, Tencent Holdings Ltd., and Bandai Namco Holdings Inc., among others.
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:
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Breakup by Device |
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Breakup by Age Group |
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Breakup by Platform Type |
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Breakup by Region |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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*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 Market Snapshot
6.1 Global
6.2 Regional
7 Opportunities and Challenges in the Market
8 Global Video Games Market Analysis
8.1 Key Industry Highlights
8.2 Global Video Games Historical Market (2018-2023)
8.3 Global Video Games Market Forecast (2024-2032)
8.4 Global Video Games Market by Device
8.4.1 Consoles
8.4.1.1 Historical Trend (2018-2023)
8.4.1.2 Forecast Trend (2024-2032)
8.4.2 Mobile
8.4.2.1 Historical Trend (2018-2023)
8.4.2.2 Forecast Trend (2024-2032)
8.4.3 PC/Laptop
8.4.3.1 Historical Trend (2018-2023)
8.4.3.2 Forecast Trend (2024-2032)
8.5 Global Video Games Market by Age Group
8.5.1 Generation X
8.5.1.1 Historical Trend (2018-2023)
8.5.1.2 Forecast Trend (2024-2032)
8.5.2 Generation Y
8.5.2.1 Historical Trend (2018-2023)
8.5.2.2 Forecast Trend (2024-2032)
8.5.3 Generation Z
8.5.3.1 Historical Trend (2018-2023)
8.5.3.2 Forecast Trend (2024-2032)
8.6 Global Video Games Market by Platform Type
8.6.1 Online
8.6.1.1 Historical Trend (2018-2023)
8.6.1.2 Forecast Trend (2024-2032)
8.6.2 Offline
8.6.2.1 Historical Trend (2018-2023)
8.6.2.2 Forecast Trend (2024-2032)
8.7 Global Video 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 Video 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 Video 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 Video 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 Video 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 Video 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 Competitive Landscape
15.1 Market Structure
15.2 Company Profiles
15.2.1 Sony Group Corporation
15.2.1.1 Company Overview
15.2.1.2 Product Portfolio
15.2.1.3 Demographic Reach and Achievements
15.2.1.4 Certifications
15.2.2 Microsoft Corporation
15.2.2.1 Company Overview
15.2.2.2 Product Portfolio
15.2.2.3 Demographic Reach and Achievements
15.2.2.4 Certifications
15.2.3 Nintendo Co., Ltd.
15.2.3.1 Company Overview
15.2.3.2 Product Portfolio
15.2.3.3 Demographic Reach and Achievements
15.2.3.4 Certifications
15.2.4 Activision Blizzard, Inc.
15.2.4.1 Company Overview
15.2.4.2 Product Portfolio
15.2.4.3 Demographic Reach and Achievements
15.2.4.4 Certifications
15.2.5 Electronic Arts Inc.
15.2.5.1 Company Overview
15.2.5.2 Product Portfolio
15.2.5.3 Demographic Reach and Achievements
15.2.5.4 Certifications
15.2.6 Epic Games, Inc.
15.2.6.1 Company Overview
15.2.6.2 Product Portfolio
15.2.6.3 Demographic Reach and Achievements
15.2.6.4 Certifications
15.2.7 Take-Two Interactive Software, Inc
15.2.7.1 Company Overview
15.2.7.2 Product Portfolio
15.2.7.3 Demographic Reach and Achievements
15.2.7.4 Certifications
15.2.8 Rovio Entertainment Oyj
15.2.8.1 Company Overview
15.2.8.2 Product Portfolio
15.2.8.3 Demographic Reach and Achievements
15.2.8.4 Certifications
15.2.9 Lucid Games Limited
15.2.9.1 Company Overview
15.2.9.2 Product Portfolio
15.2.9.3 Demographic Reach and Achievements
15.2.9.4 Certifications
15.2.10 Tencent Holdings Ltd.
15.2.10.1 Company Overview
15.2.10.2 Product Portfolio
15.2.10.3 Demographic Reach and Achievements
15.2.10.4 Certifications
15.2.11 Bandai Namco Holdings Inc.
15.2.11.1 Company Overview
15.2.11.2 Product Portfolio
15.2.11.3 Demographic Reach and Achievements
15.2.11.4 Certifications
15.2.12 Others
16 Key Trends and Developments in the Market
List of Key Figures and Tables
1. Global Video Games Market: Key Industry Highlights, 2018 and 2032
2. Global Video Games Historical Market: Breakup by Device (USD Million), 2018-2023
3. Global Video Games Market Forecast: Breakup by Device (USD Million), 2024-2032
4. Global Video Games Historical Market: Breakup by Age Group (USD Million), 2018-2023
5. Global Video Games Market Forecast: Breakup by Age Group (USD Million), 2024-2032
6. Global Video Games Historical Market: Breakup by Platform Type (USD Million), 2018-2023
7. Global Video Games Market Forecast: Breakup by Platform Type (USD Million), 2024-2032
8. Global Video Games Historical Market: Breakup by Region (USD Million), 2018-2023
9. Global Video Games Market Forecast: Breakup by Region (USD Million), 2024-2032
10. North America Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
11. North America Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
12. Europe Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
13. Europe Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
14. Asia Pacific Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
15. Asia Pacific Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
16. Latin America Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
17. Latin America Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
18. Middle East and Africa Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
19. Middle East and Africa Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
20. Global Video Games Market Structure
The market reached a value of USD 221.71 billion in 2023.
The market is estimated to grow at a CAGR of 12.7% between 2024 and 2032.
The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach a value of USD 651.54 billion by 2032.
The growing number of professional and casual gamers, development of immersive and realistic games, and increasing gaming console-purchasing due to rising disposable income are the major drivers of the market.
The key trends in the market include the penetration of modern technologies such as augmented and virtual reality, emerging online-gaming platforms, and growing number of live streamers.
Consoles, mobile, and PC/laptop are the different devices of video games in the market.
Generation X, Generation Y, and Generation Z are the different age groups of video games in the market.
Video games can improve cognitive development, stimulate brain cells, and helps improve the health of neural circuits.
Technologies such as augmented and virtual reality and cloud gaming helps video games by boosting graphics quality and enabling metaverse gaming.
Sony Group Corporation, Microsoft Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Electronic Arts Inc., Epic Games, Inc., Take-Two Interactive Software, Inc, Rovio Entertainment Oyj, Lucid Games Limited, Tencent Holdings Ltd., and Bandai Namco Holdings Inc., among others, are the key players in the video games market, according to the report.
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