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Report Overview

The global video games market attained a value of USD 249.87 Billion in 2025 and is projected to expand at a CAGR of 12.70% through 2035. The market is further expected to achieve USD 825.95 Billion by 2035. Expansion of cloud gaming infrastructure is enabling instant access models, allowing publishers to test new IP faster and monetize emerging markets, that were previously constrained by device ownership.

As platform owners look to widen player access and stabilize recurring revenue, lowering entry barriers has become a central competitive strategy across the industry. In June 2022, Microsoft expanded Xbox Game Pass by integrating cloud streaming directly into smart TVs and handheld devices, removing console dependency for millions of users. This shift matters for publishers because engagement hours rise when access friction drops. Microsoft disclosed that Game Pass subscribers spend significantly more time across first-party titles than non-subscribers, reinforcing subscription-led monetization. This trend in the video games market signals how platform holders are competing on distribution reach, reshaping how studios plan launches, content cadence, and long-term revenue visibility.

Publishers are developing live service infrastructure, cross-platform engines, and proprietary analytics. Companies like Electronic Arts and Take-Two are investing in in-house tools that track player behavior in real time, guiding content drops and monetization tuning. In November 2025, Unity and Epic Games announced that they are working together to bring Unity games into Fortnite, creating more opportunity and value for players and developers.  Console makers now court PC and mobile ecosystems, while middleware providers scale cloud-based development kits, accelerating the video games market value.

2025

Base Year

2019-2025

Historical Period

2026-2035

Forecast Period

Compound Annual Growth Rate

12.7%

Value in USD Billion

2026-2035


*this image is indicative*

Global Video Games Market Report Summary Description Value
Base Year USD Billion 2025
Historical Period USD Billion 2019-2025
Forecast Period USD Billion 2026-2035
Market Size 2025 USD Billion 249.87
Market Size 2035 USD Billion 825.95
CAGR 2019-2025 Percentage XX%
CAGR 2026-2035 Percentage 12.70%
CAGR 2026-2035 - Market by Region Asia Pacific 14.6%
CAGR 2026-2035 - Market by Country India 16.8%
CAGR 2026-2035 - Market by Country China 14.0%
CAGR 2026-2035 - Market by Device Mobile 14.2%
CAGR 2026-2035 - Market by Platform Type Online 16.9%
Market Share by Country 2025 Germany 4.2%

Key Trends and Recent Developments

video games market

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Global Video Games Industry Segmentation

The EMR’s report titled “Global Video Games Market Report and Forecast 2026-2035” offers a detailed analysis of the market based on the following segments:

Market Breakup by Device

  • Consoles
  • Mobile
  • PC/Laptop

Key Insight: Mobile leads the video games industry through accessibility and data-driven monetization. Consoles are gaining popularity by evolving into service platforms. PC and laptop gaming remains relevant for competitive and creator-driven content. Platform flexibility is shaping investment decisions as each device serves a distinct role in player acquisition, engagement depth, and revenue optimization.

Market Breakup by Age Group

  • Generation X
  • Generation Y
  • Generation Z

Key Insight: Age segmentation shapes content design and monetization. Generation Y dominates the video games market revenue share through consistent spending. Generation Z drives growth through engagement volume and cultural influence. Generation X remains selective but loyal to established franchises. Publishers increasingly segment content strategies by age behavior rather than demographics alone. Understanding attention spans across these age groups has also become critical.

Market Breakup by Platform Type

  • Online
  • Offline

Key Insight: Online platforms dominate the video games market shares owing to rapid engagement and monetization. Offline platforms expand in regions where internet access, devices, or digital infrastructure remain limited. Publishers increasingly blend both of these modes to create hybrid designs and improve reach and resilience. Platform flexibility is becoming a competitive advantage, so this hybrid approach also lowers churn, supports regional scaling, and helps studios protect revenues when connectivity or platform access fluctuates unexpectedly.

Market Breakup by Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Key Insight: North America leads through platform ownership, studio capital, and strong IP control, allowing companies to set monetization norms. Asia Pacific grows at the fastest pace due to mobile-first scale, rapid innovation, and culturally adaptive content pipelines. Europe emphasizes regulation, data protection, and premium quality standards that influence design choices. The Latin America video games industry expands mainly through mobile access, affordable data plans, and social gaming formats. Middle East and Africa progress through infrastructure investment, youth demographics, and government-backed digital initiatives. Publishers increasingly tailor pricing, content cadence, and partnerships by region to manage risk and unlock engagement.

video games market by segmentation

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Global Video Games Market Share

By device, mobile gaming accounts for the largest share due to accessibility and scale

Mobile gaming dominates the global market because it removes entry barriers for both players and publishers. Studios prioritize mobile-first launches since distribution relies on app stores rather than physical logistics. Monetization models favor frequent microtransactions and live events. Publishers benefit from rapid update cycles and real-time user data. In September 2024, Media company Future launched the Mobile Gaming Show, a new broadcast event that will highlight a range of exciting upcoming mobile games. Telecom upgrades and affordable smartphones support deeper penetration across emerging markets. Developers also test new IP on mobile before expanding to console or PC, accelerating the overall video games market revenue growth.

Console gaming is gaining major momentum in the market as platform holders invest in ecosystem expansion. Sony and Microsoft focus on subscription services, cloud access, and backward compatibility to extend console lifecycles. Exclusive titles remain important, but engagement hours now drive strategy. Developers favor consoles for high production value releases and stable monetization. Cross-play capabilities are pulling mobile and PC users into console ecosystems.

By age group, generation Y dominates the market due to spending power and engagement intensity

Generation Y is the main spending group, as publishers use live services and nostalgia-based franchises to drive recurring purchases, including season passes and premium subscriptions. Gen Y players also influence younger audiences through streaming and social platforms. Studios value this age group for stable engagement and willingness to pay for content depth, sustaining the overall demand in the video games market.

Generation Z is the fastest-growing audience due to digital-native behavior and social-first gaming habits. They engage through short sessions, creator content, and community-driven platforms. Game publishers design games with shareable moments and customization features. In this category, cross-platform access matters more than graphics fidelity. In July 2025, IGN Entertainment launched Gaming Trends, a data-driven insights platform that utilises the company's vast reach to predict the future direction of gaming and entertainment. Developers integrate social tools directly into gameplay. This group influences monetization innovation and content pacing.

Online platforms secure a substantial share of the market due to connectivity and service-based monetization

Online gaming dominates the video games market as publishers shift toward connected ecosystems. Live updates, multiplayer formats, and digital distribution define modern releases. Online platforms enable real-time analytics and faster iteration. Monetization extends through subscriptions, battle passes, and in-game purchases. Publishers rely on online infrastructure to maintain engagement beyond launch. Online access also supports esports and creator economies. For studios, online platforms reduce dependency on retail channels.

Offline gaming is experiencing rapid growth in the video games market in regions with inconsistent connectivity. Publishers optimize offline modes to reach broader audiences. Single-player experiences remain relevant for premium storytelling. Governments promoting digital inclusion indirectly support offline game accessibility. Developers bundle offline features to expand market reach. Growth is driven by necessity rather than preference. Offline capability improves retention where networks are unreliable.

Global Video Games Market Regional Analysis

North America secures the leading position of the market due to publisher concentration and platform ownership

North America leads the market due to the presence of major publishers and platform owners. Companies here control distribution, engines, and monetization frameworks. Strong IP portfolios drive global revenues. Government support for digital industries strengthens gaming infrastructure in the region, while consumer spending remains high. Developers benefit from mature investment ecosystems.

The video games market expansion across Asia Pacific is driven by mobile-first adoption and government-backed digital growth. Local publishers scale rapidly across borders. Governments support gaming as a creative export. Growth is engagement-led and culturally adaptive. Rising esports investment and regional streaming platforms further amplify visibility, while localized storytelling helps global publishers resonate with diverse youth audiences.

CAGR 2026-2035 - Market by Country
India 16.8%
China 14.0%
USA 11.3%
Germany 10.5%
Italy 8.9%
Canada XX%
UK XX%
France XX%
Japan 8.7%
Australia XX%
Saudi Arabia XX%
Brazil XX%
Mexico XX%

Competitive Landscape

Competition in the market is increasingly shaped by platform ecosystems, service depth, and content ownership rather than one-time game launches. Leading video games market players are focusing on subscription models, cloud delivery, and cross-platform engagement to lock in long-term users. Opportunities can be found in live-service titles, proprietary engines, and creator-led monetization tools that extend game lifecycles.

Video game companies are also investing in first-party studios to control IP pipelines and reduce reliance on external releases. Another key focus is data-driven personalization, using player analytics to refine content pacing and monetization. As development costs rise, players that can scale distribution while managing risk gain an advantage. The competitive landscape favors firms that treat games as ongoing digital services, blending technology, content, and community control to sustain growth.

Sony Group Corporation

Established in 1946 and headquartered in Tokyo, Japan, Sony dominates through its PlayStation ecosystem and strong first-party studios. The company emphasizes premium exclusives, cinematic storytelling, and hardware-software integration. Sony also expands into PC ports and live-service experiments to extend IP reach beyond consoles.

Microsoft Corporation

Founded in 1975 and headquartered in the United States, Microsoft approaches gaming as a platform service. Xbox Game Pass, cloud gaming, and studio acquisitions define its strategy. Microsoft targets scale and accessibility, focusing on engagement hours rather than console sales alone.

Nintendo Co., Ltd.

Established in 1889 and headquartered in Kyoto, Japan, Nintendo differentiates through proprietary hardware and character-driven IP. The company prioritizes gameplay innovation and family-friendly franchises. Its closed ecosystem supports long hardware cycles and strong software attachment rates.

Activision Blizzard, Inc.

Founded in 2008 and headquartered in California, United States, Activision Blizzard specializes in live-service franchises. The company focuses on recurring monetization, esports integration, and long-running IP that generate steady engagement across platforms.

*Please note that this is only a partial list; the complete list of key players is available in the full report. Additionally, the list of key players can be customized to better suit your needs.*

Other key players in the market include 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.

Key Highlights of the Global Video Games Market Report?

  • Platform-led competition reshaping publisher and studio economics.
  • Growing influence of cloud gaming on distribution and accessibility.
  • Live-service models driving predictable long-term revenue streams.
  • First-party studio investments strengthening IP control.

Why Rely on Expert Market Research?

  • Deep domain knowledge across digital entertainment and platforms.
  • Insightful linkage between technology shifts and business outcomes.
  • Practical intelligence supporting strategic and investment decisions.
  • Independent analysis grounded in industry engagement and data rigor.

Call to Action

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Video Games Market Report Snapshots

Video Games Companies

More Insights on

Mexico Video Games Market

*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.*

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Key Questions Answered in the Report

In 2025, the market reached an approximate value of USD 249.87 Billion.

The market is projected to grow at a CAGR of 12.70% between 2026 and 2035.

The market is estimated to witness healthy growth in the forecast period of 2026-2035 to reach a value of around USD 825.95 Billion by 2035.

Stakeholders are expanding service-based platforms, acquiring scalable IP, investing in analytics, strengthening cross-platform access, and building creator-friendly ecosystems to stabilize revenues and extend player lifetime value.

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.

The key players in the market include  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.

Rising development costs, talent retention pressure, regulatory scrutiny on monetization, platform fragmentation, and player fatigue are forcing companies to balance innovation speed with sustainable production and long-term engagement strategies.

Report Summary

Explore our key highlights of the report and gain a concise overview of key findings, trends, and actionable insights that will empower your strategic decisions.

Key Highlights of the Report

Please note that the figures mentioned in the description serve as estimates and may vary from the actual figures presented in the final report.

REPORT FEATURES DETAILS
Base Year 2025
Historical Period 2019-2025
Forecast Period 2026-2035
Scope of the Report

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

  • Device
  • Age Group
  • Platform Type
  • Region
Breakup by Device
  • Consoles
  • Mobile
  • PC/Laptop
Breakup by Age Group
  • Generation X
  • Generation Y
  • Generation Z
Breakup by Platform Type
  • Online
  • Offline
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
  • Supplier Selection
  • Key Global Players
  • Key Regional Players
  • Key Player Strategies
  • Company Profiles
Companies Covered
  • 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.
  • Bandai Namco Holdings Inc.
  • Others

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