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Video Game Market in the US 2026-2030

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    Report

  • 180 Pages
  • February 2026
  • Region: United States
  • TechNavio
  • ID: 5241129
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The video game market in the US is forecasted to grow by USD 41.1 billion during 2025-2030, accelerating at a CAGR of 13.8% during the forecast period. The report on the video game market in the US provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by growing demand for immersive experiences, rising adoption of cloud gaming, expanding mobile gaming engagement.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

The video game market in the US is segmented as below:

By Platform

  • Mobile devices
  • Consoles
  • Computing devices

By Type

  • Offline
  • Online

By End-User

  • Casual gamers
  • Hardcore gamers
  • Esports enthusiasts

By Region

  • North America
  • US
This study identifies the independent game releases growing rapidly as one of the prime reasons driving the video game market in the US growth during the next few years. Also, subscription gaming services expanding reach and rise of esports viewership across platforms will lead to sizable demand in the market.

The report on the video game market in the US covers the following areas:

  • Video game market in the US sizing
  • Video game market in the US forecast
  • Video game market in the US industry analysis
A robust vendor analysis within the report is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading video game market in the US vendors that include Apple Inc., BANDAI NAMCO Europe S.A.S, Electronic Arts Inc., Embracer Group AB, Epic Games Inc., Konami Group Corp., NEXON Co. Ltd., Nintendo Co. Ltd., Roblox Corp., Sega Corp., Sony Interactive Entertainment, Square Enix Limited, Take Two Interactive Software, Ubisoft Entertainment SA, Xbox Game Studios. Also, the video game market in the US analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary
1.1 Market overview
  • Executive Summary - Chart on Market Overview
  • Executive Summary - Data Table on Market Overview
  • Executive Summary - Chart on Country Market Characteristics
  • Executive Summary - Chart on Market Segmentation by Platform
  • Executive Summary - Chart on Market Segmentation by Type
  • Executive Summary - Chart on Market Segmentation by End-user
  • Executive Summary - Chart on Company Market Positioning
2 Market Analysis
2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
2.2 Criticality of inputs and Factors of differentiation
  • Overview on criticality of inputs and factors of differentiation
2.3 Factors of disruption
  • Overview on factors of disruption
2.4 Impact of drivers and challenges
  • Impact of drivers and challenges in 2025 and 2030
3 Market Landscape
3.1 Market ecosystem
  • Chart on Parent Market
  • Data Table on - Parent Market
3.2 Market characteristics
  • Chart on Market characteristics analysis
3.3 Value chain analysis
  • Chart on Value chain analysis
4 Market Sizing
4.1 Market definition
  • Data Table on Offerings of companies included in the market definition
4.2 Market segment analysis
  • Market segments
4.3 Market size 2025
4.4 Market outlook: Forecast for 2025-2030
  • Chart on US - Market size and forecast 2025-2030 ($ billion)
  • Data Table on US - Market size and forecast 2025-2030 ($ billion)
  • Chart on US: Year-over-year growth 2025-2030 (%)
  • Data Table on US: Year-over-year growth 2025-2030 (%)
5 Historic Market Size
5.1 Video Game Market in US 2020 - 2024
  • Historic Market Size - Data Table on Video Game Market in US 2020 - 2024 ($ billion)
5.2 Platform segment analysis 2020 - 2024
  • Historic Market Size - Platform Segment 2020 - 2024 ($ billion)
5.3 Type segment analysis 2020 - 2024
  • Historic Market Size - Type Segment 2020 - 2024 ($ billion)
5.4 End-user segment analysis 2020 - 2024
  • Historic Market Size - End-user Segment 2020 - 2024 ($ billion)
6 Qualitative Analysis
6.1 AI Impact on Video Game Market in US
7 Five Forces Analysis
7.1 Five forces summary
  • Five forces analysis - Comparison between 2025 and 2030
7.2 Bargaining power of buyers
  • Bargaining power of buyers - Impact of key factors 2025 and 2030
7.3 Bargaining power of suppliers
  • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
7.4 Threat of new entrants
  • Threat of new entrants - Impact of key factors in 2025 and 2030
7.5 Threat of substitutes
  • Threat of substitutes - Impact of key factors in 2025 and 2030
7.6 Threat of rivalry
  • Threat of rivalry - Impact of key factors in 2025 and 2030
7.7 Market condition
  • Chart on Market condition - Five forces 2025 and 2030
8 Market Segmentation by Platform
8.1 Market segments
  • Chart on Platform - Market share 2025-2030 (%)
  • Data Table on Platform - Market share 2025-2030 (%)
8.2 Comparison by Platform
  • Chart on Comparison by Platform
  • Data Table on Comparison by Platform
8.3 Mobile devices - Market size and forecast 2025-2030
  • Chart on Mobile devices - Market size and forecast 2025-2030 ($ billion)
  • Data Table on Mobile devices - Market size and forecast 2025-2030 ($ billion)
  • Chart on Mobile devices - Year-over-year growth 2025-2030 (%)
  • Data Table on Mobile devices - Year-over-year growth 2025-2030 (%)
8.4 Consoles - Market size and forecast 2025-2030
  • Chart on Consoles - Market size and forecast 2025-2030 ($ billion)
  • Data Table on Consoles - Market size and forecast 2025-2030 ($ billion)
  • Chart on Consoles - Year-over-year growth 2025-2030 (%)
  • Data Table on Consoles - Year-over-year growth 2025-2030 (%)
8.5 Computing devices - Market size and forecast 2025-2030
  • Chart on Computing devices - Market size and forecast 2025-2030 ($ billion)
  • Data Table on Computing devices - Market size and forecast 2025-2030 ($ billion)
  • Chart on Computing devices - Year-over-year growth 2025-2030 (%)
  • Data Table on Computing devices - Year-over-year growth 2025-2030 (%)
8.6 Market opportunity by Platform
  • Market opportunity by Platform ($ billion)
  • Data Table on Market opportunity by Platform ($ billion)
9 Market Segmentation by Type
9.1 Market segments
  • Chart on Type - Market share 2025-2030 (%)
  • Data Table on Type - Market share 2025-2030 (%)
9.2 Comparison by Type
  • Chart on Comparison by Type
  • Data Table on Comparison by Type
9.3 Offline - Market size and forecast 2025-2030
  • Chart on Offline - Market size and forecast 2025-2030 ($ billion)
  • Data Table on Offline - Market size and forecast 2025-2030 ($ billion)
  • Chart on Offline - Year-over-year growth 2025-2030 (%)
  • Data Table on Offline - Year-over-year growth 2025-2030 (%)
9.4 Online - Market size and forecast 2025-2030
  • Chart on Online - Market size and forecast 2025-2030 ($ billion)
  • Data Table on Online - Market size and forecast 2025-2030 ($ billion)
  • Chart on Online - Year-over-year growth 2025-2030 (%)
  • Data Table on Online - Year-over-year growth 2025-2030 (%)
9.5 Market opportunity by Type
  • Market opportunity by Type ($ billion)
  • Data Table on Market opportunity by Type ($ billion)
10 Market Segmentation by End-user
10.1 Market segments
  • Chart on End-user - Market share 2025-2030 (%)
  • Data Table on End-user - Market share 2025-2030 (%)
10.2 Comparison by End-user
  • Chart on Comparison by End-user
  • Data Table on Comparison by End-user
10.3 Casual gamers - Market size and forecast 2025-2030
  • Chart on Casual gamers - Market size and forecast 2025-2030 ($ billion)
  • Data Table on Casual gamers - Market size and forecast 2025-2030 ($ billion)
  • Chart on Casual gamers - Year-over-year growth 2025-2030 (%)
  • Data Table on Casual gamers - Year-over-year growth 2025-2030 (%)
10.4 Hardcore gamers - Market size and forecast 2025-2030
  • Chart on Hardcore gamers - Market size and forecast 2025-2030 ($ billion)
  • Data Table on Hardcore gamers - Market size and forecast 2025-2030 ($ billion)
  • Chart on Hardcore gamers - Year-over-year growth 2025-2030 (%)
  • Data Table on Hardcore gamers - Year-over-year growth 2025-2030 (%)
10.5 Esports enthusiasts - Market size and forecast 2025-2030
  • Chart on Esports enthusiasts - Market size and forecast 2025-2030 ($ billion)
  • Data Table on Esports enthusiasts - Market size and forecast 2025-2030 ($ billion)
  • Chart on Esports enthusiasts - Year-over-year growth 2025-2030 (%)
  • Data Table on Esports enthusiasts - Year-over-year growth 2025-2030 (%)
10.6 Market opportunity by End-user
  • Market opportunity by End-user ($ billion)
  • Data Table on Market opportunity by End-user ($ billion)
11 Customer Landscape
11.1 Customer landscape overview
  • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
12 Drivers, Challenges, and Opportunity
12.1 Market drivers
  • Growing demand for immersive experiences
  • Rising adoption of cloud gaming
  • Expanding mobile gaming engagement
12.2 Market challenges
  • Content saturation reducing player engagement
  • Platform fragmentation complicating game distribution
  • Increasing regulatory scrutiny on monetization
12.3 Impact of drivers and challenges
  • Impact of drivers and challenges in 2025 and 2030
12.4 Market opportunities
  • Independent game releases growing rapidly
  • Subscription gaming services expanding reach
  • Rise of Esports viewership across platforms
13 Competitive Landscape
13.1 Overview
13.2 Competitive Landscape
  • Overview on criticality of inputs and factors of differentiation
13.3 Landscape disruption
  • Overview on factors of disruption
13.4 Industry risks
  • Impact of key risks on business
14 Competitive Analysis
14.1 Companies profiled
  • Companies covered
14.2 Company ranking index
  • Company ranking index
14.3 Market positioning of companies
  • Matrix on companies position and classification
14.4 Apple Inc.
  • Apple Inc. - Overview
  • Apple Inc. - Business segments
  • Apple Inc. - Key news
  • Apple Inc. - Key offerings
  • Apple Inc. - Segment focus
  • SWOT
14.5 BANDAI NAMCO Europe S.A.S
  • BANDAI NAMCO Europe S.A.S - Overview
  • BANDAI NAMCO Europe S.A.S - Product / Service
  • BANDAI NAMCO Europe S.A.S - Key offerings
  • SWOT
14.6 Electronic Arts Inc.
  • Electronic Arts Inc. - Overview
  • Electronic Arts Inc. - Product / Service
  • Electronic Arts Inc. - Key offerings
  • SWOT
14.7 Embracer Group AB
  • Embracer Group AB - Overview
  • Embracer Group AB - Business segments
  • Embracer Group AB - Key offerings
  • Embracer Group AB - Segment focus
  • SWOT
14.8 Epic Games Inc.
  • Epic Games Inc. - Overview
  • Epic Games Inc. - Product / Service
  • Epic Games Inc. - Key offerings
  • SWOT
14.9 Konami Group Corp.
  • Konami Group Corp. - Overview
  • Konami Group Corp. - Business segments
  • Konami Group Corp. - Key offerings
  • Konami Group Corp. - Segment focus
  • SWOT
14.10 NEXON Co. Ltd.
  • NEXON Co. Ltd. - Overview
  • NEXON Co. Ltd. - Business segments
  • NEXON Co. Ltd. - Key offerings
  • NEXON Co. Ltd. - Segment focus
  • SWOT
14.11 Nintendo Co. Ltd.
  • Nintendo Co. Ltd. - Overview
  • Nintendo Co. Ltd. - Product / Service
  • Nintendo Co. Ltd. - Key offerings
  • SWOT
14.12 Roblox Corp.
  • Roblox Corp. - Overview
  • Roblox Corp. - Product / Service
  • Roblox Corp. - Key offerings
  • SWOT
14.13 Sega Corp.
  • Sega Corp. - Overview
  • Sega Corp. - Product / Service
  • Sega Corp. - Key offerings
  • SWOT
14.14 Sony Interactive Entertainment
  • Sony Interactive Entertainment - Overview
  • Sony Interactive Entertainment - Product / Service
  • Sony Interactive Entertainment - Key offerings
  • SWOT
14.15 Square Enix Limited
  • Square Enix Limited - Overview
  • Square Enix Limited - Product / Service
  • Square Enix Limited - Key offerings
  • SWOT
14.16 Take Two Interactive Software
  • Take Two Interactive Software - Overview
  • Take Two Interactive Software - Product / Service
  • Take Two Interactive Software - Key offerings
  • SWOT
14.17 Ubisoft Entertainment SA
  • Ubisoft Entertainment SA - Overview
  • Ubisoft Entertainment SA - Business segments
  • Ubisoft Entertainment SA - Key news
  • Ubisoft Entertainment SA - Key offerings
  • Ubisoft Entertainment SA - Segment focus
  • SWOT
14.18 Xbox Game Studios
  • Xbox Game Studios - Overview
  • Xbox Game Studios - Product / Service
  • Xbox Game Studios - Key offerings
  • SWOT
15 Appendix
15.1 Scope of the report
  • Market definition
  • Objectives
  • Notes and caveats
15.2 Inclusions and exclusions checklist
  • Inclusions checklist
  • Exclusions checklist
15.3 Currency conversion rates for US$
  • Currency conversion rates for US$
15.4 Research methodology
  • Research methodology
15.5 Data procurement
  • Information sources
15.6 Data validation
  • Data validation
15.7 Validation techniques employed for market sizing
  • Validation techniques employed for market sizing
15.8 Data synthesis
  • Data synthesis
15.9 360 degree market analysis
  • 360 degree market analysis
15.10 List of abbreviations
  • List of abbreviations
List of Exhibits
Exhibit 1: Executive Summary - Chart on Market Overview
Exhibit 2: Executive Summary - Data Table on Market Overview
Exhibit 3: Executive Summary - Chart on Country Market Characteristics
Exhibit 4: Executive Summary - Chart on Market Segmentation by Platform
Exhibit 5: Executive Summary - Chart on Market Segmentation by Type
Exhibit 6: Executive Summary - Chart on Market Segmentation by End-user
Exhibit 7: Executive Summary - Chart on Company Market Positioning
Exhibit 8: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Exhibit 9: Overview on criticality of inputs and factors of differentiation
Exhibit 10: Overview on factors of disruption
Exhibit 11: Impact of drivers and challenges in 2025 and 2030
Exhibit 12: Chart on Parent Market
Exhibit 13: Data Table on - Parent Market
Exhibit 14: Chart on Market characteristics analysis
Exhibit 15: Chart on Value chain analysis
Exhibit 16: Data Table on Offerings of companies included in the market definition
Exhibit 17: Market segments
Exhibit 18: Chart on US - Market size and forecast 2025-2030 ($ billion)
Exhibit 19: Data Table on US - Market size and forecast 2025-2030 ($ billion)
Exhibit 20: Chart on US: Year-over-year growth 2025-2030 (%)
Exhibit 21: Data Table on US: Year-over-year growth 2025-2030 (%)
Exhibit 22: Historic Market Size - Data Table on Video Game Market in US 2020 - 2024 ($ billion)
Exhibit 23: Historic Market Size - Platform Segment 2020 - 2024 ($ billion)
Exhibit 24: Historic Market Size - Type Segment 2020 - 2024 ($ billion)
Exhibit 25: Historic Market Size - End-user Segment 2020 - 2024 ($ billion)
Exhibit 26: Five forces analysis - Comparison between 2025 and 2030
Exhibit 27: Bargaining power of buyers - Impact of key factors 2025 and 2030
Exhibit 28: Bargaining power of suppliers - Impact of key factors in 2025 and 2030
Exhibit 29: Threat of new entrants - Impact of key factors in 2025 and 2030
Exhibit 30: Threat of substitutes - Impact of key factors in 2025 and 2030
Exhibit 31: Threat of rivalry - Impact of key factors in 2025 and 2030
Exhibit 32: Chart on Market condition - Five forces 2025 and 2030
Exhibit 33: Chart on Platform - Market share 2025-2030 (%)
Exhibit 34: Data Table on Platform - Market share 2025-2030 (%)
Exhibit 35: Chart on Comparison by Platform
Exhibit 36: Data Table on Comparison by Platform
Exhibit 37: Chart on Mobile devices - Market size and forecast 2025-2030 ($ billion)
Exhibit 38: Data Table on Mobile devices - Market size and forecast 2025-2030 ($ billion)
Exhibit 39: Chart on Mobile devices - Year-over-year growth 2025-2030 (%)
Exhibit 40: Data Table on Mobile devices - Year-over-year growth 2025-2030 (%)
Exhibit 41: Chart on Consoles - Market size and forecast 2025-2030 ($ billion)
Exhibit 42: Data Table on Consoles - Market size and forecast 2025-2030 ($ billion)
Exhibit 43: Chart on Consoles - Year-over-year growth 2025-2030 (%)
Exhibit 44: Data Table on Consoles - Year-over-year growth 2025-2030 (%)
Exhibit 45: Chart on Computing devices - Market size and forecast 2025-2030 ($ billion)
Exhibit 46: Data Table on Computing devices - Market size and forecast 2025-2030 ($ billion)
Exhibit 47: Chart on Computing devices - Year-over-year growth 2025-2030 (%)
Exhibit 48: Data Table on Computing devices - Year-over-year growth 2025-2030 (%)
Exhibit 49: Market opportunity by Platform ($ billion)
Exhibit 50: Data Table on Market opportunity by Platform ($ billion)
Exhibit 51: Chart on Type - Market share 2025-2030 (%)
Exhibit 52: Data Table on Type - Market share 2025-2030 (%)
Exhibit 53: Chart on Comparison by Type
Exhibit 54: Data Table on Comparison by Type
Exhibit 55: Chart on Offline - Market size and forecast 2025-2030 ($ billion)
Exhibit 56: Data Table on Offline - Market size and forecast 2025-2030 ($ billion)
Exhibit 57: Chart on Offline - Year-over-year growth 2025-2030 (%)
Exhibit 58: Data Table on Offline - Year-over-year growth 2025-2030 (%)
Exhibit 59: Chart on Online - Market size and forecast 2025-2030 ($ billion)
Exhibit 60: Data Table on Online - Market size and forecast 2025-2030 ($ billion)
Exhibit 61: Chart on Online - Year-over-year growth 2025-2030 (%)
Exhibit 62: Data Table on Online - Year-over-year growth 2025-2030 (%)
Exhibit 63: Market opportunity by Type ($ billion)
Exhibit 64: Data Table on Market opportunity by Type ($ billion)
Exhibit 65: Chart on End-user - Market share 2025-2030 (%)
Exhibit 66: Data Table on End-user - Market share 2025-2030 (%)
Exhibit 67: Chart on Comparison by End-user
Exhibit 68: Data Table on Comparison by End-user
Exhibit 69: Chart on Casual gamers - Market size and forecast 2025-2030 ($ billion)
Exhibit 70: Data Table on Casual gamers - Market size and forecast 2025-2030 ($ billion)
Exhibit 71: Chart on Casual gamers - Year-over-year growth 2025-2030 (%)
Exhibit 72: Data Table on Casual gamers - Year-over-year growth 2025-2030 (%)
Exhibit 73: Chart on Hardcore gamers - Market size and forecast 2025-2030 ($ billion)
Exhibit 74: Data Table on Hardcore gamers - Market size and forecast 2025-2030 ($ billion)
Exhibit 75: Chart on Hardcore gamers - Year-over-year growth 2025-2030 (%)
Exhibit 76: Data Table on Hardcore gamers - Year-over-year growth 2025-2030 (%)
Exhibit 77: Chart on Esports enthusiasts - Market size and forecast 2025-2030 ($ billion)
Exhibit 78: Data Table on Esports enthusiasts - Market size and forecast 2025-2030 ($ billion)
Exhibit 79: Chart on Esports enthusiasts - Year-over-year growth 2025-2030 (%)
Exhibit 80: Data Table on Esports enthusiasts - Year-over-year growth 2025-2030 (%)
Exhibit 81: Market opportunity by End-user ($ billion)
Exhibit 82: Data Table on Market opportunity by End-user ($ billion)
Exhibit 83: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Exhibit 84: Impact of drivers and challenges in 2025 and 2030
Exhibit 85: Overview on criticality of inputs and factors of differentiation
Exhibit 86: Overview on factors of disruption
Exhibit 87: Impact of key risks on business
Exhibit 88: Companies covered
Exhibit 89: Company ranking index
Exhibit 90: Matrix on companies position and classification
Exhibit 91: Apple Inc. - Overview
Exhibit 92: Apple Inc. - Business segments
Exhibit 93: Apple Inc. - Key news
Exhibit 94: Apple Inc. - Key offerings
Exhibit 95: Apple Inc. - Segment focus
Exhibit 96: SWOT
Exhibit 97: BANDAI NAMCO Europe S.A.S - Overview
Exhibit 98: BANDAI NAMCO Europe S.A.S - Product / Service
Exhibit 99: BANDAI NAMCO Europe S.A.S - Key offerings
Exhibit 100: SWOT
Exhibit 101: Electronic Arts Inc. - Overview
Exhibit 102: Electronic Arts Inc. - Product / Service
Exhibit 103: Electronic Arts Inc. - Key offerings
Exhibit 104: SWOT
Exhibit 105: Embracer Group AB - Overview
Exhibit 106: Embracer Group AB - Business segments
Exhibit 107: Embracer Group AB - Key offerings
Exhibit 108: Embracer Group AB - Segment focus
Exhibit 109: SWOT
Exhibit 110: Epic Games Inc. - Overview
Exhibit 111: Epic Games Inc. - Product / Service
Exhibit 112: Epic Games Inc. - Key offerings
Exhibit 113: SWOT
Exhibit 114: Konami Group Corp. - Overview
Exhibit 115: Konami Group Corp. - Business segments
Exhibit 116: Konami Group Corp. - Key offerings
Exhibit 117: Konami Group Corp. - Segment focus
Exhibit 118: SWOT
Exhibit 119: NEXON Co. Ltd. - Overview
Exhibit 120: NEXON Co. Ltd. - Business segments
Exhibit 121: NEXON Co. Ltd. - Key offerings
Exhibit 122: NEXON Co. Ltd. - Segment focus
Exhibit 123: SWOT
Exhibit 124: Nintendo Co. Ltd. - Overview
Exhibit 125: Nintendo Co. Ltd. - Product / Service
Exhibit 126: Nintendo Co. Ltd. - Key offerings
Exhibit 127: SWOT
Exhibit 128: Roblox Corp. - Overview
Exhibit 129: Roblox Corp. - Product / Service
Exhibit 130: Roblox Corp. - Key offerings
Exhibit 131: SWOT
Exhibit 132: Sega Corp. - Overview
Exhibit 133: Sega Corp. - Product / Service
Exhibit 134: Sega Corp. - Key offerings
Exhibit 135: SWOT
Exhibit 136: Sony Interactive Entertainment - Overview
Exhibit 137: Sony Interactive Entertainment - Product / Service
Exhibit 138: Sony Interactive Entertainment - Key offerings
Exhibit 139: SWOT
Exhibit 140: Square Enix Limited - Overview
Exhibit 141: Square Enix Limited - Product / Service
Exhibit 142: Square Enix Limited - Key offerings
Exhibit 143: SWOT
Exhibit 144: Take Two Interactive Software - Overview
Exhibit 145: Take Two Interactive Software - Product / Service
Exhibit 146: Take Two Interactive Software - Key offerings
Exhibit 147: SWOT
Exhibit 148: Ubisoft Entertainment SA - Overview
Exhibit 149: Ubisoft Entertainment SA - Business segments
Exhibit 150: Ubisoft Entertainment SA - Key news
Exhibit 151: Ubisoft Entertainment SA - Key offerings
Exhibit 152: Ubisoft Entertainment SA - Segment focus
Exhibit 153: SWOT
Exhibit 154: Xbox Game Studios - Overview
Exhibit 155: Xbox Game Studios - Product / Service
Exhibit 156: Xbox Game Studios - Key offerings
Exhibit 157: SWOT
Exhibit 158: Inclusions checklist
Exhibit 159: Exclusions checklist
Exhibit 160: Currency conversion rates for US$
Exhibit 161: Research methodology
Exhibit 162: Information sources
Exhibit 163: Data validation
Exhibit 164: Validation techniques employed for market sizing
Exhibit 165: Data synthesis
Exhibit 166: 360 degree market analysis
Exhibit 167: List of abbreviations

Executive Summary

The following companies are recognized as the key players in the global video game market in us: Apple Inc., BANDAI NAMCO Europe S.A.S, Electronic Arts Inc., Embracer Group AB, Epic Games Inc., Konami Group Corp., NEXON Co. Ltd., Nintendo Co. Ltd., Roblox Corp., Sega Corp., Sony Interactive Entertainment, Square Enix Limited, Take Two Interactive Software, Ubisoft Entertainment SA, Xbox Game Studios.

Commenting on the report, an analyst from the research team said: "The latest trend gaining momentum in the market is independent game releases growing rapidly."

According to the report, one of the major drivers for this market is the growing demand for immersive experiences.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Apple Inc.
  • BANDAI NAMCO Europe S.A.S
  • Electronic Arts Inc.
  • Embracer Group AB
  • Epic Games Inc.
  • Konami Group Corp.
  • NEXON Co. Ltd.
  • Nintendo Co. Ltd.
  • Roblox Corp.
  • Sega Corp.
  • Sony Interactive Entertainment
  • Square Enix Limited
  • Take Two Interactive Software
  • Ubisoft Entertainment SA
  • Xbox Game Studios