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Video Game Market By Device, By Age Group, By Platform Type: Global Opportunity Analysis and Industry Forecast, 2023-2032

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    Report

  • 250 Pages
  • June 2023
  • Region: Global
  • Allied Market Research
  • ID: 5879288
The video game market was valued at $231.4 billion in 2022 and is expected to reach $446.5 billion by 2032 registering a CAGR of 6.5%.

Video games are electronic games that involve interaction with a user interface, typically through a controller or keyboard, and are played on a variety of platforms such as consoles, computers, and mobile devices. Video games have grown to be a popular form of entertainment with a multibillion-dollar global industry. Action, adventure, role-playing, simulation, sports, and strategy games are all examples of video games. They can be played alone or in groups, locally or online. While some consider video games to be a kind of escapism or a waste of time, others consider them to be a true art form and a fantastic instrument for education and training. Video games can give gamers a sense of accomplishment, social contact, and even stress alleviation. In contrast, excessive video game use can lead to addiction, social isolation, and physical health issues. Players must practice safe gaming behaviors, and parents must monitor their children's video game use.

The gaming and esports businesses have grown enormously in the recent decade, giving a boost to numerous esports leagues across the globe. Many corporations and businesses have stepped forward to assist in the formation of teams in various esports leagues to attract people interested in electronic gaming. The rise of esports competitions has raised awareness of electronic gaming and inspired young people to pursue it as a career.

In the last five years, the gaming population has grown at a reasonable rate, with an average annual rise of 17.6 million and an annual growth rate of 5%. The rise in the gaming population has fueled the sales of gaming peripherals such as gaming keyboards and mice. Different gaming peripheral manufacturing companies are going for tie-ups with the esports leagues to promote their product and Increase awareness among consumers about the specialization and characteristics of their new gaming keyboards. The Increased growth of the esports industry has fueled the growth of the video games market.

Gaming addiction and the promotion of violence through various games have been the subject of concern for governments across the globe, resulting in Increased melancholy and aggressive behavior in youngsters. As a result, numerous countries have prohibited games that may cause participant’s emotional discomfort. Furthermore, many countries have set time limits for how much time a person can spend playing video games. For example, in August 2021, China prohibited players under the age of 18 from playing online games on holidays and limited the number of hours that may be played on weekends. This regulation restricts the growth of market participants and their user base.

Cloud gaming, also known as game streaming on demand and game streaming, is a technology that allows gamers to broadcast games over the internet without the requirement for a high-quality gaming computer or console. Cloud gaming, which allows games to be played on remote servers with real-time transmission onto the player's device, offers quick and responsive gameplay. Cloud gaming provides various advantages to players, Including Increased accessibility, convenience, performance, and cost-effectiveness. Some of the most prominent cloud gaming platforms are Google Sadia, Amazon Luna, GeForceNow, and Microsoft xCloud. These platforms provide a diverse selection of games, ranging from small titles to AAA blockbusters, and allow gamers to access them via a variety of devices. These issues are being addressed by upgrading internet infrastructure and developing streaming technology to make cloud gaming more engaging. Cloud gaming has the potential to transform the video game sector by making games more accessible, fun, and cost-effective for users.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the video game market analysis from 2022 to 2032 to identify the prevailing video game market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the video game market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report Includes the analysis of the regional as well as global video game market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments

By Platform Type

  • Offline
  • Online

By Device

  • Smartphones
  • PC
  • Consoles

By Age Group

  • Generation Z
  • Generation Y
  • Generation X

By Region

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • UK
  • Germany
  • France
  • Russia
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • South Africa
  • Saudi Arabia
  • Argentina
  • Rest of LAMEA

Key Market Players

  • Activision Blizzard, Inc.
  • Bandai Namco Entertainment America Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc
  • Lucid Games
  • Microsoft Corporation
  • Nintendo of America Inc.,
  • Sony Interactive Entertainment Inc.
  • Take-Two Interactive Software, Inc.
  • Ubisoft Entertainment.

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. High bargaining power of suppliers
3.3.2. High threat of new entrants
3.3.3. High threat of substitutes
3.3.4. Moderate intensity of rivalry
3.3.5. Moderate bargaining power of buyers
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Rise in Trend of Competitive Multiplayer Games
3.4.1.2. Technological Advancements
3.4.1.3. Growth in the Esports industry
3.4.2. Restraints
3.4.2.1. Growth in Health Concerns and Addiction-Related Issues
3.4.2.2. Privacy Concern
3.4.3. Opportunities
3.4.3.1. An increase in government initiatives boosts the gaming industry
3.4.3.2. Cloud gaming
3.5. COVID-19 Impact Analysis on the market
CHAPTER 4: VIDEO GAME MARKET, BY DEVICE
4.1. Overview
4.1.1. Market size and forecast
4.2. Smartphones
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. PC
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
4.4. Consoles
4.4.1. Key market trends, growth factors and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market share analysis by country
CHAPTER 5: VIDEO GAME MARKET, BY AGE GROUP
5.1. Overview
5.1.1. Market size and forecast
5.2. Generation Z
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Generation Y
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Generation X
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
CHAPTER 6: VIDEO GAME MARKET, BY PLATFORM TYPE
6.1. Overview
6.1.1. Market size and forecast
6.2. Offline
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Online
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
CHAPTER 7: VIDEO GAME MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key trends and opportunities
7.2.2. Market size and forecast, by Device
7.2.3. Market size and forecast, by Age Group
7.2.4. Market size and forecast, by Platform Type
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Key market trends, growth factors and opportunities
7.2.5.1.2. Market size and forecast, by Device
7.2.5.1.3. Market size and forecast, by Age Group
7.2.5.1.4. Market size and forecast, by Platform Type
7.2.5.2. Canada
7.2.5.2.1. Key market trends, growth factors and opportunities
7.2.5.2.2. Market size and forecast, by Device
7.2.5.2.3. Market size and forecast, by Age Group
7.2.5.2.4. Market size and forecast, by Platform Type
7.2.5.3. Mexico
7.2.5.3.1. Key market trends, growth factors and opportunities
7.2.5.3.2. Market size and forecast, by Device
7.2.5.3.3. Market size and forecast, by Age Group
7.2.5.3.4. Market size and forecast, by Platform Type
7.3. Europe
7.3.1. Key trends and opportunities
7.3.2. Market size and forecast, by Device
7.3.3. Market size and forecast, by Age Group
7.3.4. Market size and forecast, by Platform Type
7.3.5. Market size and forecast, by country
7.3.5.1. UK
7.3.5.1.1. Key market trends, growth factors and opportunities
7.3.5.1.2. Market size and forecast, by Device
7.3.5.1.3. Market size and forecast, by Age Group
7.3.5.1.4. Market size and forecast, by Platform Type
7.3.5.2. Germany
7.3.5.2.1. Key market trends, growth factors and opportunities
7.3.5.2.2. Market size and forecast, by Device
7.3.5.2.3. Market size and forecast, by Age Group
7.3.5.2.4. Market size and forecast, by Platform Type
7.3.5.3. France
7.3.5.3.1. Key market trends, growth factors and opportunities
7.3.5.3.2. Market size and forecast, by Device
7.3.5.3.3. Market size and forecast, by Age Group
7.3.5.3.4. Market size and forecast, by Platform Type
7.3.5.4. Russia
7.3.5.4.1. Key market trends, growth factors and opportunities
7.3.5.4.2. Market size and forecast, by Device
7.3.5.4.3. Market size and forecast, by Age Group
7.3.5.4.4. Market size and forecast, by Platform Type
7.3.5.5. Italy
7.3.5.5.1. Key market trends, growth factors and opportunities
7.3.5.5.2. Market size and forecast, by Device
7.3.5.5.3. Market size and forecast, by Age Group
7.3.5.5.4. Market size and forecast, by Platform Type
7.3.5.6. Spain
7.3.5.6.1. Key market trends, growth factors and opportunities
7.3.5.6.2. Market size and forecast, by Device
7.3.5.6.3. Market size and forecast, by Age Group
7.3.5.6.4. Market size and forecast, by Platform Type
7.3.5.7. Rest of Europe
7.3.5.7.1. Key market trends, growth factors and opportunities
7.3.5.7.2. Market size and forecast, by Device
7.3.5.7.3. Market size and forecast, by Age Group
7.3.5.7.4. Market size and forecast, by Platform Type
7.4. Asia-Pacific
7.4.1. Key trends and opportunities
7.4.2. Market size and forecast, by Device
7.4.3. Market size and forecast, by Age Group
7.4.4. Market size and forecast, by Platform Type
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Key market trends, growth factors and opportunities
7.4.5.1.2. Market size and forecast, by Device
7.4.5.1.3. Market size and forecast, by Age Group
7.4.5.1.4. Market size and forecast, by Platform Type
7.4.5.2. Japan
7.4.5.2.1. Key market trends, growth factors and opportunities
7.4.5.2.2. Market size and forecast, by Device
7.4.5.2.3. Market size and forecast, by Age Group
7.4.5.2.4. Market size and forecast, by Platform Type
7.4.5.3. India
7.4.5.3.1. Key market trends, growth factors and opportunities
7.4.5.3.2. Market size and forecast, by Device
7.4.5.3.3. Market size and forecast, by Age Group
7.4.5.3.4. Market size and forecast, by Platform Type
7.4.5.4. South Korea
7.4.5.4.1. Key market trends, growth factors and opportunities
7.4.5.4.2. Market size and forecast, by Device
7.4.5.4.3. Market size and forecast, by Age Group
7.4.5.4.4. Market size and forecast, by Platform Type
7.4.5.5. Australia
7.4.5.5.1. Key market trends, growth factors and opportunities
7.4.5.5.2. Market size and forecast, by Device
7.4.5.5.3. Market size and forecast, by Age Group
7.4.5.5.4. Market size and forecast, by Platform Type
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Key market trends, growth factors and opportunities
7.4.5.6.2. Market size and forecast, by Device
7.4.5.6.3. Market size and forecast, by Age Group
7.4.5.6.4. Market size and forecast, by Platform Type
7.5. LAMEA
7.5.1. Key trends and opportunities
7.5.2. Market size and forecast, by Device
7.5.3. Market size and forecast, by Age Group
7.5.4. Market size and forecast, by Platform Type
7.5.5. Market size and forecast, by country
7.5.5.1. Brazil
7.5.5.1.1. Key market trends, growth factors and opportunities
7.5.5.1.2. Market size and forecast, by Device
7.5.5.1.3. Market size and forecast, by Age Group
7.5.5.1.4. Market size and forecast, by Platform Type
7.5.5.2. South Africa
7.5.5.2.1. Key market trends, growth factors and opportunities
7.5.5.2.2. Market size and forecast, by Device
7.5.5.2.3. Market size and forecast, by Age Group
7.5.5.2.4. Market size and forecast, by Platform Type
7.5.5.3. Saudi Arabia
7.5.5.3.1. Key market trends, growth factors and opportunities
7.5.5.3.2. Market size and forecast, by Device
7.5.5.3.3. Market size and forecast, by Age Group
7.5.5.3.4. Market size and forecast, by Platform Type
7.5.5.4. Argentina
7.5.5.4.1. Key market trends, growth factors and opportunities
7.5.5.4.2. Market size and forecast, by Device
7.5.5.4.3. Market size and forecast, by Age Group
7.5.5.4.4. Market size and forecast, by Platform Type
7.5.5.5. Rest of LAMEA
7.5.5.5.1. Key market trends, growth factors and opportunities
7.5.5.5.2. Market size and forecast, by Device
7.5.5.5.3. Market size and forecast, by Age Group
7.5.5.5.4. Market size and forecast, by Platform Type
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product Mapping of Top 10 Player
8.4. Competitive Dashboard
8.5. Competitive Heatmap
8.6. Top player positioning, 2022
CHAPTER 9: COMPANY PROFILES
9.1. Sony Interactive Entertainment Inc.
9.1.1. Company overview
9.1.2. Key Executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.2. Microsoft Corporation
9.2.1. Company overview
9.2.2. Key Executives
9.2.3. Company snapshot
9.2.4. Operating business segments
9.2.5. Product portfolio
9.2.6. Business performance
9.3. Nintendo of America Inc.,
9.3.1. Company overview
9.3.2. Key Executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.3.6. Key strategic moves and developments
9.4. Activision Blizzard, Inc.
9.4.1. Company overview
9.4.2. Key Executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. Business performance
9.4.7. Key strategic moves and developments
9.5. Electronic Arts Inc.
9.5.1. Company overview
9.5.2. Key Executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.5.6. Business performance
9.5.7. Key strategic moves and developments
9.6. Epic Games, Inc
9.6.1. Company overview
9.6.2. Key Executives
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.7. Take-Two Interactive Software, Inc.
9.7.1. Company overview
9.7.2. Key Executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.7.6. Business performance
9.8. Ubisoft Entertainment.
9.8.1. Company overview
9.8.2. Key Executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.9. Bandai Namco Entertainment America Inc.
9.9.1. Company overview
9.9.2. Key Executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.10. Lucid Games
9.10.1. Company overview
9.10.2. Key Executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
List of Tables
TABLE 01. GLOBAL VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 02. VIDEO GAME MARKET FOR SMARTPHONES, BY REGION, 2022-2032 ($BILLION)
TABLE 03. VIDEO GAME MARKET FOR PC, BY REGION, 2022-2032 ($BILLION)
TABLE 04. VIDEO GAME MARKET FOR CONSOLES, BY REGION, 2022-2032 ($BILLION)
TABLE 05. GLOBAL VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 06. VIDEO GAME MARKET FOR GENERATION Z, BY REGION, 2022-2032 ($BILLION)
TABLE 07. VIDEO GAME MARKET FOR GENERATION Y, BY REGION, 2022-2032 ($BILLION)
TABLE 08. VIDEO GAME MARKET FOR GENERATION X, BY REGION, 2022-2032 ($BILLION)
TABLE 09. GLOBAL VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 10. VIDEO GAME MARKET FOR OFFLINE, BY REGION, 2022-2032 ($BILLION)
TABLE 11. VIDEO GAME MARKET FOR ONLINE, BY REGION, 2022-2032 ($BILLION)
TABLE 12. VIDEO GAME MARKET, BY REGION, 2022-2032 ($BILLION)
TABLE 13. NORTH AMERICA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 14. NORTH AMERICA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 15. NORTH AMERICA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 16. NORTH AMERICA VIDEO GAME MARKET, BY COUNTRY, 2022-2032 ($BILLION)
TABLE 17. U.S. VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 18. U.S. VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 19. U.S. VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 20. CANADA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 21. CANADA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 22. CANADA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 23. MEXICO VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 24. MEXICO VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 25. MEXICO VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 26. EUROPE VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 27. EUROPE VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 28. EUROPE VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 29. EUROPE VIDEO GAME MARKET, BY COUNTRY, 2022-2032 ($BILLION)
TABLE 30. UK VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 31. UK VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 32. UK VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 33. GERMANY VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 34. GERMANY VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 35. GERMANY VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 36. FRANCE VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 37. FRANCE VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 38. FRANCE VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 39. RUSSIA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 40. RUSSIA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 41. RUSSIA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 42. ITALY VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 43. ITALY VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 44. ITALY VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 45. SPAIN VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 46. SPAIN VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 47. SPAIN VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 48. REST OF EUROPE VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 49. REST OF EUROPE VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 50. REST OF EUROPE VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 51. ASIA-PACIFIC VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 52. ASIA-PACIFIC VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 53. ASIA-PACIFIC VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 54. ASIA-PACIFIC VIDEO GAME MARKET, BY COUNTRY, 2022-2032 ($BILLION)
TABLE 55. CHINA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 56. CHINA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 57. CHINA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 58. JAPAN VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 59. JAPAN VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 60. JAPAN VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 61. INDIA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 62. INDIA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 63. INDIA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 64. SOUTH KOREA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 65. SOUTH KOREA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 66. SOUTH KOREA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 67. AUSTRALIA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 68. AUSTRALIA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 69. AUSTRALIA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 70. REST OF ASIA-PACIFIC VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 71. REST OF ASIA-PACIFIC VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 72. REST OF ASIA-PACIFIC VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 73. LAMEA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 74. LAMEA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 75. LAMEA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 76. LAMEA VIDEO GAME MARKET, BY COUNTRY, 2022-2032 ($BILLION)
TABLE 77. BRAZIL VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 78. BRAZIL VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 79. BRAZIL VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 80. SOUTH AFRICA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 81. SOUTH AFRICA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 82. SOUTH AFRICA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 83. SAUDI ARABIA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 84. SAUDI ARABIA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 85. SAUDI ARABIA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 86. ARGENTINA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 87. ARGENTINA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 88. ARGENTINA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 89. REST OF LAMEA VIDEO GAME MARKET, BY DEVICE, 2022-2032 ($BILLION)
TABLE 90. REST OF LAMEA VIDEO GAME MARKET, BY AGE GROUP, 2022-2032 ($BILLION)
TABLE 91. REST OF LAMEA VIDEO GAME MARKET, BY PLATFORM TYPE, 2022-2032 ($BILLION)
TABLE 92. SONY INTERACTIVE ENTERTAINMENT INC.: KEY EXECUTIVES
TABLE 93. SONY INTERACTIVE ENTERTAINMENT INC.: COMPANY SNAPSHOT
TABLE 94. SONY INTERACTIVE ENTERTAINMENT INC.: SERVICE SEGMENTS
TABLE 95. SONY INTERACTIVE ENTERTAINMENT INC.: PRODUCT PORTFOLIO
TABLE 96. MICROSOFT CORPORATION: KEY EXECUTIVES
TABLE 97. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 98. MICROSOFT CORPORATION: SERVICE SEGMENTS
TABLE 99. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 100. NINTENDO OF AMERICA INC.,: KEY EXECUTIVES
TABLE 101. NINTENDO OF AMERICA INC.,: COMPANY SNAPSHOT
TABLE 102. NINTENDO OF AMERICA INC.,: SERVICE SEGMENTS
TABLE 103. NINTENDO OF AMERICA INC.,: PRODUCT PORTFOLIO
TABLE 104. NINTENDO OF AMERICA INC.,: KEY STRATERGIES
TABLE 105. ACTIVISION BLIZZARD, INC.: KEY EXECUTIVES
TABLE 106. ACTIVISION BLIZZARD, INC.: COMPANY SNAPSHOT
TABLE 107. ACTIVISION BLIZZARD, INC.: SERVICE SEGMENTS
TABLE 108. ACTIVISION BLIZZARD, INC.: PRODUCT PORTFOLIO
TABLE 109. ACTIVISION BLIZZARD, INC.: KEY STRATERGIES
TABLE 110. ELECTRONIC ARTS INC.: KEY EXECUTIVES
TABLE 111. ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
TABLE 112. ELECTRONIC ARTS INC.: SERVICE SEGMENTS
TABLE 113. ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
TABLE 114. ELECTRONIC ARTS INC.: KEY STRATERGIES
TABLE 115. EPIC GAMES, INC: KEY EXECUTIVES
TABLE 116. EPIC GAMES, INC: COMPANY SNAPSHOT
TABLE 117. EPIC GAMES, INC: SERVICE SEGMENTS
TABLE 118. EPIC GAMES, INC: PRODUCT PORTFOLIO
TABLE 119. TAKE-TWO INTERACTIVE SOFTWARE, INC.: KEY EXECUTIVES
TABLE 120. TAKE-TWO INTERACTIVE SOFTWARE, INC.: COMPANY SNAPSHOT
TABLE 121. TAKE-TWO INTERACTIVE SOFTWARE, INC.: SERVICE SEGMENTS
TABLE 122. TAKE-TWO INTERACTIVE SOFTWARE, INC.: PRODUCT PORTFOLIO
TABLE 123. UBISOFT ENTERTAINMENT.: KEY EXECUTIVES
TABLE 124. UBISOFT ENTERTAINMENT.: COMPANY SNAPSHOT
TABLE 125. UBISOFT ENTERTAINMENT.: SERVICE SEGMENTS
TABLE 126. UBISOFT ENTERTAINMENT.: PRODUCT PORTFOLIO
TABLE 127. BANDAI NAMCO ENTERTAINMENT AMERICA INC.: KEY EXECUTIVES
TABLE 128. BANDAI NAMCO ENTERTAINMENT AMERICA INC.: COMPANY SNAPSHOT
TABLE 129. BANDAI NAMCO ENTERTAINMENT AMERICA INC.: SERVICE SEGMENTS
TABLE 130. BANDAI NAMCO ENTERTAINMENT AMERICA INC.: PRODUCT PORTFOLIO
TABLE 131. LUCID GAMES: KEY EXECUTIVES
TABLE 132. LUCID GAMES: COMPANY SNAPSHOT
TABLE 133. LUCID GAMES: SERVICE SEGMENTS
TABLE 134. LUCID GAMES: PRODUCT PORTFOLIO
List of Figures
FIGURE 01. VIDEO GAME MARKET, 2022-2032
FIGURE 02. SEGMENTATION OF VIDEO GAME MARKET, 2022-2032
FIGURE 03. VIDEO GAME MARKET,2022-2032
FIGURE 04. TOP INVESTMENT POCKETS IN VIDEO GAME MARKET (2023-2032)
FIGURE 05. HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 06. HIGH THREAT OF NEW ENTRANTS
FIGURE 07. HIGH THREAT OF SUBSTITUTES
FIGURE 08. MODERATE INTENSITY OF RIVALRY
FIGURE 09. MODERATE BARGAINING POWER OF BUYERS
FIGURE 10. GLOBAL VIDEO GAME MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 11. VIDEO GAME MARKET, BY DEVICE, 2022(%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF VIDEO GAME MARKET FOR SMARTPHONES, BY COUNTRY 2022-2032(%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF VIDEO GAME MARKET FOR PC, BY COUNTRY 2022-2032(%)
FIGURE 14. COMPARATIVE SHARE ANALYSIS OF VIDEO GAME MARKET FOR CONSOLES, BY COUNTRY 2022-2032(%)
FIGURE 15. VIDEO GAME MARKET, BY AGE GROUP, 2022(%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF VIDEO GAME MARKET FOR GENERATION Z, BY COUNTRY 2022-2032(%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF VIDEO GAME MARKET FOR GENERATION Y, BY COUNTRY 2022-2032(%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF VIDEO GAME MARKET FOR GENERATION X, BY COUNTRY 2022-2032(%)
FIGURE 19. VIDEO GAME MARKET, BY PLATFORM TYPE, 2022(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF VIDEO GAME MARKET FOR OFFLINE, BY COUNTRY 2022-2032(%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF VIDEO GAME MARKET FOR ONLINE, BY COUNTRY 2022-2032(%)
FIGURE 22. VIDEO GAME MARKET BY REGION, 2022
FIGURE 23. U.S. VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 24. CANADA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 25. MEXICO VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 26. UK VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 27. GERMANY VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 28. FRANCE VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 29. RUSSIA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 30. ITALY VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 31. SPAIN VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 32. REST OF EUROPE VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 33. CHINA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 34. JAPAN VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 35. INDIA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 36. SOUTH KOREA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 37. AUSTRALIA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 38. REST OF ASIA-PACIFIC VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 39. BRAZIL VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 40. SOUTH AFRICA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 41. SAUDI ARABIA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 42. ARGENTINA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 43. REST OF LAMEA VIDEO GAME MARKET, 2022-2032 ($BILLION)
FIGURE 44. TOP WINNING STRATEGIES, BY YEAR
FIGURE 45. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 46. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 47. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 48. COMPETITIVE DASHBOARD
FIGURE 49. COMPETITIVE HEATMAP: VIDEO GAME MARKET
FIGURE 50. TOP PLAYER POSITIONING, 2022
FIGURE 51. MICROSOFT CORPORATION: NET REVENUE, 2020-2022 ($MILLION)
FIGURE 52. MICROSOFT CORPORATION: REVENUE SHARE BY SEGMENT, 2022 (%)
FIGURE 53. MICROSOFT CORPORATION: REVENUE SHARE BY REGION, 2022 (%)
FIGURE 54. ACTIVISION BLIZZARD, INC.: NET REVENUE, 2020-2022 ($MILLION)
FIGURE 55. ACTIVISION BLIZZARD, INC.: REVENUE SHARE BY SEGMENT, 2022 (%)
FIGURE 56. ACTIVISION BLIZZARD, INC.: REVENUE SHARE BY REGION, 2022 (%)
FIGURE 57. ELECTRONIC ARTS INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2020-2022 ($MILLION)
FIGURE 58. ELECTRONIC ARTS INC.: NET REVENUE, 2020-2022 ($MILLION)
FIGURE 59. ELECTRONIC ARTS INC.: REVENUE SHARE BY REGION, 2022 (%)
FIGURE 60. TAKE-TWO INTERACTIVE SOFTWARE, INC.: NET REVENUE, 2020-2022 ($MILLION)
FIGURE 61. TAKE-TWO INTERACTIVE SOFTWARE, INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2020-2022 ($MILLION)
FIGURE 62. TAKE-TWO INTERACTIVE SOFTWARE, INC.: REVENUE SHARE BY REGION, 2022 (%)

Executive Summary

According to a new report, titled, 'Video Game Market,' The video game market was valued at $231.40 billion in 2022, and is estimated to reach $446.4 billion by 2032, growing at a CAGR of 6.5% from 2023 to 2032.

Video games are electronic games that involve interaction with a user interface, typically through a controller or keyboard, and are played on a variety of platforms such as consoles, computers, and mobile devices. Video games have evolved into a popular kind of entertainment, with a multibillion-dollar global industry. Various types of video games are there, including action, adventure, role-playing, simulation, sports, and strategy games. They can be played solo or with others, locally or online. While some see video games as a kind of escapism or a waste of time, others see them as a real art form and an excellent tool for education and training. Video games can provide players with a sense of success, social contact, and even stress relief. Excessive or problematic video game use, on the other hand, can lead to addiction, social isolation, and physical health problems. It is important for players to practice responsible gaming habits and for parents to monitor their children's video game use.

As 3D, sound effects, augmented reality (AR), high-definition (HD) graphics, and virtual reality (VR) graphics have become more integrated, games have become more graphically sound and functional. They are more appealing and, as a result, can attract a large consumer base. Video games have become more realistic in terms of portrayal. With high-quality visual effects, detailing, and sound effects, they appear more natural. Developers are working on making games with more realistic graphics as technology develops from 8-bit resolution to 64-bit resolution. Technical advancements in game production have been continuous and rapid, leading to a tendency toward personalization and user-centricity. This development in resolution technology boosts customer engagement and likeability, leading to rapid market advancement. Graphics for video games are adequate on high-definition monitors such as HD, FHD, UHD, and 4K. High-definition televisions with 720p and 1080p resolutions have significantly raised the demand for more realistic games. For example, Apple claimed in October 2022 that its new 27-inch pro-motion external display will be available early the following year. This 5K external display includes Apple's ProMotion technology, which adjusts the refresh rate based on the situation and can reach 120Hz. Furthermore, advancements in Graphic Processor Unit (GPU) technology have smoothed performance; thus, a combination of technologically advanced GPU and display gives an excellent performance-to-visuals ratio. Examples: In November 2022, Advanced Micro Devices (AMD), a subsidiary of the U.S. multinational Semiconductor Company, announced that they were releasing their next generation 'RDNA 3' graphics card. The RTX 4090 graphics card is to be introduced ahead of the competition since Nvidia's direct competitor and high-speed GPU manufacturer has begun publicizing plans for its release.

During the COVID-19 period, the government's lockdown worked to boost the gambling sector's market growth. Individuals from all across the globe have begun to invest in online and offline games, and the ratio of players has dramatically increased during the shutdown. During the pandemic, game-developing companies such as Tencent and Sony saw a threefold boost in sales. Though the gaming industry was booming, the gaming accessories industry declined due to a disrupted supply chain and lack of labor & raw materials. The gaming keyboard market had a drop in market growth during the early days of the pandemic until manufacturing concerns were resolved.

Governments have banned certain games or developer companies because of the fast development of cloud gaming technology, causing data breaches and cyber security threats that had adversely impacted consumer behavior which may hamper the market expansion. For instance, in July 2022 the Indian Government banned Battleground Mobile India (BGMI) due to concerns about security breaches and asked for it to be taken down by Apple and Play Store. In countries such as Brazil, Venezuela, and South Korea, too much violence is a reason to ban video games. Owing to the restriction of government censorship, developers need to develop a custom version that would lead to increased development and maintenance costs. For example, a new Call of Duty & Cold War trailer was pulled from the market in August 2020 on account of its content not being approved by the government. This is why a short version was to be released later by the company.

The gaming business has a significant influence on the economies of Western countries such as the U.S. The gaming business in the U.S. employs approximately two million people and generates millions of dollars in tax receipts. The government's attempts to encourage the gaming sector have expanded individual engagement and contributed to improving the industry's market worth. The governments of emerging nations, such as India, are incorporating Esports into traditional sporting disciplines. The government has urged the Ministry of Electronics and Information Technology and the Sports Ministry to include e-Sports in multi-sport events using the authority provided by clause (3) of Article 77 of the Constitution. The expanding endeavors by developing-nation governments to encourage electronic gaming are predicted to give a chance for the gaming sector to grow at an exponential rate and generate higher valuation.

Companies Mentioned

  • Activision Blizzard, Inc.
  • Bandai Namco Entertainment America Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc
  • Lucid Games
  • Microsoft Corporation
  • Nintendo of America Inc.,
  • Sony Interactive Entertainment Inc.
  • Take-Two Interactive Software, Inc.
  • Ubisoft Entertainment.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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