Video Games Market by Hardware (Handheld Console, Static Console), Physical Platform (Computer, Console, Smartphone), Age Group, Game Type, Genre, Platform Type, Gamer Type - Global Forecast 2024-2030

Video Games Market by Hardware (Handheld Console, Static Console), Physical Platform (Computer, Console, Smartphone), Age Group, Game Type, Genre, Platform Type, Gamer Type - Global Forecast 2024-2030


The Video Games Market size was estimated at USD 191.08 billion in 2023 and expected to reach USD 216.03 billion in 2024, at a CAGR 13.54% to reach USD 464.89 billion by 2030.

Global Video Games Market

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the Video Games Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Video Games Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the Video Games Market, highlighting leading vendors and their innovative profiles. These include A4Tech Co., Ltd., Activision Publishing, Inc., Bluestack Systems, Inc., Electronic Arts Inc., Giant Interactive Group Inc., Guillemot Corporation SA, Hk Hero Entertainment Co., Limited, Huya Inc., Hyperkin, Inc., Mad Catz Global Limited, Mad Head Limited, Microsoft Corporation, NetEase, Inc., Nintendo Co., Ltd., and Nvidia Corporation.

Market Segmentation & Coverage

This research report categorizes the Video Games Market to forecast the revenues and analyze trends in each of the following sub-markets:

Hardware
Handheld Console
Static Console
Physical Platform
Computer
Console
Smartphone
Tablet
Age Group
Age 10-20
Age 21-35
Age 36-50
Age 51-65
Game Type
Action
Adventure
Arcade
Role-Playing Video Games
Sports
Strategy
Genre
Action
Adventure
Racing
Role-Playing
Shooter
Sports
Strategy
Platform Type
Offline
Online
Gamer Type
Casual
Extreme
Region
Americas
Argentina

Brazil

Canada

Mexico

United States
California

Florida

Illinois

New York

Ohio

Pennsylvania

Texas
Asia-Pacific
Australia

China

India

Indonesia

Japan

Malaysia

Philippines

Singapore

South Korea

Taiwan

Thailand

Vietnam
Europe, Middle East & Africa
Denmark

Egypt

Finland

France

Germany

Israel

Italy

Netherlands

Nigeria

Norway

Poland

Qatar

Russia

Saudi Arabia

South Africa

Spain

Sweden

Switzerland

Turkey

United Arab Emirates

United Kingdom

The report offers valuable insights on the following aspects:

1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as:

1. What is the market size and forecast of the Video Games Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Video Games Market?
3. What are the technology trends and regulatory frameworks in the Video Games Market?
4. What is the market share of the leading vendors in the Video Games Market?
5. Which modes and strategic moves are suitable for entering the Video Games Market?

Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Video Games Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increasing internet penetration and accessibility of online video games
5.1.1.2. Availability of age-specific video games for a broader population
5.1.1.3. Adoption of advanced gaming consoles with features, such as record & share and cross-platform gameplay
5.1.2. Restraints
5.1.2.1. Increasing video game addiction among children
5.1.3. Opportunities
5.1.3.1. Emergence of AR, VR, and metaverse video games
5.1.3.2. Introduction of innovative educational games by creative game developers
5.1.4. Challenges
5.1.4.1. Privacy concerns related to video games
5.2. Market Segmentation Analysis
5.3. Market Trend Analysis
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework
6. Video Games Market, by Hardware
6.1. Introduction
6.2. Handheld Console
6.3. Static Console
7. Video Games Market, by Physical Platform
7.1. Introduction
7.2. Computer
7.3. Console
7.4. Smartphone
7.5. Tablet
8. Video Games Market, by Age Group
8.1. Introduction
8.2. Age 10-20
8.3. Age 21-35
8.4. Age 36-50
8.5. Age 51-65
9. Video Games Market, by Game Type
9.1. Introduction
9.2. Action
9.3. Adventure
9.4. Arcade
9.5. Role-Playing Video Games
9.6. Sports
9.7. Strategy
10. Video Games Market, by Genre
10.1. Introduction
10.2. Action
10.3. Adventure
10.4. Racing
10.5. Role-Playing
10.6. Shooter
10.7. Sports
10.8. Strategy
11. Video Games Market, by Platform Type
11.1. Introduction
11.2. Offline
11.3. Online
12. Video Games Market, by Gamer Type
12.1. Introduction
12.2. Casual
12.3. Extreme
13. Americas Video Games Market
13.1. Introduction
13.2. Argentina
13.3. Brazil
13.4. Canada
13.5. Mexico
13.6. United States
14. Asia-Pacific Video Games Market
14.1. Introduction
14.2. Australia
14.3. China
14.4. India
14.5. Indonesia
14.6. Japan
14.7. Malaysia
14.8. Philippines
14.9. Singapore
14.10. South Korea
14.11. Taiwan
14.12. Thailand
14.13. Vietnam
15. Europe, Middle East & Africa Video Games Market
15.1. Introduction
15.2. Denmark
15.3. Egypt
15.4. Finland
15.5. France
15.6. Germany
15.7. Israel
15.8. Italy
15.9. Netherlands
15.10. Nigeria
15.11. Norway
15.12. Poland
15.13. Qatar
15.14. Russia
15.15. Saudi Arabia
15.16. South Africa
15.17. Spain
15.18. Sweden
15.19. Switzerland
15.20. Turkey
15.21. United Arab Emirates
15.22. United Kingdom
16. Competitive Landscape
16.1. FPNV Positioning Matrix
16.2. Market Share Analysis, By Key Player
16.3. Competitive Scenario Analysis, By Key Player
17. Competitive Portfolio
17.1. Key Company Profiles
17.1.1. A4Tech Co., Ltd.
17.1.2. Activision Publishing, Inc.
17.1.3. Bluestack Systems, Inc.
17.1.4. Electronic Arts Inc.
17.1.5. Giant Interactive Group Inc.
17.1.6. Guillemot Corporation SA
17.1.7. Hk Hero Entertainment Co., Limited
17.1.8. Huya Inc.
17.1.9. Hyperkin, Inc.
17.1.10. Mad Catz Global Limited
17.1.11. Mad Head Limited
17.1.12. Microsoft Corporation
17.1.13. NetEase, Inc.
17.1.14. Nintendo Co., Ltd.
17.1.15. Nvidia Corporation
17.2. Key Product Portfolio
18. Appendix
18.1. Discussion Guide
18.2. License & Pricing
FIGURE 1. VIDEO GAMES MARKET RESEARCH PROCESS
FIGURE 2. VIDEO GAMES MARKET SIZE, 2023 VS 2030
FIGURE 3. VIDEO GAMES MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. VIDEO GAMES MARKET SIZE, BY REGION, 2023 VS 2030 (%)
FIGURE 5. VIDEO GAMES MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. VIDEO GAMES MARKET DYNAMICS
FIGURE 7. VIDEO GAMES MARKET SIZE, BY HARDWARE, 2023 VS 2030 (%)
FIGURE 8. VIDEO GAMES MARKET SIZE, BY HARDWARE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 9. VIDEO GAMES MARKET SIZE, BY PHYSICAL PLATFORM, 2023 VS 2030 (%)
FIGURE 10. VIDEO GAMES MARKET SIZE, BY PHYSICAL PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 11. VIDEO GAMES MARKET SIZE, BY AGE GROUP, 2023 VS 2030 (%)
FIGURE 12. VIDEO GAMES MARKET SIZE, BY AGE GROUP, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 13. VIDEO GAMES MARKET SIZE, BY GAME TYPE, 2023 VS 2030 (%)
FIGURE 14. VIDEO GAMES MARKET SIZE, BY GAME TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 15. VIDEO GAMES MARKET SIZE, BY GENRE, 2023 VS 2030 (%)
FIGURE 16. VIDEO GAMES MARKET SIZE, BY GENRE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 17. VIDEO GAMES MARKET SIZE, BY PLATFORM TYPE, 2023 VS 2030 (%)
FIGURE 18. VIDEO GAMES MARKET SIZE, BY PLATFORM TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 19. VIDEO GAMES MARKET SIZE, BY GAMER TYPE, 2023 VS 2030 (%)
FIGURE 20. VIDEO GAMES MARKET SIZE, BY GAMER TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 21. AMERICAS VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 22. AMERICAS VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 23. UNITED STATES VIDEO GAMES MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 24. UNITED STATES VIDEO GAMES MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 25. ASIA-PACIFIC VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 26. ASIA-PACIFIC VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 27. EUROPE, MIDDLE EAST & AFRICA VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 28. EUROPE, MIDDLE EAST & AFRICA VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 29. VIDEO GAMES MARKET, FPNV POSITIONING MATRIX, 2023
FIGURE 30. VIDEO GAMES MARKET SHARE, BY KEY PLAYER, 2023

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