Video Games Market Research Reports & Industry Analysis
Video Games Industry Research & Market Reports
-
Europe AV Cable Market Forecast to 2030 - Regional Analysis by Type [SDI Coaxial Cables and (BNC) Connectors, Fiber Optical Cables and Connectors, HDMI and IP Cables, Patchbays, Audio Cables] and Industry Vertical (Sports and Live Events, Museum and Attractions, Retail, Healthcare, Hospitality, Education, Broadcast, and Others)
... Live Events, Museum and Attractions, Retail, Healthcare, Hospitality, Education, Broadcast, and Others) The Europe AV Cable market size is projected to grow from US$ 8.1 billion in 2022 and is projected to reach US$ 15.0 ... Read More
-
Metaverse in Energy - Thematic Intelligence
... now. As metaverse technologies develop, and as energy operations expand, the potential impact of the metaverse on the energy sector will grow. The metaverse is an important theme for the energy sector because technologies such ... Read More
-
Anime Merchandising Market Size, Share & Trends Analysis Report By Product (Figurine, Clothing, Books, Posters), By Distribution Channel (Online, Offline), And Segment Forecasts, 2023 - 2030
... merchandising market size is expected to reach USD 18.63 billion by 2030, growing at a compound annual growth rate (CAGR) of 9.4% from 2023 to 2030, based on a recent report by Grand View Research, ... Read More
-
Computer Graphics Market Forecasts to 2028 – Global Analysis By Component (Hardware and Software), Service (Consulting, Training and Support and Integration), Application, End user and By Geography
... Market is accounted for $196.57 million in 2022 and is expected to reach $348.26 million by 2028 growing at a CAGR of 10% during the forecast period. Computer graphics produces images and artistic pictures with ... Read More
-
Global Metaverse Market Assessment, By Component [Hardware, Software, Services], By Technology [Blockchain, Virtual Reality & Augmented Reality, Artificial Intelligence (AI), Internet of Things (IoT), Others], By Application [Digital Marketing, Gaming, E-Commerce, Events, Others], By End-user [Retail, Healthcare, Manufacturing, IT and Telecommunication, Media and Entertainment, Banking, Financial Services, and Insurance, Others], By Region, Opportunities and Forecast, 2016-2030F
... [Retail, Healthcare, Manufacturing, IT and Telecommunication, Media and Entertainment, Banking, Financial Services, and Insurance, Others], By Region, Opportunities and Forecast, 2016-2030F Global Metaverse Market size was valued at USD 62.19 billion in 2022 which is ... Read More
-
Global Gaming Peripheral Market Size study, By Product (Headsets, Keyboard, Mice, Controller and others), By Device (PC and Gaming Consoles), By Type (Wired and Wireless) and Regional Forecasts 2022-2028
... at approximately USD 4.3 Billion in 2021 and is anticipated to grow with a healthy growth rate of more than 10.4% over the forecast period 2022-2028. Gaming Peripheral include auxiliary devices such as headsets, gamepads, ... Read More
-
Video Game Market By Device (Smartphones, PC, Consoles), By Age Group (Generation Z, Generation Y, Generation X), By Platform Type (Offline, Online): Global Opportunity Analysis and Industry Forecast, 2023-2032
... 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 ... Read More
-
Video Games in South Korea
... relying on the saturated domestic market. Therefore, they are focusing on developing console games, which continued to outperform computer games in 2022, while accounting for a large portion of the global games market. The rapid ... Read More
-
Video Games in the United Arab Emirates
... impact of pandemic-induced home seclusion continued to drive sales of video game consoles and software during 2022, especially Sony's PlayStation 5 and Microsoft's Xbox Series. Sales and interest in the new Nintendo Switch OLED 2022 ... Read More
-
Worldwide Home Video Game Console Forecast, 2023–2027: 10th-Gen Systems Begin Taking Shape
... considered in grouped categories. Packaged game discs/cards are broken out from digital game–related spending. Gaming subscription revenue and spending on paid games, DLC, and F2P games are also forecast. The study examines key market events ... Read More
-
Metaverse in Education Market by Component (Hardware (AR devices, VR devices, MR devices, and interactive displays and projectors), Software, Professional Services), End User (Academic and Corporate) and Region - Global Forecast to 2028
... in the education market is expected to grow from USD 3.9 billion in 2023 to USD 19.3 billion by 2028 at a Compound Annual Growth Rate (CAGR) of 37.7% during the forecast period. The term ... Read More
-
Video Games in the United Kingdom
... the main problem was that the Nintendo Switch Lite continued to be practically the only brand present, with very little competition in the marketplace. For example, the Steam Deck, which is essentially a hand-held computer, ... Read More
-
Video Games in Brazil
... be an important entertainment activity for teenagers and adults in Brazil, although the high price of static consoles and hand-held consoles can be prohibitive for low-income consumers. Thus, mobile games and online games are the ... Read More
-
Video Games in Indonesia
... and people started returning to their normal pre-pandemic activities, thus leaving less time to play video games. Euromonitor International's Video Games in Indonesia report offers a comprehensive guide to the size and shape of the ... Read More
-
Video Games in Romania
... including video gaming. Therefore, following double-digit retail current value growth through the review period, video games posted an even faster increment in 2022. The popularity of video gaming was boosted by the home seclusion measure ... Read More
-
Video Games in Argentina
... in the world. Causes of inflation were multiple, including persistent deficit spending, continued currency devaluation and external factors such as the war in Ukraine that affected energy and grain prices in particular. However, in spite ... Read More
-
Video Games in the US
... many as a million units had been shipped to Japan, the UK, and the US, with back orders still to fill. Consoles has historically been dominated by just a handful of players, so the successful ... Read More
-
North America Gaming Market Forecast 2023-2032
... funding for digital production, technological advancements, and esports popularity are expected to propel market growth. MARKET INSIGHTS The North America gaming market growth evaluation entails a thorough assessment of the United States and Canada. The ... Read More
-
Asia-pacific Gaming Market Forecast 2023-2032
... mainly strengthened by the sizable and expanding population, continuing development of technology, such as 5G networks, VR/AR devices, and cloud gaming, as well as the growing popularity of e-sports. MARKET INSIGHTS The Asia-Pacific gaming market ... Read More
-
Video Games in China
... in China, and registered a double-digit current value growth rate. However, in 2022 retail value sales of video games dropped for the first time since 2008, with nearly a double-digit current value decline, even though ... Read More
-
Video Games in Singapore
... in the increasing number of mobile games being developed specifically for the Singaporean market, as well as the growing number of local and international mobile gaming events and competitions. It was also reflected in continued ... Read More
-
Video Games in Taiwan
... toys - increased purchases by older consumers. One of the most severe impacts of the pandemic was a contraction in consumer spending power due to austerity measures and fears over inflationary spikes resulting from stagnant ... Read More
-
Video Games in Thailand
... time indoors and turned to video games for the purposes of entertainment and relaxation. Unlike traditional toys and games, video games are popular amongst both adults and children of all ages, allowing families to play ... Read More
-
Video Games in Italy
... remotely. However, retail current value sales of video games started to see a slowdown in growth terms as the pandemic situation eased and consumers returned to out-of-home work, school, social and leisure and entertainment norms. ... Read More
-
Video Games in Sweden
... 2021 during the height of the pandemic as consumers stayed indoors and had limited social interaction, plus the consumer base broadened throughout the pandemic. Sales returned to more normal levels in 2022, with household spending ... Read More