Video Game Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

Video Game Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032



Growth Factors of Video Game Market

The video game market size was valued at USD 188.73 billion in 2021, and the market is now projected to grow from USD 199.74 billion in 2022 to USD 307.19 billion by 2029, exhibiting a CAGR of 6.3% during the forecast period of 2022-2029.

Worldwide health and economic constancy were harshly impacted as the innovative strain of COVID-19 emerged. Social distancing norms and strict lockdowns were executed. Additionally, offices, schools, and other happenings which may lead to social meetings were banned. This enforced people to spend more time at home thus growing the demand for video games. However, market demand kept changing according to pandemic harshness and government regulations on social activities.

The rising incorporation of 3D, high-definition graphics, sound effects, Virtual Reality (VR), and Augmented Reality (AR) in games has made them more vividly sound and high-functioning. They are more tempting and thus can grab the consideration of a large customer base. Video games have become more accurate in terms of representation. High-quality visual effects, describing, and sound effects make them appear more natural. The developers are dedicated on developing games with more realistic graphics due to the improvement in technology from 8-bit resolution to 64-bit resolution. The technological improvements have been constant and prompt in game progress and have brought a shift toward personalization and user-centricity.

The market has witnessed an exponential upsurge in the preference of individuals toward competitive multiplayer mobile games. Esports has become a world-wide miracle, and games such as Player Unknown's Battlegrounds (PUBG), and Call of Duty (COD) are highly prevalent. These games follow a multiplayer game format, providing gamers with the capability to interrelate with their equivalents thus contributing to advanced engagement. Additionally, the multiplayer form delivers a sense of accomplishment to performers as they contest with other participants in instantaneous which enhances the video game market growth.

Comprehensive Analysis of Video Game Market

The market can be segmented in various ways, depending on the focus of analysis such as by device, by age group and by platform type. Based on device, the market is classified into smartphones, PC/laptop, and consoles. Based on age group, the market is classified into Generation X, generation Y, and Generation Z. Based on platform type, the market is classified into online and offline.

North America region is dominating the video game market share due to rising technological developments in consoles and other devices.

The key players are enthusiastically contributing in planned events that are targeted at maintaining durable market position and growing market share by merger, partnerships and others. These players include Sony Group Corporation (Japan), Microsoft (U.S.), Nintendo (Japan), Tencent (China), Activision Blizzard (U.S.), Electronic arts (U.S.), Epic Games (U.S.), Take-two interactive (U.S.), Ubisoft (France), Bandai Namco Holdings Inc. (Japan) these market players spending severely on research and development in order to arise with more new technology so that they can maintain and improve their existing market.

In March 2022, OnePlus launched its new flagship phone, the OnePlus 10 Pro, with progressive features such as 150W SuperVOOC fast charging, HyperBoost Gaming Engine, and others for aiming gamers.

Segmentation Table

ATTRIBUTE

DETAILS

Study Period

2018-2029

Base Year

2021

Forecast Period

2022-2029

Historical Period

2018-2020

Unit

Value (USD Billion)

By Device

Smartphones

PC/Laptop

Consoles

By Age Group

Generation X

Generation Y

Generation Z

By Platform Type

Online

Offline

By Region

North America (By Device, Age Group, Platform, and Country)

U.S. (By Device)

Canada (By Device)

Mexico (By Device)

Europe (By Device, Age Group, Platform, and Country)

Germany (By Device)

U.K. (By Device)

France (By Device)

Italy (By Device)

Spain (By Device)

Rest of Europe (By Device)

Asia Pacific (By Device, Age Group, Platform, and Country)

China (By Device)

India (By Device)

Japan (By Device)

Australia (By Device)

Rest of Asia Pacific (By Device)

South America (By Device, Age Group, Platform, and Country

Brazil (By Device)

Argentina (By Device)

Rest of South America (By Device)

Middle East and Africa (By Device, Age Group, Platform, and Country)

South Africa (By Device)

UAE (By Device)

Rest of Middle East & Africa (By Device)Please Note: It will take 5-6 business days to complete the report upon order confirmation.


1. Introduction
1.1. Research Scope
1.2. Market Segmentation
1.3. Research Methodology
1.4. Definitions and Assumptions
2. Executive Summary
3. Market Dynamics
3.1. Market Drivers
3.2. Market Restraints
3.3. Market Opportunities
3.4. Market Trends
4. Key Insights
4.1. Overview of the Parent/Related Markets
4.2. Regulatory Landscape
4.3. Industry SWOT Analysis
4.4. Recent Industry Developments - Policies, Partnerships, New Product Launches, and Mergers & Acquisitions
4.5. Impact of COVID on the Video Games Market
4.5.1. Impact of COVID-19
4.5.2. Supply Chain Challenges
4.5.3. Potential Opportunities due to COVID-19
5. Global Video Games Market Analysis, Insights and Forecast, 2018-2029
5.1. Key Findings / Summary
5.2. Market Size Estimates and Forecast
5.2.1. By Device
5.2.1.1. Smart Phones
5.2.1.2. PC/Laptop
5.2.1.3. Consoles
5.2.2. By Age Group
5.2.2.1. Generation X
5.2.2.2. Generation Y
5.2.2.3. Generation Z
5.2.3. By Platform Type
5.2.3.1. Online
5.2.3.2. Offline
5.2.4. By Region (Value)
5.2.4.1. North America
5.2.4.2. Europe
5.2.4.3. Asia Pacific
5.2.4.4. South America
5.2.4.5. Middle East & Africa
6. North America Video Games Market Analysis, Insights and Forecast, 2018-2029
6.1. Key Findings / Summary
6.2. Market Size Estimates and Forecast
6.2.1. By Device
6.2.1.1. Smart Phones
6.2.1.2. PC/Laptop
6.2.1.3. Consoles
6.2.2. By Age Group
6.2.2.1. Generation X
6.2.2.2. Generation Y
6.2.2.3. Generation Z
6.2.3. By Platform Type
6.2.3.1. Online
6.2.3.2. Offline
6.2.4. By Country (Value)
6.2.4.1. U.S
6.2.4.1.1. By Device
6.2.4.1.1.1. Smart Phones
6.2.4.1.1.2. PC/Laptop
6.2.4.1.1.3. Consoles
6.2.4.2. Canada
6.2.4.2.1. By Device
6.2.4.2.1.1. Smart Phones
6.2.4.2.1.2. PC/Laptop
6.2.4.2.1.3. Consoles
6.2.4.3. Mexico
6.2.4.3.1. By Device
6.2.4.3.1.1. Smart Phones
6.2.4.3.1.2. PC/Laptop
6.2.4.3.1.3. Consoles
7. Europe Video Games Market Analysis, Insights and Forecast, 2018-2029
7.1. Key Findings / Summary
7.2. Market Size Estimates and Forecast
7.2.1. By Device
7.2.1.1. Smart Phones
7.2.1.2. PC/Laptop
7.2.1.3. Consoles
7.2.2. By Age Group
7.2.2.1. Generation X
7.2.2.2. Generation Y
7.2.2.3. Generation Z
7.2.3. By Platform Type
7.2.3.1. Online
7.2.3.2. Offline
7.2.4. By Country (Value)
7.2.4.1. U.K.
7.2.4.1.1. By Device
7.2.4.1.1.1. Smart Phones
7.2.4.1.1.2. PC/Laptop
7.2.4.1.1.3. Consoles
7.2.4.2. France
7.2.4.2.1. By Device
7.2.4.2.1.1. Smart Phones
7.2.4.2.1.2. PC/Laptop
7.2.4.2.1.3. Consoles
7.2.4.3. Germany
7.2.4.3.1. By Device
7.2.4.3.1.1. Smart Phones
7.2.4.3.1.2. PC/Laptop
7.2.4.3.1.3. Consoles
7.2.4.4. Italy
7.2.4.4.1. By Device
7.2.4.4.1.1. Smart Phones
7.2.4.4.1.2. PC/Laptop
7.2.4.4.1.3. Consoles
7.2.4.5. Spain
7.2.4.5.1. By Device
7.2.4.5.1.1. Smart Phones
7.2.4.5.1.2. PC/Laptop
7.2.4.5.1.3. Consoles
7.2.4.6. Rest of Europe
7.2.4.6.1. By Device
7.2.4.6.1.1. Smart Phones
7.2.4.6.1.2. PC/Laptop
7.2.4.6.1.3. Consoles
8. Asia Pacific Video Games Market Analysis, Insights and Forecast, 2018-2029
8.1. Key Findings / Summary
8.2. Market Size Estimates and Forecast
8.2.1. By Device
8.2.1.1. Smart Phones
8.2.1.2. PC/Laptop
8.2.1.3. Consoles
8.2.2. By Age Group
8.2.2.1. Generation X
8.2.2.2. Generation Y
8.2.2.3. Generation Z
8.2.3. By Platform Type
8.2.3.1. Online
8.2.3.2. Offline
8.2.4. By Country (Value)
8.2.4.1. China
8.2.4.1.1. By Device
8.2.4.1.1.1. Smart Phones
8.2.4.1.1.2. PC/Laptop
8.2.4.1.1.3. Consoles
8.2.4.2. Japan
8.2.4.2.1. By Device
8.2.4.2.1.1. Smart Phones
8.2.4.2.1.2. PC/Laptop
8.2.4.2.1.3. Consoles
8.2.4.3. India
8.2.4.3.1. By Device
8.2.4.3.1.1. Smart Phones
8.2.4.3.1.2. PC/Laptop
8.2.4.3.1.3. Consoles
8.2.4.4. Australia
8.2.4.4.1. By Device
8.2.4.4.1.1. Smart Phones
8.2.4.4.1.2. PC/Laptop
8.2.4.4.1.3. Consoles
8.2.4.5. Rest of Asia Pacific
8.2.4.5.1. By Device
8.2.4.5.1.1. Smart Phones
8.2.4.5.1.2. PC/Laptop
8.2.4.5.1.3. Consoles
9. South America Video Games Market Analysis, Insights and Forecast, 2018-2029
9.1. Key Findings / Summary
9.2. Market Size Estimates and Forecast
9.2.1. By Device
9.2.1.1. Smart Phones
9.2.1.2. PC/Laptop
9.2.1.3. Consoles
9.2.2. By Age Group
9.2.2.1. Generation X
9.2.2.2. Generation Y
9.2.2.3. Generation Z
9.2.3. By Platform Type
9.2.3.1. Online
9.2.3.2. Offline
9.2.4. By Country (Value)
9.2.4.1. Brazil
9.2.4.1.1. By Device
9.2.4.1.1.1. Smart Phones
9.2.4.1.1.2. PC/Laptop
9.2.4.1.1.3. Consoles
9.2.4.2. Argentina
9.2.4.2.1. By Device
9.2.4.2.1.1. Smart Phones
9.2.4.2.1.2. PC/Laptop
9.2.4.2.1.3. Consoles
9.2.4.3. Rest of South America
9.2.4.3.1. By Device
9.2.4.3.1.1. Smart Phones
9.2.4.3.1.2. PC/Laptop
9.2.4.3.1.3. Consoles
10. Middle East & Africa Video Games Market Analysis, Insights and Forecast, 2018-2029
10.1. Key Findings / Summary
10.2. Market Size Estimates and Forecast
10.2.1. By Device
10.2.1.1. Smart Phones
10.2.1.2. PC/Laptop
10.2.1.3. Consoles
10.2.2. By Age Group
10.2.2.1. Generation X
10.2.2.2. Generation Y
10.2.2.3. Generation Z
10.2.3. By Platform Type
10.2.3.1. Online
10.2.3.2. Offline
10.2.4. By Country (Value)
10.2.4.1. South Africa
10.2.4.1.1. By Device)
10.2.4.1.1.1. Smart Phones
10.2.4.1.1.2. PC/Laptop
10.2.4.1.1.3. Consoles
10.2.4.2. UAE
10.2.4.2.1. By Device
10.2.4.2.1.1. Smart Phones
10.2.4.2.1.2. PC/Laptop
10.2.4.2.1.3. Consoles
10.2.4.3. Rest of Middle East & Africa
10.2.4.3.1. By Device
10.2.4.3.1.1. Smart Phones
10.2.4.3.1.2. PC/Laptop
10.2.4.3.1.3. Consoles
11. Competitive Matrix
11.1. Business Strategies Adopted by Leading Players
11.2. Global Video Games Market Revenue Share/Ranking Analysis, By Key Manufacturer
12. Company Profiles
13. 12.1 Sony Group Corporation
13.1.
13.1.1. Overview
13.1.2. Description
13.1.3. Product Portfolio
13.1.4. Financials (Data as available in public domain and/or on paid databases)
13.1.5. Recent Developments
13.2. Microsoft
13.2.1. Overview
13.2.2. Description
13.2.3. Product Portfolio
13.2.4. Financials (Data as available in public domain and/or on paid databases)
13.2.5. Recent Developments
13.3. Nintendo
13.3.1. Overview
13.3.2. Description
13.3.3. Product Portfolio
13.3.4. Financials (Data as available in public domain and/or on paid databases)
13.3.5. Recent Developments
13.4. Tencent
13.4.1. Overview
13.4.2. Description
13.4.3. Product Portfolio
13.4.4. Financials (Data as available in public domain and/or on paid databases)
13.4.5. Recent Developments
13.5. Activision Blizzard
13.5.1. Overview
13.5.2. Description
13.5.3. Product Portfolio
13.5.4. Financials (Data as available in public domain and/or on paid databases)
13.5.5. Recent Developments
13.6. Electronic arts
13.6.1. Overview
13.6.2. Description
13.6.3. Product Portfolio
13.6.4. Financials (Data as available in public domain and/or on paid databases)
13.6.5. Recent Developments
13.7. Epic Games
13.7.1. Overview
13.7.2. Description
13.7.3. Product Portfolio
13.7.4. Financials (Data as available in public domain and/or on paid databases)
13.7.5. Recent Developments
13.8. Take-two interactive
13.8.1. Overview
13.8.2. Description
13.8.3. Product Portfolio
13.8.4. Financials (Data as available in public domain and/or on paid databases)
13.8.5. Recent Developments
13.9. Ubisoft
13.9.1. Overview
13.9.2. Description
13.9.3. Product Portfolio
13.9.4. Financials (Data as available in public domain and/or on paid databases)
13.9.5. Recent Developments
13.10. Bandai Namco Holdings Inc.
13.10.1. Overview
13.10.2. Description
13.10.3. Product Portfolio
13.10.4. Financials (Data as available in public domain and/or on paid databases)
13.10.5. Recent Developments
14. Strategic Recommendations

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