Video Games - Thematic Research

Video Games - Thematic Research

Summary

The gaming software market was worth $197 billion in 2021 and will become a $470 billion industry by 2030, according to GlobalData estimates. Mobile gaming will be the dominant segment, accounting for more than 50% of global gaming software revenues by 2030.

The video games industry continues to evolve, driven by changing user demands, new monetization and distribution channels, and technological progress. Today’s industry is in the throes of a transformation driven by themes like 5G, augmented reality (AR), virtual reality (VR), esports, cloud gaming, and the metaverse. As these themes mature, competition will intensify among traditional game publishers, tech giants, and companies in other sectors (e.g., retail and tourism). As a result, several leading game publishers will become M&A targets, with tech giants the likely acquirers.

Key Highlights

  • Games and gaming platforms are increasingly focused on the metaverse, a virtual world where users share experiences and interact in real time within simulated scenarios. Although the metaverse is in the very early stages of development, game developers and publishers are trying to use it as a conduit for the convergence of video games with music and video streaming, sports, and digital collectibles. Over the next five years, more enterprises and consumer brands will invest in video games to enter the metaverse.
  • Gaming is an ideal starting point for the metaverse. The metaverse involves communities built on engaging content. The same factors are driving video games to become a $450 billion-plus industry by 2030. Epic Games, Roblox, and Niantic are leading metaverse development on the back of their massively popular games and global user communities. Microsoft’s bid to acquire Activision Blizzard for $68.7 billion will help it obtain the communities and content to create metaverse experiences. Blockchain-based games, like The Sandbox and Axie Infinity, are also fueling metaverse development.
  • Video games is a heavily contested industry that attracts big-ticket M&A deals every year. 2021 saw a record 52 video games-related M&A deals, with the vast majority focused on mobile gaming. However, mobile gaming specialists such as Krafton, Jam City, and Tencent also acquired companies to improve their PC and console gaming capabilities. In addition, Apple’s introduction of App Tracking Transparency (a feature of iOS that mandates that apps and games on the App Store seek users’ permission to track their activity) triggered the purchase of some prominent mobile game advertising and monetization platform providers. In 2021, video games-related M&A deals (valued at $50 million or more) surpassed $40 billion in value.
Scope
  • This report provides an overview of the video games theme.
  • It identifies the key trends impacting growth of the theme over the next 12 to 24 months, split into three categories: technology trends, macroeconomic trends, and regulatory trends.
  • It includes global market forecasts for gaming software and analysis of patent activity.
  • It contains details of M&A deals driven by the video games theme, and a timeline highlighting milestones in the development of video games.
  • The detailed value chain consists of four layers: creation, monetization, distribution, and device.
Reasons to Buy
  • The video games industry is an ideal example of a hypercompetitive market. With low barriers to entry and lucrative revenue opportunities, the number of players in the market is continuously increasing. This report provides an invaluable guide to this disruptive theme. It includes comprehensive lists of the leading players across all aspects of the value chain, helping companies identify the right partners.


  • Executive Summary
  • Players
    • Table Figure 1: A select list of leaders and challengers in the video games theme and where they sit in the value
  • Technology Briefing
    • Console gaming
      • Table Figure 2: There are two main types of gaming consoles
    • PC gaming
      • Table Figure 3: PC gaming is typically at-home entertainment
    • Mobile gaming
      • Table Figure 4: Two main types of connected devices are used in mobile gaming
    • Cloud gaming
      • Table Figure 5: There are two approaches to cloud gaming
    • Esports
      • Table Figure 6: Esports can be watched in a stadium or online
  • Trends
    • Technology trends
      • Table Technology trends
    • Macroeconomic trends
      • Table Macroeconomic trends
    • Regulatory trends
      • Table Regulatory trends
  • Industry Analysis
    • Market size and growth forecasts
      • Table Figure 7: The gaming software market will be worth $470 billion by 2030
      • Table Figure 8: Mobile gaming accounts for the lion's share of global gaming software revenue
    • Mergers and acquisitions
      • Table Figure 9: There were 52 video games-related M&A deals in 2021, up from 46 in 2020
      • Table key M&A deals associated with the video games theme between January 2021 and June 2022
    • Venture financing
      • Table Figure 10: 2021 was a record year for gaming-related venture financing deals
      • Table Key gaming-related venture financing deals worth over $50 million between 2017 and June 2022
    • Patent trends
      • Table Figure 11: Patent activity in video games is holding steady
    • Timeline
      • Table Figure 12: The video games story
  • Value Chain
    • Table Figure 13: The video games value chain - An overview
    • Creation layer
      • Game developers and publishers
        • Table Figure 14: The video games value chain - Creation layer: game developers and publishers
      • Game engines
        • Table Figure 15: The video games value chain - Creation layer: game engines
    • Monetization layer
      • Ad networks
        • Table Figure 16: The video games value chain - Monetization layer: ad networks
      • Payment platforms
        • Table Figure 17: The video games value chain - Monetization layer: payment platforms
      • Esport organizers
        • Table Figure 18: The video games value chain - Monetization layer: esports organizers
      • Brand sponsorships
        • Table Figure 19: The video games value chain - Monetization layer: brand sponsorship
      • Media rights
        • Table Figure 20: The video games value chain - Monetization layer: media rights
    • Distribution layer
      • Cloud services
        • Table Figure 21: The video games value chain - Distribution layer: cloud services
      • Telecom networks
        • Table Figure 22: The video games value chain - Distribution layer: telecom networks
      • App stores and online platforms
        • Table Figure 23: The video games value chain - Distribution layer: app stores and online platforms
      • Social media
        • Table Figure 24: The video games value chain - Distribution layer: social media
      • Streaming services
        • Table Figure 25: The video games value chain - Distribution layer: streaming services
      • Retailers
    • Device layer
      • Smartphones and tablets
        • Table Figure 26: The video games value chain - Device layer: smartphones and tablets
      • Personal computers
        • Table Figure 27: The video games value chain - Device layer: personal computers
      • Gaming consoles
        • Table Figure 28: The video games value chain - Device layer: gaming consoles
      • Virtual reality (VR) headsets
        • Table Figure 29: The video games value chain - Device layer: VR headsets
      • Smart TVs (including media streaming devices)
        • Table Figure 30: The video games value chain - Device layer: smart TVs (including media streaming devices)
      • Peripherals
        • Table Figure 31: The video games value chain - Device layer: peripherals
  • Companies
    • Table Companies
  • Sector Scorecard
    • Gaming sector scorecard
      • Who's who
        • Table Figure 32: Who does what in the gaming space?
      • Thematic screen
        • Table Figure 33: Thematic screen
      • Valuation screen
        • Table Figure 34: Valuation screen
      • Risk screen
        • Table Figure 35: Risk screen
  • Glossary
    • Table Glossary
  • Further Reading
    • GlobalData reports
      • Table GlobalData reports
  • Our thematic research methodology
    • Table Figure 36: Our five-step approach for generating a sector scorecard
  • About GlobalData
  • Contact Us

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