Global Entertainment Video Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030
According to our (Global Info Research) latest study, the global Entertainment Video Games market size was valued at USD million in 2023 and is forecast to a readjusted size of USD million by 2030 with a CAGR of % during review period.
The Global Info Research report includes an overview of the development of the Entertainment Video Games industry chain, the market status of PC and Mac (Action Games, Adventure Games), Smartphones and Tablets (Action Games, Adventure Games), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Entertainment Video Games.
Regionally, the report analyzes the Entertainment Video Games markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global Entertainment Video Games market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the Entertainment Video Games market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the Entertainment Video Games industry.
The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Action Games, Adventure Games).
Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the Entertainment Video Games market.
Regional Analysis: The report involves examining the Entertainment Video Games market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.
Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the Entertainment Video Games market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
The report also involves a more granular approach to Entertainment Video Games:
Company Analysis: Report covers individual Entertainment Video Games players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.
Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards Entertainment Video Games This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (PC and Mac, Smartphones and Tablets).
Technology Analysis: Report covers specific technologies relevant to Entertainment Video Games. It assesses the current state, advancements, and potential future developments in Entertainment Video Games areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Entertainment Video Games market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.
Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.
Market Segmentation
Entertainment Video Games market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
Market segment by Type
Action Games
Adventure Games
Role-playing Games
Simulation Games
Strategy Games
Sports Games
Puzzle Games
Others
Market segment by Application
PC and Mac
Smartphones and Tablets
PS4
VR/AR Headsets
Xbox One
Apple TV
Nintendo Switch
Others
Market segment by players, this report covers
Blizzard Entertainment Inc
Riot Games
Nintendo
Valve Corporation
Rockstar Games
Electronic Arts
Activision Blizzard
Sony Computer Entertainment
Ubisoft
Tencent
NetEase
Sega Games Co.
Mojang
Epic Games
BioWare
Naughty Dog Inc
Square Enix Holdings Co. Ltd
Capcom Company Ltd
Bungie Inc
Microsoft Corporation
Bandai Namco Entertainment
Game Freak
Insomniac Games Inc
Infinity Ward
Take-Two Interactive Software Inc
Gameloft
NCSOFT
Nexon Co. Ltd
Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Entertainment Video Games product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Entertainment Video Games, with revenue, gross margin and global market share of Entertainment Video Games from 2019 to 2024.
Chapter 3, the Entertainment Video Games competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Entertainment Video Games market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Entertainment Video Games.
Chapter 13, to describe Entertainment Video Games research findings and conclusion.