Global Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030
According to our (Global Info Research) latest study, the global Games market size was valued at USD 191780 million in 2023 and is forecast to a readjusted size of USD 386440 million by 2030 with a CAGR of 10.5% during review period.
A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period.
The Global Info Research report includes an overview of the development of the Games industry chain, the market status of Amateur (Online Game, Offline Game), Professional (Online Game, Offline Game), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Games.
Regionally, the report analyzes the 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 Games market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the 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 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., Online Game, Offline Game).
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 Games market.
Regional Analysis: The report involves examining the 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 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 Games:
Company Analysis: Report covers individual 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 Games This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Amateur, Professional).
Technology Analysis: Report covers specific technologies relevant to Games. It assesses the current state, advancements, and potential future developments in Games areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the 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
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
Online Game
Offline Game
Market segment by Application
Amateur
Professional
Market segment by players, this report covers
Activision Blizzard
Electronic Arts
Microsoft
NetEase
Nintendo
Sony
Tencent
ChangYou
DeNA
GungHo
Apple
Google
Nexon
Sega
NetEase
Namco Bandai
Ubisoft
Square Enix
Take-Two Interactive
King Digital Entertainment
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 Games product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Games, with revenue, gross margin and global market share of Games from 2019 to 2024.
Chapter 3, the 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 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 Games.
Chapter 13, to describe Games research findings and conclusion.