Europe Video Game Market Size, Share & Industry Trends Analysis Report By Type (Offline and Online), By Device (Mobile, Console, and Computer), By Country and Growth Forecast, 2022 - 2028

Europe Video Game Market Size, Share & Industry Trends Analysis Report By Type (Offline and Online), By Device (Mobile, Console, and Computer), By Country and Growth Forecast, 2022 - 2028

The Europe Video Game Market would witness market growth of 11.6% CAGR during the forecast period (2022-2028).

Game producers are introducing several games throughout multiple genres, such as action, role play, simulation, and strategy, on social media to attract customers, discovered that many people use social media to locate their preferred video game. Video game and accessory sales are also being driven by the growing popularity of e-sports events and the growing number of professional players. Gaming's potential as an educational tool for developing cognitive learning is also being investigated. The idea of "gaming to learn" is still in its early stages, but it is gaining traction.

The increasing popularity of esports and increased awareness of video games are two significant factors driving the video game sector forward. Furthermore, the increasing number of tournaments and events with large rewards, as well as long-term investment efforts adopted by market players, are expected to provide new growth avenues for the esports market over the projection period.

More people across this region are pursuing esports as a professional career due to the rapidly expanding esports industry in multiple countries. Moreover, many universities and schools in this region offer specialized education courses as well as scholarships for top game or esports players.

According to the government, Esports has the potential to become a real national strength in the United Kingdom, capitalizing on world-class video games, entertainment, and sports sectors. The rapid increase in online esports audience numbers, as well as the growing number of esports events and investments in the UK, suggest that there is a strong platform to build on. During the Covid-19 shutdown, esports emerged as a source of entertainment and a method to connect with others.

It has been Europe that has played an important role in the growth of the esports industry. It is not surprising that Europe produced some of the earliest organizations that popularized esports, particularly in the West. ESL, perhaps the largest esports organization, originated in Germany.

The Germany market dominated the Europe Video Game Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $20,403.1 million by 2028. The UK market is poised to grow at a CAGR of 10.6% during (2022 - 2028). Additionally, The France market would display a CAGR of 12.4% during (2022 - 2028).

Based on Type, the market is segmented into Offline and Online. Based on Device, the market is segmented into Mobile, Console, and Computer. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Electronic Arts, Inc., Nintendo Co., Ltd., Rovio Entertainment Corporation, Microsoft Corporation, Lucid Games Ltd., Tencent Holdings Ltd., Activision Blizzard, Inc., Sony Corporation, Apple, Inc., and The Walt Disney Company.

Scope of the Study

Market Segments covered in the Report:

By Type

  • Offline
  • Online
By Device
  • Mobile
  • Console
  • Computer
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
Companies Profiled
  • Electronic Arts, Inc.
  • Nintendo Co., Ltd.
  • Rovio Entertainment Corporation
  • Microsoft Corporation
  • Lucid Games Ltd.
  • Tencent Holdings Ltd.
  • Activision Blizzard, Inc.
  • Sony Corporation
  • Apple, Inc.
  • The Walt Disney Company
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Video Game Market, by Type
1.4.2 Europe Video Game Market, by Device
1.4.3 Europe Video Game Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2018, Nov – 2022, Jan) Leading Players
Chapter 4. Europe Video Game Market by Type
4.1 Europe Offline Market by Country
4.2 Europe Online Market by Country
Chapter 5. Europe Video Game Market by Device
5.1 Europe Mobile Market by Country
5.2 Europe Console Market by Country
5.3 Europe Computer Market by Country
Chapter 6. Europe Video Game Market by Country
6.1 Germany Video Game Market
6.1.1 Germany Video Game Market by Type
6.1.2 Germany Video Game Market by Device
6.2 UK Video Game Market
6.2.1 UK Video Game Market by Type
6.2.2 UK Video Game Market by Device
6.3 France Video Game Market
6.3.1 France Video Game Market by Type
6.3.2 France Video Game Market by Device
6.4 Russia Video Game Market
6.4.1 Russia Video Game Market by Type
6.4.2 Russia Video Game Market by Device
6.5 Spain Video Game Market
6.5.1 Spain Video Game Market by Type
6.5.2 Spain Video Game Market by Device
6.6 Italy Video Game Market
6.6.1 Italy Video Game Market by Type
6.6.2 Italy Video Game Market by Device
6.7 Rest of Europe Video Game Market
6.7.1 Rest of Europe Video Game Market by Type
6.7.2 Rest of Europe Video Game Market by Device
Chapter 7. Company Profiles
7.1 Electronic Arts, Inc.
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Research & Development Expenses
7.1.4 Recent strategies and developments:
7.1.4.1 Partnerships, Collaborations, and Agreements:
7.1.4.2 Acquisition and Mergers:
7.2 Nintendo Co., Ltd.
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 Recent strategies and developments:
7.2.5.1 Product Launches and Product Expansions:
7.3 Rovio Entertainment Corporation
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Recent strategies and developments:
7.3.4.1 Acquisition and Mergers:
7.4 Microsoft Corporation
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental and Regional Analysis
7.4.4 Research & Development Expenses
7.4.5 Recent strategies and developments:
7.4.5.1 Partnerships, Collaborations, and Agreements:
7.5 Lucid Games Ltd.
7.5.1 Company Overview
7.6 Tencent Holdings Ltd.
7.6.1 Company Overview
7.6.2 Financial Analysis
7.6.3 Segmental and Regional Analysis
7.6.4 Research & Development Expenses
7.6.5 Recent strategies and developments:
7.6.5.1 Acquisition and Mergers:
7.7 Activision Blizzard, Inc.
7.7.1 Company Overview
7.7.2 Financial Analysis
7.7.3 Segmental and Regional Analysis
7.8 Sony Corporation (Sony Interactive Entertainment LLC)
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Segmental and Regional Analysis
7.8.4 Research and Development Expense
7.9 Apple, Inc.
7.9.1 Company Overview
7.9.2 Financial Analysis
7.9.3 Regional Analysis
7.9.4 Research & Development Expense
7.9.5 Recent strategies and developments:
7.9.5.1 Product Launches and Product Expansions:
7.10. The Walt Disney Company (Hulu LLC)
7.10.1 Company Overview
7.10.2 Financial Analysis
7.10.3 Segment and Regional Analysis
7.10.4 Recent strategies and developments:
7.10.4.1 Partnerships, Collaborations, and Agreements:
7.10.4.2 Product Launches and Product Expansions:

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