The global Video game market size was estimated to be around US$ 224.9 billion in 2022. It is projected to reach US$ 610.6 billion by 2032, indicating a CAGR of 10.5% from 2023 to 2032.
Key Takeaways
- By device, the mobile segment has generated a revenue share of around 42% in 2022.
- By type, the offline segment has held a revenue share of 64% in 2022.
- Asia Pacific region has captured a revenue share of over 54% in 2022.
The market research report on the Video game market provides a comprehensive analysis of various key aspects. It includes the definition, classification, and application of Video game products. The report examines the development trends, competitive landscape, and industrial chain structure within the industry. Furthermore, it presents an overview of the industry, analyzes national policies and planning, and offers insights into the latest market dynamics and opportunities at a global level.
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Report Scope of the Video Game Market:
Report Coverage | Details |
Market Size in 2023 | USD 248.52 Billion |
Market Size by 2032 | USD 610.6 Billion |
Growth Rate from 2023 to 2032 | CAGR of 10.5% |
Largest Market | Asia Pacific |
Base Year | 2022 |
Forecast Period | 2023 To 2032 |
Segments Covered | By Type, By Platform, and By Business Model |
Regions Covered | North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa |
Read More: Social Commerce Market Size to Garner USD 12.1 Billion by 2032
The report presents the volume and value-based market size for the base year 2022 and forecasts the market’s growth between 2023 and 2032. It estimates market numbers based on product form and application, providing size and forecast for each application segment in both global and regional markets.
Focusing on the global Video game market, the report highlights its status, future forecasts, growth opportunities, key market players, and key market regions such as the United States, Europe, and China. The study aims to present the development of the Video game market by considering factors like Year-on-Year (Y-o-Y) growth, in addition to Compound Annual Growth Rate (CAGR). This approach enables a better understanding of market certainty and the identification of lucrative opportunities.
Regarding production, the report investigates the capacity, production, value, ex-factory price, growth rate, and market share of major manufacturers, regions, and product types. On the consumption side, the report focuses on the regional consumption of Video game products across different countries and applications.
Buyers of the report gain access to verified market figures, including global market size in terms of revenue and volume. The report provides reliable estimations and calculations for global revenue and volume by product type from 2023 to 2032. It also includes accurate figures for production capacity and production by region during the same period.
The research includes product parameters, production processes, cost structures, and data classified by region, technology, and application. Furthermore, it conducts SWOT analysis and investment feasibility studies for new projects.
This in-depth research report offers valuable insights into the Video game market. It employs an objective and fair approach to analyze industry trends, supporting customer competition analysis, development planning, and investment decision-making. The project received support and assistance from technicians and marketing personnel across various links in the industry chain.
The competitive landscape section of the report provides detailed information on Video game market competitors. It includes company overviews, financials, revenue generation, market potential, research and development investments, new market initiatives, global presence, production sites, production capacities, strengths and weaknesses, product launches, product range, and application dominance. However, the data points provided only focus on the companies’ activities related to the Video game market.
Prominent players in the market are expected to face tough competition from new entrants. Key players are targeting acquisitions of startup companies to maintain their dominance. The report
Reasons to Purchase this Report:
- Comprehensive market segmentation analysis incorporating qualitative and quantitative research, considering the impact of economic and policy factors.
- In-depth regional and country-level analysis, examining the demand and supply dynamics that influence market growth.
- Market size in USD million and volume in million units provided for each segment and sub-segment.
- Detailed competitive landscape, including market share of major players, recent projects, and strategies implemented over the past five years.
- Comprehensive company profiles encompassing product offerings, key financial information, recent developments, SWOT analysis, and employed strategies by major market players.
Key Market Players:
- Tencent Holding Limited
- Nintendo of America Inc.
- Activision Blizzard, Inc.
- Electronic Arts Inc.
- Microsoft Corporation
- Sony Corporation
- Take-Two Interactive Software, Inc.
- Amazon.com, Inc.
- Square Enix Holdings Co., Ltd.
- Gameloft SE
- King Digital Entertainment Ltd.
Segments Covered in the Report:
By Type
- Online
- Offline
By Platform
- Computer
- Console
- Mobile
By Business Model
- Free-to-play
- Pay-to-play
- Play-to-earn
By Geography
- North America
- Europe
- Asia-Pacific
- Latin America
- Middle East and Africa
TABLE OF CONTENT
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Video Game Market
5.1. COVID-19 Landscape: Video Game Industry Impact
5.2. COVID 19 – Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Video Game Market, By Type
8.1. Video Game Market, by Type, 2023-2032
8.1.1 Online
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Offline
8.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Video Game Market, By Platform
9.1. Video Game Market, by Platform, 2023-2032
9.1.1. Computer
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Console
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Mobile
9.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Video Game Market, By Business Model
10.1. Video Game Market, by Business Model, 2023-2032
10.1.1. Free-to-play
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Pay-to-play
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. Play-to-earn
10.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Video Game Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Type (2020-2032)
11.1.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Type (2020-2032)
11.1.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Type (2020-2032)
11.1.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Type (2020-2032)
11.2.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Type (2020-2032)
11.2.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Type (2020-2032)
11.2.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Type (2020-2032)
11.2.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.6.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Type (2020-2032)
11.2.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.7.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Type (2020-2032)
11.3.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Type (2020-2032)
11.3.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Type (2020-2032)
11.3.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Type (2020-2032)
11.3.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.6.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Type (2020-2032)
11.3.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.7.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Type (2020-2032)
11.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Type (2020-2032)
11.4.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Type (2020-2032)
11.4.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Type (2020-2032)
11.4.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.6.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Type (2020-2032)
11.4.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.7.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Type (2020-2032)
11.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Type (2020-2032)
11.5.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.4.3. Market Revenue and Forecast, by Business Model (2020-2032)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Type (2020-2032)
11.5.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.5.3. Market Revenue and Forecast, by Business Model (2020-2032)
Chapter 12. Company Profiles
12.1. Tencent Holding Limited
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Nintendo of America Inc.
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Activision Blizzard, Inc.
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Electronic Arts Inc.
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Microsoft Corporation
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Sony Corporation
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Take-Two Interactive Software, Inc.
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Amazon.com, Inc.
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Square Enix Holdings Co., Ltd.
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Gameloft SE
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
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