November 11, 2024
ICT

Video Game Market Size to Garner USD 610.6 Billion by 2032

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.

Video Game Market Size 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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Prathamesh

I have completed my education in Bachelors in Computer Application. A focused learner having a keen interest in the field of digital marketing, SEO, SMM, and Google Analytics enthusiastic to learn new things along with building leadership skills.

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