The video game market size is poised to grow by USD 610.6 billion by 2032 from USD 224.9 billion in 2022, exhibiting a CAGR of 10.5% during the forecast period 2023-2032.
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.
Precedence Research has conducted a comprehensive market study that provides valuable insights into the performance of the market during the forecast period. The study identifies significant trends that are shaping the growth of the Video game market. In this recently published report, essential dynamics such as drivers, restraints, and opportunities are highlighted for both established market players and emerging participants involved in production and supply.
To begin with, the Video game Market report features an executive summary that offers a concise overview of the marketplace. It outlines the key players and industry categories expected to have an impact on the market in the coming years. The executive summary provides an unbiased summary of the market.
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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 Rake USD 12.1 Bn By 2032
The empirical study on the global Video game market primarily focuses on the drivers in subsequent sections. It demonstrates how changing demographics are projected to influence the supply and demand dynamics in the Video game Market. Our market report for the Video game market also delves into the significant rules and regulations that are likely to impact the future growth of this sector. Moreover, in order to comprehend the underlying demand factors, industry experts have provided insights into its fundamental origins.
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.
Data Sources and Methodology
To gather comprehensive insights on the Global Video game Market, we relied on a range of data sources and followed a well-defined methodology. Our approach involved interactions with industry experts and key stakeholders across the market’s value chain, including management organizations, processing organizations, and analytics service providers.
We followed a rigorous data analysis process to ensure the quality and credibility of our research. The gathered information was carefully evaluated, and relevant quantitative data was subjected to statistical analysis. By employing robust analytical techniques, we were able to derive meaningful insights and present a comprehensive overview of the Global Video game Market.
The most resonating, simple, genuine, and important causes because of which you must decide to buy the Video game market report exclusively from precedence research
- The research report has been meticulously crafted to provide comprehensive knowledge on essential marketing strategies and a holistic understanding of crucial marketing plans spanning the forecasted period from 2023 to 2032.
Key Features of the Report:
- Comprehensive Coverage: The report extensively encompasses a detailed explanation of highly effective analytical marketing methods applicable to companies across all industry sectors.
- Decision-Making Enhancement: It outlines a concise overview of the decision-making process while highlighting key techniques to enhance it, ensuring favorable business outcomes in the future.
- Articulated R&D Approach: The report presents a well-defined approach to conducting research and development (R&D) activities, enabling accurate data acquisition on current and future marketing conditions.
Market Segmentation:
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
Reasons to Consider Purchasing the Report:
- Enhance your market research capabilities by accessing this comprehensive and precise report on the global Video game market.
- Gain a thorough understanding of the overall market landscape and be prepared to overcome challenges while ensuring robust growth.
- Benefit from in-depth research and analysis of the latest trends shaping the global Video game market.
- Obtain detailed insights into evolving market trends, current and future technologies, and strategic approaches employed by key players in the global Video game market.
- Receive valuable recommendations and guidance for both new entrants and established players seeking further market expansion.
- Discover not only the cutting-edge technological advancements in the global Video game market but also the strategic plans of industry leaders.
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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