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Market Analysis

Global Video Games Market Share, Size, Trends, Forecast: By Device: Consoles, Mobile, PC/Laptop; By Age Group: Generation X, Generation Y, Generation Z; By Platform Type: Online, Offline; Regional Analysis; Market Dynamics: SWOT Analysis; Competitive Landscape; Key Trends and Developments in the Market; 2024-2032

Video Games Market Analysis

Based on device, the market is segmented into consoles, mobile, and PC/laptop. On the basis of age group, the market is classified into Generation X, Generation Y, and Generation Z. By platform type, the video games market segmentation is online and offline. The regional markets for video games are divided into North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

 

Video Games Market Report Snapshots

Video Games Market Size

Video Games Market Share

Video Games Companies

Video Games Market Analysis

 

*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.

1    Preface
2    Report Coverage – Key Segmentation and Scope
3    Report Description

    3.1    Market Definition and Outlook
    3.2    Properties and Applications
    3.3    Market Analysis
    3.4    Key Players
4    Key Assumptions
5    Executive Summary

    5.1    Overview
    5.2    Key Drivers
    5.3    Key Developments
    5.4    Competitive Structure
    5.5    Key Industrial Trends
6    Market Snapshot
    6.1    Global
    6.2    Regional
7    Opportunities and Challenges in the Market
8    Global Video Games Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Video Games Historical Market (2018-2023) 
    8.3    Global Video Games Market Forecast (2024-2032)
    8.4    Global Video Games Market by Device
        8.4.1    Consoles
            8.4.1.1    Historical Trend (2018-2023)
            8.4.1.2    Forecast Trend (2024-2032)
        8.4.2    Mobile
            8.4.2.1    Historical Trend (2018-2023)
            8.4.2.2    Forecast Trend (2024-2032)
        8.4.3    PC/Laptop
            8.4.3.1    Historical Trend (2018-2023)
            8.4.3.2    Forecast Trend (2024-2032)
    8.5    Global Video Games Market by Age Group
        8.5.1    Generation X
            8.5.1.1    Historical Trend (2018-2023)
            8.5.1.2    Forecast Trend (2024-2032)
        8.5.2    Generation Y
            8.5.2.1    Historical Trend (2018-2023)
            8.5.2.2    Forecast Trend (2024-2032)
        8.5.3    Generation Z
            8.5.3.1    Historical Trend (2018-2023)
            8.5.3.2    Forecast Trend (2024-2032)
    8.6    Global Video Games Market by Platform Type
        8.6.1    Online
            8.6.1.1    Historical Trend (2018-2023)
            8.6.1.2    Forecast Trend (2024-2032)
        8.6.2    Offline
            8.6.2.1    Historical Trend (2018-2023)
            8.6.2.2    Forecast Trend (2024-2032)
    8.7    Global Video Games Market by Region
        8.7.1    North America
            8.7.1.1    Historical Trend (2018-2023) 
            8.7.1.2    Forecast Trend (2024-2032)
        8.7.2    Europe
            8.7.2.1    Historical Trend (2018-2023) 
            8.7.2.2    Forecast Trend (2024-2032)
        8.7.3    Asia Pacific
            8.7.3.1    Historical Trend (2018-2023) 
            8.7.3.2    Forecast Trend (2024-2032)
        8.7.4    Latin America
            8.7.4.1    Historical Trend (2018-2023) 
            8.7.4.2    Forecast Trend (2024-2032)
        8.7.5    Middle East and Africa
            8.7.5.1    Historical Trend (2018-2023) 
            8.7.5.2    Forecast Trend (2024-2032)
9    North America Video Games Market Analysis
    9.1    United States of America 
        9.1.1    Historical Trend (2018-2023) 
        9.1.2    Forecast Trend (2024-2032)
    9.2    Canada
        9.2.1    Historical Trend (2018-2023) 
        9.2.2    Forecast Trend (2024-2032)
10    Europe Video Games Market Analysis
    10.1    United Kingdom
        10.1.1    Historical Trend (2018-2023) 
        10.1.2    Forecast Trend (2024-2032)
    10.2    Germany
        10.2.1    Historical Trend (2018-2023) 
        10.2.2    Forecast Trend (2024-2032)
    10.3    France
        10.3.1    Historical Trend (2018-2023) 
        10.3.2    Forecast Trend (2024-2032)
    10.4    Italy
        10.4.1    Historical Trend (2018-2023) 
        10.4.2    Forecast Trend (2024-2032)
    10.5    Others
11    Asia Pacific Video Games Market Analysis
    11.1    China
        11.1.1    Historical Trend (2018-2023) 
        11.1.2    Forecast Trend (2024-2032)
    11.2    Japan
        11.2.1    Historical Trend (2018-2023) 
        11.2.2    Forecast Trend (2024-2032)
    11.3    India
        11.3.1    Historical Trend (2018-2023) 
        11.3.2    Forecast Trend (2024-2032)
    11.4    ASEAN
        11.4.1    Historical Trend (2018-2023) 
        11.4.2    Forecast Trend (2024-2032)
    11.5    Australia
        11.5.1    Historical Trend (2018-2023) 
        11.5.2    Forecast Trend (2024-2032)
    11.6    Others
12    Latin America Video Games Market Analysis
    12.1    Brazil
        12.1.1    Historical Trend (2018-2023) 
        12.1.2    Forecast Trend (2024-2032)
    12.2    Argentina
        12.2.1    Historical Trend (2018-2023) 
        12.2.2    Forecast Trend (2024-2032)
    12.3    Mexico
        12.3.1    Historical Trend (2018-2023) 
        12.3.2    Forecast Trend (2024-2032)
    12.4    Others
13    Middle East and Africa Video Games Market Analysis
    13.1    Saudi Arabia
        13.1.1    Historical Trend (2018-2023) 
        13.1.2    Forecast Trend (2024-2032)
    13.2    United Arab Emirates
        13.2.1    Historical Trend (2018-2023) 
        13.2.2    Forecast Trend (2024-2032)
    13.3    Nigeria
        13.3.1    Historical Trend (2018-2023) 
        13.3.2    Forecast Trend (2024-2032)
    13.4    South Africa
        13.4.1    Historical Trend (2018-2023) 
        13.4.2    Forecast Trend (2024-2032)
    13.5    Others
14    Market Dynamics
    14.1    SWOT Analysis
        14.1.1    Strengths
        14.1.2    Weaknesses
        14.1.3    Opportunities
        14.1.4    Threats
    14.2    Porter’s Five Forces Analysis  
        14.2.1    Supplier’s Power
        14.2.2    Buyer’s Power
        14.2.3    Threat of New Entrants
        14.2.4    Degree of Rivalry
        14.2.5    Threat of Substitutes
    14.3    Key Indicators for Demand
    14.4    Key Indicators for Price  
15    Competitive Landscape
    15.1    Market Structure
    15.2    Company Profiles
        15.2.1    Sony Group Corporation
            15.2.1.1    Company Overview
            15.2.1.2    Product Portfolio
            15.2.1.3    Demographic Reach and Achievements
            15.2.1.4    Certifications
        15.2.2    Microsoft Corporation
            15.2.2.1    Company Overview
            15.2.2.2    Product Portfolio
            15.2.2.3    Demographic Reach and Achievements
            15.2.2.4    Certifications
        15.2.3    Nintendo Co., Ltd.
            15.2.3.1    Company Overview
            15.2.3.2    Product Portfolio
            15.2.3.3    Demographic Reach and Achievements
            15.2.3.4    Certifications
        15.2.4    Activision Blizzard, Inc.
            15.2.4.1    Company Overview
            15.2.4.2    Product Portfolio
            15.2.4.3    Demographic Reach and Achievements
            15.2.4.4    Certifications
        15.2.5    Electronic Arts Inc.
            15.2.5.1    Company Overview
            15.2.5.2    Product Portfolio
            15.2.5.3    Demographic Reach and Achievements
            15.2.5.4    Certifications
        15.2.6    Epic Games, Inc.
            15.2.6.1    Company Overview
            15.2.6.2    Product Portfolio
            15.2.6.3    Demographic Reach and Achievements
            15.2.6.4    Certifications
        15.2.7    Take-Two Interactive Software, Inc
            15.2.7.1    Company Overview
            15.2.7.2    Product Portfolio
            15.2.7.3    Demographic Reach and Achievements
            15.2.7.4    Certifications
        15.2.8    Rovio Entertainment Oyj
            15.2.8.1    Company Overview
            15.2.8.2    Product Portfolio
            15.2.8.3    Demographic Reach and Achievements
            15.2.8.4    Certifications
        15.2.9    Lucid Games Limited
            15.2.9.1    Company Overview
            15.2.9.2    Product Portfolio
            15.2.9.3    Demographic Reach and Achievements
            15.2.9.4    Certifications
        15.2.10    Tencent Holdings Ltd.
            15.2.10.1    Company Overview
            15.2.10.2    Product Portfolio
            15.2.10.3    Demographic Reach and Achievements
            15.2.10.4    Certifications
        15.2.11    Bandai Namco Holdings Inc. 
            15.2.11.1    Company Overview
            15.2.11.2    Product Portfolio
            15.2.11.3    Demographic Reach and Achievements
            15.2.11.4    Certifications
        15.2.12    Others 
16    Key Trends and Developments in the Market

 

List of Key Figures and Tables

1.    Global Video Games Market: Key Industry Highlights, 2018 and 2032 
2.    Global Video Games Historical Market: Breakup by Device (USD Million), 2018-2023
3.    Global Video Games Market Forecast: Breakup by Device (USD Million), 2024-2032
4.    Global Video Games Historical Market: Breakup by Age Group (USD Million), 2018-2023
5.    Global Video Games Market Forecast: Breakup by Age Group (USD Million), 2024-2032
6.    Global Video Games Historical Market: Breakup by Platform Type (USD Million), 2018-2023
7.    Global Video Games Market Forecast: Breakup by Platform Type (USD Million), 2024-2032
8.    Global Video Games Historical Market: Breakup by Region (USD Million), 2018-2023
9.    Global Video Games Market Forecast: Breakup by Region (USD Million), 2024-2032
10.    North America Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
11.    North America Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
12.    Europe Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
13.    Europe Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
14.    Asia Pacific Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
15.    Asia Pacific Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
16.    Latin America Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
17.    Latin America Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032 
18.    Middle East and Africa Video Games Historical Market: Breakup by Country (USD Million), 2018-2023
19.    Middle East and Africa Video Games Market Forecast: Breakup by Country (USD Million), 2024-2032
20.    Global Video Games Market Structure

Key Questions Answered in the Report

The market reached a value of USD 221.71 billion in 2023.

The market is estimated to grow at a CAGR of 12.7% between 2024 and 2032.

The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach a value of USD 651.54 billion by 2032.

The growing number of professional and casual gamers, development of immersive and realistic games, and increasing gaming console-purchasing due to rising disposable income are the major drivers of the market.

The key trends in the market include the penetration of modern technologies such as augmented and virtual reality, emerging online-gaming platforms, and growing number of live streamers.

Consoles, mobile, and PC/laptop are the different devices of video games in the market.

Generation X, Generation Y, and Generation Z are the different age groups of video games in the market.

Video games can improve cognitive development, stimulate brain cells, and helps improve the health of neural circuits.

Technologies such as augmented and virtual reality and cloud gaming helps video games by boosting graphics quality and enabling metaverse gaming.

Sony Group Corporation, Microsoft Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Electronic Arts Inc., Epic Games, Inc., Take-Two Interactive Software, Inc, Rovio Entertainment Oyj, Lucid Games Limited, Tencent Holdings Ltd., and Bandai Namco Holdings Inc., among others, are the key players in the video games market, according to the report.

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