Global Video Game Market by Type (Offline, Online), by Device (Console, Computer, Mobile) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028
Summary of the Report
Global video game sales were valued at USD 151.06 million in 2019. They are expected to increase at a Compound Annual Rate (CAGR), of 12.9% between 2020 and 2027. The key drivers of growth are expected to be technological proliferation and innovation in both software and hardware. Market growth prospects are expected to remain positive due to the increasing penetration of internet services and the ease of accessing games online around the world. The growth is also expected to be driven by game developers who are constantly pushing the technology limits in real-time rendering graphics in video games.
Industry participants have shifted their focus to hardware compatibility and efficiency as a result of the growing desire to play online games instead of physical games. Multiplayer games, such as Massively Multiplayer Online or Free2Play (F2P), have been growing in popularity and will continue to do so for the next eight years. Consumer spending is increasing due to rising disposable income. The changing preferences of consumers have resulted in the widespread adoption of advanced gaming consoles with more sophisticated features, such as record and play and cross-platform gameplay.
Market growth will be influenced by the growing popularity of social media gaming. A large percentage of the world's population uses social networking sites like Reddit and Facebook for gaming. Customers will be attracted to the availability of various genres of gaming such as strategy, role play and simulation. The popularity of eSports tournaments, and the growing number of professional gamers is expected to drive up sales of video games and accessories as well as gaming hardware and software.
There is a high demand for video games in many areas, including educational institutions and corporate businesses. Gamification as an educational tool offers opportunities for cognitive and deeper learning. Gaming to learn is a concept that has existed for a long time. The actual potential for gamification in academia is only being discovered recently.
Market growth will be slowed by the rising popularity of counterfeit products, particularly in low-priced countries like China and Indonesia. Market growth will be affected by copyright and piracy concerns. The growth is also expected to be hampered by concerns about fraud in gaming transactions. Another factor that could limit growth is the rapid rise in problems and health issues related to video games.
COVID-19 Insights
While the COVID-19 pandemic continues its devastating effects on the global economy, the videogame industry is expected to experience remarkable growth in the coming months. Companies are seeing an increase in users and increased hours spent playing online games as governments around the world have mandated home quarantining. Many gaming companies are offering their online games free of charge. Activision Blizzard, Inc., for instance, released Call of Duty: Warzone in March 2020 as a free download. It received around 6 million downloads within a single day.
Many companies are experiencing delays and interruptions due to the pandemic. Several press conferences that were originally scheduled to announce the latest trailers and announcements have been postponed. Game Developers Conference was originally scheduled for June 2020 but was delayed due to the increasing spread of COVID-19 pandemic. The pandemic had an impact on supply chains and hardware production. Many of these delays can be attributed to the closure of various Chinese manufacturing facilities, which are where many of these gaming products were made. Nintendo Co., Ltd. announced in February 2020 that it would delay the release of Nintendo Switch, originally scheduled for March 6, 2020, due to COVID-19.
Device Insights
With a market share of more than 35%, the mobile device segment led in 2019. It is expected to continue its dominance for the forecast period. This is due to increasing smartphone penetration around the world. Due to the advantages of larger displays and better viewing experiences, the mobile device segment will continue to grow. The growth prospects for handheld consoles will also be positive.
Over the forecast period, consoles are expected to grow at a significant CAGR. The console market will be driven by advantages such as high-end sound systems and displays that offer a richer experience for customers. The consoles are equipped with features that allow for online sharing and recording of in-game footage. The next-generation consoles offer dynamic simulation, which creates an immersive experience and allows the user to make an impact on the world.
Type Insights
Over the forecast period, online video games will gain popularity. Online games are becoming more popular due to the ease of playing multiplayer games and the ability to communicate with other players. Online video games have become more popular thanks to social networking sites.
Online segment demand will continue to grow due to growing awareness of interactive entertainment systems and a rising number gamers who are using gaming as an entertainment tool. The segment's growth is also expected to be driven by the increasing penetration of smartphones and cloud gaming, among other things. The market players in the development and marketing of video game consoles place a lot of emphasis on the online gaming opportunities. Xbox Live by Microsoft Corporation, and PlayStation Network from Sony Corporation allow online gaming.
Regional Insights
With a market share of more than 50%, the Asia Pacific was the dominant region in 2019, with over 50%. This is due to China's rise as a gaming hub. This is due to the ever-increasing penetration of smartphones and growing demand for entertainment in China. Tencent Holdings Limited is based in China and has become the largest player in the global marketplace due to its organic growth strategies such as the acquisition of Riot Games Oy and Supercell Oy. These companies are the developers of popular games like League of Legends or Clash of Clans. China's overall growth has been aided by the company's expansion.
Vendors are launching a variety of platforms to allow gamers access to AAA-rated games, due to the rising number of online gamers. Tencent and NVIDIA Corporation teamed up to launch START, a cloud gaming platform, in December 2019. Gamers can access AAA games from any device, anywhere and at any time with the new cloud gaming service. South Korea's increased focus on esports and multiplayer online games is expected to make a significant contribution to regional growth. South Korea has seen a huge increase in popularity of massively multiplayer online role-playing gaming.
Key Company and Market Share Insights
Market players are focused largely on developing engaging content and next-generation consoles. These players have developed popular consoles such as the PlayStation 4 by Sony Corporation, Xbox One and Wii U by Nintendo Co., Ltd. With a view to increasing their market share, market players are primarily focusing on product differentiation and innovation.
Market leaders are placing significant emphasis on customer experience and offering multi-utility features to their products that allow users to simultaneously play games and surf the internet. This multi-utility gaming consoles will drive growth in the future. To remain competitive, the vendors are also looking at mergers and acquisitions of small- and medium-sized businesses. To accelerate game development innovation, Microsoft Corporation bought PlayFab in January 2018. The following are some of the most prominent players in the videogame market:
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Microsoft Corporation
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Nintendo Co., Ltd.
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Rovio Entertainment Corporation
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NVIDIA Corporation
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Valve Corporation
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PlayJam Ltd.
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Bluestack Systems, Inc.
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Sony Corporation
Up Market Research published a new report titled “Video Game Market research report which is segmented by Type (Offline, Online), by Device (Console, Computer, Mobile), By Players/Companies Bluestack Systems Inc, Sony Corporation, PlayJam Ltd, NVIDIA Corporation, Microsoft Corporation, Valve Corporation, Rovio Entertainment Corporation, Nintendo Co Ltd”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.
Report Scope
Report Attributes | Report Details |
Report Title | Video Game Market Research Report |
By Type | Offline, Online |
By Device | Console, Computer, Mobile |
By Companies | Bluestack Systems Inc, Sony Corporation, PlayJam Ltd, NVIDIA Corporation, Microsoft Corporation, Valve Corporation, Rovio Entertainment Corporation, Nintendo Co Ltd |
Regions Covered | North America, Europe, APAC, Latin America, MEA |
Base Year | 2020 |
Historical Year | 2018 to 2019 (Data from 2010 can be provided as per availability) |
Forecast Year | 2028 |
Number of Pages | 220 |
Number of Tables & Figures | 154 |
Customization Available | Yes, the report can be customized as per your need. |
The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.
Global Video Game Market Report Segments:
The market is segmented by Type (Offline, Online), by Device (Console, Computer, Mobile).
Video Game Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.
Key Benefits for Industry Participants & Stakeholders:
- Industry drivers, restraints, and opportunities covered in the study
- Neutral perspective on the market performance
- Recent industry trends and developments
- Competitive landscape & strategies of key players
- Potential & niche segments and regions exhibiting promising growth covered
- Historical, current, and projected market size, in terms of value
- In-depth analysis of the Video Game Market
Overview of the regional outlook of the Video Game Market:
Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.
Highlights of The Video Game Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of Video Game Market.
- Historical data and forecast.
- Estimations for the forecast period 2028.
- Developments and trends in the market.
1. Offline
2. Online
7. By Device:1. Console
2. Computer
3. Mobile
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Video Game Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
Reasons to Purchase the Video Game Market Report:
- The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
- Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
- Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
- The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
- Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Video Game Market Overview
4.1 Introduction
4.1.1 Market Taxonomy
4.1.2 Market Definition
4.1.3 Macro-Economic Factors Impacting the Market Growth
4.2 Video Game Market Dynamics
4.2.1 Market Drivers
4.2.2 Market Restraints
4.2.3 Market Opportunity
4.3 Video Game Market - Supply Chain Analysis
4.3.1 List of Key Suppliers
4.3.2 List of Key Distributors
4.3.3 List of Key Consumers
4.4 Key Forces Shaping the Video Game Market
4.4.1 Bargaining Power of Suppliers
4.4.2 Bargaining Power of Buyers
4.4.3 Threat of Substitution
4.4.4 Threat of New Entrants
4.4.5 Competitive Rivalry
4.5 Global Video Game Market Size & Forecast, 2018-2028
4.5.1 Video Game Market Size and Y-o-Y Growth
4.5.2 Video Game Market Absolute $ Opportunity
Chapter 5 Global Video Game Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Video Game Market Size Forecast by Type
5.2.1 Offline
5.2.2 Online
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Video Game Market Analysis and Forecast by Device
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Device
6.1.2 Basis Point Share (BPS) Analysis by Device
6.1.3 Absolute $ Opportunity Assessment by Device
6.2 Video Game Market Size Forecast by Device
6.2.1 Console
6.2.2 Computer
6.2.3 Mobile
6.3 Market Attractiveness Analysis by Device
Chapter 7 Global Video Game Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Video Game Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Video Game Analysis and Forecast
9.1 Introduction
9.2 North America Video Game Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Video Game Market Size Forecast by Type
9.6.1 Offline
9.6.2 Online
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Video Game Market Size Forecast by Device
9.10.1 Console
9.10.2 Computer
9.10.3 Mobile
9.11 Basis Point Share (BPS) Analysis by Device
9.12 Absolute $ Opportunity Assessment by Device
9.13 Market Attractiveness Analysis by Device
Chapter 10 Europe Video Game Analysis and Forecast
10.1 Introduction
10.2 Europe Video Game Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Video Game Market Size Forecast by Type
10.6.1 Offline
10.6.2 Online
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Video Game Market Size Forecast by Device
10.10.1 Console
10.10.2 Computer
10.10.3 Mobile
10.11 Basis Point Share (BPS) Analysis by Device
10.12 Absolute $ Opportunity Assessment by Device
10.13 Market Attractiveness Analysis by Device
Chapter 11 Asia Pacific Video Game Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Video Game Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Video Game Market Size Forecast by Type
11.6.1 Offline
11.6.2 Online
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Video Game Market Size Forecast by Device
11.10.1 Console
11.10.2 Computer
11.10.3 Mobile
11.11 Basis Point Share (BPS) Analysis by Device
11.12 Absolute $ Opportunity Assessment by Device
11.13 Market Attractiveness Analysis by Device
Chapter 12 Latin America Video Game Analysis and Forecast
12.1 Introduction
12.2 Latin America Video Game Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Video Game Market Size Forecast by Type
12.6.1 Offline
12.6.2 Online
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Video Game Market Size Forecast by Device
12.10.1 Console
12.10.2 Computer
12.10.3 Mobile
12.11 Basis Point Share (BPS) Analysis by Device
12.12 Absolute $ Opportunity Assessment by Device
12.13 Market Attractiveness Analysis by Device
Chapter 13 Middle East & Africa (MEA) Video Game Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Video Game Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Video Game Market Size Forecast by Type
13.6.1 Offline
13.6.2 Online
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Video Game Market Size Forecast by Device
13.10.1 Console
13.10.2 Computer
13.10.3 Mobile
13.11 Basis Point Share (BPS) Analysis by Device
13.12 Absolute $ Opportunity Assessment by Device
13.13 Market Attractiveness Analysis by Device
Chapter 14 Competition Landscape
14.1 Video Game Market: Competitive Dashboard
14.2 Global Video Game Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Bluestack Systems Inc
14.3.2 Sony Corporation
14.3.3 PlayJam Ltd
14.3.4 NVIDIA Corporation
14.3.5 Microsoft Corporation
14.3.6 Valve Corporation
14.3.7 Rovio Entertainment Corporation
14.3.8 Nintendo Co Ltd