ICT

Video Game Market Size to Record US$ 610.6 billion by 2032

According to a recent research report titled “Video Game Market (By Type: Online, Offline; By Platform: Computer, Console, Mobile; By Business Model: Free-to-play, Pay-to-play, Play-to-earn) – Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2032″ published by Precedence Research, the global video game market size is projected to touch around USD 10.5billion by 2032 and growing at a CAGR of 10.5% over the forecast period 2023 to 2032. This comprehensive study examines various factors and their impact on the growth of the video game market.

Video Game Market Size 2023 To 2032

Table of Contents

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 report primarily focuses on the volume and value of the video game market at the global, regional, and company levels. At the global level, the report analyzes historical data and future prospects to present an overview of the overall market size. Regionally, the study emphasizes key regions such as North America, Europe, the Middle East & Africa, Latin America, and others.

Furthermore, the research report provides specific segmentations based on regions (countries), companies, and all market segments. This analysis offers insights into the growth and revenue trends during the historical period of 2017 to 2032, as well as the projected period. By understanding these segments, it becomes possible to identify the significance of different factors that contribute to market growth.

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The research also highlights significant progressions in both organic and inorganic growth strategies within the global video game market. Numerous companies are placing emphasis on new product launches, gaining product approvals, and implementing various business expansion tactics. Moreover, the report presents detailed profiles of firms operating in the video game market, along with their respective market strategies. Additionally, the study concentrates on prominent industry participants, furnishing details such as company profiles, product offerings, financial updates, and noteworthy advancements.

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

Also read: Social Commerce Market Size to Record US$ 12.1 Billion by 2032

Major Key Points Covered in Report:

Executive Summary: It includes key trends of the electric vehicle fuel cell market related to products, applications, and other crucial factors. It also provides analysis of the competitive landscape and CAGR and market size of the electric vehicle fuel cell market based on production and revenue.

Production and Consumption by Region: It covers all regional markets to which the research study relates. Prices and key players in addition to production and consumption in each regional market are discussed.

Key Players: Here, the report throws light on financial ratios, pricing structure, production cost, gross profit, sales volume, revenue, and gross margin of leading and prominent companies competing in the Electric vehicle fuel cell market.

Market Segments: This part of the report discusses product, application and other segments of the electric vehicle fuel cell market based on market share, CAGR, market size, and various other factors.

Research Methodology: This section discusses the research methodology and approach used to prepare the report. It covers data triangulation, market breakdown, market size estimation, and research design and/or programs.

Market Key Players

The report incorporates company profiles of key players in the market. These profiles encompass vital information such as product portfolio, key strategies, and a comprehensive SWOT analysis for each player. Additionally, the report presents a matrix illustrating the presence of each prominent player, enabling readers to gain actionable insights. This facilitates a thoughtful assessment of the market status and aids in predicting the level of competition in the video game market.

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

Why should you invest in this report?

This report presents a compelling investment opportunity for those interested in the global video game market. It serves as an extensive and informative guide, offering clear insights into this niche market. By delving into the report, you will gain a comprehensive understanding of the various major application areas for video game. Furthermore, it provides crucial information about the key regions worldwide that are expected to experience substantial growth within the forecast period of 2023-2030. Armed with this knowledge, you can strategically plan your market entry approaches.

Moreover, this report offers a deep analysis of the competitive landscape, equipping you with valuable insights into the level of competition prevalent in this highly competitive market. If you are already an established player, it will enable you to assess the strategies employed by your competitors, allowing you to stay ahead as market leaders. For newcomers entering this market, the extensive data provided in this report is invaluable, providing a solid foundation for informed decision-making.

Some of the key questions answered in this report:       

  • What is the size of the overall Video game market and its segments?
  • What are the key segments and sub-segments in the market?
  • What are the key drivers, restraints, opportunities and challenges of the Video game market and how they are expected to impact the market?
  • What are the attractive investment opportunities within the Video game market?
  • What is the Video game market size at the regional and country-level?
  • Who are the key market players and their key competitors?
  • What are the strategies for growth adopted by the key players in Video game market?
  • What are the recent trends in Video game market? (M&A, partnerships, new product developments, expansions)?
  • What are the challenges to the Video game market growth?
  • What are the key market trends impacting the growth of Video game market?

 

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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.

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.

View all posts by Prathamesh →

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