Video Games: Global Markets

Video Games: Global Markets

Sep 2020 BCC Research ICT92 Pages Price :
$ 5500

The video gaming industry is currently among the fastest-growing segments in the entertainment business. The global market for video games is predicted to be REDACTED by 2025, up from REDACTED in 2019. It is estimated that there are currently more than REDACTED gamers around the world. The gaming market is dominated by world-famous consoles and brands from reputable game development companies like Sony PlayStation, Nintendo, X box, etc. The sector is characterized by a tremendous amount of innovation and dynamics, not just growth. More than one billion video game consoles have been sold, worldwide, over the last decade. Video games are a popular form of media consumption, competing with Hollywood's most profitable blockbusters. Marketing executives are turning to video games in a wide variety of industries to market goods, through movie tie-ins and ingame promotion. An important factor in video games is the availability of platform and game distribution technologies. The rising demand for video games has opened a new branch of industry. The digital game sector remains very powerful, even as other media industries are experiencing a decline.

In 2019, the global video gaming industry was estimated at REDACTED and is expected to rise to REDACTED by 2025, growing at a CAGR of REDACTED. Some of the major factors driving growth in the video gaming market include: steady rise in the number of gamers, increased innovation in game design, increased interest in eSports and the advancement of augmented reality (AR) and virtual reality (VR). Nevertheless, video gaming market growth is being hampered by factors such as piracy concerns and game addiction regulations.

In this report, the video gaming market was segmented, based on genre, into action games, shooting, sports, role-playing, adventure, racing, strategy and others. Action games are the most popular, testing the reflexes, reaction speed and hand-eye coordination of players. The next most famous genre is sports games. The segment’s success is primarily due to the fact that sports games mimic the conventional physical sport; artificial intelligence (AI) or other real-life people manage the opposing team.

The video gaming industry is classified by platform: console games, mobile games, PC games and others. Mobile Gaming is the largest contributor to the ever-expanding demand for video games today.

Combining both smartphones and tablets, mobile gaming accounts for around half of the entire 2019 video gaming market, estimated at REDACTED. Mobile games currently account for REDACTED of all device purchases, REDACTED of user spending and REDACTED of all in-app time spent. It is estimated that about REDACTED people, worldwide, played mobile video games in 2019. This is almost one-third of the global population. Console video games are the second-largest market. In 2019 console video games werevalued at REDACTED. The console platform is expected to grow at a CAGR of REDACTED and is projected to reach REDACTED by 2025.

Asia-Pacific (APAC) was the largest video games market, worldwide, in 2019, holding REDACTED of the market. About REDACTED of the world’s three billion smartphone users live in the APAC region. China, Japan and South Korea are the three largest national gaming markets. China is the APAC region’s largest gaming market, with gaming sales of REDACTED. Japan is second with REDACTED and South Korea is third with REDACTED. North America is the second-largest regional market for video games, estimated at REDACTED. It is projected that the demand for video games in North America will rise at a CAGR of REDACTED and reach REDACTED by 2025."

Report Scope:

In this report, the market has been segmented based on genre, mode, platform and geography. The report provides an overview of the global video gaming market and analyzes market trends. Using 2019 as the base year, the report provides estimated market data for the forecast period, 2020-2025. Revenue forecasts for this period are segmented based on genre, mode, platform and geography. Market values have been estimated based on the total revenue of video game developers. Video gaming publishers can earn revenue from games through various processes. The methods of monetizing games vary, especially between different genres or platforms. Revenues benefit developers, copyright owners and other stakeholders. Some important revenue streams for video game publishers include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading and advertising.

The report covers the market for video games with regard to the user base, across different regions. It also highlights major trends and challenges that affect the market and the vendor landscape. The report estimates the global market for video games in 2019 and provides projections for the expected market size through 2025.

Report Includes:

  • 37 data tables and 26 additional tables
  • An overview of the global video gaming market and discussion on its key market developments
  • Estimation of the market size and analyses of global market trends, with data from 2019, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025
  • Analysis of market trends and identification of new opportunities, challenges, and technological changes within the industry
  • A look into the development of augmented reality (AR) and virtual reality (VR) in the video gaming industry and discussion on educational applications of video games
  • Highlights of current and future market potential, market size, and market share analysis based on genre, mode, type, platform and region
  • Comprehensive company profiles of major players of the industry, including Apple Inc., Epic Games Inc, Microsoft Corp., Sony Corp., and Tencent Holdings Ltd

Table of Contents

Chapter 1 Introduction

Study Goals and Objectives
Scope of Report
Reasons for Doing the Study
Intended Audiences
Information Sources
Methodology
Geographic Breakdown
Analyst's Credentials
BCC Custom Research
Related BCC Research Reports

Chapter 2 Summary and Highlights

Chapter 3 Video Gaming: Market Overview

Video Gaming Market Overview
History of Video Gaming
Launch of Gaming Consoles
Video Gaming Crash
Increasing Competition
3D Gaming
Future of Video Gaming
Technology Development
Traditional Value Chain: Video Gaming Industry
Business Models
Pay to Play
Free-to-play (F2P) and freemium
Advertising
Impact of COVID-19
Online vs. Offline
Single vs. Multiplayer
Market Share Analysis
Market Drivers
Increased Number of Gamers
Increasingly Creative Game Design
Video Games in Education
Augmented Reality (AR) and Virtual Reality (VR)
Market Restraints
Piracy
Hacking and Cheat Codes

Chapter 4 Market Breakdown by Genre
Introduction
Action
Sports
Adventure

Chapter 5 Market Breakdown by Platform
Introduction
Consoles
Components of a Gaming Console
Home Consoles
Handheld Consoles
Video Gaming Market for Consoles
Personal Computers (PCs)
E-sports Driving the PC Gaming Industry
Mobile

Chapter 6 Market Breakdown by Region
Introduction
North America
U.S.
Canada
Mexico
Europe
United Kingdom
Germany
France
Spain
Italy
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Rest of Asia-Pacific
RoW

Chapter 7 Company Profiles
ACTIVISION BLIZZARD INC.
APPLE INC.
BANDAI NAMCO GAMES INC.
CAPCOM CO. LTD.
ELECTRONIC ARTS INC.
EPIC GAMES INC.
KONAMI HOLDINGS CORP.
Microsoft Corp.
NINTENDO CO. LTD.
SONY CORP.
SQUARE ENIX CO. LTD.
TAKE-TWO INTERACTIVE SOFTWARE INC.
TENCENT HOLDINGS LTD.
UBISOFT ENTERTAINMENT SA

 

List of Table

List of Tables

Table 1 : Global Market for Video Gaming, by Genre, Through 2025
Table 2 : Global Market for Action Genre Video Gaming, by Region, Through 2025
Table 3 : Global Market for Sports Genre Video Gaming, by Region, Through 2025
Table 4 : Global Market for Adventure Genre Video Gaming, by Region, Through 2025
Table 5 : Global Market for Role-Playing Genre Video Gaming, by Region, Through 2025
Table 6 : Global Market for Other Genres Video Gaming, by Region, Through 2025
Table 7 : Global Market for Video Gaming, by Platform, Through 2025
Table 8 : Global Market for Consoles Video Gaming, by Region, Through 2025
Table 9 : Global Market for PC Platform Video Gaming, by Region, Through 2025
Table 10 : Global Market for Mobile Platform Video Gaming, by Region, Through 2025
Table 11 : Global Market for Video Gaming, by Region, Through 2025
Table 12 : North American Market for Video Gaming, by Genre, Through 2025
Table 13 : North American Market for Video Gaming, by Platform, Through 2025
Table 14 : North American Market for Video Gaming, by Country, Through 2025
Table 15 : Top 20 Best Selling Video Games in U.S., 2019
Table 16 : Best-Selling Video Games in Europe, 2019
Table 17 : European Market for Video Gaming, by Genre, Through 2025
Table 18 : European Market for Video Gaming, by Platform, Through 2025
Table 19 : European Market for Video Gaming, by Country, Through 2025
Table 20 : Asia-Pacific Market for Video Gaming, by Genre, Through 2025
Table 21 : Asia-Pacific Market for Video Gaming, by Platform, Through 2025
Table 22 : Asia-Pacific Market for Video Gaming, by Country, Through 2025
Table 23 : RoW Market for Video Gaming, by Genre, Through 2025
Table 24 : RoW Market for Video Gaming, by Platform, Through 2025
Table 25 : Activision Blizzard Inc.: Net Revenue, 2017-2019
Table 26 : Activision Blizzard Inc.: Products and Services
Table 27 : Activision Blizzard Inc.: Developments, 2019 and 2020
Table 28 : Apple Inc.: Net Revenue, 2017-2019
Table 29 : Apple Inc.: Products and Services
Table 30 : Apple Inc.: Developments, 2019 and 2020
Table 31 : Bandai Namco Group: Net Revenue, 2017-2019
Table 32 : Bandai Namco Group: Products and Services
Table 33 : Bandai Namco Group: Developments, 2019 and 2020
Table 34 : Capcom Co. Ltd.: Net Revenue, 2017-2019
Table 35 : Capcom Co. Ltd.: Products and Services
Table 36 : Capcom Co. Ltd.: Developments, 2019 and 2020
Table 37 : Electronic Arts Inc.: Net Revenue, 2017-2019
Table 38 : Electronic Arts Inc.: Products and Services
Table 39 : Electronic Arts Inc.: Developments, 2019 and 2020
Table 40 : Epic Games Inc.: Products and Services
Table 41 : Konami Holdings Corp.: Net Revenue, 2018 and 2019
Table 42 : Konami Holdings Corp.: Products and Services
Table 43 : Microsoft Corp.: Net Revenue, 2017-2019
Table 44 : Microsoft Corp.: Products and Services
Table 45 : Microsoft Corp.: Developments, 2019 and 2020
Table 46 : Nintendo Co. Ltd.: Net Revenue, 2018-2020
Table 47 : Nintendo Co. Ltd.: Products and Services
Table 48 : Sony Corp.: Net Revenue, 2018-2020
Table 49 : Sony Corp.: Products and Services
Table 50 : Sony Corp.: Developments, 2019 and 2020
Table 51 : Square Enix Holdings Co. Ltd.: Net Revenue, 2017-2019
Table 52 : Square Enix Holdings Co. Ltd.: Products and Services
Table 53 : Square Enix Holdings Co. Ltd.: Developments, 2020
Table 54 : Take-Two Interactive Software Inc.: Net Revenue, 2017-2019
Table 55 : Take-Two Interactive Software Inc.: Products and Services
Table 56 : Take-Two Interactive Software Inc.: Developments, 2019 and 2020
Table 57 : Tencent Holdings Ltd.: Net Revenue, 2017-2019
Table 58 : Tencent Holdings Ltd.: Products and Services
Table 59 : Tencent Holdings Ltd.: Developments, 2019 and 2020
Table 60 : Ubisoft Entertainment SA: Net Revenue, 2017-2019
Table 61 : Ubisoft Entertainment SA: Products and Services
Table 62 : Ubisoft Entertainment SA: Developments, 2019

 

List of Chart

List of Figures

Figure 1 : Value Chain: Video Gaming Industry
Figure 2 : Company Market Share Analysis, 2019
Figure 3 : Global Market for Video Gaming, by Genre, 2019-2025
Figure 4 : Global Market for Action Genre Video Gaming, by Region, 2019-2025
Figure 5 : Global Market for Sports Genre Video Gaming, by Region, 2019-2025
Figure 6 : Global Market for Adventure Genre Video Gaming, by Region, 2019-2025
Figure 7 : Global Market for Role-Playing Genre Video Gaming, by Region, 2019-2025
Figure 8 : Global Market for Other Genres Video Gaming, by Region, 2019-2025
Figure 9 : Global Market for Video Gaming, by Platform, 2019-2025
Figure 10 : Global Market Share for Consoles Video Gaming, by Product, 2019
Figure 11 : Global Market for Consoles Video Gaming, by Region, 2019-2025
Figure 12 : Global Market for PC Platform Video Gaming, by Region, 2019-2025
Figure 13 : Global Market for Mobile Platform Video Gaming, by Region, 2019-2025
Figure 14 : Global Market for Video Gaming, by Region
Figure 15 : Global Market Share for Video Gaming, by Region, 2019
Figure 16 : U.S. Market for Video Gaming, 2019-2025
Figure 17 : Canadian Market for Video Gaming, 2019-2025
Figure 18 : Mexican Market for Video Gaming, 2019-2025
Figure 19 : UK Market for Video Gaming, 2019-2025
Figure 20 : German Market for Video Gaming, 2019-2025
Figure 21 : French Market for Video Gaming, 2019-2025
Figure 22 : Spanish Market for Video Gaming, 2019-2025
Figure 23 : Italian Market for Video Gaming, 2019-2025
Figure 24 : Rest of European Market for Video Gaming, 2019-2025
Figure 25 : Chinese Market for Video Gaming, 2019-2025
Figure 26 : Japanese Market for Video Gaming, 2019-2025
Figure 27 : South Korean Market for Video Gaming, 2019-2025
Figure 28 : Rest of Asia-Pacific Market for Video Gaming, 2019-2025
Figure 29 : Activision Blizzard Inc.: Sales, by Business Segment, 2019
Figure 30 : Activision Blizzard Inc.: Sales, by Distribution Channel, 2019
Figure 31 : Activision Blizzard Inc.: Sales, by Region, 2019
Figure 32 : Apple Inc.: Sales, by Product Segment, 2019
Figure 33 : Apple Inc.: Sales, by Region, 2019
Figure 34 : Bandai Namco Group: Sales, by Business Segment, 2019
Figure 35 : Bandai Namco Group: Sales, by Region/Country, 2019
Figure 36 : Capcom Co. Ltd.: Sales, by Business Segment, 2019
Figure 37 : Electronic Arts Inc.: Revenue, by Business Composition, 2019
Figure 38 : Electronic Arts Inc.: Revenue, by Platform, 2019
Figure 39 : Electronic Arts Inc.: Revenue, by Region, 2019
Figure 40 : Konami Holdings Corp.: Revenue, by Business Segment, 2019
Figure 41 : Konami Holdings Corp.: Revenue, by Region, 2019
Figure 42 : Microsoft Corp.: Sales, by Business Segment, 2019
Figure 43 : Nintendo Co. Ltd.: Revenue, by Product Type, 2020
Figure 44 : Sony Corp.: Revenue, by Business Segment, 2020
Figure 45 : Sony Corp.: Revenue, by Region, 2020
Figure 46 : Square Enix Holdings Co. Ltd.: Revenue, by Business Segment, 2019
Figure 47 : Square Enix Holdings Co. Ltd.: Revenue, by Region, 2019
Figure 48 : Take-Two Interactive Software Inc.: Revenue, by Gaming Platform, 2019
Figure 49 : Take-Two Interactive Software Inc.: Revenue, by Distribution Channel, 2019
Figure 50 : Take-Two Interactive Software Inc.: Revenue, by Region, 2019
Figure 51 : Tencent Holdings Ltd. Revenue, by Business Segment, 2019
Figure 52 : Tencent Holdings Ltd.: Revenue, by Region, 2019
Figure 53 : Ubisoft Entertainment SA: Revenue, by Platform, 2019
Figure 54 : Ubisoft Entertainment SA: Revenue, by Region, 2019

 

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