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Video Game Market Research Report Information By Gaming Device (Console, Tablet, and Smartphone), By Gaming Type (Online and Offline), By End User (Kids, Teenagers, and Adults), and By Region (North America, Europe, Asia-Pacific, and Rest Of The World) – Market Forecast Till 2032


ID: MRFR/ICT/9113-HCR | 111 Pages | Author: Shubham Munde| November 2024

Video Game Market Segmentation


Video Game Market Gaming Device Outlook (USD Billion, 2018-2032)




  • Console




  • Tablet




  • Smartphone




Video Game Market Gaming Type Outlook (USD Billion, 2018-2032)




  • Online




  • Offline




Video Game Market End User Outlook (USD Billion, 2018-2032)




  • Kids




  • Teenagers




  • Adults




Video Game Market Regional Outlook (USD Billion, 2018-2032)




  • North America Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • US Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Canada Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults








  • Europe Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Germany Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • France Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • UK Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Italy Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Spain Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Rest Of Europe Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults








  • Asia-Pacific Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • China Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Japan Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • India Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Australia Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Rest of Asia-Pacific Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults








  • Rest of the World Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Middle East Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Africa Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults






    • Latin America Outlook (USD Billion, 2018-2032)




    • Video Game Market by Gaming Device




      • Console




      • Tablet




      • Smartphone






    • Video Game Market by Gaming Type




      • Online




      • Offline






    • Video Game Market by End User




      • Kids




      • Teenagers




      • Adults










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Table of Contents

1 Executive Summary

2 Market Introduction

2.1 Market Definition

2.2 Scope of the Study

2.3 Market Structure

3 Research Methodology

3.1 Primary Research

3.2 Secondary Research

3.3 Market Capacity Estimation

3.4 Forecast Model

3.5 List of Assumptions

3.6 Limitations of the Study

4 Market Insights

5 Market Dynamics

5.1 Introduction

5.2 Market Drivers

5.2.1 Rise of next-generation video game consoles

5.2.2 Technological advancement

5.3 Market Restraints

5.3.1 Issues regarding piracy and concerns relating to fraud during gaming transactions

5.4 Market Opportunities

5.4.1 Emergence of Cloud Gaming

5.5 Porter’s Five Forces Analysis

5.5.1 Threat of New Entrants

5.5.2 Bargaining Power of Buyers

5.5.3 Bargaining Power of Suppliers

5.5.4 Threat of Substitutes

5.5.5 Rivalry

5.6 Value Chain/Supply Chain Analysis

5.7 Covid-19 Impact Analysis

5.7.1 Impact on Overall Gaming Industry

5.7.1.1 Economic Impact

5.7.2 Impact on Video Game Market

5.7.3 Impact on Supply Chain of Video Game

5.7.3.1 Price Variation of Key Raw Materials

5.7.3.2 Production Shutdown

5.7.3.3 Cash Flow Constraints

5.7.3.4 Impact on Import/Export

5.7.4 Impact on Market Demand of Video Game

5.7.4.1 Impact due to restrictions/lockdown

5.7.4.2 Consumer Sentiments

5.7.5 Impact on Pricing of Video Game

6 Global Video GameMarket, by Gaming Device

6.1 Introduction

6.2 Console

6.2.1 Market Estimates & Forecast, 2020–2026

6.2.2 Market Estimates & Forecast, by Region, 2020–2026

6.3 Tablet

6.3.1 Market Estimates & Forecast, 2020–2026

6.3.2 Market Estimates & Forecast, by Region, 2020–2026

6.4 Smartphone

6.4.1 Market Estimates & Forecast, 2020–2026

6.4.2 Market Estimates & Forecast, by Region, 2020–2026

7 Global Video Game Market, by Gaming Type

7.1 Introduction

7.2 Online

7.2.1 Market Estimates & Forecast, 2020–2026

7.2.2 Market Estimates & Forecast, by Region, 2020–2026

7.3 Offline

7.3.1 Market Estimates & Forecast, 2020–2026

7.3.2 Market Estimates & Forecast, by Region, 2020–2026

8 Global Video GameMarket, by End-user

8.1 Introduction

8.2 Kids

8.2.1 Market Estimates & Forecast, 2020–2026

8.2.2 Market Estimates & Forecast, by Region, 2020–2026

8.3 Teenagers

8.3.1 Market Estimates & Forecast, 2020–2026

8.3.2 Market Estimates & Forecast, by Region, 2020–2026

8.4 Adults

8.4.1 Market Estimates & Forecast, 2020–2026

8.4.2 Market Estimates & Forecast, by Region, 2020–2026

9 Global Video GameMarket, by Region

9.1 Introduction

9.2 North America

9.2.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.2.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.2.3 Market Estimates & Forecast, by End-user, 2020–2026

9.2.4 Market Estimates & Forecast, by Country, 2020–2026

9.2.5 US

9.2.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.2.5.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.2.5.3 Market Estimates & Forecast, by End-user, 2020–2026

9.2.6 Canada

9.2.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.2.6.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.2.6.3 Market Estimates & Forecast, by End-user, 2020–2026

9.2.7 Mexico

9.2.7.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.2.7.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.2.7.3 Market Estimates & Forecast, by End-user, 2020–2026

9.3 Europe

9.3.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.3.3 Market Estimates & Forecast, by End-user, 2020–2026

9.3.4 Market Estimates & Forecast, by Country, 2020–2026

9.3.5 Germany

9.3.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.5.2 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.5.3 Market Estimates & Forecast, by End-user, 2020–2026

9.3.6 UK

9.3.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.6.2 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.6.3 Market Estimates & Forecast, by End-user, 2020–2026

9.3.7 Russia

9.3.7.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.7.2 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.7.3 Market Estimates & Forecast, by End-user, 2020–2026

9.3.8 Italy

9.3.8.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.8.2 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.8.3 Market Estimates & Forecast, by End-user, 2020–2026

9.3.9 Spain

9.3.9.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.9.2 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.9.3 Market Estimates & Forecast, by End-user, 2020–2026

9.3.10 Rest of Europe

9.3.10.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.10.2 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.3.10.3 Market Estimates & Forecast, by End-user, 2020–2026

9.4 Asia-Pacific

9.4.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.4.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.4.3 Market Estimates & Forecast, by End-user, 2020–2026

9.4.4 Market Estimates & Forecast, by Country, 2020–2026

9.4.5 China

9.4.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.4.5.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.4.5.3 Market Estimates & Forecast, by End-user, 2020–2026

9.4.6 Japan

9.4.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.4.6.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.4.6.3 Market Estimates & Forecast, by End-user, 2020–2026

9.4.7 India

9.4.7.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.4.7.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.4.7.3 Market Estimates & Forecast, by End-user, 2020–2026

9.4.8 South Korea

9.4.8.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.4.8.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.4.8.3 Market Estimates & Forecast, by End-user, 2020–2026

9.4.9 Rest of Asia-Pacific

9.4.9.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.4.9.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.4.9.3 Market Estimates & Forecast, by End-user, 2020–2026

9.5 Middle East& Africa

9.5.1.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.5.1.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.5.1.3 Market Estimates & Forecast, by End-user, 2020–2026

9.5.1.4 Market Estimates & Forecast, by Country, 2020–2026

9.5.2 Saudi Arabia

9.5.2.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.5.2.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.5.2.3 Market Estimates & Forecast, by End-user, 2020–2026

9.5.3 UAE

9.5.3.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.5.3.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.5.3.3 Market Estimates & Forecast, by End-user, 2020–2026

9.5.4 South Africa

9.5.4.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.5.4.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.5.4.3 Market Estimates & Forecast, by End-user, 2020–2026

9.5.5 Rest of Middle East& Africa

9.5.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.5.5.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.5.5.3 Market Estimates & Forecast, by End-user, 2020–2026

9.6 South America

9.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.6.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.6.3 Market Estimates & Forecast, by End-user, 2020–2026

9.6.4 Market Estimates & Forecast, by Country, 2020–2026

9.6.5 Argentina

9.6.5.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.6.5.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.6.5.3 Market Estimates & Forecast, by End-user, 2020–2026

9.6.6 Brazil

9.6.6.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.6.6.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.6.6.3 Market Estimates & Forecast, by End-user, 2020–2026

9.6.7 Rest of South America

9.6.7.1 Market Estimates & Forecast, by Gaming Device, 2020–2026

9.6.7.2 Market Estimates & Forecast, by Gaming Type, 2020–2026

9.6.7.3 Market Estimates & Forecast, by End-user, 2020–2026

10 Competitive Landscape

10.1 Competitive Scenario

10.2 Competitive Benchmarking of the Global Video GameMarket

10.3 Major Growth Key Strategies in the Global Video GameMarket

10.4 Market Share Analysis: Global Video GameMarket

10.5 The Leading Player in Terms of Number of Developments in the Global Video GameMarket

10.6 Product Launch/ Development in Global Video GameMarket

10.7 Mergers and Acquisitions in Global Video GameMarket

10.8 Contracts and Agreements in Global Video GameMarket

10.9 Expansions/ Investments in Global Video GameMarket

11 Company Profile

11.1 Sony Corporation (Japan)

11.1.1 Company Overview

11.1.2 Products/Services Offered

11.1.3 Financial Overview

11.1.4 Key Developments

11.1.5 Key Strategies

11.1.6 SWOT Analysis

11.2 Microsoft Corporation (US)

11.2.1 Company Overview

11.2.2 Products/Services Offered

11.2.3 Financial Overview

11.2.4 Key Developments

11.2.5 Key Strategies

11.2.6 SWOT Analysis

11.3 Apple Inc. (US)

11.3.1 Company Overview

11.3.2 Products/Services Offered

11.3.3 Financial Overview

11.3.4 Key Developments

11.3.5 Key Strategies

11.3.6 SWOT Analysis

11.4 Google LLC (US)

11.4.1 Company Overview

11.4.2 Products/Services Offered

11.4.3 Financial Overview

11.4.4 Key Developments

11.4.5 Key Strategies

11.4.6 SWOT Analysis

11.5 Bandai Namco Entertainment, Inc. (Japan)

11.5.1 Company Overview

11.5.2 Products/Services Offered

11.5.3 Financial Overview

11.5.4 Key Developments

11.5.5 Key Strategies

11.5.6 SWOT Analysis

11.6 Take-Two Interactive Software, Inc. (US)

11.6.1 Company Overview

11.6.2 Products/Services Offered

11.6.3 Financial Overview

11.6.4 Key Developments

11.6.5 Key Strategies

11.6.6 SWOT Analysis

11.7 Nexon Company (South Korea)

11.7.1 Company Overview

11.7.2 Products/Services Offered

11.7.3 Financial Overview

11.7.4 Key Developments

11.7.5 Key Strategies

11.7.6 SWOT Analysis

11.8 Nintendo Co. Ltd (Japan)

11.8.1 Company Overview

11.8.2 Products/Services Offered

11.8.3 Financial Overview

11.8.4 Key Developments

11.8.5 Key Strategies

11.8.6 SWOT Analysis

11.9 Activision Blizzard Inc. (US)

11.9.1 Company Overview

11.9.2 Products/Services Offered

11.9.3 Financial Overview

11.9.4 Key Developments

11.9.5 Key Strategies

11.9.6 SWOT Analysis

11.10 Electronic Arts Inc. (US)

11.10.1 Company Overview

11.10.2 Products/Services Offered

11.10.3 Financial Overview

11.10.4 Key Developments

11.10.5 Key Strategies

11.10.6 SWOT Analysis

11.11 Ubisoft Entertainment SA (France)

11.11.1 Company Overview

11.11.2 Products/Services Offered

11.11.3 Financial Overview

11.11.4 Key Developments

11.11.5 Key Strategies

11.11.6 SWOT Analysis

11.12 Square Enix Holdings Co. Ltd (Japan)

11.12.1 Company Overview

11.12.2 Products/Services Offered

11.12.3 Financial Overview

11.12.4 Key Developments

11.12.5 Key Strategies

11.12.6 SWOT Analysis

11.13 ZeptoLab Co. Ltd (Russia)

11.13.1 Company Overview

11.13.2 Products/Services Offered

11.13.3 Financial Overview

11.13.4 Key Developments

11.13.5 Key Strategies

11.13.6 SWOT Analysis

11.14 Tencent Holdings Limited (China)

11.14.1 Company Overview

11.14.2 Products/Services Offered

11.14.3 Financial Overview

11.14.4 Key Developments

11.14.5 Key Strategies

11.14.6 SWOT Analysis

11.15 Sega Games Co. Ltd (Japan)

11.15.1 Company Overview

11.15.2 Products/Services Offered

11.15.3 Financial Overview

11.15.4 Key Developments

11.15.5 Key Strategies

11.15.6 SWOT Analysis

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