
Video Games Market by Hardware (Handheld Console, Static Console), Physical Platform (Computer, Console, Smartphone), Age Group, Game Type, Genre, Platform Type, Gamer Type - Global Forecast 2024-2030
Description
Video Games Market by Hardware (Handheld Console, Static Console), Physical Platform (Computer, Console, Smartphone), Age Group, Game Type, Genre, Platform Type, Gamer Type - Global Forecast 2024-2030
The Video Games Market size was estimated at USD 191.08 billion in 2023 and expected to reach USD 216.03 billion in 2024, at a CAGR 13.54% to reach USD 464.89 billion by 2030.
Global Video Games Market
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Video Games Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Video Games Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Video Games Market, highlighting leading vendors and their innovative profiles. These include A4Tech Co., Ltd., Activision Publishing, Inc., Bluestack Systems, Inc., Electronic Arts Inc., Giant Interactive Group Inc., Guillemot Corporation SA, Hk Hero Entertainment Co., Limited, Huya Inc., Hyperkin, Inc., Mad Catz Global Limited, Mad Head Limited, Microsoft Corporation, NetEase, Inc., Nintendo Co., Ltd., and Nvidia Corporation.
Market Segmentation & Coverage
This research report categorizes the Video Games Market to forecast the revenues and analyze trends in each of the following sub-markets:
Hardware
Handheld Console
Static Console
Physical Platform
Computer
Console
Smartphone
Tablet
Age Group
Age 10-20
Age 21-35
Age 36-50
Age 51-65
Game Type
Action
Adventure
Arcade
Role-Playing Video Games
Sports
Strategy
Genre
Action
Adventure
Racing
Role-Playing
Shooter
Sports
Strategy
Platform Type
Offline
Online
Gamer Type
Casual
Extreme
Region
Americas
Argentina
Brazil
Canada
Mexico
United States
California
Florida
Illinois
New York
Ohio
Pennsylvania
Texas
Asia-Pacific
Australia
China
India
Indonesia
Japan
Malaysia
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam
Europe, Middle East & Africa
Denmark
Egypt
Finland
France
Germany
Israel
Italy
Netherlands
Nigeria
Norway
Poland
Qatar
Russia
Saudi Arabia
South Africa
Spain
Sweden
Switzerland
Turkey
United Arab Emirates
United Kingdom
The report offers valuable insights on the following aspects:
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as:
1. What is the market size and forecast of the Video Games Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Video Games Market?
3. What are the technology trends and regulatory frameworks in the Video Games Market?
4. What is the market share of the leading vendors in the Video Games Market?
5. Which modes and strategic moves are suitable for entering the Video Games Market?
Note: PDF & Excel + Online Access - 1 Year
Table of Contents
193 Pages
- 1. Preface
- 1.1. Objectives of the Study
- 1.2. Market Segmentation & Coverage
- 1.3. Years Considered for the Study
- 1.4. Currency & Pricing
- 1.5. Language
- 1.6. Limitations
- 1.7. Assumptions
- 1.8. Stakeholders
- 2. Research Methodology
- 2.1. Define: Research Objective
- 2.2. Determine: Research Design
- 2.3. Prepare: Research Instrument
- 2.4. Collect: Data Source
- 2.5. Analyze: Data Interpretation
- 2.6. Formulate: Data Verification
- 2.7. Publish: Research Report
- 2.8. Repeat: Report Update
- 3. Executive Summary
- 4. Market Overview
- 4.1. Introduction
- 4.2. Video Games Market, by Region
- 5. Market Insights
- 5.1. Market Dynamics
- 5.1.1. Drivers
- 5.1.1.1. Increasing internet penetration and accessibility of online video games
- 5.1.1.2. Availability of age-specific video games for a broader population
- 5.1.1.3. Adoption of advanced gaming consoles with features, such as record & share and cross-platform gameplay
- 5.1.2. Restraints
- 5.1.2.1. Increasing video game addiction among children
- 5.1.3. Opportunities
- 5.1.3.1. Emergence of AR, VR, and metaverse video games
- 5.1.3.2. Introduction of innovative educational games by creative game developers
- 5.1.4. Challenges
- 5.1.4.1. Privacy concerns related to video games
- 5.2. Market Segmentation Analysis
- 5.3. Market Trend Analysis
- 5.4. Cumulative Impact of High Inflation
- 5.5. Porter’s Five Forces Analysis
- 5.5.1. Threat of New Entrants
- 5.5.2. Threat of Substitutes
- 5.5.3. Bargaining Power of Customers
- 5.5.4. Bargaining Power of Suppliers
- 5.5.5. Industry Rivalry
- 5.6. Value Chain & Critical Path Analysis
- 5.7. Regulatory Framework
- 6. Video Games Market, by Hardware
- 6.1. Introduction
- 6.2. Handheld Console
- 6.3. Static Console
- 7. Video Games Market, by Physical Platform
- 7.1. Introduction
- 7.2. Computer
- 7.3. Console
- 7.4. Smartphone
- 7.5. Tablet
- 8. Video Games Market, by Age Group
- 8.1. Introduction
- 8.2. Age 10-20
- 8.3. Age 21-35
- 8.4. Age 36-50
- 8.5. Age 51-65
- 9. Video Games Market, by Game Type
- 9.1. Introduction
- 9.2. Action
- 9.3. Adventure
- 9.4. Arcade
- 9.5. Role-Playing Video Games
- 9.6. Sports
- 9.7. Strategy
- 10. Video Games Market, by Genre
- 10.1. Introduction
- 10.2. Action
- 10.3. Adventure
- 10.4. Racing
- 10.5. Role-Playing
- 10.6. Shooter
- 10.7. Sports
- 10.8. Strategy
- 11. Video Games Market, by Platform Type
- 11.1. Introduction
- 11.2. Offline
- 11.3. Online
- 12. Video Games Market, by Gamer Type
- 12.1. Introduction
- 12.2. Casual
- 12.3. Extreme
- 13. Americas Video Games Market
- 13.1. Introduction
- 13.2. Argentina
- 13.3. Brazil
- 13.4. Canada
- 13.5. Mexico
- 13.6. United States
- 14. Asia-Pacific Video Games Market
- 14.1. Introduction
- 14.2. Australia
- 14.3. China
- 14.4. India
- 14.5. Indonesia
- 14.6. Japan
- 14.7. Malaysia
- 14.8. Philippines
- 14.9. Singapore
- 14.10. South Korea
- 14.11. Taiwan
- 14.12. Thailand
- 14.13. Vietnam
- 15. Europe, Middle East & Africa Video Games Market
- 15.1. Introduction
- 15.2. Denmark
- 15.3. Egypt
- 15.4. Finland
- 15.5. France
- 15.6. Germany
- 15.7. Israel
- 15.8. Italy
- 15.9. Netherlands
- 15.10. Nigeria
- 15.11. Norway
- 15.12. Poland
- 15.13. Qatar
- 15.14. Russia
- 15.15. Saudi Arabia
- 15.16. South Africa
- 15.17. Spain
- 15.18. Sweden
- 15.19. Switzerland
- 15.20. Turkey
- 15.21. United Arab Emirates
- 15.22. United Kingdom
- 16. Competitive Landscape
- 16.1. FPNV Positioning Matrix
- 16.2. Market Share Analysis, By Key Player
- 16.3. Competitive Scenario Analysis, By Key Player
- 17. Competitive Portfolio
- 17.1. Key Company Profiles
- 17.1.1. A4Tech Co., Ltd.
- 17.1.2. Activision Publishing, Inc.
- 17.1.3. Bluestack Systems, Inc.
- 17.1.4. Electronic Arts Inc.
- 17.1.5. Giant Interactive Group Inc.
- 17.1.6. Guillemot Corporation SA
- 17.1.7. Hk Hero Entertainment Co., Limited
- 17.1.8. Huya Inc.
- 17.1.9. Hyperkin, Inc.
- 17.1.10. Mad Catz Global Limited
- 17.1.11. Mad Head Limited
- 17.1.12. Microsoft Corporation
- 17.1.13. NetEase, Inc.
- 17.1.14. Nintendo Co., Ltd.
- 17.1.15. Nvidia Corporation
- 17.2. Key Product Portfolio
- 18. Appendix
- 18.1. Discussion Guide
- 18.2. License & Pricing
- FIGURE 1. VIDEO GAMES MARKET RESEARCH PROCESS
- FIGURE 2. VIDEO GAMES MARKET SIZE, 2023 VS 2030
- FIGURE 3. VIDEO GAMES MARKET SIZE, 2018-2030 (USD MILLION)
- FIGURE 4. VIDEO GAMES MARKET SIZE, BY REGION, 2023 VS 2030 (%)
- FIGURE 5. VIDEO GAMES MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 6. VIDEO GAMES MARKET DYNAMICS
- FIGURE 7. VIDEO GAMES MARKET SIZE, BY HARDWARE, 2023 VS 2030 (%)
- FIGURE 8. VIDEO GAMES MARKET SIZE, BY HARDWARE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 9. VIDEO GAMES MARKET SIZE, BY PHYSICAL PLATFORM, 2023 VS 2030 (%)
- FIGURE 10. VIDEO GAMES MARKET SIZE, BY PHYSICAL PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 11. VIDEO GAMES MARKET SIZE, BY AGE GROUP, 2023 VS 2030 (%)
- FIGURE 12. VIDEO GAMES MARKET SIZE, BY AGE GROUP, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 13. VIDEO GAMES MARKET SIZE, BY GAME TYPE, 2023 VS 2030 (%)
- FIGURE 14. VIDEO GAMES MARKET SIZE, BY GAME TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 15. VIDEO GAMES MARKET SIZE, BY GENRE, 2023 VS 2030 (%)
- FIGURE 16. VIDEO GAMES MARKET SIZE, BY GENRE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 17. VIDEO GAMES MARKET SIZE, BY PLATFORM TYPE, 2023 VS 2030 (%)
- FIGURE 18. VIDEO GAMES MARKET SIZE, BY PLATFORM TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 19. VIDEO GAMES MARKET SIZE, BY GAMER TYPE, 2023 VS 2030 (%)
- FIGURE 20. VIDEO GAMES MARKET SIZE, BY GAMER TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 21. AMERICAS VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 22. AMERICAS VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 23. UNITED STATES VIDEO GAMES MARKET SIZE, BY STATE, 2023 VS 2030 (%)
- FIGURE 24. UNITED STATES VIDEO GAMES MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 25. ASIA-PACIFIC VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 26. ASIA-PACIFIC VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 27. EUROPE, MIDDLE EAST & AFRICA VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 28. EUROPE, MIDDLE EAST & AFRICA VIDEO GAMES MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 29. VIDEO GAMES MARKET, FPNV POSITIONING MATRIX, 2023
- FIGURE 30. VIDEO GAMES MARKET SHARE, BY KEY PLAYER, 2023
Pricing
Currency Rates
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