Strategic Intelligence: Video Games
Description
Strategic Intelligence: Video Games
Summary
The gaming software market was worth $254 billion in 2025 and is forecast to reach $352 billion by 2030, according to GlobalData. Mobile gaming will account for more than half of industry revenues across this period.
Key Highlights
Summary
The gaming software market was worth $254 billion in 2025 and is forecast to reach $352 billion by 2030, according to GlobalData. Mobile gaming will account for more than half of industry revenues across this period.
Key Highlights
- Platform operators like Apple, Alphabet, and Valve control the key distribution channels through which games reach consumers. They capture a significant share of industry revenue and set monetization, data access, and revenue-sharing rules for publishers. As a result, publishers without their own platforms rely on platform operators’ ecosystems. Their bargaining power is limited, and their profit margins are compressed.
- Meanwhile, amid rising game production costs, publishers are focusing on remakes, remasters, and cross-platform strategies to reduce risk and secure predictable returns. Many are using artificial intelligence (AI) to accelerate game development and reduce costs.
- This report provides an overview of the video games theme.
- It includes global market forecasts for gaming software.
- The detailed value chain consists of four layers: creation, monetization, distribution, and device.
- The global video games industry is at an inflection point. Following a decade of rapid expansion, fueled by pandemic-era demand, growth across mature markets is stabilizing.
- The industry’s future will be determined less by sheer user growth and more by how it attracts and retains consumer attention, optimizes monetization models, and aligns with evolving technological, macroeconomic, and regulatory trends.
- This report provides an invaluable guide to this disruptive theme. It includes comprehensive lists of the leading players across all aspects of the value chain, helping companies identify the right partners.
Table of Contents
77 Pages
- Executive Summary
- Thematic Overview
- The attention economy is gaming’s next challenge to overcome
- Pricing pressure and cost inflation are key publisher pain points
- Control of distribution is the central axis of value capture in gaming
- AI can support both creativity and cost-cutting
- Remakes and remasters are gaming’s profitable nostalgia strategy
- Regulations are a constant threat to all gaming companies
- Cross-play is a way to expand reach, but erodes exclusivity
- Esports is transitioning from hyper-growth to rationalization
- Players
- Technology Briefing
- Console gaming
- PC gaming
- Mobile gaming
- Cloud Gaming
- Esports
- Value Chain
- Creation layer
- Game developers and publishers
- Game engines
- Monetization layer
- Ad networks
- Payment platforms
- Esports organizers
- Brand sponsorship
- Media rights
- Distribution layer
- Cloud services
- Telecom networks
- App stores and online platforms
- Social media
- Streaming services
- Retailers
- Device layer
- Smartphones and tablets
- Personal computers
- Gaming consoles
- Virtual reality headsets
- Smart TVs (including media streaming devices)
- Peripherals
- Market Forecasts
- Companies
- Sector Scorecards
- Gaming sector scorecard
- Who’s who
- Thematic screen
- Valuation screen
- Risk screen
- Glossary
- Further Reading
- Our Thematic Research Methodology
- Report Authors
- About GlobalData
- Contact Us
- List of Tables
- Table 1: Companies
- Table 2: Glossary
- Table 3: Further Reading
- Table 4: Report Authors:
- List of Figures
- Figure 1: Video games compete for people’s attention with social media
- Figure 2: Games are increasingly expensive, with $70 now standard for premium titles
- Figure 3: Platform operators control game distribution and billing
- Figure 4: There were over 35,000 layoffs in the video games industry between 2023 and 2025
- Figure 5: Remakes and remasters are a cost-effective strategy to monetize old titles
- Figure 6: Antitrust, data privacy, and time limits are key issues for gaming companies
- Figure 7: Cross-play reduces barriers between gaming ecosystems and expands reach
- Figure 8: Esports is shifting from rapid expansion to cost discipline
- Figure 9: Co-streaming connects fans with creators and drives community growth
- Figure 10: Select list of players in the video games theme, and where they sit in the value chain
- Figure 11: There are two main types of gaming consoles
- Figure 12: PC gaming is typically at-home entertainment
- Figure 13: Two main types of devices are used in mobile gaming
- Figure 14: There are two approaches to cloud gaming
- Figure 15: Esports can be watched in a stadium or online
- Figure 16: The video games value chain
- Figure 17: The video games value chain - Creation layer: game developers and publishers
- Figure 18: The video games value chain - Creation layer: game engines
- Figure 19: The video games value chain - Monetization layer: ad networks
- Figure 20: The video games value chain - Monetization layer: payment platforms
- Figure 21: The video games value chain - Monetization layer: esports organizers
- Figure 22: The video games value chain - Monetization layer: brand sponsorship
- Figure 23: The video games value chain - Monetization layer: media rights
- Figure 24: The video games value chain - Distribution layer: cloud services
- Figure 25: The video games value chain - Distribution layer: telecom networks
- Figure 26: The video games value chain - Distribution layer: app stores and online platforms
- Figure 27: The video games value chain - Distribution layer: social media
- Figure 28: The video games value chain - Distribution layer: streaming services
- Figure 29: The video games value chain - Device layer: smartphones and tablets
- Figure 30: The video games value chain - Device layer: personal computers
- Figure 31: The video games value chain - Device layer: gaming consoles
- Figure 32: The video games value chain - Device layer: VR headsets
- Figure 33: The video games value chain - Device layer: smart TVs (including media streaming devices)
- Figure 34: The video games value chain - Device layer: peripherals
- Figure 35: The gaming software market will generate $352.0 billion in revenue by 2030
- Figure 36: Mobile gaming accounts for the lion’s share of global gaming software revenue
- Figure 37: Who does what in the gaming sector?
- Figure 38: Thematic screen
- Figure 39: Valuation screen
- Figure 40: Risk screen
- Figure 41: Our approach to identifying the companies most likely to succeed in a sector over the next five years
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