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Video Game Market Size, Share & Trends Analysis Report By Device (Console, Mobile, Computer), By Type (Online, Offline), By Region (North America, Europe, Asia Pacific, Latin America, Middle East & Africa), And Segment Forecasts, 2025 - 2030

Published Jun 12, 2025
Length 150 Pages
SKU # GV20191893

Description

Video Game Market Growth & Trends

The global video game market size is estimated to reach USD 600.74 billion by 2030, registering to grow at a CAGR of 12.2% from 2025 to 2030 according to a new report by Grand View Research, Inc. The growing penetration of smartphones, easy availability & access to games on the Internet, and increasing use of AR and VR technologies in gaming frameworks are driving the growth of this market. Increasing trend of esports, social gaming, cloud-based gaming, and roguelike gaming positively impacts the market’s growth. Furthermore, favorable demographics are contributing to the demand for video games on different gaming platforms. For instance, the gaming industry is seeing rapid growth in participation of female gamers. According to MMA Global, the marketing trade association, most mobile gaming audience comprises women.

In addition, as per the State of India Gaming Report 2022 report by Lumikai, a venture capital firm in collaboration with Amazon Web Services (AWS), women, on average, spend 11.2 hours per week playing video games; while the time spent by men on video games is 10.2 hours/week. Moreover, the gaming landscape has evolved significantly in recent years, with a notable shift toward mobile/smartphone gaming. Mobile gaming has experienced rapid growth, becoming the dominant segment of the gaming industry. The widespread availability of smartphones & tablets, improved hardware capabilities, and increased internet access have led to a surge in mobile gamers worldwide.

In addition, mobile gaming has remained popular among gamers, with a growing community of dedicated mobile gamers. The rising preference for mobile gaming has positively impacted the market by fueling the demand for high-quality and visually appealing games. Given the advancements in mobile hardware capabilities, mobile games are expected to have impressive graphics and visual effects. Consumers often seek games with realistic graphics, detailed textures, and advanced visual effects to utilize their gaming rigs' capabilities fully. The demand for games that can deliver visually stunning graphics for mobile platforms has contributed to the growth of the market.

In February 2023, Sportsbrowser, an online sports portal, published the list of the world’s top 10 most popular online games. Out of these, eight games are serviced on mobile platforms. On the other hand, Metaverse has also supported Web 3.0 gaming, a new gaming reality that enables gamers to move characters from one gaming experience to another. In June 2023, Apple Inc. launched Apple Vision Pro, the first-ever AR headset from the company. This device provides an immersive viewing experience with the forefront Spatial Audio and unrivaled audio-visual quality. The emergence of such high-quality mixed reality (MR) products is further opportunistic for market growth.

Video Game Market Report Highlights
  • Asia Pacific captured a substantial revenue share of over 49.85% in 2024 owing to the high popularity of gaming in countries, such as China, Japan, and South Korea, coupled with the deployment of multiple strategies by Chinese developers to attract gamers.
  • In terms of device, the mobile segment is expected to witness the fastest CAGR of over 15% from 2025 to 2030,
  • In terms of types, the online segment is anticipated to witness the fastest growth rate from 2025 to 2030
  • The growth of the online segment is driven by a rise in internet penetration, growth of the online casual gaming sector, and increasing popularity of massively multiplayer online (MMO) and Free2Play (F2P) games
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Table of Contents

150 Pages
Chapter 1. Methodology and Scope
1.1. Market Segmentation and Scope
1.2. Market Definitions
1.2.1. Information analysis
1.2.2. Market formulation & data visualization
1.2.3. Data validation & publishing
1.3. Research Scope and Assumptions
1.3.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights
Chapter 3. Video Game Market Variables, Trends, & Scope
3.1. Market Lineage Outlook
3.2. Market Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Market Challenge
3.3.4. Market Opportunities
3.4. Video Game Market Analysis Tools
3.4.1. Deployment Analysis - Porter’s
3.4.1.1. Bargaining power of the suppliers
3.4.1.2. Bargaining power of the buyers
3.4.1.3. Threats of substitution
3.4.1.4. Threats from new entrants
3.4.1.5. Competitive rivalry
3.4.2. PESTEL Analysis
3.4.2.1. Political landscape
3.4.2.2. Economic landscape
3.4.2.3. Social landscape
3.4.2.4. Technological landscape
3.4.2.5. Environmental landscape
3.4.2.6. Legal landscape
Chapter 4. Video Game Market: Device Estimates & Trend Analysis
4.1. Segment Dashboard
4.2. Video Game Market: Device Movement Analysis, USD Billion, 2024 & 2030
4.3. Console
4.3.1. Console Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.4. Mobile
4.4.1. Mobile Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
4.5. Computer
4.5.1. Computer Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
Chapter 5. Video Game Market: Type Estimates & Trend Analysis
5.1. Segment Dashboard
5.2. Video Game Market: Type Movement Analysis, USD Billion, 2024 & 2030
5.3. Online
5.3.1. Online Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
5.4. Offline
5.4.1. Offline Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Billion)
Chapter 6. Regional Estimates & Trend Analysis
6.1. Video Game Market by Region, 2024 & 2030
6.2. North America
6.2.1. North America Video Game Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
6.2.2. U.S.
6.2.2.1. U.S. Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.2.3. Canada
6.2.3.1. Canada Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.2.4. Mexico
6.2.4.1. Mexico Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.3. Europe
6.3.1. Europe Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.3.2. UK
6.3.2.1. UK Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.3.3. Germany
6.3.3.1. Germany Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.3.4. France
6.3.4.1. France Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.4. Asia Pacific
6.4.1. Asia Pacific Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.4.2. China
6.4.2.1. China Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.4.3. Japan
6.4.3.1. Japan Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.4.4. India
6.4.4.1. India Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.4.5. Australia
6.4.5.1. Australia Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.4.6. South Korea
6.4.6.1. South Korea Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.5. Latin America
6.5.1. Latin America Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.5.2. Brazil
6.5.2.1. Brazil Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.6. Middle East and Africa
6.6.1. Middle East and Africa Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.6.2. Saudi Arabia
6.6.2.1. Saudi Arabia Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.6.3. Egypt
6.6.3.1. Egypt Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.6.4. Jordan
6.6.4.1. Jordan Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
6.6.5. UAE
6.6.5.1. UAE Video Game Market Estimates and Forecasts, 2018 - 2030 (USD Billion)
Chapter 7. Competitive Landscape
7.1. Company Categorization
7.2. Company Market Positioning
7.3. Company Heat Map Analysis
7.4. Company Profiles/Listing
7.4.1. Activision Blizzard
7.4.1.1. Participant’s Overview
7.4.1.2. Financial Performance
7.4.1.3. Product Benchmarking
7.4.1.4. Strategic Initiatives
7.4.2. Take-Two Interactive Software, Inc.
7.4.2.1. Participant’s Overview
7.4.2.2. Financial Performance
7.4.2.3. Product Benchmarking
7.4.2.4. Strategic Initiatives
7.4.3. Epic Games
7.4.3.1. Participant’s Overview
7.4.3.2. Financial Performance
7.4.3.3. Product Benchmarking
7.4.3.4. Strategic Initiatives
7.4.4. Electronic Arts Inc.
7.4.4.1. Participant’s Overview
7.4.4.2. Financial Performance
7.4.4.3. Product Benchmarking
7.4.4.4. Strategic Initiatives
7.4.5. Lucid Games
7.4.5.1. Participant’s Overview
7.4.5.2. Financial Performance
7.4.5.3. Product Benchmarking
7.4.5.4. Strategic Initiatives
7.4.6. Microsoft Corp.
7.4.6.1. Participant’s Overview
7.4.6.2. Financial Performance
7.4.6.3. Product Benchmarking
7.4.6.4. Strategic Initiatives
7.4.7. Nintendo
7.4.7.1. Participant’s Overview
7.4.7.2. Financial Performance
7.4.7.3. Product Benchmarking
7.4.7.4. Strategic Initiatives
7.4.8. Rovio Entertainment Corporation
7.4.8.1. Participant’s Overview
7.4.8.2. Financial Performance
7.4.8.3. Product Benchmarking
7.4.8.4. Strategic Initiatives
7.4.9. Sony Interactive Entertainment Inc.
7.4.9.1. Participant’s Overview
7.4.9.2. Financial Performance
7.4.9.3. Product Benchmarking
7.4.9.4. Strategic Initiatives
7.4.10. Tencent Holdings Ltd.
7.4.10.1. Participant’s Overview
7.4.10.2. Financial Performance
7.4.10.3. Product Benchmarking
7.4.10.4. Strategic Initiatives
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