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World video games market

The global market for video games represents a total of nearly 62bn€ in 2014 and we estimate a strong CAGR of 8.5% for the period 2014-2018.

This report follows the development of key indicators for the sector over five years and makes an appraisal of the key segments:

  • Home consoles
  • Handheld consoles
  • Offline computer games
  • Online computer games
  • Smartphone Game Market
  • Tablet Game Market
  • Digital Video Game Market


1. Executive Summary
1.1. Overview
1.2. Traditional gaming segments facing competition from online gaming and mobile gaming
1.3. Asia–Pacific, leading video game market
1.4. Key trends
2. Methodology
3. Key Trends
3.1. Home consoles: one year after the dawn of the eighth generation
3.2. More than half of video game market revenues came from dematerialised distribution and online pay practices in 2014
3.3. Mobile games, from euphoria to a supply crisis
3.4. Transition to Free2Play, but Pay per Play is resisting
3.5. Smart toys are sealing their place among the industry's growth segments
3.6. Virtual reality and augmented reality, a gaming trend taking shape for the short term
3.6.1. Virtual reality, the future of video games? A few high-profile examples
3.7. Going indie, more than just employee turnover
3.8. Cloud gaming 2.0
3.9. A new global leader
3.10. Video games and connected TVs, waiting for a natural convergence
4. The home console game segment: a market reaching saturation
4.1. The arrival of the next generation of home consoles means the start of a new sales cycle
4.2. From 2017 the home consoles market in value will go into sharp decline
4.3. Opportunities and threats presented by mobile games for home console gaming
4.4. More than 60% of revenue generated by software sales in 2018 will be from dematerialised sales
5. The handheld console gaming segment: beginning of an irreversible decline?
5.1. Sharp slowdown in handheld console sales, caused by increased competition from smartphones and tablets
5.2. The value of the handheld console market has experienced a net decline since 2013
5.3. More than 70% of revenue generated by software sales in 2018 will be from dematerialised sales
6. The mobile gaming segment: the most dynamic market segment
6.1. The number of tablet gamers will experience a sharp increase over the 2014–2018 period
6.2. A very dynamic market segment
6.3. Key trends in the mobile gaming segment
7. The computer gaming segment: the leading market segment in value
7.1. The number of online computer game users continues to grow
7.2. Free2Play driving growth in the online computer game market
7.3. Social gaming, now a market segment in its own right
8. Annex
Annex 1: Financial indicators for the top traditional and mobile gaming companies
Annex 2: Which of the traditional game publishers are on Facebook?
Annex 3: Development costs for games published between 1981 and 2013
Annex 4: Examples of ubiquitous games
Annex 5: The Apple Store’s 10 top selling game publishers - The Apple Store’s 20 top selling game publishers
Annex 6: Market share in volume for tablets, smartphones and handheld consoles
Tables & Figures
1. Executive Summary
Video game market worldwide by segment, 2014–2018
Global video game market by segment, 2014 and 2018
Global video game market by segment, by region, 2014
3. Key Trends
Global sales of home consoles by console, 2014–2018
Physical video game market vs dematerialised video game market
Breakdown of the dematerialised software market by device platform
Average Revevenue Per User for Major Mobile Titles
Top 20 iOS games according to revenue generated per day in the US
Number of games available on digital distribution platforms
Breakdown of iOS games by business model, February 2014
Examples of smart toy figurines
Global toy and smart toy markets, 2013–2018 (billion EUR)
The Métro Paris application
The concept of mixed reality
Comparison of Game Latency
GeForce GRID Latency
Top 10 Online Games
Sales of UHD TVs
4. The home console game segment: a market reaching saturation
Home console sales, 2002–2018
The top five countries in terms of home consoles sold in 2014
The home consoles market in value, 2002–2018
The home consoles market in value, by geographic region, 2014, 2018
Mobile gaming vs gaming on other platforms
Share of console gamers also playing on tablets and smartphones
World video games market: Markets and forecasts 2014-
Home console game software market in value, by region, 2014–2018
Home console game software market in value, by revenue type, 2014-2018
5. The handheld console gaming segment: beginning of an irreversible decline?
Handheld console sales, 2005–2018
The top five countries in terms of handheld consoles sold in 2014
The handheld console market in value, 2005-2018
The handheld console market in value, by geographic region, 2014-2018
Handheld console game software market in value, by region, 2014-2018
Handheld console game software market in value, by revenue type, 2014-2018
6. The mobile gaming segment: the most dynamic market segment
Number of smartphone and tablet gamers, 2014-2018
Population share playing games on smartphones and tablets in 2014
Average annual ARPU for smartphone and tablet games, 2014–2018
Mobile game market in value, 2014–2018
7. The computer gaming segment: the leading market segment in value
Number of online computer game users, 2014–2018
Population share playing online computer games, by region, 2014
Online computer game market in value, 2014–2018
Breakdown of the online computer game market in value, by region , 2014-2018
Market share of social gaming in the online computer game market, in value, 2014 and 2018
Number of social computer game users, 2014–2018

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