Product Code: A85196
According to a new report published by Allied Market Research, titled, "Video Game Market," The video game market was valued at $231.40 billion in 2022, and is estimated to reach $446.4 billion by 2032, growing at a CAGR of 6.5% from 2023 to 2032.

Video games are electronic games that involve interaction with a user interface, typically through a controller or keyboard, and are played on a variety of platforms such as consoles, computers, and mobile devices. Video games have grown to be a popular form of entertainment with a multibillion-dollar global industry. Action, adventure, role-playing, simulation, sports, and strategy games are all examples of video games. They can be played alone or in groups, locally or online. While some consider video games to be a kind of escapism or a waste of time, others consider them to be a true art form and a fantastic instrument for education and training. Video games can give gamers a sense of accomplishment, social contact, and even stress alleviation. In contrast, excessive video game use can lead to addiction, social isolation, and physical health issues. Players must practice safe gaming behaviors, and parents must monitor their children's video game use.
The gaming and esports businesses have grown enormously in the recent decade, giving a boost to numerous esports leagues across the globe. Many corporations and businesses have stepped forward to assist in the formation of teams in various esports leagues to attract people interested in electronic gaming. The rise of esports competitions has raised awareness of electronic gaming and inspired young people to pursue it as a career.
In the last five years, the gaming population has grown at a reasonable rate, with an average annual rise of 17.6 million and an annual growth rate of 5%. The rise in the gaming population has fueled the sales of gaming peripherals such as gaming keyboards and mice. Different gaming peripheral manufacturing companies are going for tie-ups with the esports leagues to promote their product and increase awareness among consumers about the specialization and characteristics of their new gaming keyboards. The increased growth of the esports industry has fueled the growth of the video games market.
Gaming addiction and the promotion of violence through various games have been the subject of concern for governments across the globe, resulting in increased melancholy and aggressive behavior in youngsters. As a result, numerous countries have prohibited games that may cause participant's emotional discomfort. Furthermore, many countries have set time limits for how much time a person can spend playing video games. For example, in August 2021, China prohibited players under the age of 18 from playing online games on holidays and limited the number of hours that may be played on weekends. This regulation restricts the growth of market participants and their user base.
Cloud gaming, also known as game streaming on demand and game streaming, is a technology that allows gamers to broadcast games over the internet without the requirement for a high-quality gaming computer or console. Cloud gaming, which allows games to be played on remote servers with real-time transmission onto the player's device, offers quick and responsive gameplay. Cloud gaming provides various advantages to players, including increased accessibility, convenience, performance, and cost-effectiveness. Some of the most prominent cloud gaming platforms are Google Sadia, Amazon Luna, GeForceNow, and Microsoft xCloud. These platforms provide a diverse selection of games, ranging from small titles to AAA blockbusters, and allow gamers to access them via a variety of devices. These issues are being addressed by upgrading internet infrastructure and developing streaming technology to make cloud gaming more engaging. Cloud gaming has the potential to transform the video game sector by making games more accessible, fun, and cost-effective for users.
Key Benefits For Stakeholders
- This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the video game market analysis from 2022 to 2032 to identify the prevailing video game market opportunities.
- The market research is offered along with information related to key drivers, restraints, and opportunities.
- Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
- In-depth analysis of the video game market segmentation assists to determine the prevailing market opportunities.
- Major countries in each region are mapped according to their revenue contribution to the global market.
- Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
- The report includes the analysis of the regional as well as global video game market trends, key players, market segments, application areas, and market growth strategies.
Key Market Segments
By Platform Type
By Device
By Age Group
- Generation Z
- Generation Y
- Generation X
By Region
- North America
- Europe
- UK
- Germany
- France
- Russia
- Italy
- Spain
- Rest of Europe
- Asia-Pacific
- China
- Japan
- India
- South Korea
- Australia
- Rest of Asia-Pacific
- LAMEA
- Brazil
- South Africa
- Saudi Arabia
- Argentina
- Rest of LAMEA
Key Market Players:
- Activision Blizzard, Inc.
- Bandai Namco Entertainment America Inc.
- Electronic Arts Inc.
- Epic Games, Inc
- Lucid Games
- Microsoft Corporation
- Nintendo of America Inc.,
- Sony Interactive Entertainment Inc.
- Take-Two Interactive Software, Inc.
- Ubisoft Entertainment.
TABLE OF CONTENTS
CHAPTER 1: INTRODUCTION
- 1.1. Report description
- 1.2. Key market segments
- 1.3. Key benefits to the stakeholders
- 1.4. Research Methodology
- 1.4.1. Primary research
- 1.4.2. Secondary research
- 1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
CHAPTER 3: MARKET OVERVIEW
- 3.1. Market definition and scope
- 3.2. Key findings
- 3.2.1. Top impacting factors
- 3.2.2. Top investment pockets
- 3.3. Porter's five forces analysis
- 3.3.1. High bargaining power of suppliers
- 3.3.2. High threat of new entrants
- 3.3.3. High threat of substitutes
- 3.3.4. Moderate intensity of rivalry
- 3.3.5. Moderate bargaining power of buyers
- 3.4. Market dynamics
- 3.4.1. Drivers
- 3.4.1.1. Rise in Trend of Competitive Multiplayer Games
- 3.4.1.2. Technological Advancements
- 3.4.1.3. Growth in the Esports industry
- 3.4.2. Restraints
- 3.4.2.1. Growth in Health Concerns and Addiction-Related Issues
- 3.4.2.2. Privacy Concern
- 3.4.3. Opportunities
- 3.4.3.1. An increase in government initiatives boosts the gaming industry
- 3.4.3.2. Cloud gaming
- 3.5. COVID-19 Impact Analysis on the market
CHAPTER 4: VIDEO GAME MARKET, BY DEVICE
- 4.1. Overview
- 4.1.1. Market size and forecast
- 4.2. Smartphones
- 4.2.1. Key market trends, growth factors and opportunities
- 4.2.2. Market size and forecast, by region
- 4.2.3. Market share analysis by country
- 4.3. PC
- 4.3.1. Key market trends, growth factors and opportunities
- 4.3.2. Market size and forecast, by region
- 4.3.3. Market share analysis by country
- 4.4. Consoles
- 4.4.1. Key market trends, growth factors and opportunities
- 4.4.2. Market size and forecast, by region
- 4.4.3. Market share analysis by country
CHAPTER 5: VIDEO GAME MARKET, BY AGE GROUP
- 5.1. Overview
- 5.1.1. Market size and forecast
- 5.2. Generation Z
- 5.2.1. Key market trends, growth factors and opportunities
- 5.2.2. Market size and forecast, by region
- 5.2.3. Market share analysis by country
- 5.3. Generation Y
- 5.3.1. Key market trends, growth factors and opportunities
- 5.3.2. Market size and forecast, by region
- 5.3.3. Market share analysis by country
- 5.4. Generation X
- 5.4.1. Key market trends, growth factors and opportunities
- 5.4.2. Market size and forecast, by region
- 5.4.3. Market share analysis by country
CHAPTER 6: VIDEO GAME MARKET, BY PLATFORM TYPE
- 6.1. Overview
- 6.1.1. Market size and forecast
- 6.2. Offline
- 6.2.1. Key market trends, growth factors and opportunities
- 6.2.2. Market size and forecast, by region
- 6.2.3. Market share analysis by country
- 6.3. Online
- 6.3.1. Key market trends, growth factors and opportunities
- 6.3.2. Market size and forecast, by region
- 6.3.3. Market share analysis by country
CHAPTER 7: VIDEO GAME MARKET, BY REGION
- 7.1. Overview
- 7.1.1. Market size and forecast By Region
- 7.2. North America
- 7.2.1. Key trends and opportunities
- 7.2.2. Market size and forecast, by Device
- 7.2.3. Market size and forecast, by Age Group
- 7.2.4. Market size and forecast, by Platform Type
- 7.2.5. Market size and forecast, by country
- 7.2.5.1. U.S.
- 7.2.5.1.1. Key market trends, growth factors and opportunities
- 7.2.5.1.2. Market size and forecast, by Device
- 7.2.5.1.3. Market size and forecast, by Age Group
- 7.2.5.1.4. Market size and forecast, by Platform Type
- 7.2.5.2. Canada
- 7.2.5.2.1. Key market trends, growth factors and opportunities
- 7.2.5.2.2. Market size and forecast, by Device
- 7.2.5.2.3. Market size and forecast, by Age Group
- 7.2.5.2.4. Market size and forecast, by Platform Type
- 7.2.5.3. Mexico
- 7.2.5.3.1. Key market trends, growth factors and opportunities
- 7.2.5.3.2. Market size and forecast, by Device
- 7.2.5.3.3. Market size and forecast, by Age Group
- 7.2.5.3.4. Market size and forecast, by Platform Type
- 7.3. Europe
- 7.3.1. Key trends and opportunities
- 7.3.2. Market size and forecast, by Device
- 7.3.3. Market size and forecast, by Age Group
- 7.3.4. Market size and forecast, by Platform Type
- 7.3.5. Market size and forecast, by country
- 7.3.5.1. UK
- 7.3.5.1.1. Key market trends, growth factors and opportunities
- 7.3.5.1.2. Market size and forecast, by Device
- 7.3.5.1.3. Market size and forecast, by Age Group
- 7.3.5.1.4. Market size and forecast, by Platform Type
- 7.3.5.2. Germany
- 7.3.5.2.1. Key market trends, growth factors and opportunities
- 7.3.5.2.2. Market size and forecast, by Device
- 7.3.5.2.3. Market size and forecast, by Age Group
- 7.3.5.2.4. Market size and forecast, by Platform Type
- 7.3.5.3. France
- 7.3.5.3.1. Key market trends, growth factors and opportunities
- 7.3.5.3.2. Market size and forecast, by Device
- 7.3.5.3.3. Market size and forecast, by Age Group
- 7.3.5.3.4. Market size and forecast, by Platform Type
- 7.3.5.4. Russia
- 7.3.5.4.1. Key market trends, growth factors and opportunities
- 7.3.5.4.2. Market size and forecast, by Device
- 7.3.5.4.3. Market size and forecast, by Age Group
- 7.3.5.4.4. Market size and forecast, by Platform Type
- 7.3.5.5. Italy
- 7.3.5.5.1. Key market trends, growth factors and opportunities
- 7.3.5.5.2. Market size and forecast, by Device
- 7.3.5.5.3. Market size and forecast, by Age Group
- 7.3.5.5.4. Market size and forecast, by Platform Type
- 7.3.5.6. Spain
- 7.3.5.6.1. Key market trends, growth factors and opportunities
- 7.3.5.6.2. Market size and forecast, by Device
- 7.3.5.6.3. Market size and forecast, by Age Group
- 7.3.5.6.4. Market size and forecast, by Platform Type
- 7.3.5.7. Rest of Europe
- 7.3.5.7.1. Key market trends, growth factors and opportunities
- 7.3.5.7.2. Market size and forecast, by Device
- 7.3.5.7.3. Market size and forecast, by Age Group
- 7.3.5.7.4. Market size and forecast, by Platform Type
- 7.4. Asia-Pacific
- 7.4.1. Key trends and opportunities
- 7.4.2. Market size and forecast, by Device
- 7.4.3. Market size and forecast, by Age Group
- 7.4.4. Market size and forecast, by Platform Type
- 7.4.5. Market size and forecast, by country
- 7.4.5.1. China
- 7.4.5.1.1. Key market trends, growth factors and opportunities
- 7.4.5.1.2. Market size and forecast, by Device
- 7.4.5.1.3. Market size and forecast, by Age Group
- 7.4.5.1.4. Market size and forecast, by Platform Type
- 7.4.5.2. Japan
- 7.4.5.2.1. Key market trends, growth factors and opportunities
- 7.4.5.2.2. Market size and forecast, by Device
- 7.4.5.2.3. Market size and forecast, by Age Group
- 7.4.5.2.4. Market size and forecast, by Platform Type
- 7.4.5.3. India
- 7.4.5.3.1. Key market trends, growth factors and opportunities
- 7.4.5.3.2. Market size and forecast, by Device
- 7.4.5.3.3. Market size and forecast, by Age Group
- 7.4.5.3.4. Market size and forecast, by Platform Type
- 7.4.5.4. South Korea
- 7.4.5.4.1. Key market trends, growth factors and opportunities
- 7.4.5.4.2. Market size and forecast, by Device
- 7.4.5.4.3. Market size and forecast, by Age Group
- 7.4.5.4.4. Market size and forecast, by Platform Type
- 7.4.5.5. Australia
- 7.4.5.5.1. Key market trends, growth factors and opportunities
- 7.4.5.5.2. Market size and forecast, by Device
- 7.4.5.5.3. Market size and forecast, by Age Group
- 7.4.5.5.4. Market size and forecast, by Platform Type
- 7.4.5.6. Rest of Asia-Pacific
- 7.4.5.6.1. Key market trends, growth factors and opportunities
- 7.4.5.6.2. Market size and forecast, by Device
- 7.4.5.6.3. Market size and forecast, by Age Group
- 7.4.5.6.4. Market size and forecast, by Platform Type
- 7.5. LAMEA
- 7.5.1. Key trends and opportunities
- 7.5.2. Market size and forecast, by Device
- 7.5.3. Market size and forecast, by Age Group
- 7.5.4. Market size and forecast, by Platform Type
- 7.5.5. Market size and forecast, by country
- 7.5.5.1. Brazil
- 7.5.5.1.1. Key market trends, growth factors and opportunities
- 7.5.5.1.2. Market size and forecast, by Device
- 7.5.5.1.3. Market size and forecast, by Age Group
- 7.5.5.1.4. Market size and forecast, by Platform Type
- 7.5.5.2. South Africa
- 7.5.5.2.1. Key market trends, growth factors and opportunities
- 7.5.5.2.2. Market size and forecast, by Device
- 7.5.5.2.3. Market size and forecast, by Age Group
- 7.5.5.2.4. Market size and forecast, by Platform Type
- 7.5.5.3. Saudi Arabia
- 7.5.5.3.1. Key market trends, growth factors and opportunities
- 7.5.5.3.2. Market size and forecast, by Device
- 7.5.5.3.3. Market size and forecast, by Age Group
- 7.5.5.3.4. Market size and forecast, by Platform Type
- 7.5.5.4. Argentina
- 7.5.5.4.1. Key market trends, growth factors and opportunities
- 7.5.5.4.2. Market size and forecast, by Device
- 7.5.5.4.3. Market size and forecast, by Age Group
- 7.5.5.4.4. Market size and forecast, by Platform Type
- 7.5.5.5. Rest of LAMEA
- 7.5.5.5.1. Key market trends, growth factors and opportunities
- 7.5.5.5.2. Market size and forecast, by Device
- 7.5.5.5.3. Market size and forecast, by Age Group
- 7.5.5.5.4. Market size and forecast, by Platform Type
CHAPTER 8: COMPETITIVE LANDSCAPE
- 8.1. Introduction
- 8.2. Top winning strategies
- 8.3. Product Mapping of Top 10 Player
- 8.4. Competitive Dashboard
- 8.5. Competitive Heatmap
- 8.6. Top player positioning, 2022
CHAPTER 9: COMPANY PROFILES
- 9.1. Sony Interactive Entertainment Inc.
- 9.1.1. Company overview
- 9.1.2. Key Executives
- 9.1.3. Company snapshot
- 9.1.4. Operating business segments
- 9.1.5. Product portfolio
- 9.2. Microsoft Corporation
- 9.2.1. Company overview
- 9.2.2. Key Executives
- 9.2.3. Company snapshot
- 9.2.4. Operating business segments
- 9.2.5. Product portfolio
- 9.2.6. Business performance
- 9.3. Nintendo of America Inc.,
- 9.3.1. Company overview
- 9.3.2. Key Executives
- 9.3.3. Company snapshot
- 9.3.4. Operating business segments
- 9.3.5. Product portfolio
- 9.3.6. Key strategic moves and developments
- 9.4. Activision Blizzard, Inc.
- 9.4.1. Company overview
- 9.4.2. Key Executives
- 9.4.3. Company snapshot
- 9.4.4. Operating business segments
- 9.4.5. Product portfolio
- 9.4.6. Business performance
- 9.4.7. Key strategic moves and developments
- 9.5. Electronic Arts Inc.
- 9.5.1. Company overview
- 9.5.2. Key Executives
- 9.5.3. Company snapshot
- 9.5.4. Operating business segments
- 9.5.5. Product portfolio
- 9.5.6. Business performance
- 9.5.7. Key strategic moves and developments
- 9.6. Epic Games, Inc
- 9.6.1. Company overview
- 9.6.2. Key Executives
- 9.6.3. Company snapshot
- 9.6.4. Operating business segments
- 9.6.5. Product portfolio
- 9.7. Take-Two Interactive Software, Inc.
- 9.7.1. Company overview
- 9.7.2. Key Executives
- 9.7.3. Company snapshot
- 9.7.4. Operating business segments
- 9.7.5. Product portfolio
- 9.7.6. Business performance
- 9.8. Ubisoft Entertainment.
- 9.8.1. Company overview
- 9.8.2. Key Executives
- 9.8.3. Company snapshot
- 9.8.4. Operating business segments
- 9.8.5. Product portfolio
- 9.9. Bandai Namco Entertainment America Inc.
- 9.9.1. Company overview
- 9.9.2. Key Executives
- 9.9.3. Company snapshot
- 9.9.4. Operating business segments
- 9.9.5. Product portfolio
- 9.10. Lucid Games
- 9.10.1. Company overview
- 9.10.2. Key Executives
- 9.10.3. Company snapshot
- 9.10.4. Operating business segments
- 9.10.5. Product portfolio