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市場調査レポート
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1660976

ゲーム市場レポート:デバイスタイプ、プラットフォーム、収益、タイプ、年齢層、地域別、2025年~2033年

Gaming Market Report by Device Type, Platform, Revenue, Type, Age Group, and Region 2025-2033


出版日
発行
IMARC
ページ情報
英文 142 Pages
納期
2~3営業日
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.06円
ゲーム市場レポート:デバイスタイプ、プラットフォーム、収益、タイプ、年齢層、地域別、2025年~2033年
出版日: 2025年02月10日
発行: IMARC
ページ情報: 英文 142 Pages
納期: 2~3営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ゲーム市場の世界市場規模は2024年に2,411億米ドルに達しました。今後、IMARC Groupは、2033年には5,353億米ドルに達し、2025年から2033年にかけて8.3%の成長率(CAGR)を示すと予測しています。特に若年層におけるゲーム人気の高まり、eスポーツや多人数参加型ビデオゲーム大会の出現、スマートフォン、タブレット、ノートPCの利用率の増加などが、市場の成長を後押しする主な要因となっています。

ゲームとは、ディスプレイ・デバイス上で視覚的なフィードバックを生成するユーザー・インターフェースとのインタラクションを伴う電子ゲームをプレイする活動を指します。プレイステーション、Xbox、任天堂などのゲーム機、パソコン(PC)、モバイル機器、ゲーム専用機など、さまざまなプラットフォームで行うことができます。単純なパズルゲームから、複雑で没入感のある仮想世界まで、幅広い体験を提供し、ユーザーはゲーム内のキャラクターやアバターを操作して、さまざまなレベルやシナリオをナビゲートし、目標を達成し、課題を克服し、ゲームの物語や目的を進行させることができます。長年にわたり、ゲームは従来のジャンルを超えて拡大し、現在ではアクション、アドベンチャー、ロールプレイング、ストラテジー、スポーツ、シミュレーションなど、さまざまなジャンルが含まれるようになった。

ゲームの物理的流通からデジタル流通への移行は、ゲーム市場を一変させました。Steam、Epic Games Store、コンソールのマーケットプレースなどのプラットフォームは、膨大なゲームライブラリに簡単にアクセスできます。さらに、マルチプレイヤーゲーム、クラウドゲーム、Xbox Game PassやPlayStationのようなサブスクリプションベースのモデルなどのオンラインサービスは、ゲーム視聴者を拡大し、新たな収益源を生み出しました。さらに、ゲームはもはや特定の年齢層や性別に限定されるものではないです。業界では、女性ゲーマーや高齢者のゲーム参加者が大幅に増加しています。このようなゲーム利用者の多様化が市場を拡大し、より包括的で多様なゲーム体験の開発につながった。さらに、ゲーム内課金やマイクロトランザクションに支えられたフリー・トゥ・プレイ・ゲームの人気が高まっていることも、ゲーム業界の経済的成功に貢献しています。フリーミアムモデルにより、ゲームはより多くのユーザーにリーチし、コスメティックアイテムや追加コンテンツなどのオプションのゲーム内課金を通じて収益を得ることができるため、世界中で製品の普及率が加速しています。

ゲーム市場動向/促進要因:

ゲーム業界における技術の進歩

グラフィックス技術の開発により、ゲーム開発者はますますリアルで視覚的に美しいゲームを制作できるようになった。高解像度(HD)および4K解像度、照明効果の向上、リアルな物理シミュレーション、詳細なテクスチャにより、ゲーム全体のビジュアル品質が向上しています。視覚的に没入できる体験の需要は、高性能ゲーム機やグラフィックカードなど、より強力なハードウェアの開発につながり、市場の成長を促進しています。さらに、VRとAR技術はゲームに新たな可能性をもたらしています。VRは、専用のヘッドセットを使ってプレイヤーを仮想世界に置くことで没入感を提供し、ARは、スマートフォンやARメガネなどのデバイスを使って現実世界にデジタル要素を重ね合わせる。これらの技術は、仮想世界と現実世界の境界線を曖昧にするようなユニークでインタラクティブな体験を提供することで、ゲーム市場を拡大してきました。

スマートフォンやタブレットの普及

スマートフォンやタブレットの普及により、モバイルゲームの人気が急上昇しています。モバイルゲームは簡単にアクセスでき、持ち運びが可能で、外出先でもプレイできます。モバイルデバイスの利便性と可用性は、大規模なユーザーベースを魅了し、全体的なゲーム市場を拡大しています。また、スマートフォンやタブレットは、直感的で直接的な入力が可能なタッチスクリーンインターフェースを備えており、従来のコンソールやPCゲームのコントローラーに慣れていないカジュアルゲーマーにとっても、ゲームをより身近なものにしています。さらに、これらのデバイスにはモーションセンサーが搭載されていることが多く、モーションベースのゲームプレイ体験が可能です。さらに、TwitchやYouTube Gamingのようなプラットフォームによって、プレイヤーは自分のゲームプレイをライブストリーミングしたり、他のプレイヤーのプレイを見たり、視聴者のコミュニティと交流したりできるようになり、これも市場の成長に寄与しています。

esportsと競合ゲームの出現

The International(Dota 2)、League of Legends World Championship、Overwatch Leagueなどの主要なesportsトーナメントやイベントは、従来のスポーツイベントに匹敵するか、それを凌ぐほどの視聴者数を集めています。このような人気の高まりは、ゲームが正当な競合エンターテインメントの一形態であるというメインストリームの認知度向上につながった。さらに、プロゲーミングの台頭は、選手の給与、スポンサーシップ、商品販売、メディア権など、ゲーミング業界における新たなキャリアの機会と収益の流れを生み出しました。さらに、esportsのエコシステムは、トーナメント主催者、チーム組織、ストリーミングプラットフォーム、コンテンツクリエイターなど、さまざまな利害関係者を含むまでに拡大し、ゲーム市場の全体的な成長に貢献しています。

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査の目的
  • ステークホルダー
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要業界動向

第5章 世界のゲーム市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 価格分析
  • 市場内訳:デバイスタイプ別
  • 市場内訳:プラットフォーム別
  • 市場内訳:収益タイプ別
  • 市場内訳:タイプ別
  • 市場内訳:年齢別
  • 市場内訳:地域別
  • 市場予測
  • SWOT分析
    • 概要
    • 強み
    • 弱み
    • 機会
    • 脅威
  • バリューチェーン分析
    • 概要
    • 研究開発
    • 入力
    • 製品とサービス
    • マーケティングと流通
    • エンドユーザー
    • アフターサービス
  • ポーターのファイブフォース分析
    • 概要
    • 買い手の交渉力
    • 供給企業の交渉力
    • 競合の程度
    • 新規参入業者の脅威
    • 代替品の脅威

第6章 市場内訳:デバイスタイプ別

  • コンソール
    • 市場動向
    • 市場予測
  • モバイルとタブレット
    • 市場動向
    • 市場予測
  • コンピューター
    • 市場動向
    • 市場予測

第7章 市場内訳:プラットフォーム別

  • オンライン
    • 市場動向
    • 市場予測
  • オフライン
    • 市場動向
    • 市場予測

第8章 市場内訳:収益タイプ別

  • ゲーム内課金
    • 市場動向
    • 市場予測
  • ゲーム購入
    • 市場動向
    • 市場予測
  • 広告
    • 市場動向
    • 市場予測

第9章 市場内訳:タイプ別

  • アドベンチャー/ロールプレイングゲーム
    • 市場動向
    • 市場予測
  • パズル
    • 市場動向
    • 市場予測
  • ソーシャルゲーム
    • 市場動向
    • 市場予測
  • ストラテジー
    • 市場動向
    • 市場予測
  • シミュレーション
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第10章 市場内訳:年齢別

  • 成人
    • 市場動向
    • 市場予測
  • 子供
    • 市場動向
    • 市場予測

第11章 市場内訳:地域別

  • アジア太平洋地域
    • 市場動向
    • 市場予測
  • 北米
    • 市場動向
    • 市場予測
  • 欧州
    • 市場動向
    • 市場予測
  • 中東・アフリカ
    • 市場動向
    • 市場予測
  • ラテンアメリカ
    • 市場動向
    • 市場予測

第12章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Tencent Holdings Limited
    • Sony Corporation
    • Microsoft Corporation
    • Apple Inc.
    • Activision Blizzard, Inc.
    • Google LLC
    • NetEase Inc.
    • Electronic Arts Inc.
    • Nintendo Co., Ltd.
    • Bandai Namco Holdings Inc.
図表

List of Figures

  • Figure 1: Global: Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Gaming Market: Sales Value (in Billion USD), 2019-2024
  • Figure 3: Global: Gaming Market: Breakup by Device Type (in %), 2024
  • Figure 4: Global: Gaming Market: Breakup by Platform (in %), 2024
  • Figure 5: Global: Gaming Market: Breakup by Revenue Type (in %), 2024
  • Figure 6: Global: Gaming Market: Breakup by Type (in %), 2024
  • Figure 7: Global: Gaming Market: Breakup by Age Group (in %), 2024
  • Figure 8: Global: Gaming Market: Breakup by Region (in %), 2024
  • Figure 9: Global: Gaming Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 10: Global: Gaming Industry: SWOT Analysis
  • Figure 11: Global: Gaming Industry: Value Chain Analysis
  • Figure 12: Global: Gaming Industry: Porter's Five Forces Analysis
  • Figure 13: Global: Gaming (Consoles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Global: Gaming (Consoles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Global: Gaming (Mobiles and Tablets) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Global: Gaming (Mobiles and Tablets) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Global: Gaming (Computers) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Global: Gaming (Computers) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Global: Gaming (Online) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Global: Gaming (Online) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Global: Gaming (Offline) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Global: Gaming (Offline) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Global: Gaming (In-Game Purchase) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Global: Gaming (In-Game Purchase) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Global: Gaming (Game Purchase) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Global: Gaming (Game Purchase) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Global: Gaming (Advertising) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Global: Gaming (Advertising) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Global: Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Global: Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Global: Gaming (Puzzles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Global: Gaming (Puzzles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Global: Gaming (Social Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Global: Gaming (Social Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 35: Global: Gaming (Strategy) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 36: Global: Gaming (Strategy) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 37: Global: Gaming (Simulation) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 38: Global: Gaming (Simulation) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 39: Global: Gaming (Others) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 40: Global: Gaming (Others) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 41: Global: Gaming (Adult) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 42: Global: Gaming (Adult) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 43: Global: Gaming (Children) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 44: Global: Gaming (Children) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 45: Asia Pacific: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 46: Asia Pacific: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 47: North America: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 48: North America: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 49: Europe: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 50: Europe: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 51: Middle East and Africa: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 52: Middle East and Africa: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 53: Latin America: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 54: Latin America: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033

List of Tables

  • Table 1: Global: Gaming Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Gaming Market Forecast: Breakup by Device Type (in Million USD), 2025-2033
  • Table 3: Global: Gaming Market Forecast: Breakup by Platform (in Million USD), 2025-2033
  • Table 4: Global: Gaming Market Forecast: Breakup by Revenue Type (in Million USD), 2025-2033
  • Table 5: Global: Gaming Market Forecast: Breakup by Type (in Million USD), 2025-2033
  • Table 6: Global: Gaming Market Forecast: Breakup by Age Group (in Million USD), 2025-2033
  • Table 7: Global: Gaming Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 8: Global: Gaming Market: Competitive Structure
  • Table 9: Global: Gaming Market: Key Players
目次
Product Code: SR112025A951

The global gaming market size reached USD 241.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 535.3 Billion by 2033, exhibiting a growth rate (CAGR) of 8.3% during 2025-2033. The rising popularity of gaming especially among young individuals, the emergence of e-sports and multiplayer video game competitions, and the increasing utilization of smartphones, tablets, and laptops are some of the major factors propelling the growth of the market.

Gaming refers to the activity of playing electronic games that involve interaction with a user interface to generate visual feedback on a display device. It can be done on various platforms, including consoles such as PlayStation, Xbox, or Nintendo, personal computers (PCs), mobile devices, and dedicated gaming devices. It offers a wide range of experiences, from simple puzzle games to complex and immersive virtual worlds, where users can control characters or avatars within the game and navigate through different levels or scenarios, achieving goals, overcoming challenges, and progressing through the game's narrative or objectives. Over the years, gaming has expanded beyond traditional genres and now includes various genres like action, adventure, role-playing, strategy, sports, simulation, and many others.

The shift from physical to digital distribution of games has transformed the gaming market. Platforms like Steam, Epic Games Store, and console marketplaces provide easy access to a vast library of games. In addition, online services such as multiplayer gaming, cloud gaming, and subscription-based models like Xbox Game Pass and PlayStation have expanded the gaming audience and generated new revenue streams. Moreover, gaming is no longer limited to a specific age group or gender. The industry has witnessed a significant increase in the number of female gamers and older adults engaging in gaming activities. This growing diversity of the gaming audience has expanded the market and led to the development of more inclusive and diverse gaming experiences. Furthermore, the increasing popularity of free-to-play games, supported by in-game purchases and microtransactions, has contributed to the financial success of the gaming industry. The freemium model allows games to reach a wider audience and generate revenue through optional in-game purchases, such as cosmetic items or additional content, which is accelerating the product adoption rate across the globe.

Gaming Market Trends/Drivers:

Technological advancements in the gaming industry

Advancements in graphics technology have allowed game developers to create increasingly realistic and visually stunning games. High-definition (HD) and 4K resolutions, improved lighting effects, realistic physics simulations, and detailed textures have enhanced the overall visual quality of games. The demand for visually immersive experiences has led to the development of more powerful hardware, such as high-performance gaming consoles and graphics cards, driving market growth. Moreover, VR and AR technologies have introduced new possibilities for gaming. VR provides an immersive experience by placing players in a virtual world through specialized headsets, while AR overlays digital elements onto the real-world using devices like smartphones or AR glasses. These technologies have expanded the gaming market by offering unique and interactive experiences that blur the lines between the virtual and real worlds.

The rising use of smartphones and tablets

The widespread adoption of smartphones and tablets has led to a surge in the popularity of mobile gaming. Mobile games are easily accessible, portable, and can be played on-the-go. The convenience and availability of mobile devices have attracted a massive user base, expanding the overall gaming market. Besides, smartphones and tablets feature touchscreen interfaces that provide intuitive and direct input, making gaming more accessible to casual gamers who may not be familiar with traditional console or PC gaming controllers. Furthermore, these devices often incorporate motion sensors, enabling motion-based gameplay experiences. Moreover, platforms like Twitch and YouTube Gaming allow players to live-stream their gameplay, watch others play, and engage with a community of viewers, which is also contributing to market growth.

The emergence of esports and competitive gaming

Major esports tournaments and events, such as The International (Dota 2), League of Legends World Championship, and the Overwatch League, attract significant viewership, often rivaling or surpassing traditional sports events. This surge in popularity has led to increased mainstream recognition of gaming as a legitimate form of competitive entertainment. Moreover, the rise of professional gaming has created new career opportunities and revenue streams within the gaming industry, including player salaries, sponsorships, merchandise sales, and media rights. Furthermore, the esports ecosystem has expanded to include various stakeholders, such as tournament organizers, team organizations, streaming platforms, and content creators, contributing to the overall growth of the gaming market.

Gaming Industry Segmentation:

Breakup by Device Type:

  • Consoles
  • Mobiles and Tablets
  • Computers

Mobiles and tablets dominate the market

Mobile and tablets are widely accessible and affordable compared to dedicated gaming consoles or high-end PCs, as the majority of people have access to a smartphone or tablet, making mobile. The convenience of playing games, combined with the affordability and ease of use, has contributed to the dominance of mobiles and tablets in the gaming market. In addition, these devices offer the advantage of portability, allowing users to play games regardless of time and place. The ability to play games on the go has significantly contributed to the popularity of mobile gaming, making it a preferred choice for casual gamers.

Consoles often have exclusive game titles that are only available on their respective platforms. These exclusive games act as system sellers, enticing gamers to purchase a particular console to access their favorite games, such as the Halo series for Xbox or the Uncharted series for PlayStation, thus accelerating the product adoption rate.

Breakup by Platform:

  • Online
  • Offline

Offline holds the largest share in the gaming industry

Offline gaming is often associated with single-player experiences, where players can enjoy immersive and narrative-driven games on their own. These games offer rich storytelling, character development, and exploration, allowing players to engage with the game world at their own pace without the need for an internet connection. In addition, offline gaming allows players to enjoy gaming experiences without interruptions or reliance on online services in regions with limited internet access or unstable connections. Moreover, offline gaming is particularly relevant for portable gaming devices, such as handheld consoles or mobile devices. These devices allow players to enjoy gaming experiences while traveling or in situations where an internet connection may not be available, such as during flights or in remote areas.

Currently, with the widespread availability of high-speed internet connections, online gaming has gained immense popularity. Players can connect with others from around the world, engage in multiplayer matches, and participate in cooperative gameplay experiences, thus contributing to the growth of this segment.

Breakup by Revenue:

  • In-Game Purchase
  • Game Purchase
  • Advertising

In-game purchase exhibits a clear dominance in the market

In-game purchases have proven to be a highly lucrative revenue stream for game developers and publishers. This revenue model has become increasingly prevalent, particularly in free-to-play games, as it allows developers to monetize their games by offering additional content, cosmetic items, virtual currency, or gameplay advantages for a price. Besides, In-game purchases can enhance player engagement and retention. By offering desirable in-game items or content, developers provide incentives for players to continue playing and invest in the game. Moreover, some in-game purchases offer gameplay advantages or power-ups, allowing players to progress faster or gain an edge in multiplayer matches. As a result, the desire to gain a competitive advantage or improve gameplay efficiency can drive players to make in-game purchases, thus increasing the market share of this segment.

Breakup by Type:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others

Adventure/role playing games represents the most popular gaming type

Adventure and RPG games are often known for their immersive storytelling and narrative-driven experiences. These games provide players with compelling storylines, well-developed characters, and intricate worlds to explore. The depth of storytelling and the ability for players to shape their character's journey appeal to a wide audience, attracting players who enjoy rich narratives and engaging storytelling experiences. They also offer extensive gameplay with vast open worlds, numerous quests, and a variety of gameplay mechanics. These games can provide hours of content, encouraging players to invest significant time and effort in the game world. Moreover, RPG elements in adventure games allow players to customize their characters, choose their abilities or skills, and progress through a leveling system. This customization and progression offer a sense of achievement and personalization, thus increasing the popularity of this genre.

Breakup by Age Group:

  • Adult
  • Children

Adults hold the majority of the overall market share

As adults seek various forms of entertainment, gaming offers a compelling and interactive experience. Moreover, adults may turn to gaming as a means of relaxation, stress relief, social interaction, or to explore immersive virtual worlds. Besides, the gaming industry encompasses a wide range of genres and experiences that appeal to adults. From adventure and role-playing games to sports, strategy, simulation, and puzzle games, there is a diverse selection of games available to cater to different adult interests and preferences. The availability of games that align with adult tastes contributes to their participation in the gaming market. Apart from this, multiplayer games and online platforms enable players to connect with friends, join gaming communities, and participate in cooperative or competitive gameplay. The social aspect of gaming can be particularly appealing to adults who seek social connections and shared experiences.

Breakup by Region:

  • Asia Pacific
  • North America
  • Europe
  • Middle East and Africa
  • Latin America

Asia Pacific exhibits a clear dominance, accounting for the largest gaming market share

The report has also provided a comprehensive analysis of all the major regional markets, which include Asia Pacific, North America, Europe, the Middle East and Africa, and Latin America. According to the report, Asia Pacific was the largest market for gaming.

The Asia Pacific region is home to a significant portion of the global population, including densely populated countries such as China and India. The sheer size of the population in this region provides a substantial consumer base for the gaming industry. Moreover, the region has experienced a rapid growth in mobile gaming, driven by the widespread adoption of smartphones and increasing internet connectivity. Furthermore, Esports has gained immense popularity in the Asia Pacific region as countries like South Korea and China are known for their expanding esports scenes, attracting professional players, sponsors, and spectators.

North America has a strong console gaming market, with a large base of console players. Popular consoles, such as PlayStation, Xbox, and Nintendo, have a significant following in the region, driving sales and game development.

Competitive Landscape:

The competitive landscape of the gaming market is dynamic and highly competitive, with numerous companies competing for market share and consumer attention. Presently, key market players are investing in research and development activities to develop advanced products such as consoles joysticks and other gaming peripherals. They are also developing exclusive games supported by their consoles and platforms only such as games integrated with virtual reality (VR), which can generate sensations that stimulate the physical presence of the gamer in a computer-generated environment. Moreover, various leading market players are engaging in partnerships, collaboration and mergers and acquisitions (M&A) activities to strengthen their foothold in the market.

The report has provided a comprehensive analysis of the competitive landscape in the global gaming market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

  • Tencent Holdings Limited
  • Sony Corporation
  • Microsoft Corporation
  • Apple Inc.
  • Activision Blizzard, Inc.
  • Google LLC
  • NetEase Inc.
  • Electronic Arts Inc.
  • Nintendo Co., Ltd.
  • Bandai Namco Holdings Inc.

Key Questions Answered in This Report

  • 1.What was the size of the global gaming market in 2024?
  • 2.What is the expected growth rate of the global gaming market during 2025-2033?
  • 3.What are the key factors driving the global gaming market?
  • 4.What has been the impact of COVID-19 on the global gaming market?
  • 5.What is the breakup of the global gaming market based on the device type?
  • 6.What is the breakup of the global gaming market based on the platform?
  • 7.What is the breakup of the global gaming market based on revenue type?
  • 8.What is the breakup of the global gaming market based on the type?
  • 9.What is the breakup of the global gaming market based on the age group?
  • 10.What are the key regions in the global gaming market?
  • 11.Who are the key players/companies in the global gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Price Analysis
  • 5.5 Market Breakup by Device Type
  • 5.6 Market Breakup by Platform
  • 5.7 Market Breakup by Revenue Type
  • 5.8 Market Breakup by Type
  • 5.9 Market Breakup by Age Group
  • 5.10 Market Breakup by Region
  • 5.11 Market Forecast
  • 5.12 SWOT Analysis
    • 5.12.1 Overview
    • 5.12.2 Strengths
    • 5.12.3 Weaknesses
    • 5.12.4 Opportunities
    • 5.12.5 Threats
  • 5.13 Value Chain Analysis
    • 5.13.1 Overview
    • 5.13.2 Research and Development
    • 5.13.3 Inputs
    • 5.13.4 Products and Services
    • 5.13.5 Marketing and Distribution
    • 5.13.6 End Users
    • 5.13.7 Post Sales Service
  • 5.14 Porters Five Forces Analysis
    • 5.14.1 Overview
    • 5.14.2 Bargaining Power of Buyers
    • 5.14.3 Bargaining Power of Suppliers
    • 5.14.4 Degree of Competition
    • 5.14.5 Threat of New Entrants
    • 5.14.6 Threat of Substitutes

6 Market Breakup by Device Type

  • 6.1 Consoles
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Mobiles and Tablets
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Computers
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Platform

  • 7.1 Online
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Offline
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Revenue Type

  • 8.1 In-Game Purchase
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Game Purchase
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Advertising
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast

9 Market Breakup by Type

  • 9.1 Adventure/Role Playing Games
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Puzzles
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Social Games
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Strategy
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Simulation
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Others
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast

10 Market Breakup by Age Group

  • 10.1 Adult
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2 Children
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast

11 Market Breakup by Region

  • 11.1 Asia Pacific
    • 11.1.1 Market Trends
    • 11.1.2 Market Forecast
  • 11.2 North America
    • 11.2.1 Market Trends
    • 11.2.2 Market Forecast
  • 11.3 Europe
    • 11.3.1 Market Trends
    • 11.3.2 Market Forecast
  • 11.4 Middle East and Africa
    • 11.4.1 Market Trends
    • 11.4.2 Market Forecast
  • 11.5 Latin America
    • 11.5.1 Market Trends
    • 11.5.2 Market Forecast

12 Competitive Landscape

  • 12.1 Market Structure
  • 12.2 Key Players
  • 12.3 Profiles of Key Players
    • 12.3.1 Tencent Holdings Limited
    • 12.3.2 Sony Corporation
    • 12.3.3 Microsoft Corporation
    • 12.3.4 Apple Inc.
    • 12.3.5 Activision Blizzard, Inc.
    • 12.3.6 Google LLC
    • 12.3.7 NetEase Inc.
    • 12.3.8 Electronic Arts Inc.
    • 12.3.9 Nintendo Co., Ltd.
    • 12.3.10 Bandai Namco Holdings Inc.