表紙:ビデオゲーム市場規模、シェア、成長分析、タイプ別、デバイス別、ゲームタイプ別、地域別 - 産業予測、2025-2032年
市場調査レポート
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1755576

ビデオゲーム市場規模、シェア、成長分析、タイプ別、デバイス別、ゲームタイプ別、地域別 - 産業予測、2025-2032年

Video Game Market Size, Share, and Growth Analysis, By Type (Online, Offline), By Device (Consoles, Mobile, PC), By Game Type, By Region, And Segment Forecast, 2025-2032


出版日
発行
SkyQuest
ページ情報
英文 195 Pages
納期
3~5営業日
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=145.58円
ビデオゲーム市場規模、シェア、成長分析、タイプ別、デバイス別、ゲームタイプ別、地域別 - 産業予測、2025-2032年
出版日: 2025年06月18日
発行: SkyQuest
ページ情報: 英文 195 Pages
納期: 3~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

ビデオゲームの世界市場規模は2023年に2,443億米ドルとなり、予測期間(2025年~2032年)のCAGRは13.6%で、2024年の2,775億2,000万米ドルから2032年には7,697億1,000万米ドルに成長する見通しです。

ビデオゲーム市場は、ゲームプラットフォームの技術進歩、モバイルゲームの台頭、オンラインストリーミングやeスポーツの人気急上昇など、いくつかの重要な要因によって大きな成長を遂げています。従来のゲーム機やPCからモバイル機器やクラウドサービスへの移行により、アクセシビリティが向上しています。スマートフォンの普及とインターネット接続の向上は、モバイルゲーム分野を飛躍的に成長させ、eスポーツはプロリーグや世界のトーナメントが大規模な視聴者を獲得し、10億米ドル産業へと変貌を遂げました。さらに、戦利品ボックスやバトルパスといったゲーム内マネタイズモデルへのシフトは、開発者に新たな収益源を提供しています。こうした機会がある一方で、高い開発コスト、規制のハードル、激しい競合、サイバーセキュリティへの懸念といった課題が、市場開拓の妨げになる可能性もあります。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次と一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析

ビデオゲーム市場規模:デバイス別& CAGR(2025-2032)

  • 市場概要
  • コンピューター
  • コンソール
  • モバイル

ビデオゲーム市場規模:タイプ別& CAGR(2025-2032)

  • 市場概要
  • Z世代
  • Y世代
  • X世代

ビデオゲーム市場規模:ゲームタイプ別& CAGR(2025-2032)

  • 市場概要
  • アクション
  • アドベンチャー
  • アーケード
  • カジュアル
  • 子供向けエンターテイメント
  • スポーツ
  • シューター
  • ロールプレイング
  • レース

ビデオゲーム市場規模:ハードウェア別& CAGR(2025-2032)

  • 市場概要
  • ハンドヘルドコンソール
  • ビデオゲームアクセサリー

ビデオゲーム市場規模:ビジネスモデル別& CAGR(2025-2032)

  • 市場概要
  • 無料プレイ(F2P)
  • ペイ・トゥ・プレイ(P2P)
  • ペイ・トゥ・アーン(P2E)

ビデオゲーム市場規模:地域別& CAGR(2025-2032)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 最近の市場動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 企業の詳細
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022-2024年)

主要企業プロファイル

  • Sony(Sony Interactive Entertainment)(Japan)
  • Tencent Holdings(China)
  • Microsoft(Xbox Game Studios, Activision Blizzard)(USA)
  • Nintendo(Japan)
  • NetEase(China)
  • Electronic Arts(EA)(USA)
  • Epic Games(USA)
  • Take-Two Interactive(USA)
  • Bandai Namco Holdings(Japan)
  • Nexon(South Korea/Japan)
  • Roblox Corporation(USA)
  • Ubisoft(France)
  • Krafton(South Korea)
  • Sega Sammy Holdings(Japan)
  • Square Enix Holdings(Japan)
  • Konami Holdings(Japan)
  • Embracer Group(Sweden)
  • 37 Interactive Entertainment(China)

結論と提言

目次
Product Code: SQMIG25E2190

Global Video Game Market size was valued at USD 244.3 billion in 2023 and is poised to grow from USD 277.52 billion in 2024 to USD 769.71 billion by 2032, growing at a CAGR of 13.6% during the forecast period (2025-2032).

The video game market is experiencing significant growth driven by several key factors, including technological advancements in gaming platforms, the rise of mobile gaming, and the burgeoning popularity of online streaming and e-sports. The transition from traditional consoles and PCs to mobile devices and cloud services is enhancing accessibility. The proliferation of smartphones and improved internet connectivity are catapulting the mobile gaming sector, while e-sports has transformed into a billion-dollar industry with professional leagues and global tournaments gaining massive viewership. Additionally, the shift toward in-game monetization models, like loot boxes and battle passes, offers developers new revenue streams. Despite these opportunities, challenges such as high development costs, regulatory hurdles, intense competition, and cybersecurity concerns may hinder market penetration.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Video Game market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Video Game Market Segments Analysis

Global video game market is segmented by device, type, game type, and region. Based on device, the market is segmented into consoles, PC, and mobile. Based on game type, the market is segmented into action, adventure, arcade, casual, children's entertainment, strategy, sports, shooter, role-playing, and racing. Based on type, the market is segmented into online and offline. Based on Region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Video Game Market

The Global Video Game market is being significantly driven by the rapid evolution of gaming platforms, which have transitioned from traditional consoles and PCs to mobile devices and cloud-based services. Advances in graphics, high-speed processors, and immersive technologies like ray tracing and real-time physics enhance user engagement and satisfaction. Additionally, cross-platform compatibility ensures seamless gaming experiences across different devices, further appealing to consumers. These ongoing innovations consistently expand the possibilities within the gaming landscape, prompting increased consumer spending and positively influencing the overall outlook for the video game market. As a result, the industry continues to grow and adapt to changing consumer expectations.

Restraints in the Global Video Game Market

The rapid rise of online gaming and interconnected platforms has significantly heightened the risk of cyberattacks, such as hacking, data breaches, and account theft, making video game servers and user data prime targets for cybercriminals. Insufficient security protocols can result in substantial financial losses and damage to a company's reputation. Moreover, the prevalence of toxic behavior, harassment, and online abuse within gaming communities further compounds these challenges, negatively affecting user experience. Together, these issues pose serious constraints on the global demand for video games, limiting the industry's potential for growth and innovation in an increasingly competitive market.

Market Trends of the Global Video Game Market

The global video game market is witnessing a significant shift towards subscription-based gaming services, where players pay a monthly fee for unlimited access to a diverse library of titles. This model not only enhances value and convenience for gamers, but also fosters greater user retention and consistent revenue streams for companies. It incentivizes players to discover and engage with a broader array of games, benefiting indie developers seeking greater exposure. As consumer preferences increasingly favor digital access and on-demand content, this trend is anticipated to unlock new business opportunities, positioning subscription services as a pivotal component of the industry's future growth strategy.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Video Game Market Size by Device & CAGR (2025-2032)

  • Market Overview
  • Computer
  • Console
  • Mobile

Global Video Game Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Generation Z
  • Generation Y
  • Generation X

Global Video Game Market Size by Game Type & CAGR (2025-2032)

  • Market Overview
  • Action
  • Adventure
  • Arcade
  • Casual
  • Children's Entertainment
  • Sports
  • Shooter
  • Role-Playing
  • Racing

Global Video Game Market Size by Hardware & CAGR (2025-2032)

  • Market Overview
  • Handheld Console
  • Video Gaming Accessories

Global Video Game Market Size by Business Model & CAGR (2025-2032)

  • Market Overview
  • Free-to-Play (F2P)
  • Pay to Play (P2P)
  • Pay to Earn (P2E)

Global Video Game Market Size & CAGR (2025-2032)

  • North America (Device, Type, Game Type, Hardware, Business Model)
    • US
    • Canada
  • Europe (Device, Type, Game Type, Hardware, Business Model)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Device, Type, Game Type, Hardware, Business Model)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Device, Type, Game Type, Hardware, Business Model)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Device, Type, Game Type, Hardware, Business Model)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Sony (Sony Interactive Entertainment) (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Holdings (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (Xbox Game Studios, Activision Blizzard) (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NetEase (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts (EA) (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Take-Two Interactive (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nexon (South Korea/Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Krafton (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega Sammy Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Square Enix Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Konami Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Embracer Group (Sweden)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 37 Interactive Entertainment (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations