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ビデオゲーム市場:タイプ別、プラットフォーム別、年齢層別、地域別、2026~2032年

Video Game Market By Type (Offline, Online), Platform (Console, Computer, Mobile), Age Group (Generation X, Generation Y, Generation Z), & Region for 2026-2032


出版日
ページ情報
英文 202 Pages
納期
2~3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=144.76円
ビデオゲーム市場:タイプ別、プラットフォーム別、年齢層別、地域別、2026~2032年
出版日: 2025年05月07日
発行: Verified Market Research
ページ情報: 英文 202 Pages
納期: 2~3営業日
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  • 概要
  • 目次
概要

ビデオゲーム市場の評価、2026~2032年

オンラインゲームの人気の高まり、スマートフォン技術の進歩、豊かな3D体験への需要の高まりは、世界のビデオゲーム市場を前進させています。Verified Market Researchのアナリストによると、ビデオゲーム市場の評価額は、2024年は2,603億3,000万米ドルと評価され、予測期間中に6,727億2,000万米ドルに達する見込みです。

eスポーツの成長、モバイルゲームの普及、仮想現実と拡張現実技術の取り込みがビデオゲーム市場を牽引しています。これにより、市場は2026~2032年にかけてCAGR 12.6%で成長します。

ビデオゲーム市場の定義/概要

ビデオゲームとは、プレイヤーがジョイスティック、コントローラー、キーボードなどのユーザーインターフェースや入力装置を利用して、画面上のグラフィックを操作する電子ゲームです。このインタラクションによって視覚的なフィードバックが生じ、多くの場合、聴覚や触覚も伴って、没入感のある体験がもたらされます。ビデオゲームには、魅力的なゲームプレイ体験を提供するエンターテインメント、インタラクティブな学習を通じて概念やスキルを教える教育、制御された環境で実世界のシナリオを練習できるシミュレーションなど、幅広い用途があります。さらに、メンタルヘルスの治療や回復を助けるために、ビデオゲームが治療現場で使われることも増えています。

世界のゲーム人口の増加はビデオゲーム市場をどのように促進するか?

ビデオゲーム市場は、あらゆる年齢層や背景を持つプレイヤー層の増加によって活性化しています。Entertainment Software Association(ESA)の報告書「2022 Essential Facts About the Video Game Industry」によると、米国だけでも約2億1,550万人のゲーマーがおり、これは人口の66%にあたります。調査によると、プレイヤーの平均年齢は33歳で、ビデオゲームの世代を超えた人気を示しています。このような多様なプレイヤー層の拡大が、市場成長の大きな要因となっています。

スマートフォンの普及は、ビデオゲーム市場のモバイルゲーム分野の成長に大きく貢献しています。国際通信連合(ITU)によると、2022年までに世界人口の84%にあたる約66億人がスマートフォンを所有するといいます。スマートフォンの普及率が高まったことで、モバイルゲームも増加しています。UK Gambling Commissionによると、2020年には成人の50%がスマートフォンゲームをプレイし、2019年の44%から増加しており、市場の急速な拡大を示しています。

さらに、仮想現実(VR)、拡張現実(AR)、クラウドゲーミングといったゲーム技術の継続的な進歩が、ゲームプレイ体験を向上させることで市場拡大を後押ししています。米国労働統計局は、ゲーム開発者を含むソフトウェア開発者の雇用は2021~2032年の間に25%増加し、全米平均を大幅に上回ると予測しています。この成長の一因は、ビデオゲームの複雑化と新しいアプリケーションへの需要です。また、全米科学財団の報告によると、ゲーム技術の進歩に寄与するコンピュータおよび情報科学と工学の研究に対する連邦政府の資金は、2020会計年度には総額10億800万米ドルに達し、ゲーム体験を向上させる技術への多額の投資が行われていることが浮き彫りになっています。

ビデオゲーム市場が直面する主な課題とは?

最新のビデオゲームの製造にかかる高い製造費が制約となっています。高品質なグラフィック、激しいゲームプレイ、包括的なコンテンツに対する消費者の期待が、開発者を技術や人材への多大な投資に駆り立てています。このコスト負担は、新規参入企業が効果的に市場で競争することを妨げ、既存企業はオリジナル製品よりも続編やフランチャイズを優先せざるを得ず、ゲーム体験の独創性や多様性を制限する可能性があります。

さらに、市場の飽和はビデオゲーム市場にとって重要な課題です。複数のプラットフォームで毎年何千もの新作が発売されるため、突出することはますます難しくなっています。この飽和は、消費者の関心と支出をめぐる厳しい競合を招き、価格設定と利益率の低下をもたらします。さらに、圧倒的な選択肢の結果、ゲーマーの購買決定における目が肥えるにつれて、よく練られたゲームでさえ経済的成功を得るのに苦労し、業界全体の成長と持続可能性に影響を与えます。

目次

第1章 イントロダクション

  • 市場の定義
  • 市場セグメンテーション
  • 調査スケジュール
  • 前提条件
  • 制限事項

第2章 VERIFIED MARKET RESEARCHの調査手法

  • データマイニング
  • データの三角測量
  • ボトムアップアプローチ
  • トップダウンアプローチ
  • リサーチフロー
  • 業界専門家による主要な洞察
  • データソース

第3章 エグゼクティブサマリー

  • 市場概要
  • エコロジーのマッピング
  • 絶対的収益機会
  • 市場の魅力
  • ビデオゲームの世界市場:地域別
  • ビデオゲームの世界市場:タイプ別
  • ビデオゲームの世界市場:プラットフォーム別
  • ビデオゲームの世界市場:年齢層別
  • 今後の市場機会
  • 世界市場内訳
  • 製品ライフライン

第4章 市場概要

  • 世界のビデオゲームの進化
  • 促進要因
  • 抑制要因
  • 機会
  • ポーターのファイブフォースモデル
  • バリューチェーン分析
  • 価格分析
  • マクロ経済分析

第5章 ビデオゲーム市場:タイプ別

  • オフライン
  • オンライン

第6章 ビデオゲーム市場:プラットフォーム別

  • 概要
  • 家庭用ゲーム機
  • コンピュータ
  • モバイル

第7章 ビデオゲーム市場:年齢層別

  • 概要
  • X世代
  • Y世代
  • Z世代

第8章 ビデオゲーム市場:地域別

  • 概要
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • フランス
    • イタリア
    • スペイン
    • その他欧州
  • アジア太平洋
    • 中国
    • 日本
    • インド
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • アルゼンチン
    • その他ラテンアメリカ
  • 中東・アフリカ
    • アラブ首長国連邦
    • サウジアラビア
    • 南アフリカ
    • その他中東とアフリカ

第9章 競合情勢

  • 概要
  • 各社の市場ランキング
  • 主な発展
  • 企業の地域フットプリント
  • 企業の産業フットプリント
  • ACEマトリックス

第10章 企業プロファイル

  • Activision Blizzard Inc.
  • Apple Inc
  • Disney Consumer Products and Interactive Media Inc.
  • Electronic Arts Inc
  • Microsoft Corporation
  • Nintendo Co. Ltd.
  • Rovio Entertainment Corporation
  • Tencent Holdings Limited
  • Sony Interactive Entertainment Inc.

第11章 ベリファイド・マーケット・インテリジェンス

  • VERIFIED MARKET INTELLIGENCEについて
  • ダイナミックなデータの可視化
目次
Product Code: 41897

Video Game Market Valuation - 2026-2032

The growing popularity of online gaming, advances in smartphone technology, and rising demand for rich 3D experiences are all driving the global video game market forward. According to the analyst from Verified Market Research, the video game market is estimated to reach a valuation of USD 672.72 Billion over the forecast subjugating around USD 260.33 Billion valued in 2024.

The growth of esports, the proliferation of mobile gaming, and the incorporation of virtual and augmented reality technology are driving the video game market. It enables the market to grow at a CAGR of 12.6% from 2026 to 2032.

Video Game Market: Definition/ Overview

A video game is an electronic game in which players utilize a user interface or input device, such as a joystick, controller, or keyboard, to control graphics on a screen. The interaction creates visual feedback, which is often accompanied by aural and tactile sensations, resulting in an immersive experience. Video games have a wide range of applications, including entertainment, where they provide engaging gameplay experiences; education, where they are used to teach concepts and skills through interactive learning; and simulation, where users can practice real-world scenarios in a controlled setting. Furthermore, video games are increasingly being used in therapeutic settings to aid with mental health treatment and recovery.

How Does the Growing Global Gaming Population Propel the Video Game Market?

The video game market is fueled by a growing player base that comprises people of all ages and backgrounds. According to the Entertainment Software Association's (ESA) 2022 Essential Facts About the Video Game Industry report, the United States alone has around 215.5 million gamers, or 66% of the population. According to the survey, the average age of a player is 33 years old, illustrating video games' cross-generational popularity. This growing and diverse player base is a major source of market growth.

The increasing adoption of smartphones has substantially aided the growth of the mobile gaming segment of the video game market. According to the International Telecommunication Union (ITU), by 2022, roughly 6.6 billion individuals, or 84% of the global population, own a smartphone. The increased smartphone adoption rate has increased mobile gaming. According to the UK Gambling Commission, 50% of adults played smartphone games in 2020, up from 44% in 2019, demonstrating the market's rapid expansion.

Furthermore, continuous advancements in gaming technology, such as virtual reality (VR), augmented reality (AR), and cloud gaming, are propelling market expansion by improving gameplay experiences. The U.S. Bureau of Labor Statistics predicts that employment of software developers, including game developers, will increase by 25% between 2021 and 2032, substantially faster than the national average. This growth is due in part to the increasing complexity of video games and the demand for new applications. Also, the National Science Foundation reports that federal funding for computer and information science and engineering research, which contributes to gaming technology advancements, totaled $1.008 billion in fiscal year 2020, highlighting the significant investment in technologies that can improve gaming experiences.

What are the Primary Challenges Faced by the Video Game Market?

The high manufacturing expenses connected with making modern video games serve as a constraint. Consumer expectations for high-quality graphics, intense gameplay, and comprehensive content are driving developers to invest considerably in technology and personnel. This cost burden discourages new entrants from effectively competing in the market and forces established companies to favor sequels or franchises over original products, potentially restricting originality and diversity in gaming experiences.

Furthermore, market saturation is an important challenge to the video game market. With thousands of new titles launched each year across several platforms, sticking out gets increasingly tough. This saturation leads to severe competition for consumer attention and spending, resulting in lower pricing and profit margins. Furthermore, as gamers become more discerning in their purchasing decisions as a result of the overwhelming choice, even well-crafted games struggle to attain economic success, affecting overall industry growth and sustainability.

Category-Wise Acumens

What are the Potential Drivers Driving the Adoption of Online Video Game in the Market?

According to VMR analysis, the online video game segment is estimated to hold the largest market share during the forecast period due to the growing internet penetration worldwide, which has made online gaming more accessible to a larger audience. As high-speed internet becomes more widely available, users will find it easier to connect and participate in online multiplayer games. This accessibility encourages a larger player base, which improves community interaction and competition, ultimately adding to the online gaming segment's long-term growth.

The popularity of free-to-play (F2P) and massively multiplayer online (MMO) games is a further significant factor. These games provide engaging experiences that draw millions of players and frequently include social components that encourage collaboration and competition. The option to play for free while enabling in-game purchases generates a profitable revenue model, encouraging additional investment and innovation in the online gaming segment.

Furthermore, the rise of esports has considerably boosted the online gaming market. Competitive gaming events attract large audiences and sponsorships, resulting in a thriving industry around online games. This phenomenon not only increases player involvement but also increases visibility for game creators, pushing them to invest in online products that can compete in this lucrative market.

How does the Proliferation of Smartphones Influence the Growth of Mobile Video Games?

The mobile segment is estimated to dominate the video game market during the forecast period due to the widespread use of smartphones and their growing capabilities. Smartphones' increasing capacity allows them to accommodate high-quality visuals and intricate gameplay, drawing a broader audience. This accessibility enables players to play games at any time and from any location, contributing to mobile gaming's growing appeal among a wide range of demographics, including casual gamers and younger consumers.

Improved internet access allows for more fluid online gaming experiences, including multiplayer and social activities within games. As more individuals acquire access to reliable internet services, particularly in developing countries, mobile gaming becomes an appealing form of entertainment, increasing its market share.

Furthermore, the affordability of mobile games is an important factor in the segment's dominance. Many mobile games are free or low-cost, making them more accessible than consoles or PCs, which can need significant upfront investments. This price structure encourages more people to play mobile games, generating revenue through in-game purchases and adverts.

Country/Region-wise Acumens

What Drivers Contribute to the Growth of the North American Region in the Market?

According to VMR analyst, North America is estimated to exhibit substantial growth within the video game market during the forecast period. North American customers, especially in the United States, have a great desire to spend money on video games and related content. According to the Entertainment Software Association (ESA), US customers spent USD 60.4 Billion on video games in 2021, an 8% increase over 2020. This high level of consumer spending boosts the region's market growth and draws continuous investment from game creators and publishers.

Furthermore, the North American market has experienced quick adoption of next-generation gaming consoles, which is fueling growth in the console gaming industry. According to the NPD Group, the Nintendo Switch was the best-selling console in the United States for 35 consecutive months before being surpassed by the PlayStation 5 in November 2021. In 2021, hardware spending in the United States was USD 5.3 Billion, up 18% from 2020, demonstrating strong consumer demand for cutting-edge gaming experiences.

What are the Significant Factors Driving Asia Pacific's Video Game Market?

The Asia Pacific region is estimated to dominate the market during the forecast period. The Asia Pacific region has a large and fast-growing internet user base, which provides a solid platform for the expansion of online gaming. According to the International Telecommunication Union (ITU), the Asia Pacific region's internet penetration rate was 64.1% in 2021, accounting for more than 2.8 billion internet users. This large user base provides a favorable setting for the growth of online and mobile gaming platforms.

Furthermore, the widespread adoption of smartphones, combined with the increasing cost of mobile data plans, has spurred a spike in mobile gaming across the Asia Pacific. According to the Global System for Mobile Communications Association (GSMA), the Asia-Pacific region is expected to have 3.1 billion mobile subscribers by 2025, or around 60% of the global mobile subscriber population. This widespread mobile use has resulted in a vibrant mobile gaming ecosystem, with China, Japan, and South Korea leading the way.

Competitive Landscape

The competitive landscape of the video game market is characterized by rapid innovation and diversification, fueled by a mix of incumbent players and new entrants. As competition heats up, companies are focusing more on product distinctiveness and ongoing innovation to meet rising consumer demands.

Some of the prominent players operating in the video game market include:

Activision Blizzard, Inc.

Apple, Inc.

Disney Consumer Products and Interactive Media, Inc.

Electronic Arts, Inc.

Microsoft Corporation

Nintendo Co. Ltd.

Rovio Entertainment Corporation

Tencent Holdings Limited

Sony Interactive Entertainment, Inc.

Latest Developments

In February 2023, Nvidia announced a 10-year deal with Microsoft to integrate Xbox PC games into the NVIDIA GeForce NOW cloud gaming service. GeForce NOW, with over 25 million customers in 100 countries, enables gamers to stream Xbox PC titles on many devices, including PCs, Chromebooks, macOS, and smartphones.

Video Game Market, By Category

  • Type:
  • Offline
  • Online
  • Platform:
  • Console
  • Computer
  • Mobile
  • Age Group:
  • Generation X
  • Generation Y
  • Generation Z
  • Region:
  • North America
  • Europe
  • Asia-Pacific
  • South America
  • Middle East & Africa

TABLE OF CONTENTS

1 INTRODUCTION OF THE GLOBAL VIDEO GAME MARKET

  • 1.1 Market Definition
  • 1.2 Market Segmentation
  • 1.3 Research Timelines
  • 1.4 Assumptions
  • 1.5 Limitations

2 RESEARCH METHODOLOGY OF VERIFIED MARKET RESEARCH

  • 2.1 Data Mining
  • 2.2 Data Triangulation
  • 2.3 Bottom-Up Approach
  • 2.4 Top-Down Approach
  • 2.5 Research Flow
  • 2.6 Key Insights from Industry Experts
  • 2.7 Data Sources

3 EXECUTIVE SUMMARY

  • 3.1 Market Overview
  • 3.2 Ecology Mapping
  • 3.3 Absolute Market Opportunity
  • 3.4 Market Attractiveness
  • 3.5 Global Video Game Market Geographical Analysis (CAGR %)
  • 3.6 Global Video Game Market, By Device Type (USD Million)
  • 3.7 Global Video Game Market, By Platform (USD Million)
  • 3.8 Global Video Game Market, By Age Group (USD Million)
  • 3.9 Future Market Opportunities
  • 3.10 Global Market Split
  • 3.11 Product Life Line

4 GLOBAL VIDEO GAME MARKET OUTLOOK

  • 4.1 Global Video Game Evolution
  • 4.2 Drivers
    • 4.2.1 Driver1
    • 4.2.2 Driver 2
  • 4.3 Restraints
    • 4.3.1 Restraint1
    • 4.3.2 Restraint 2
  • 4.4 Opportunities
    • 4.4.1 Opportunity1
    • 4.4.2 Opportunity 2
  • 4.5 Porters Five Force Model
  • 4.6 Value Chain Analysis
  • 4.7 Pricing Analysis
  • 4.8 Macroeconomic Analysis

5 GLOBAL VIDEO GAME MARKET, BY TYPE

  • 5.1 Offline
  • 5.2 Online

6 GLOBAL VIDEO GAME MARKET, BY PLATFORM

  • 6.1 Overview
  • 6.2 Console
  • 6.3 Computer
  • 6.4 Mobile

7 GLOBAL VIDEO GAME MARKET, BY AGE GROUP

  • 7.1 Overview
  • 7.2 Generation X
  • 7.3 Generation Y
  • 7.4 Generation Z

8 GLOBAL VIDEO GAME MARKET, BY GEOGRAPHY

  • 8.1 Overview
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 U.K.
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 India
    • 8.4.4 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Argentina
    • 8.5.3 Rest of Latin America
  • 8.6 Middle-East and Africa
    • 8.6.1 UAE
    • 8.6.2 Saudi Arabia
    • 8.6.3 South Africa
    • 8.6.4 Rest of Middle-East and Africa

9 GLOBAL VIDEO GAME MARKET COMPETITIVE LANDSCAPE

  • 9.1 Overview
  • 9.2 Company Market Ranking
  • 9.3 Key Developments
  • 9.4 Company Regional Footprint
  • 9.5 Company Industry Footprint
  • 9.6 ACE Matrix

10 COMPANY PROFILES

  • 10.1 Activision Blizzard Inc.
    • 10.1.1 Company Overview
    • 10.1.2 Company Insights
    • 10.1.3 Product Benchmarking
    • 10.1.4 Key Development
    • 10.1.5 Winning Imperatives
    • 10.1.6 Current Focus & Strategies
    • 10.1.7 Threat from Competition
    • 10.1.8 SWOT Analysis
    • 10.1.9 Key Developments
  • 10.2 Apple Inc
    • 10.2.1 Overview
    • 10.2.2 Financial Performance
    • 10.2.3 Product Outlook
    • 10.2.4 Key Developments
  • 10.3 Disney Consumer Products and Interactive Media Inc.
    • 10.3.1 Overview
    • 10.3.2 Financial Performance
    • 10.3.3 Product Outlook
    • 10.3.4 Key Developments
  • 10.4 Electronic Arts Inc
    • 10.4.1 Overview
    • 10.4.2 Financial Performance
    • 10.4.3 Product Outlook
    • 10.4.4 Key Developments
  • 10.5 Microsoft Corporation
    • 10.5.1 Overview
    • 10.5.2 Financial Performance
    • 10.5.3 Product Outlook
    • 10.5.4 Key Developments
  • 10.6 Nintendo Co. Ltd.
    • 10.6.1 Overview
    • 10.6.2 Financial Performance
    • 10.6.3 Product Outlook
    • 10.6.4 Key Developments
  • 10.7 Rovio Entertainment Corporation
    • 10.7.1 Overview
    • 10.7.2 Financial Performance
    • 10.7.3 Product Outlook
    • 10.7.4 Key Developments
  • 10.8 Tencent Holdings Limited
    • 10.8.1 Overview
    • 10.8.2 Financial Performance
    • 10.8.3 Product Outlook
    • 10.8.4 Key Developments
  • 10.9 Sony Interactive Entertainment Inc.
    • 10.9.1 Overview
    • 10.9.2 Financial Performance
    • 10.9.3 Product Outlook
    • 10.9.4 Key Developments

11 VERIFIED MARKET INTELLIGENCE

  • 11.1 About Verified Market Intelligence
  • 11.2 Dynamic Data Visualization