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Video Game Market Trends and Forecast

The future of the global video game market looks promising with opportunities in the smartphone, PC, and console markets. The global video game market is expected to grow with a CAGR of 6.5% from 2025 to 2031. The major drivers for this market are the increasing popularity of esports competitions, the rising demand for mobile gaming, and the growing advancements in virtual reality.

• Lucintel forecasts that, within the platform type category, online is expected to witness higher growth over the forecast period.
• Within the device category, PC is expected to witness the highest growth.
• In terms of region, APAC is expected to witness the highest growth over the forecast period.
Gain valuable insights for your business decisions with our comprehensive 150+ page report. Sample figures with some insights are shown below.

Video Game Market Trends and Forecast

Emerging Trends in the Video Game Market

The video game industry is being remade by a number of significant trends that are transforming the way games are made, delivered, and played. These trends are taking the industry beyond conventional gaming platforms and models, forging new types of interactive entertainment and social interaction. They are also creating more dialogue with players through more personalized and engaging experiences, as well as diversifying the kinds of content and genres presented to a worldwide audience.
• Cloud Gaming and Streaming Services: Cloud gaming is one of the most prominent trends, enabling users to stream high-quality games on most devices without the necessity for high-end hardware. The trend has been fueled by advancing internet infrastructure, especially 5G, and consumers’ demand for quick access. It reduces the entry cost of AAA titles and opens up the market to casual gamers who do not have a console or a high-end PC. It is reshaping the sales and consumption of games, with subscription models taking over.
• Cross-Platform and Cross-Progression Play: Cross-platform play is turning into the norm for multiplayer games. This enables gamers across various platforms, like PC, Xbox, and PlayStation, to share the same game. It is an influential growth driver of player community and retention. Cross-progression, which enables players to take their progress and purchases across devices, is another feature. This trend is dismantling walled gardens and building a more unified and accessible gaming universe.
• Game Development with AI and Machine Learning: The use of AI and machine learning is a new trend that is transforming game development and the player experience. AI is applied to make more realistic and dynamic NPCs, procedurally create content, and personalize gameplay experiences. AI is also employed to enhance quality assurance through automated testing of games for bugs. This is assisting developers in building more intricate and immersive worlds as well as simplifying production pipelines.
• Development of the Metaverse and Virtual Worlds: The metaverse idea is an influential trend that is expanding the possibilities of gaming. Games are becoming persistent, linked virtual worlds where players can interact, produce content, and participate in economic activities. This trend is also fueling innovation in virtual reality (VR), augmented reality (AR), and blockchain. It is also drawing non-endemic brands wishing to find new means of interacting with consumers and creating virtual storefronts.
• In-game Monetization and Live-Service Games: The trend away from one-off purchases and toward in-game monetization is a prevailing trend. Most games are now released as "live-service" games, which are updated regularly with fresh content, events, and cosmetic objects that can be bought by players. It brings revenue over the long term and maintains user engagement. The phenomenon is observed in anything from battle royale to role-playing games and is fueled by several monetization frameworks, such as battle passes and virtual currencies.
These trends are redefining the market for video games by making gaming more accessible, networked, and embedded in other domains of digital life. They are revolutionizing games as ongoing platforms for socialization and economic exchange, as well as giving developers new means and models for innovation and expansion.
Emerging Trends in the Video Game Market

Recent Development in the Video Game Market

The video game industry is experiencing a time of extreme change, spurred by a chain of fundamental advancements that are impacting all facets of the business. These advancements are not merely revolutionizing the production and distribution of games but also how people engage with them. They are expanding the limits of technology, business models, and content development, creating a more vibrant and varied market than ever.
• Mainstreaming of Professional Gaming and E-sports: Professional e-sports is a significant evolution. From being a hobby niche, the industry has evolved to be a multi-billion dollar economy with big-tournament competitions, sponsorship by major companies, and specific broadcast channels. This has a profound effect on the market by creating demand for high-performance hardware, and live-service games tailored for competitive gaming. The global viewership of e-sports continues to grow at a fast rate, thus becoming an integral part of the video game ecosystem.
• Emergence of Indie and Mid-Tier Developers: Even as AAA games remain supreme, a new trend is the increasing success and power of indie and mid-tier developers. The availability of great game engines and digital stores such as Steam and the PlayStation Store has reduced the cost of entry. This has resulted in a deluge of fresh and innovative titles that are winning critical praise and commercial rewards. This evolution has assisted in broadening the market and providing players with more varied experiences.
• Convergence of Artificial Intelligence and Generative AI: The incorporation of AI in game development is a revolutionary evolution. AI is not only being utilized for developing more intelligent non-player characters (NPCs), but also for procedural content generation and automated asset creation. This technology can potentially make the development process more streamlined and enable smaller teams to develop bigger, more intricate worlds. Generative AI is also investigated for its use in crafting personalized narrative and gameplay experiences for every player.
• Consolidation and Strategic Acquisitions: The video game sector has witnessed a recent wave of large acquisitions and mergers. Major game firms are acquiring smaller publishers and studios to strengthen their content libraries, intellectual property base, and talent pool. This new trend is redefining the competition landscape in an industry where a few big guns dominate most of the market. This may result in innovation as well as less diversity, depending on the management of the newly created conglomerates and their treatment of the studios.
• User-Generated Content and Modding: Emphasis on user-generated content (UGC) is a strong trend. Games are being made so that players can generate their own content, such as levels, characters, and storylines. This trend is most evident in titles such as Minecraft, Roblox, and Fortnite, which are not only games but also platforms to create. This creates a strong community, boosts player engagement, and extends the shelf life of a game past its launch.
These advancements are affecting the video game industry by creating a more diverse and interconnected ecosystem. They are transforming business models, democratizing content creation, and expanding the innovation envelope, so the industry can stay at the leading edge of digital entertainment.

Strategic Growth Opportunities in the Video Game Market

The video game industry is full of strategic expansion possibilities. The secret to success is recognizing and taking advantage of certain applications that are underserved or ready for explosive expansion. This means having a high degree of knowledge about changing consumer patterns, advances in technology, and special dynamics of various market niches. By targeting these opportunities, businesses can gain a competitive advantage and become leaders in the market.
• Emerging Markets and Mobile Gaming: The biggest growth opportunity lies in mobile gaming, particularly in the emerging markets of India and Southeast Asia. The sheer availability of low-cost smartphones and internet connectivity created a huge new gaming population. Opportunities include creating hyper-casual and casual games that are simple to play and easy to learn, and localizing content and payment options for regional taste. Firms that are able to capture this segment will experience runaway growth.
• Cloud Gaming and Subscription Services: Cloud gaming is creating a strategic move where the opportunity exists to capture a new base of users that refuse to spend money on pricey hardware. With the subscription-based cloud models, firms are able to make available a Netflix-style model for games, where the player is able to tap into an enormous library for a monthly subscription. This model appeals to casual gamers and people seeking to play a multitude of games.
• Live-Service Games and E-sports: The market for professional e-sports offers a high-growth scenario. Businesses can develop and sustain games that are intended to compete at a professional level and attract spectators. Opportunities for strategy include staging official competitions, broadcasting rights sales, and establishing in-game economies for e-sports occurrences. The live-service economy, in which games are constantly being updated with fresh content, is a main facilitator of a sustainable e-sports ecosystem.
• Virtual Reality and Augmented Reality: VR and AR gaming, while still niche, represent a long-term strategic opportunity. VR offers deeply immersive experiences that are impossible on a flat screen. AR, on the other hand, can merge the digital and physical worlds. Strategic opportunities include developing innovative hardware and software for these platforms, targeting specific niches like fitness, education, and social interaction. This is an opportunity to specify the future generation of gaming experiences.
• In-game Advertising and Brand Integration: With the increasing popularity and diversity of games, there is a huge prospect for in-game advertising. Brands want to place their products and messages within games in a non-intrusive and natural manner. Opportunities include selling ad space on virtual billboards, developing brand-themed in-game items, and sponsoring e-sports teams. This offers an additional revenue stream for developers and an effective marketing platform for brands.
These possibilities are influencing the video game industry by stimulating innovation in a range of business models and technologies. They are challenging businesses to look beyond the simple model of console sales and to seek new methods of interacting with a wider and more varied audience.

Video Game Market Driver and Challenges

The accelerated growth of the video game market is due to strong drivers propelling the market forward and major challenges to be overcome. They drive all decisions from the development of a game to promotion. Knowing them is important for any business that aspires to succeed in this fast-moving market. The market is driven by technological advancements and increasing player numbers, but also by financial constraints and regulatory challenges.
The factors responsible for driving the video game market include:
1. Technological Improvements: Ongoing enhancement of computing, graphics, and internet performance is a key driver. Advances in these technologies allow developers to build more realistic, engaging game worlds with intricate mechanics and breathtaking graphics. Widespread adoption of high-speed internet, particularly 5G, is also a key enabler for cloud gaming and massive-scale multiplayer games, which is revolutionizing the way games are delivered and experienced.
2. Mobile Gaming Boom: The mass penetration of low-cost smartphones and tablets has opened up gaming to a huge global population. This has created massive growth in the industry, especially among emerging markets. Mobile games’ ease of use and low entry cost have drawn a new generation of casual gamers, and the phenomenon has spawned new business models, including free-to-play with in-app purchase.
3. Growing Popularity of E-sports and Streaming: Professional tournaments and streamers on platforms such as Twitch and YouTube are mainstream entertainment. Millions of consumers watch live streams of these on YouTube and Twitch. This has given a lively ecosystem to games with new sources of revenue through ad revenue, sponsorships, and merchandise. This driver fuels the popularity of competitive games and makes it a feedback loop of engagement.
4. Changing Demographics and Social Gaming: The gaming population has grown well beyond the classic young male stereotype. Women, older consumers, and casual players are increasingly entering the market. The change has brought with it an interest in a greater diversity of genres, ranging from puzzle to social simulation games. Social features have become the focus of many games today, enabling gamers to connect with friends and form communities, which translates into longer player retention.
5. Live-Service Model: Shifting to a live-service model is one of the primary drivers of long-term revenue and player retention. Games are no longer a one-off purchase but an ongoing service that gets updated periodically with fresh content. It keeps people playing in the long run and enables developers to tap into sustained revenue streams from in-game buys, subscriptions, and battle passes.
Challenges in the video game market are:
1. High Risks and Costs of Development: It is very costly and risky to develop a contemporary AAA game. The cost of production can be in hundreds of millions of dollars, and not many games break even, resulting in huge losses. The complexity and the scale at which games are now developed and the necessity for large teams pose a huge challenge, particularly for small and medium-sized studios.
2. High Competition and Market Saturation: There are games available on every platform. Developers have high levels of competition for getting attention and spending from consumers. This means that new titles struggle to become popular, and existing ones struggle to retain their players. This issue compels firms to spend a lot on marketing and innovate continuously to differentiate.
3. Regulatory and Censorship Issues: The video game industry has regulatory issues, especially in nations such as China, where the government imposes strict regulations on content, gaming approvals, and time limits for players. Such regulations are unpredictable and can hugely affect a company’s potential to do business in major markets. The issue of loot boxes and in-game gambling is also a rising regulatory issue across most nations.
The net effect of these challenges and drivers is a market that is both fast-growing and extremely volatile. The drivers are building a bigger, more diversified, and more lucrative industry, but the challenges of high costs, stiff competition, and complicated regulations require foresight and flexibility.

List of Video Game Companies

Companies in the market compete on the basis of product quality offered. Major players in this market focus on expanding their manufacturing facilities, R&D investments, infrastructural development, and leverage integration opportunities across the value chain. With these strategies video game companies cater increasing demand, ensure competitive effectiveness, develop innovative products & technologies, reduce production costs, and expand their customer base. Some of the video game companies profiled in this report include-
• Sony Interactive Entertainment
• Activision Blizzard
• Nintendo of America
• Ubisoft Entertainment
• Bandai Namco Entertainment America
• Microsoft Corporation
• Epic Games
• Lucid Games
• Take-Two Interactive Software
• Electronic Arts

Video Game Market by Segment

The study includes a forecast for the global video game market by platform type, age group, device, and region.

Video Game Market by Platform Type [Value from 2019 to 2031]:


• Offline
• Online

Video Game Market by Age Group [Value from 2019 to 2031]:


• Generation Z
• Generation Y
• Generation X

Video Game Market by Device [Value from 2019 to 2031]:


• Smartphones
• PC
• Consoles

Video Game Market by Region [Value from 2019 to 2031]:


• North America
• Europe
• Asia Pacific
• The Rest of the World

Country Wise Outlook for the Video Game Market

The worldwide video game industry is in a phase of massive innovation and change. Current trends are fueled by a move from legacy hardware sales to online services, the mainstream adoption of gaming as a source of entertainment, and mobile gaming growth. These trends are changing business models, content generation, and consumer behavior in important markets. The industry is increasingly networked by cloud gaming and cross-platform play, and also becoming more localized to match different cultural tastes and regulatory conditions.
• United States: The U.S. market is being fueled by the supremacy of subscription services and cloud gaming. The popularity of platforms such as Xbox Game Pass and PlayStation Plus has changed the global focus from a single-game buy to content libraries. There is also a high trend towards AI-powered in-game personalization, in which machine learning is utilized for customizing content and experiences for individual players. The market is also witnessing a consolidation trend, which is characterized by significant acquisitions, and this is transforming the competitive landscape.
• China: The video game industry in China is defined by its sheer size and distinctive regulatory climate. Some recent developments involve a government initiative to ease limits on game approvals, which is supporting the local market. The market is substantially dominated by mobile gaming with a strong emphasis on live-service and free-to-play games. There is also an increasing interest in PC and console gaming, with an increasing number of locally produced high-standard games becoming successful internationally.
• Germany: Germany’s gaming market is a robust European hub that continues to grow in terms of players. Current trends focus on the increased popularity of mobile gaming and an expansion of the player pool beyond the traditional young male player base. The market is experiencing high demand for cross-platform and mobile consoles, which offer flexibility and mobile play. Germany is also a strategic location for events such as Gamescom, which fuels both consumer demand and industry growth.
• India: India is amongst the world’s fastest-growing video game markets, led mainly by a huge and fast-growing mobile games player base. Developments include low-cost smartphones and low-cost internet data plans. The market is characterized by mobile-first games and e-sports, with a strong trend in the direction of hyper-casual and casual games. Recent government policies are focusing on introducing a legal framework for the industry, especially for real-money gaming and e-sports.
• Japan: The video game market in Japan is mature and very influential. In recent times, a trend of nostalgia has been witnessed with the launch of new hardware and software from iconic franchises. Console and handheld gaming are of much focus, though mobile gaming continues to dominate in revenue. The market also witnesses an increasing interest in next-generation technology such as augmented reality (AR) and virtual reality (VR) focused on immersive and innovative experiences.
Lucintel Analytics Dashboard

Features of the Global Video Game Market

Market Size Estimates: Video game market size estimation in terms of value ($B).
Trend and Forecast Analysis: Market trends (2019 to 2024) and forecast (2025 to 2031) by various segments and regions.
Segmentation Analysis: Video game market size by platform type, age group, device, and region in terms of value ($B).
Regional Analysis: Video game market breakdown by North America, Europe, Asia Pacific, and Rest of the World.
Growth Opportunities: Analysis of growth opportunities in different platform types, age group, devices, and regions for the video game market.
Strategic Analysis: This includes M&A, new product development, and competitive landscape of the video game market.
Analysis of competitive intensity of the industry based on Porter’s Five Forces model.

Lucintel Consulting Services

FAQ

Q1. What is the growth forecast for video game market?
Answer: The global video game market is expected to grow with a CAGR of 6.5% from 2025 to 2031.
Q2. What are the major drivers influencing the growth of the video game market?
Answer: The major drivers for this market are the increasing popularity of esports competitions, the rising demand for mobile gaming, and the growing advancements in virtual reality.
Q3. What are the major segments for video game market?
Answer: The future of the video game market looks promising with opportunities in the smartphone, PC, and console markets.
Q4. Who are the key video game market companies?
Answer: Some of the key video game companies are as follows:
• Sony Interactive Entertainment
• Activision Blizzard
• Nintendo of America
• Ubisoft Entertainment
• Bandai Namco Entertainment America
• Microsoft Corporation
• Epic Games
• Lucid Games
• Take-Two Interactive Software
• Electronic Arts
Q5. Which video game market segment will be the largest in future?
Answer: Lucintel forecasts that, within the platform type category, online is expected to witness higher growth over the forecast period.
Q6. In video game market, which region is expected to be the largest in next 5 years?
Answer: In terms of region, APAC is expected to witness the highest growth over the forecast period.
Q7. Do we receive customization in this report?
Answer: Yes, Lucintel provides 10% customization without any additional cost.

This report answers following 11 key questions:

Q.1. What are some of the most promising, high-growth opportunities for the video game market by platform type (offline and online), age group (generation Z, generation Y, and generation X), device (smartphones, PC, and consoles), and region (North America, Europe, Asia Pacific, and the Rest of the World)?
Q.2. Which segments will grow at a faster pace and why?
Q.3. Which region will grow at a faster pace and why?
Q.4. What are the key factors affecting market dynamics? What are the key challenges and business risks in this market?
Q.5. What are the business risks and competitive threats in this market?
Q.6. What are the emerging trends in this market and the reasons behind them?
Q.7. What are some of the changing demands of customers in the market?
Q.8. What are the new developments in the market? Which companies are leading these developments?
Q.9. Who are the major players in this market? What strategic initiatives are key players pursuing for business growth?
Q.10. What are some of the competing products in this market and how big of a threat do they pose for loss of market share by material or product substitution?
Q.11. What M&A activity has occurred in the last 5 years and what has its impact been on the industry?

For any questions related to Video Game Market, Video Game Market Size, Video Game Market Growth, Video Game Market Analysis, Video Game Market Report, Video Game Market Share, Video Game Market Trends, Video Game Market Forecast, Video Game Companies, write Lucintel analyst at email: helpdesk@lucintel.com. We will be glad to get back to you soon.
                                           Table of Contents

            1. Executive Summary

            2. Market Overview

                        2.1 Background and Classifications
                        2.2 Supply Chain

            3. Market Trends & Forecast Analysis

                        3.1 Macroeconomic Trends and Forecasts
                        3.2 Industry Drivers and Challenges
                        3.3 PESTLE Analysis
                        3.4 Patent Analysis
                        3.5 Regulatory Environment
                        3.6 Global Video Game Market Trends and Forecast

            4. Global Video Game Market by Platform Type

                        4.1 Overview
                        4.2 Attractiveness Analysis by Platform Type
                        4.3 Offline : Trends and Forecast 2025 to 2031
                        4.4 Online : Trends and Forecast 2025 to 2031

            5. Global Video Game Market by Age Group

                        5.1 Overview
                        5.2 Attractiveness Analysis by Age Group
                        5.3 Generation Z : Trends and Forecast 2025 to 2031
                        5.4 Generation Y : Trends and Forecast 2025 to 2031
                        5.5 Generation X : Trends and Forecast 2025 to 2031

            6. Global Video Game Market by Device

                        6.1 Overview
                        6.2 Attractiveness Analysis by Device
                        6.3 Smartphones : Trends and Forecast 2025 to 2031
                        6.4 PC : Trends and Forecast 2025 to 2031
                        6.5 Consoles : Trends and Forecast 2025 to 2031

            7. Regional Analysis

                        7.1 Overview
                        7.2 Global Video Game Market by Region

            8. North American Video Game Market

                        8.1 Overview
                        8.2 North American Video Game Market by Platform Type
                        8.3 North American Video Game Market by Device
                        8.4 The United States Video Game Market
                        8.5 Canadian Video Game Market
                        8.6 Mexican Video Game Market

            9. European Video Game Market

                        9.1 Overview
                        9.2 European Video Game Market by Platform Type
                        9.3 European Video Game Market by Device
                        9.4 German Video Game Market
                        9.5 French Video Game Market
                        9.6 Italian Video Game Market
                        9.7 Spanish Video Game Market
                        9.8 The United Kingdom Video Game Market

            10. APAC Video Game Market

                        10.1 Overview
                        10.2 APAC Video Game Market by Platform Type
                        10.3 APAC Video Game Market by Device
                        10.4 Chinese Video Game Market
                        10.5 Indian Video Game Market
                        10.6 Japanese Video Game Market
                        10.7 South Korean Video Game Market
                        10.8 Indonesian Video Game Market

            11. ROW Video Game Market

                        11.1 Overview
                        11.2 ROW Video Game Market by Platform Type
                        11.3 ROW Video Game Market by Device
                        11.4 Middle Eastern Video Game Market
                        11.5 South American Video Game Market
                        11.6 African Video Game Market

            12. Competitor Analysis

                        12.1 Product Portfolio Analysis
                        12.2 Operational Integration
                        12.3 Porter’s Five Forces Analysis
                                    • Competitive Rivalry
                                    • Bargaining Power of Buyers
                                    • Bargaining Power of Suppliers
                                    • Threat of Substitutes
                                    • Threat of New Entrants
                        12.4 Market Share Analysis

            13. Opportunities & Strategic Analysis

                        13.1 Value Chain Analysis
                        13.2 Growth Opportunity Analysis
                                    13.2.1 Growth Opportunity by Platform Type
                                    13.2.2 Growth Opportunity by Age Group
                                    13.2.3 Growth Opportunity by Device
                        13.3 Emerging Trends in the Global Video Game Market
                        13.4 Strategic Analysis
                                    13.4.1 New Product Development
                                    13.4.2 Certification and Licensing
                                    13.4.3 Mergers, Acquisitions, Agreements, Collaborations, and Joint Ventures

            14. Company Profiles of the Leading Players Across the Value Chain

                        14.1 Competitive Analysis
                        14.2 Sony Interactive Entertainment
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.3 Activision Blizzard
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.4 Nintendo of America
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.5 Ubisoft Entertainment
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.6 Bandai Namco Entertainment America
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.7 Microsoft Corporation
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.8 Epic Games
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.9 Lucid Games
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.10 Take-Two Interactive Software
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing
                        14.11 Electronic Arts
                                    • Company Overview
                                    • Video Game Market Business Overview
                                    • New Product Development
                                    • Merger, Acquisition, and Collaboration
                                    • Certification and Licensing

            15. Appendix

                        15.1 List of Figures
                        15.2 List of Tables
                        15.3 Research Methodology
                        15.4 Disclaimer
                        15.5 Copyright
                        15.6 Abbreviations and Technical Units
                        15.7 About Us
                        15.8 Contact Us

                                               List of Figures


            Chapter 1

                        Figure 1.1: Trends and Forecast for the Global Video Game Market

            Chapter 2

                        Figure 2.1: Usage of Video Game Market
                        Figure 2.2: Classification of the Global Video Game Market
                        Figure 2.3: Supply Chain of the Global Video Game Market

            Chapter 3

                        Figure 3.1: Trends of the Global GDP Growth Rate
                        Figure 3.2: Trends of the Global Population Growth Rate
                        Figure 3.3: Trends of the Global Inflation Rate
                        Figure 3.4: Trends of the Global Unemployment Rate
                        Figure 3.5: Trends of the Regional GDP Growth Rate
                        Figure 3.6: Trends of the Regional Population Growth Rate
                        Figure 3.7: Trends of the Regional Inflation Rate
                        Figure 3.8: Trends of the Regional Unemployment Rate
                        Figure 3.9: Trends of Regional Per Capita Income
                        Figure 3.10: Forecast for the Global GDP Growth Rate
                        Figure 3.11: Forecast for the Global Population Growth Rate
                        Figure 3.12: Forecast for the Global Inflation Rate
                        Figure 3.13: Forecast for the Global Unemployment Rate
                        Figure 3.14: Forecast for the Regional GDP Growth Rate
                        Figure 3.15: Forecast for the Regional Population Growth Rate
                        Figure 3.16: Forecast for the Regional Inflation Rate
                        Figure 3.17: Forecast for the Regional Unemployment Rate
                        Figure 3.18: Forecast for Regional Per Capita Income
                        Figure 3.19: Driver and Challenges of the Video Game Market

            Chapter 4

                        Figure 4.1: Global Video Game Market by Platform Type in 2019, 2024, and 2031
                        Figure 4.2: Trends of the Global Video Game Market ($B) by Platform Type
                        Figure 4.3: Forecast for the Global Video Game Market ($B) by Platform Type
                        Figure 4.4: Trends and Forecast for Offline in the Global Video Game Market (2019-2031)
                        Figure 4.5: Trends and Forecast for Online in the Global Video Game Market (2019-2031)

            Chapter 5

                        Figure 5.1: Global Video Game Market by Age Group in 2019, 2024, and 2031
                        Figure 5.2: Trends of the Global Video Game Market ($B) by Age Group
                        Figure 5.3: Forecast for the Global Video Game Market ($B) by Age Group
                        Figure 5.4: Trends and Forecast for Generation Z in the Global Video Game Market (2019-2031)
                        Figure 5.5: Trends and Forecast for Generation Y in the Global Video Game Market (2019-2031)
                        Figure 5.6: Trends and Forecast for Generation X in the Global Video Game Market (2019-2031)

            Chapter 6

                        Figure 6.1: Global Video Game Market by Device in 2019, 2024, and 2031
                        Figure 6.2: Trends of the Global Video Game Market ($B) by Device
                        Figure 6.3: Forecast for the Global Video Game Market ($B) by Device
                        Figure 6.4: Trends and Forecast for Smartphones in the Global Video Game Market (2019-2031)
                        Figure 6.5: Trends and Forecast for PC in the Global Video Game Market (2019-2031)
                        Figure 6.6: Trends and Forecast for Consoles in the Global Video Game Market (2019-2031)

            Chapter 7

                        Figure 7.1: Trends of the Global Video Game Market ($B) by Region (2019-2024)
                        Figure 7.2: Forecast for the Global Video Game Market ($B) by Region (2025-2031)

            Chapter 8

                        Figure 8.1: Trends and Forecast for the North American Video Game Market (2019-2031)
                        Figure 8.2: North American Video Game Market by Platform Type in 2019, 2024, and 2031
                        Figure 8.3: Trends of the North American Video Game Market ($B) by Platform Type (2019-2024)
                        Figure 8.4: Forecast for the North American Video Game Market ($B) by Platform Type (2025-2031)
                        Figure 8.5: North American Video Game Market by Age Group in 2019, 2024, and 2031
                        Figure 8.6: Trends of the North American Video Game Market ($B) by Age Group (2019-2024)
                        Figure 8.7: Forecast for the North American Video Game Market ($B) by Age Group (2025-2031)
                        Figure 8.8: North American Video Game Market by Device in 2019, 2024, and 2031
                        Figure 8.9: Trends of the North American Video Game Market ($B) by Device (2019-2024)
                        Figure 8.10: Forecast for the North American Video Game Market ($B) by Device (2025-2031)
                        Figure 8.11: Trends and Forecast for the United States Video Game Market ($B) (2019-2031)
                        Figure 8.12: Trends and Forecast for the Mexican Video Game Market ($B) (2019-2031)
                        Figure 8.13: Trends and Forecast for the Canadian Video Game Market ($B) (2019-2031)

            Chapter 9

                        Figure 9.1: Trends and Forecast for the European Video Game Market (2019-2031)
                        Figure 9.2: European Video Game Market by Platform Type in 2019, 2024, and 2031
                        Figure 9.3: Trends of the European Video Game Market ($B) by Platform Type (2019-2024)
                        Figure 9.4: Forecast for the European Video Game Market ($B) by Platform Type (2025-2031)
                        Figure 9.5: European Video Game Market by Age Group in 2019, 2024, and 2031
                        Figure 9.6: Trends of the European Video Game Market ($B) by Age Group (2019-2024)
                        Figure 9.7: Forecast for the European Video Game Market ($B) by Age Group (2025-2031)
                        Figure 9.8: European Video Game Market by Device in 2019, 2024, and 2031
                        Figure 9.9: Trends of the European Video Game Market ($B) by Device (2019-2024)
                        Figure 9.10: Forecast for the European Video Game Market ($B) by Device (2025-2031)
                        Figure 9.11: Trends and Forecast for the German Video Game Market ($B) (2019-2031)
                        Figure 9.12: Trends and Forecast for the French Video Game Market ($B) (2019-2031)
                        Figure 9.13: Trends and Forecast for the Spanish Video Game Market ($B) (2019-2031)
                        Figure 9.14: Trends and Forecast for the Italian Video Game Market ($B) (2019-2031)
                        Figure 9.15: Trends and Forecast for the United Kingdom Video Game Market ($B) (2019-2031)

            Chapter 10

                        Figure 10.1: Trends and Forecast for the APAC Video Game Market (2019-2031)
                        Figure 10.2: APAC Video Game Market by Platform Type in 2019, 2024, and 2031
                        Figure 10.3: Trends of the APAC Video Game Market ($B) by Platform Type (2019-2024)
                        Figure 10.4: Forecast for the APAC Video Game Market ($B) by Platform Type (2025-2031)
                        Figure 10.5: APAC Video Game Market by Age Group in 2019, 2024, and 2031
                        Figure 10.6: Trends of the APAC Video Game Market ($B) by Age Group (2019-2024)
                        Figure 10.7: Forecast for the APAC Video Game Market ($B) by Age Group (2025-2031)
                        Figure 10.8: APAC Video Game Market by Device in 2019, 2024, and 2031
                        Figure 10.9: Trends of the APAC Video Game Market ($B) by Device (2019-2024)
                        Figure 10.10: Forecast for the APAC Video Game Market ($B) by Device (2025-2031)
                        Figure 10.11: Trends and Forecast for the Japanese Video Game Market ($B) (2019-2031)
                        Figure 10.12: Trends and Forecast for the Indian Video Game Market ($B) (2019-2031)
                        Figure 10.13: Trends and Forecast for the Chinese Video Game Market ($B) (2019-2031)
                        Figure 10.14: Trends and Forecast for the South Korean Video Game Market ($B) (2019-2031)
                        Figure 10.15: Trends and Forecast for the Indonesian Video Game Market ($B) (2019-2031)

            Chapter 11

                        Figure 11.1: Trends and Forecast for the ROW Video Game Market (2019-2031)
                        Figure 11.2: ROW Video Game Market by Platform Type in 2019, 2024, and 2031
                        Figure 11.3: Trends of the ROW Video Game Market ($B) by Platform Type (2019-2024)
                        Figure 11.4: Forecast for the ROW Video Game Market ($B) by Platform Type (2025-2031)
                        Figure 11.5: ROW Video Game Market by Age Group in 2019, 2024, and 2031
                        Figure 11.6: Trends of the ROW Video Game Market ($B) by Age Group (2019-2024)
                        Figure 11.7: Forecast for the ROW Video Game Market ($B) by Age Group (2025-2031)
                        Figure 11.8: ROW Video Game Market by Device in 2019, 2024, and 2031
                        Figure 11.9: Trends of the ROW Video Game Market ($B) by Device (2019-2024)
                        Figure 11.10: Forecast for the ROW Video Game Market ($B) by Device (2025-2031)
                        Figure 11.11: Trends and Forecast for the Middle Eastern Video Game Market ($B) (2019-2031)
                        Figure 11.12: Trends and Forecast for the South American Video Game Market ($B) (2019-2031)
                        Figure 11.13: Trends and Forecast for the African Video Game Market ($B) (2019-2031)

            Chapter 12

                        Figure 12.1: Porter’s Five Forces Analysis of the Global Video Game Market
                        Figure 12.2: Market Share (%) of Top Players in the Global Video Game Market (2024)

            Chapter 13

                        Figure 13.1: Growth Opportunities for the Global Video Game Market by Platform Type
                        Figure 13.2: Growth Opportunities for the Global Video Game Market by Age Group
                        Figure 13.3: Growth Opportunities for the Global Video Game Market by Device
                        Figure 13.4: Growth Opportunities for the Global Video Game Market by Region
                        Figure 13.5: Emerging Trends in the Global Video Game Market

                                               List of Tables


            Chapter 1

                        Table 1.1: Growth Rate (%, 2023-2024) and CAGR (%, 2025-2031) of the Video Game Market by Platform Type, Age Group, and Device
                        Table 1.2: Attractiveness Analysis for the Video Game Market by Region
                        Table 1.3: Global Video Game Market Parameters and Attributes

            Chapter 3

                        Table 3.1: Trends of the Global Video Game Market (2019-2024)
                        Table 3.2: Forecast for the Global Video Game Market (2025-2031)

            Chapter 4

                        Table 4.1: Attractiveness Analysis for the Global Video Game Market by Platform Type
                        Table 4.2: Market Size and CAGR of Various Platform Type in the Global Video Game Market (2019-2024)
                        Table 4.3: Market Size and CAGR of Various Platform Type in the Global Video Game Market (2025-2031)
                        Table 4.4: Trends of Offline in the Global Video Game Market (2019-2024)
                        Table 4.5: Forecast for Offline in the Global Video Game Market (2025-2031)
                        Table 4.6: Trends of Online in the Global Video Game Market (2019-2024)
                        Table 4.7: Forecast for Online in the Global Video Game Market (2025-2031)

            Chapter 5

                        Table 5.1: Attractiveness Analysis for the Global Video Game Market by Age Group
                        Table 5.2: Market Size and CAGR of Various Age Group in the Global Video Game Market (2019-2024)
                        Table 5.3: Market Size and CAGR of Various Age Group in the Global Video Game Market (2025-2031)
                        Table 5.4: Trends of Generation Z in the Global Video Game Market (2019-2024)
                        Table 5.5: Forecast for Generation Z in the Global Video Game Market (2025-2031)
                        Table 5.6: Trends of Generation Y in the Global Video Game Market (2019-2024)
                        Table 5.7: Forecast for Generation Y in the Global Video Game Market (2025-2031)
                        Table 5.8: Trends of Generation X in the Global Video Game Market (2019-2024)
                        Table 5.9: Forecast for Generation X in the Global Video Game Market (2025-2031)

            Chapter 6

                        Table 6.1: Attractiveness Analysis for the Global Video Game Market by Device
                        Table 6.2: Market Size and CAGR of Various Device in the Global Video Game Market (2019-2024)
                        Table 6.3: Market Size and CAGR of Various Device in the Global Video Game Market (2025-2031)
                        Table 6.4: Trends of Smartphones in the Global Video Game Market (2019-2024)
                        Table 6.5: Forecast for Smartphones in the Global Video Game Market (2025-2031)
                        Table 6.6: Trends of PC in the Global Video Game Market (2019-2024)
                        Table 6.7: Forecast for PC in the Global Video Game Market (2025-2031)
                        Table 6.8: Trends of Consoles in the Global Video Game Market (2019-2024)
                        Table 6.9: Forecast for Consoles in the Global Video Game Market (2025-2031)

            Chapter 7

                        Table 7.1: Market Size and CAGR of Various Regions in the Global Video Game Market (2019-2024)
                        Table 7.2: Market Size and CAGR of Various Regions in the Global Video Game Market (2025-2031)

            Chapter 8

                        Table 8.1: Trends of the North American Video Game Market (2019-2024)
                        Table 8.2: Forecast for the North American Video Game Market (2025-2031)
                        Table 8.3: Market Size and CAGR of Various Platform Type in the North American Video Game Market (2019-2024)
                        Table 8.4: Market Size and CAGR of Various Platform Type in the North American Video Game Market (2025-2031)
                        Table 8.5: Market Size and CAGR of Various Age Group in the North American Video Game Market (2019-2024)
                        Table 8.6: Market Size and CAGR of Various Age Group in the North American Video Game Market (2025-2031)
                        Table 8.7: Market Size and CAGR of Various Device in the North American Video Game Market (2019-2024)
                        Table 8.8: Market Size and CAGR of Various Device in the North American Video Game Market (2025-2031)
                        Table 8.9: Trends and Forecast for the United States Video Game Market (2019-2031)
                        Table 8.10: Trends and Forecast for the Mexican Video Game Market (2019-2031)
                        Table 8.11: Trends and Forecast for the Canadian Video Game Market (2019-2031)

            Chapter 9

                        Table 9.1: Trends of the European Video Game Market (2019-2024)
                        Table 9.2: Forecast for the European Video Game Market (2025-2031)
                        Table 9.3: Market Size and CAGR of Various Platform Type in the European Video Game Market (2019-2024)
                        Table 9.4: Market Size and CAGR of Various Platform Type in the European Video Game Market (2025-2031)
                        Table 9.5: Market Size and CAGR of Various Age Group in the European Video Game Market (2019-2024)
                        Table 9.6: Market Size and CAGR of Various Age Group in the European Video Game Market (2025-2031)
                        Table 9.7: Market Size and CAGR of Various Device in the European Video Game Market (2019-2024)
                        Table 9.8: Market Size and CAGR of Various Device in the European Video Game Market (2025-2031)
                        Table 9.9: Trends and Forecast for the German Video Game Market (2019-2031)
                        Table 9.10: Trends and Forecast for the French Video Game Market (2019-2031)
                        Table 9.11: Trends and Forecast for the Spanish Video Game Market (2019-2031)
                        Table 9.12: Trends and Forecast for the Italian Video Game Market (2019-2031)
                        Table 9.13: Trends and Forecast for the United Kingdom Video Game Market (2019-2031)

            Chapter 10

                        Table 10.1: Trends of the APAC Video Game Market (2019-2024)
                        Table 10.2: Forecast for the APAC Video Game Market (2025-2031)
                        Table 10.3: Market Size and CAGR of Various Platform Type in the APAC Video Game Market (2019-2024)
                        Table 10.4: Market Size and CAGR of Various Platform Type in the APAC Video Game Market (2025-2031)
                        Table 10.5: Market Size and CAGR of Various Age Group in the APAC Video Game Market (2019-2024)
                        Table 10.6: Market Size and CAGR of Various Age Group in the APAC Video Game Market (2025-2031)
                        Table 10.7: Market Size and CAGR of Various Device in the APAC Video Game Market (2019-2024)
                        Table 10.8: Market Size and CAGR of Various Device in the APAC Video Game Market (2025-2031)
                        Table 10.9: Trends and Forecast for the Japanese Video Game Market (2019-2031)
                        Table 10.10: Trends and Forecast for the Indian Video Game Market (2019-2031)
                        Table 10.11: Trends and Forecast for the Chinese Video Game Market (2019-2031)
                        Table 10.12: Trends and Forecast for the South Korean Video Game Market (2019-2031)
                        Table 10.13: Trends and Forecast for the Indonesian Video Game Market (2019-2031)

            Chapter 11

                        Table 11.1: Trends of the ROW Video Game Market (2019-2024)
                        Table 11.2: Forecast for the ROW Video Game Market (2025-2031)
                        Table 11.3: Market Size and CAGR of Various Platform Type in the ROW Video Game Market (2019-2024)
                        Table 11.4: Market Size and CAGR of Various Platform Type in the ROW Video Game Market (2025-2031)
                        Table 11.5: Market Size and CAGR of Various Age Group in the ROW Video Game Market (2019-2024)
                        Table 11.6: Market Size and CAGR of Various Age Group in the ROW Video Game Market (2025-2031)
                        Table 11.7: Market Size and CAGR of Various Device in the ROW Video Game Market (2019-2024)
                        Table 11.8: Market Size and CAGR of Various Device in the ROW Video Game Market (2025-2031)
                        Table 11.9: Trends and Forecast for the Middle Eastern Video Game Market (2019-2031)
                        Table 11.10: Trends and Forecast for the South American Video Game Market (2019-2031)
                        Table 11.11: Trends and Forecast for the African Video Game Market (2019-2031)

            Chapter 12

                        Table 12.1: Product Mapping of Video Game Suppliers Based on Segments
                        Table 12.2: Operational Integration of Video Game Manufacturers
                        Table 12.3: Rankings of Suppliers Based on Video Game Revenue

            Chapter 13

                        Table 13.1: New Product Launches by Major Video Game Producers (2019-2024)
                        Table 13.2: Certification Acquired by Major Competitor in the Global Video Game Market

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Lucintel has been in the business of market research and management consulting since 2000 and has published over 1000 market intelligence reports in various markets / applications and served over 1,000 clients worldwide. This study is a culmination of four months of full-time effort performed by Lucintel's analyst team. The analysts used the following sources for the creation and completion of this valuable report:
  • In-depth interviews of the major players in this market
  • Detailed secondary research from competitors’ financial statements and published data 
  • Extensive searches of published works, market, and database information pertaining to industry news, company press releases, and customer intentions
  • A compilation of the experiences, judgments, and insights of Lucintel’s professionals, who have analyzed and tracked this market over the years.
Extensive research and interviews are conducted across the supply chain of this market to estimate market share, market size, trends, drivers, challenges, and forecasts. Below is a brief summary of the primary interviews that were conducted by job function for this report.
 
Thus, Lucintel compiles vast amounts of data from numerous sources, validates the integrity of that data, and performs a comprehensive analysis. Lucintel then organizes the data, its findings, and insights into a concise report designed to support the strategic decision-making process. The figure below is a graphical representation of Lucintel’s research process. 
 

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