Video Games Market Size, Share, and Trends 2024 to 2034

The global video games market size is calculated at USD 303.47 billion in 2025 and is predicted to reach around USD 721.77 billion by 2034, accelerating at a CAGR of 10.15% from 2025 to 2034. The Asia Pacific video games market size surpassed USD 166.91 billion in 2025 and is expanding at a CAGR of 10.24% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.

  • Last Updated : January 2025
  • Report Code : 3218
  • Category : ICT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Video Game Market 

5.1. COVID-19 Landscape: Video Game Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Video Game Market, By Type

8.1. Video Game Market, by Type

8.1.1 Online

8.1.1.1. Market Revenue and Forecast

8.1.2. Offline

8.1.2.1. Market Revenue and Forecast

Chapter 9. Global Video Game Market, By Platform

9.1. Video Game Market, by Platform

9.1.1. Computer

9.1.1.1. Market Revenue and Forecast

9.1.2. Console

9.1.2.1. Market Revenue and Forecast

9.1.3. Mobile

9.1.3.1. Market Revenue and Forecast

Chapter 10. Global Video Game Market, By Business Model 

10.1. Video Game Market, by Business Model

10.1.1. Free-to-play

10.1.1.1. Market Revenue and Forecast

10.1.2. Pay-to-play

10.1.2.1. Market Revenue and Forecast

10.1.3. Play-to-earn

10.1.3.1. Market Revenue and Forecast

Chapter 11. Global Video Game Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Type

11.1.2. Market Revenue and Forecast, by Platform

11.1.3. Market Revenue and Forecast, by Business Model

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Type

11.1.4.2. Market Revenue and Forecast, by Platform

11.1.4.3. Market Revenue and Forecast, by Business Model

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Type

11.1.5.2. Market Revenue and Forecast, by Platform

11.1.5.3. Market Revenue and Forecast, by Business Model

11.2. Europe

11.2.1. Market Revenue and Forecast, by Type

11.2.2. Market Revenue and Forecast, by Platform

11.2.3. Market Revenue and Forecast, by Business Model

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Type

11.2.4.2. Market Revenue and Forecast, by Platform

11.2.4.3. Market Revenue and Forecast, by Business Model

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Type

11.2.5.2. Market Revenue and Forecast, by Platform

11.2.5.3. Market Revenue and Forecast, by Business Model

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Type

11.2.6.2. Market Revenue and Forecast, by Platform

11.2.6.3. Market Revenue and Forecast, by Business Model

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Type

11.2.7.2. Market Revenue and Forecast, by Platform

11.2.7.3. Market Revenue and Forecast, by Business Model

11.3. APAC

11.3.1. Market Revenue and Forecast, by Type

11.3.2. Market Revenue and Forecast, by Platform

11.3.3. Market Revenue and Forecast, by Business Model

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Type

11.3.4.2. Market Revenue and Forecast, by Platform

11.3.4.3. Market Revenue and Forecast, by Business Model

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Type

11.3.5.2. Market Revenue and Forecast, by Platform

11.3.5.3. Market Revenue and Forecast, by Business Model

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Type

11.3.6.2. Market Revenue and Forecast, by Platform

11.3.6.3. Market Revenue and Forecast, by Business Model

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Type

11.3.7.2. Market Revenue and Forecast, by Platform

11.3.7.3. Market Revenue and Forecast, by Business Model

11.4. MEA

11.4.1. Market Revenue and Forecast, by Type

11.4.2. Market Revenue and Forecast, by Platform

11.4.3. Market Revenue and Forecast, by Business Model

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Type

11.4.4.2. Market Revenue and Forecast, by Platform

11.4.4.3. Market Revenue and Forecast, by Business Model

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Type

11.4.5.2. Market Revenue and Forecast, by Platform

11.4.5.3. Market Revenue and Forecast, by Business Model

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Type

11.4.6.2. Market Revenue and Forecast, by Platform

11.4.6.3. Market Revenue and Forecast, by Business Model

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Type

11.4.7.2. Market Revenue and Forecast, by Platform

11.4.7.3. Market Revenue and Forecast, by Business Model

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Type

11.5.2. Market Revenue and Forecast, by Platform

11.5.3. Market Revenue and Forecast, by Business Model

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Type

11.5.4.2. Market Revenue and Forecast, by Platform

11.5.4.3. Market Revenue and Forecast, by Business Model

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Type

11.5.5.2. Market Revenue and Forecast, by Platform

11.5.5.3. Market Revenue and Forecast, by Business Model

Chapter 12. Company Profiles

12.1. Tencent Holding Limited

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Nintendo of America Inc.

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Activision Blizzard, Inc.

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Electronic Arts Inc.

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Microsoft Corporation

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Sony Corporation

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Take-Two Interactive Software, Inc.

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Amazon.com, Inc.

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Square Enix Holdings Co., Ltd.

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Gameloft SE

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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Frequently Asked Questions

The global video games market size is expected to increase USD 721.77 billion by 2034 from USD 274.63 billion in 2024.

The global video games market will register growth rate of 10.15% between 2025 and 2034.

The major players operating in the video games market are Tencent Holding Limited, Nintendo of America Inc., Activision Blizzard, Inc., Electronic Arts Inc., Microsoft Corporation, Sony Corporation, Take-Two Interactive Software, Inc., Amazon.com, Inc., Square Enix Holdings Co., Ltd., Gameloft SE, King Digital Entertainment Ltd., and Others.

The driving factors of the video games market are the increase in adoption of cloud, rising preference for online gaming, and popularity of esports and streaming platforms.

Asia-Pacific region will lead the global video games market during the forecast period 2025 to 2034.

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