Video Games Market Size, Share, and Trends 2024 to 2033

Video Games Market (By Type: Online, Offline; By Platform: Computer, Console, Mobile; By Business Model: Free-to-play, Pay-to-play, Play-to-earn) - Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2024-2033

  • Last Updated : August 2023
  • 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, 2024-2033

8.1.1 Online

8.1.1.1. Market Revenue and Forecast (2021-2033)

8.1.2. Offline

8.1.2.1. Market Revenue and Forecast (2021-2033)

Chapter 9. Global Video Game Market, By Platform

9.1. Video Game Market, by Platform, 2024-2033

9.1.1. Computer

9.1.1.1. Market Revenue and Forecast (2021-2033)

9.1.2. Console

9.1.2.1. Market Revenue and Forecast (2021-2033)

9.1.3. Mobile

9.1.3.1. Market Revenue and Forecast (2021-2033)

Chapter 10. Global Video Game Market, By Business Model 

10.1. Video Game Market, by Business Model, 2024-2033

10.1.1. Free-to-play

10.1.1.1. Market Revenue and Forecast (2021-2033)

10.1.2. Pay-to-play

10.1.2.1. Market Revenue and Forecast (2021-2033)

10.1.3. Play-to-earn

10.1.3.1. Market Revenue and Forecast (2021-2033)

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

11.1. North America

11.1.1. Market Revenue and Forecast, by Type (2021-2033)

11.1.2. Market Revenue and Forecast, by Platform (2021-2033)

11.1.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Type (2021-2033)

11.1.4.2. Market Revenue and Forecast, by Platform (2021-2033)

11.1.4.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Type (2021-2033)

11.1.5.2. Market Revenue and Forecast, by Platform (2021-2033)

11.1.5.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Type (2021-2033)

11.2.2. Market Revenue and Forecast, by Platform (2021-2033)

11.2.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Type (2021-2033)

11.2.4.2. Market Revenue and Forecast, by Platform (2021-2033)

11.2.4.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Type (2021-2033)

11.2.5.2. Market Revenue and Forecast, by Platform (2021-2033)

11.2.5.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Type (2021-2033)

11.2.6.2. Market Revenue and Forecast, by Platform (2021-2033)

11.2.6.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Type (2021-2033)

11.2.7.2. Market Revenue and Forecast, by Platform (2021-2033)

11.2.7.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Type (2021-2033)

11.3.2. Market Revenue and Forecast, by Platform (2021-2033)

11.3.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Type (2021-2033)

11.3.4.2. Market Revenue and Forecast, by Platform (2021-2033)

11.3.4.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Type (2021-2033)

11.3.5.2. Market Revenue and Forecast, by Platform (2021-2033)

11.3.5.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Type (2021-2033)

11.3.6.2. Market Revenue and Forecast, by Platform (2021-2033)

11.3.6.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Type (2021-2033)

11.3.7.2. Market Revenue and Forecast, by Platform (2021-2033)

11.3.7.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Type (2021-2033)

11.4.2. Market Revenue and Forecast, by Platform (2021-2033)

11.4.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Type (2021-2033)

11.4.4.2. Market Revenue and Forecast, by Platform (2021-2033)

11.4.4.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Type (2021-2033)

11.4.5.2. Market Revenue and Forecast, by Platform (2021-2033)

11.4.5.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Type (2021-2033)

11.4.6.2. Market Revenue and Forecast, by Platform (2021-2033)

11.4.6.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Type (2021-2033)

11.4.7.2. Market Revenue and Forecast, by Platform (2021-2033)

11.4.7.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Type (2021-2033)

11.5.2. Market Revenue and Forecast, by Platform (2021-2033)

11.5.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Type (2021-2033)

11.5.4.2. Market Revenue and Forecast, by Platform (2021-2033)

11.5.4.3. Market Revenue and Forecast, by Business Model (2021-2033)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Type (2021-2033)

11.5.5.2. Market Revenue and Forecast, by Platform (2021-2033)

11.5.5.3. Market Revenue and Forecast, by Business Model (2021-2033)

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 664.96 billion by 2033 from USD 248.52 billion in 2023.

The global video games market will register growth rate of 10.32% between 2024 and 2033.

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 2024 to 2033.

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