封面
市场调查报告书
商品编码
1557275

全球游戏市场 - 2024 年至 2029 年预测

Global Gaming Market - Forecasts from 2024 to 2029

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 138 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

全球游戏市场预计将以 7.24% 的复合年增长率成长,从 2024 年的 2,060.71 亿美元成长到 2029 年的 2,923.36 亿美元。

如今,游戏已成为主要的娱乐来源,随着技术的进步,图形和显示的创新正在进一步推动全球成长。美国、中国和日本等主要经济体在这一领域正在经历显着增长,并且随着5G的普及和年轻人口的快速增长,对新游戏和创新游戏的需求预计将继续呈现积极增长。

此外,对云端生态系和 AR/VR 的投资正在开拓新的耳机和游戏机,进一步推动市场发展。主要市场参与企业SAGA公司、任天堂、暴雪娱乐、Sory和微软都推出了新游戏发布和合作等策略倡议,这起到了进一步的催化剂作用。

全球游戏市场驱动因素

  • 游戏玩家人数的增加预计将推动整体市场成长

近年来,主要国家的都市区不断增加,随着生活水准的提高,家庭娱乐的使用范围也不断扩大。主要国家的游戏玩家人数正在增加,预计这将推动游戏市场的扩张。例如,根据印度工业联合会《2024年印度游戏展》显示,2023年印度活跃游戏玩家数量达4.5亿人。这一成长率比2022年的数字高出7.1%,预计到2050年将达到5亿人。

同样,根据IAB Europe的数据,预计2023年全球整体游戏玩家将达到32.4亿,2024年将达到33.4亿。游戏提供了一个连结人们的通用管道,知名品牌采取行动来优化不断增长的市场机会。

  • 对游戏技术的有利投资正在刺激市场成长。

各行业都在见证技术的进步与采用,游戏领域也不例外。游戏有许多不同的类型和流派,例如游乐场、模拟、策略、运动、动作等,因此口味会动态变化。私参与企业正在进行策略性投资,以增强游戏技术,以满足不同消费群体的需求。

例如,2024年1月,Nitro Games与Digital Extremes签署正式协议,拓展免费手游Warframe。此次合作将使 Nitro Games 能够利用自己的 IP 进一步开发游戏。

  • 不断增长的智慧型手机文化预计将促进市场扩张。

游戏是一种娱乐媒介,透过个人电脑、笔记型电脑、智慧型手机和平板电脑等各种装置进行。最常用的游戏设备是智慧型手机。随着技术的进步,即将推出的模型基于最新的方法,并具有使游戏更容易操作的功能。全球智慧型手机普及率正在上升,三星、苹果和 Vivo 等大公司都在投资新机型。根据全球供应商行动协会预测,到 2030 年,连网智慧型手机数量将达到 80 亿部,普及率达 90%。在主要新兴经济体,即中国和美国,渗透率预计将超过90%。

随着网路连线和 5G 的普及,预计将出现新的成长。爱立信移动合约展望显示,2024年第一季全球将新增1.6亿份5G合同,合约总数达17亿份。此外,到2029年,全球5G用户数量预计将达到56亿人。

全球游戏市场的地理前景

  • 预计北美地区将出现显着成长。

由于游戏玩家数量的快速增长以及美国和加拿大主要区域经济体新游戏和主机的推出,预计北美将占据重要的市场占有率。根据娱乐软体协会的《2023 年美国游戏产业概况》,大约有 2.12 亿美国人每週都会玩电子游戏作为日常生活的一部分。此外,根据相同数据,54%的游戏玩家使用游戏机进行游戏,75%的用户玩游戏的时间接近4小时。此外,根据2022年加拿大网路调查(CIUS),到2022年,加拿大约有37%的人口会玩电子游戏,其中约6%的人口每週花费超过20小时。

全球游戏市场的主要发展:

  • 2024 年 6 月,亚马逊游戏推出《新世界:永恆》,一款内容丰富、以即时战斗为特色的角色扮演游戏 (RPG)。该游戏是一个升级版本,包括扩展内容“愤怒的地球的崛起”,其中具有附加功能,例如游戏后期的单人试炼、参与企业与参与企业区域以及新的角色原型。
  • 2024年3月,GameSquare Holdings Inc.完成与FaZe Holdings Inc.的合併,成为全球最大的游戏与电竞组织。此次合作是该公司为千禧世代、Z 世代和 Alpha 世代创建创新媒体平台的努力的一部分。
  • 2024 年 2 月,Epic Games 与华特迪士尼公司建立合作关係,共同开发开放的游戏和娱乐世界。该平台允许游戏玩家玩、观看、购物并与皮克斯、迪士尼、漫威和星际大战的角色互动。此外,华特迪士尼公司宣布将投资15亿美元收购Epic Games的股份。

全球游戏市场細項分析如下:

依设备类型

  • PC
  • 智慧型手机
  • 锭剂
  • 电视游戏机
  • 掌上型游戏机

按成分

  • 硬体
  • 软体
  • 服务

按游戏类型

  • 行动
  • 策略
  • 其他的

按地区

  • 北美洲
  • 美国
  • 墨西哥
  • 加拿大
  • 南美洲
  • 巴西
  • 阿根廷
  • 其他的
  • 欧洲
  • 德国
  • 法国
  • 英国
  • 义大利
  • 其他的
  • 中东/非洲
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他的
  • 亚太地区
  • 印度
  • 中国
  • 日本
  • 韩国
  • 台湾
  • 泰国
  • 印尼
  • 其他的

目录

第一章 简介

  • 市场概况
  • 市场定义
  • 调查范围
  • 市场区隔
  • 货币
  • 先决条件
  • 基准年和预测年时间表
  • 相关利益者的主要利益

第二章调查方法

  • 研究设计
  • 调查过程

第三章执行摘要

  • 主要发现

第四章市场动态

  • 市场驱动因素
  • 市场限制因素
  • 波特五力分析
  • 产业价值链分析
  • 分析师观点

第五章全球游戏市场:按设备类型

  • 介绍
  • PC
  • 智慧型手机
  • 锭剂
  • 电视游乐器主机
  • 掌上型游戏机

第六章 全球游戏市场:按组成部分

  • 介绍
  • 硬体
  • 软体
  • 服务

第七章 全球游戏市场:依游戏类型

  • 介绍
  • 行动
  • 其他的

第八章 全球游戏市场:按地区划分

  • 介绍
  • 北美洲
    • 依设备类型
    • 按成分
    • 按游戏类型
    • 按国家/地区
  • 南美洲
    • 依设备类型
    • 按成分
    • 按游戏类型
    • 按国家/地区
  • 欧洲
    • 依设备类型
    • 按成分
    • 按游戏类型
    • 按国家/地区
  • 中东/非洲
    • 依设备类型
    • 按成分
    • 按游戏类型
    • 按国家/地区
  • 亚太地区
    • 依设备类型
    • 按成分
    • 按游戏类型
    • 按国家/地区

第九章竞争环境及分析

  • 主要企业及策略分析
  • 市场占有率分析
  • 合併、收购、协议和合作
  • 竞争对手仪表板

第十章 公司简介

  • Microsoft Corporation
  • Nintendo
  • Sony Corporation
  • Sega Corporation
  • Electronic Arts Inc.
  • Unity Technologies
  • Ubisoft Entertainment
  • Blizzard Entertainment, Inc
  • Disney(Lucasfilm Ltd)
  • Konami
简介目录
Product Code: KSI061610516

The global gaming market is estimated to grow from US$206.071 billion in 2024 to US$292.336 billion in 2029 at 7.24% (CAGR).

Gaming has become a major source of entertainment these days, and as technology is advancing, innovations in graphics and display are further driving its global growth. Major economies, namely the United States, China, and Japan, among others, are witnessing significant growth in this field, and with the ongoing 5G adoption trend followed by a booming young population, the demand for new and innovative games is anticipated to show positive growth.

Additionally, investments in the cloud ecosystem and AR/VR have led to the development of new headsets and gaming consoles, further propelling the market upward. Major market players, namely SAGA Corporation, Nintendo, Blizzard Entertainment, Sony, and Microsoft, are initiating strategic maneuvers such as new game launches and collaborations, which are acting as an additional driving factor.

Global Gaming Market Drivers:

  • The growing gamer population is expected to propel the overall market growth

Over the years, the urban population has witnessed positive growth in major economies, and with improvements in living standards, the scope of home entertainment has also increased. The strength of gamers is increasing in major nations which is anticipated to drive the gaming market expansion. For instance, according to the Confederation of Indian Industries "Indian Gaming Show 2024", the strength of active gamers reached 450 million in India in 2023. This represented a 7.1% growth over 2022's figure, and by 2050, the strength will reach 500 million.

Likewise, according to IAB Europe, in 2023, there were an estimated 3.24 billion gamers globally, and the number is set to reach 3.34 billion in 2024. Gaming has provided a common channel for connecting people, which has made major brands undertake initiatives to optimize the growing market opportunity.

  • Favorable investment in gaming technology is stimulating market growth.

As technological advancements and adoption are finding their way into various industry verticals, the gaming sector is no different. Preferences change dynamically when it comes to gaming, as there are various types and genres such as arcade, simulation, strategy, sports, and action, among others. Private players are undertaking strategic investments to bolster gaming technology that would address the varied consumer demographics.

For instance, in January 2024, Nitro Games entered into a definitive agreement with Digital Extremes to expand their mobile free-to-play game "Warframe". The collaboration would further enable Nitro Games to develop gaming on its IP.

  • The growing smartphone culture is projected to bolster the market expansion.

Gaming, being a medium of entertainment, is implemented through different devices such as PCs, laptops, smartphones, and tablets. The most common devices used for gaming are smartphones. As technology advances the upcoming models are based on a modern approach and are equipped with features that make gaming operate easily. The global smartphone penetration is witnessing an upward trajectory with major companies, namely Samsung, Apple, and Vivo, investing in new models. According to the Global Supplier Mobile Association, by 2030, there will be 8 billion smartphone connections, and the adoption rate will reach 90%. Major developed economies, namely China and the USA, will experience an adoption rate above 90%.

Internet subscription and the ongoing increase in 5G adoption is further anticipated to provide new growth prospects. The Ericson's mobile subscription outlook, in Q1 of 2024, 160 million 5G subscriptions were added globally thereby making the total subscription volume of 1.7 billion. And by 2029 the global 5G subscription is set to reach a threshold of 5.6 billion.

Global Gaming Market Geographical Outlook

  • North America is expected to show significant growth.

North America is expected to account for a considerable market share, which is attributable to the booming population of gamers coupled with launches of new games and consoles in major regional economies, namely the United States and Canada. According to the Entertainment Software Association's "2023 Facts About U.S Gaming Industry", weekly nearly 212. Millions of Americans play video games as a part of their routine. The same source further stated that 54% of gamers use consoles for playing games, and 75% of the users spend nearly 4 hours on games. Additionally, according to the "2022 Canadian Internet Survey (CIUS)", about 37% of Canada's population played video games in 2022, and about 6% of the population spent more than 20 hours weekly.

Global Gaming Market Key Developments:

  • In June 2024, Amazon Games launched "New World: Aeternum," a content-rich role-playing game (RPG) featuring real-time combat. The game offers an upgrade inclusive of the Rise of the Angry Earth expansion and comes with additional features such as an end-game solo trial, a player v/s-player zone, and new character archetypes.
  • In March 2024, GameSquare Holdings Inc. completed its merger with FaZe Holdings Inc., which made it the largest gaming & esports organization globally. The collaboration came as a part of the company's effort to build an innovative media platform for millennials, Gen Z, and Gen Alpha.
  • In February 2024, Epic Games and The Walt Disney Company formed a collaboration aimed at the development of an open games and entertainment universe. This platform enables gamers to play, watch, shop, and engage with characters from Pixar, Disney, Marvel, and Star Wars. Moreover, Walt Disney announced investing US$1.5 billion to acquire equity stakes in Epic Games.

The Global Gaming Market is segmented and analyzed as:

By Device Type

  • PCs
  • Smartphones
  • Tablets
  • TV Gaming Console
  • Handheld Gaming Console

By Component

  • Hardware
  • Software
  • Services

By Game Type

  • Action
  • Strategy
  • Puzzle
  • Others

By Geography

  • North America
  • USA
  • Mexico
  • Canada
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Italy
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Others
  • Asia Pacific
  • India
  • China
  • Japan
  • South Korea
  • Taiwan
  • Thailand
  • Indonesia
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base and Forecast Years Timeline
  • 1.8. Key Benefits for the Stakeholder

2. RESEARCH METHODOLOGY

  • 2.1. Research Design
  • 2.2. Research Processes

3. EXECUTIVE SUMMARY

  • 3.1. Key Findings

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis
  • 4.5. Analyst View

5. GLOBAL GAMING MARKET BY DEVICE TYPE

  • 5.1. Introduction
  • 5.2. PCs
  • 5.3. Smartphone
  • 5.4. Tablets
  • 5.5. TV Gaming Console
  • 5.6. Handheld Gaming Console

6. GLOBAL GAMING MARKET BY COMPONENT

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software
  • 6.4. Services

7. GLOBAL GAMING MARKET BY GAME TYPE

  • 7.1. Introduction
  • 7.2. Action
  • 7.3. Strategy
  • 7.4. Puzzle
  • 7.5. Others

8. GLOBAL GAMING MARKET BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. By Device Type
    • 8.2.2. By Component
    • 8.2.3. By Game Type
    • 8.2.4. By Country
      • 8.2.4.1. United States
      • 8.2.4.2. Canada
      • 8.2.4.3. Mexico
  • 8.3. South America
    • 8.3.1. By Device Type
    • 8.3.2. By Component
    • 8.3.3. By Game Type
    • 8.3.4. By Country
      • 8.3.4.1. Brazil
      • 8.3.4.2. Argentina
      • 8.3.4.3. Others
  • 8.4. Europe
    • 8.4.1. By Device Type
    • 8.4.2. By Component
    • 8.4.3. By Game Type
    • 8.4.4. By Country
      • 8.4.4.1. Germany
      • 8.4.4.2. France
      • 8.4.4.3. United Kingdom
      • 8.4.4.4. Italy
      • 8.4.4.5. Others
  • 8.5. Middle East and Africa
    • 8.5.1. By Device Type
    • 8.5.2. By Component
    • 8.5.3. By Game Type
    • 8.5.4. By Country
      • 8.5.4.1. Saudi Arabia
      • 8.5.4.2. UAE
      • 8.5.4.3. Israel
      • 8.5.4.4. Others
  • 8.6. Asia Pacific
    • 8.6.1. By Device Type
    • 8.6.2. By Component
    • 8.6.3. By Game Type
    • 8.6.4. By Country
      • 8.6.4.1. China
      • 8.6.4.2. Japan
      • 8.6.4.3. India
      • 8.6.4.4. South Korea
      • 8.6.4.5. Taiwan
      • 8.6.4.6. Thailand
      • 8.6.4.7. Indonesia
      • 8.6.4.8. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Market Share Analysis
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Competitive Dashboard

10. COMPANY PROFILES

  • 10.1. Microsoft Corporation
  • 10.2. Nintendo
  • 10.3. Sony Corporation
  • 10.4. Sega Corporation
  • 10.5. Electronic Arts Inc.
  • 10.6. Unity Technologies
  • 10.7. Ubisoft Entertainment
  • 10.8. Blizzard Entertainment, Inc
  • 10.9. Disney (Lucasfilm Ltd)
  • 10.10. Konami