电子游戏市场规模、份额、成长分析(按类型、按设备、按游戏类型、按地区)- 产业预测,2025 年至 2032 年
市场调查报告书
商品编码
1755576

电子游戏市场规模、份额、成长分析(按类型、按设备、按游戏类型、按地区)- 产业预测,2025 年至 2032 年

Video Game Market Size, Share, and Growth Analysis, By Type (Online, Offline), By Device (Consoles, Mobile, PC), By Game Type, By Region, And Segment Forecast, 2025-2032

出版日期: | 出版商: SkyQuest | 英文 195 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计到 2023 年,全球电玩市场价值将达到 2,443 亿美元,从 2024 年的 2,775.2 亿美元成长到 2032 年的 7,697.1 亿美元,预测期内(2025-2032 年)的复合年增长率为 13.6%。

电子游戏市场正经历显着成长,这主要得益于几个关键因素,包括游戏平台的技术进步、手机游戏的兴起以及线上串流媒体和电子竞技的突然流行。从传统游戏机和个人电脑转向行动装置和云端服务提高了游戏的可近性。智慧型手机的广泛普及和网路连线的改善使手机游戏产业呈指数级增长,而电子竞技已发展成为一个价值数十亿美元的产业,职业联赛和全球锦标赛吸引了大批观众。此外,向战利品箱和战斗通行证等游戏内盈利模式的转变正在为开发者提供新的收益来源。儘管存在这些机会,但高昂的开发成本、监管障碍、激烈的竞争和网路安全问题等挑战也可能阻碍市场发展。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 二次资料和一次资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态与展望

  • 市场概览
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024年)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 定价分析

电子游戏市场规模(按设备及复合年增长率)(2025-2032)

  • 市场概览
  • 电脑
  • 主机
  • 移动的

电子游戏市场规模(按类型及复合年增长率) (2025-2032)

  • 市场概览
  • Z 世代
  • Y世代
  • X世代

电子游戏市场规模(依游戏类型及复合年增长率)(2025-2032)

  • 市场概览
  • 行动
  • 冒险
  • 游乐场
  • 随意的
  • 儿童娱乐
  • 运动的
  • 射手
  • 角色扮演
  • 种族

电子游戏市场规模(依硬体划分)及复合年增长率(2025-2032)

  • 市场概览
  • 手持主机
  • 电子游戏配件

电子游戏市场规模(以经营模式和复合年增长率)(2025-2032)

  • 市场概览
  • 免费游戏(F2P)
  • 付费游戏(P2P)
  • 付费赚钱 (P2E)

电子游戏市场规模(按地区)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024年)
  • 主要企业简介
    • 公司详情
    • 产品系列分析
    • 公司分部份额分析
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Sony(Sony Interactive Entertainment)(Japan)
  • Tencent Holdings(China)
  • Microsoft(Xbox Game Studios, Activision Blizzard)(USA)
  • Nintendo(Japan)
  • NetEase(China)
  • Electronic Arts(EA)(USA)
  • Epic Games(USA)
  • Take-Two Interactive(USA)
  • Bandai Namco Holdings(Japan)
  • Nexon(South Korea/Japan)
  • Roblox Corporation(USA)
  • Ubisoft(France)
  • Krafton(South Korea)
  • Sega Sammy Holdings(Japan)
  • Square Enix Holdings(Japan)
  • Konami Holdings(Japan)
  • Embracer Group(Sweden)
  • 37 Interactive Entertainment(China)

结论和建议

简介目录
Product Code: SQMIG25E2190

Global Video Game Market size was valued at USD 244.3 billion in 2023 and is poised to grow from USD 277.52 billion in 2024 to USD 769.71 billion by 2032, growing at a CAGR of 13.6% during the forecast period (2025-2032).

The video game market is experiencing significant growth driven by several key factors, including technological advancements in gaming platforms, the rise of mobile gaming, and the burgeoning popularity of online streaming and e-sports. The transition from traditional consoles and PCs to mobile devices and cloud services is enhancing accessibility. The proliferation of smartphones and improved internet connectivity are catapulting the mobile gaming sector, while e-sports has transformed into a billion-dollar industry with professional leagues and global tournaments gaining massive viewership. Additionally, the shift toward in-game monetization models, like loot boxes and battle passes, offers developers new revenue streams. Despite these opportunities, challenges such as high development costs, regulatory hurdles, intense competition, and cybersecurity concerns may hinder market penetration.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Video Game market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Video Game Market Segments Analysis

Global video game market is segmented by device, type, game type, and region. Based on device, the market is segmented into consoles, PC, and mobile. Based on game type, the market is segmented into action, adventure, arcade, casual, children's entertainment, strategy, sports, shooter, role-playing, and racing. Based on type, the market is segmented into online and offline. Based on Region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Video Game Market

The Global Video Game market is being significantly driven by the rapid evolution of gaming platforms, which have transitioned from traditional consoles and PCs to mobile devices and cloud-based services. Advances in graphics, high-speed processors, and immersive technologies like ray tracing and real-time physics enhance user engagement and satisfaction. Additionally, cross-platform compatibility ensures seamless gaming experiences across different devices, further appealing to consumers. These ongoing innovations consistently expand the possibilities within the gaming landscape, prompting increased consumer spending and positively influencing the overall outlook for the video game market. As a result, the industry continues to grow and adapt to changing consumer expectations.

Restraints in the Global Video Game Market

The rapid rise of online gaming and interconnected platforms has significantly heightened the risk of cyberattacks, such as hacking, data breaches, and account theft, making video game servers and user data prime targets for cybercriminals. Insufficient security protocols can result in substantial financial losses and damage to a company's reputation. Moreover, the prevalence of toxic behavior, harassment, and online abuse within gaming communities further compounds these challenges, negatively affecting user experience. Together, these issues pose serious constraints on the global demand for video games, limiting the industry's potential for growth and innovation in an increasingly competitive market.

Market Trends of the Global Video Game Market

The global video game market is witnessing a significant shift towards subscription-based gaming services, where players pay a monthly fee for unlimited access to a diverse library of titles. This model not only enhances value and convenience for gamers, but also fosters greater user retention and consistent revenue streams for companies. It incentivizes players to discover and engage with a broader array of games, benefiting indie developers seeking greater exposure. As consumer preferences increasingly favor digital access and on-demand content, this trend is anticipated to unlock new business opportunities, positioning subscription services as a pivotal component of the industry's future growth strategy.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Video Game Market Size by Device & CAGR (2025-2032)

  • Market Overview
  • Computer
  • Console
  • Mobile

Global Video Game Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Generation Z
  • Generation Y
  • Generation X

Global Video Game Market Size by Game Type & CAGR (2025-2032)

  • Market Overview
  • Action
  • Adventure
  • Arcade
  • Casual
  • Children's Entertainment
  • Sports
  • Shooter
  • Role-Playing
  • Racing

Global Video Game Market Size by Hardware & CAGR (2025-2032)

  • Market Overview
  • Handheld Console
  • Video Gaming Accessories

Global Video Game Market Size by Business Model & CAGR (2025-2032)

  • Market Overview
  • Free-to-Play (F2P)
  • Pay to Play (P2P)
  • Pay to Earn (P2E)

Global Video Game Market Size & CAGR (2025-2032)

  • North America (Device, Type, Game Type, Hardware, Business Model)
    • US
    • Canada
  • Europe (Device, Type, Game Type, Hardware, Business Model)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Device, Type, Game Type, Hardware, Business Model)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Device, Type, Game Type, Hardware, Business Model)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Device, Type, Game Type, Hardware, Business Model)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Sony (Sony Interactive Entertainment) (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Holdings (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft (Xbox Game Studios, Activision Blizzard) (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NetEase (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts (EA) (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Take-Two Interactive (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nexon (South Korea/Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Krafton (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega Sammy Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Square Enix Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Konami Holdings (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Embracer Group (Sweden)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 37 Interactive Entertainment (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations