游戏市场规模、份额和成长分析(按游戏类型、设备类型、年龄层、玩家类型和地区划分)-2026-2033年产业预测
市场调查报告书
商品编码
1904448

游戏市场规模、份额和成长分析(按游戏类型、设备类型、年龄层、玩家类型和地区划分)-2026-2033年产业预测

Gaming Market Size, Share, and Growth Analysis, By Game Type (Real-time Strategy (RTS), Role-playing (RPG)), By Device Type, By Age Group, By Gamer Type, By Region - Industry Forecast 2026-2033

出版日期: | 出版商: SkyQuest | 英文 165 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计到 2024 年,游戏市场规模将达到 2,617.2 亿美元,到 2025 年将达到 2,967.9 亿美元,到 2033 年将达到 8,116.1 亿美元,在预测期(2026-2033 年)内,复合年增长率为 13.4%。

电子游戏产业蓬勃发展,这得益于智慧型手机和高效能个人电脑在世界各地经济体的普及。全球消费者对游戏的浓厚兴趣,使其成为重要的娱乐和减压方式,推动了这一快速成长。许多人从游戏中获得快乐和满足感,游戏能够培养成就感并促进团队合作。此外,教育类游戏的日益普及为孩子们提供了提升分析和逻辑思考能力的宝贵机会。同时,家庭娱乐支出的成长也反映出消费者渴望获得身临其境型游戏体验来丰富休閒,这为市场扩张提供了支持。总而言之,这些因素使电子游戏产业成为娱乐领域的主导者。

游戏市场驱动因素

随着越来越多的人将休閒用于各种电子游戏,游戏市场正经历显着增长。近期研究表明,相当一部分年轻男性参与手机游戏的比例正在上升,这凸显了与以往几代人相比,他们参与游戏的方式发生了转变。持续的技术进步和经济发展进一步推动了游戏的日益普及,这些因素促进了都市化和可支配收入的增加。随着人们寻求有效的减压和娱乐方式,对电子游戏及相关配件的需求持续增长,游戏作为现代休閒文化的重要组成部分的地位也日益巩固。

游戏市场的限制

游戏产业面临青少年族群中严重的社交焦虑和成瘾于竞技类网路射击游戏的挑战。这些问题会对孩子的学业成绩和心理健康产生负面影响,甚至导致家庭衝突。由于家长们担心过度沉迷游戏会对孩子的生活造成不良影响,这些问题对游戏市场的发展构成了重大阻碍。如何在游戏的吸引力和青少年健康成长之间取得平衡至关重要,相关人员必须正视这些挑战,为青少年创造一个更永续、更负责任的游戏环境。

游戏市场趋势

游戏市场正经历着显着的上升趋势,这在很大程度上得益于围绕热门游戏举办的各种锦标赛和赛事的蓬勃发展。这种竞争格局吸引了不同年龄层的玩家,并催生了涵盖各个年龄层的玩家群。赞助商正透过与职业玩家合作,巧妙地利用这种趋势,提升品牌知名度,并与玩家建立更深的联繫。这种协同效应不仅激发了玩家对游戏的热情,也带动了消费者的消费支出,并为游戏公司带来了可观的收入。玩家对竞技游戏日益增长的热情,正在推动着游戏产业的持续成长和创新。

目录

介绍

  • 调查目标
  • 调查范围
  • 定义

调查方法

  • 资讯收集
  • 二手资料和一手资料方法
  • 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
  • 细分市场机会分析

市场动态与展望

  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特分析及其影响

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2025)
  • PESTEL 分析
  • 价值链分析
  • 定价分析
  • 技术进步
  • 监管环境
  • 专利分析
  • 案例研究

全球游戏市场规模:依游戏类型和复合年增长率划分(2026-2033 年)

  • 即时策略(RTS)
  • 角色扮演游戏(RPG)
  • 多人线上竞技游戏(MOBA)
  • 沙盒
  • 射击游戏(第一人称射击游戏和第三人称射击游戏)
  • 模拟与体育
  • 其他的

全球游戏市场规模(按设备类型划分)及复合年增长率(2026-2033 年)

  • 主机
  • 移动的
  • 电脑

全球游戏市场规模:依年龄层及复合年增长率划分(2026-2033 年)

  • 儿童(6-12岁)
  • 青少年(13-19岁)
  • 成年人(20岁或以上)
  • 老年层(55岁以上)

全球游戏市场规模:按玩家类型和复合年增长率划分(2026-2033 年)

  • 休閒玩家
  • 职业球员

全球游戏市场规模及复合年增长率(2026-2033)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 西班牙
    • 法国
    • 义大利
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 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
  • 主要企业的市场定位(2025 年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市占率分析(2025 年)
  • 主要企业公司简介
    • 公司详情
    • 产品系列分析
    • 依业务板块进行公司股票分析
    • 2021-2023年营收年比比较

主要企业简介

  • Sony Interactive Entertainment(Japan)
  • Tencent Interactive Entertainment(China)
  • Microsoft Gaming(USA)
  • Nintendo(Japan)
  • NetEase Games(China)
  • Electronic Arts(USA)
  • Epic Games(USA)
  • Take-Two Interactive(USA)
  • Embracer Group(Sweden)
  • MiHoYo(China)
  • Roblox Corporation(USA)
  • Playtika(Israel)
  • Ubisoft(France)
  • Nexon(South Korea)
  • 37Games(China)
  • Square Enix(Japan)
  • Oculus Studios(Meta)(USA)
  • Bandai Namco Entertainment(Japan)
  • Sega(Japan)
  • Netmarble(South Korea)

结论与建议

简介目录
Product Code: SQMIG25J2055

Gaming Market size was valued at USD 261.72 Billion in 2024 and is poised to grow from USD 296.79 Billion in 2025 to USD 811.61 Billion by 2033, growing at a CAGR of 13.4% during the forecast period (2026-2033).

The gaming industry is thriving, fueled by the widespread adoption of smartphones and advanced personal computers across various economies. This rapid growth is driven by global consumer interest in gaming, which serves as a significant source of entertainment and stress relief. Many individuals find joy and fulfillment in games, as they foster a sense of achievement and promote teamwork. Additionally, the increasing availability of educational games provides children with valuable opportunities to enhance their analytical and logical skills. Furthermore, rising expenditures on home entertainment underscore the market's expansion potential, as consumers seek engaging and immersive gaming experiences to occupy their leisure time. Overall, these factors position the gaming sector as a leading force in the entertainment landscape.

Top-down and bottom-up approaches were used to estimate and validate the size of the Gaming 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.

Gaming Market Segments Analysis

Global Gaming Market is segmented by Game Type, Device Type, Gamer Type, and region. Based on Game Type, the market is segmented into Real-time Strategy (RTS), Role-playing (RPG), Multiplayer Online Battle Arena (MOBA), Sandbox, Shooter (FPS and TPS), Simulation and Sports, Others. Based on Device Type, the market is segmented into Console, Mobile, Computer. Based on Gamer Type, the market is segmented into Children (6-12 years), Teenagers (13-19 years), Adults (20+ years), Seniors (55+). Based on Gamer Type, the market is segmented into Casual Player, Professional Player. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Gaming Market

The gaming market is experiencing significant growth as more individuals dedicate their leisure time to a diverse array of video games. Recent studies indicate that a considerable percentage of young males are increasingly participating in mobile gaming, highlighting a shift in engagement compared to previous generations. This rise in gaming popularity is further fueled by the ongoing advancements in technology and economic development, which contribute to urbanization and increased disposable income. As people seek effective avenues for stress relief and entertainment, the demand for video games and related accessories continues to rise, solidifying gaming's position as a vital part of modern leisure culture.

Restraints in the Gaming Market

The gaming industry faces significant challenges due to social anxiety and addiction to competitive online shooter games among young children. These issues can adversely impact their academic performance and mental well-being, leading to difficulties within families. Such concerns create a substantial barrier to growth in the gaming market, as parents and guardians may become wary of the potential repercussions of excessive gaming on their children's lives. Balancing the allure of gaming with the necessity for healthy development is critical, making it imperative for industry stakeholders to address these issues to ensure a more sustainable and responsible gaming environment for younger audiences.

Market Trends of the Gaming Market

The gaming market is experiencing a significant upward trend, largely driven by the proliferation of championships and tournaments centered around major gaming titles. This competitive landscape engages a diverse demographic, fostering a community that spans various age groups. Sponsors strategically leverage this interest by aligning themselves with professional players, enhancing brand visibility and creating a deep connection with the audience. This synergy not only cultivates a heightened enthusiasm for gaming but also stimulates consumer spending, thereby generating substantial revenue for gaming companies. As excitement builds around competitive gaming, it propels ongoing growth and innovation within the industry.

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
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • 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, 2025
  • PESTEL Analysis
  • Value Chain Analysis
  • Pricing Analysis
  • Technological Advancement
  • Regulatory Landscape
  • Patent Analysis
  • Case Studies

Global Gaming Market Size by Game Type & CAGR (2026-2033)

  • Market Overview
  • Real-time Strategy (RTS)
  • Role-playing (RPG)
  • Multiplayer Online Battle Arena (MOBA)
  • Sandbox
  • Shooter (FPS and TPS)
  • Simulation and Sports
  • Others

Global Gaming Market Size by Device Type & CAGR (2026-2033)

  • Market Overview
  • Console
  • Mobile
  • Computer

Global Gaming Market Size by Age Group & CAGR (2026-2033)

  • Market Overview
  • Children (6-12 years)
  • Teenagers (13-19 years)
  • Adults (20+ years)
  • Seniors (55+)

Global Gaming Market Size by Gamer Type & CAGR (2026-2033)

  • Market Overview
  • Casual Player
  • Professional Player

Global Gaming Market Size & CAGR (2026-2033)

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

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Sony Interactive Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tencent Interactive Entertainment (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Gaming (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NetEase Games (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts (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
  • Embracer Group (Sweden)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MiHoYo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Roblox Corporation (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Playtika (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nexon (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 37Games (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Square Enix (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Oculus Studios (Meta) (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bandai Namco Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Netmarble (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation