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市场调查报告书
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1902211

电子游戏市场-全球产业规模、份额、趋势、机会及预测(按游戏设备、游戏类型、最终用户、地区和竞争格局划分,2021-2031年预测)

Video Game Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Gaming Device, By Gaming Type, By End User, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 180 Pages | 商品交期: 2-3个工作天内

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简介目录

全球电子游戏市场规模将从2025年的2,314.2亿美元成长到2031年的4,795.1亿美元,年复合成长率为12.91%。全球电子游戏市场涵盖可在专用游戏机、个人电脑和行动装置上运行的互动电子软体的开发、发行和盈利。

市场概览
预测期 2027-2031
市场规模:2025年 2314.2亿美元
市场规模:2031年 4795.1亿美元
复合年增长率:2026-2031年 12.91%
成长最快的细分市场 在线的
最大的市场 北美洲

主要市场驱动因素

行动装置的普及和智慧型手机渗透率的不断提高,是全球电子游戏市场最强劲的推动力,从根本上改变了人们获取游戏的方式和消费习惯。这种普及性将高性能游戏从一种基于特定地点的活动转变为一种随时随地的体验,使数十亿消费者无需昂贵的专用硬体即可即时享受互动娱乐。

主要市场挑战

数位隐私和获利机制方面日益分散的监管环境对「全球电玩市场」构成了重大障碍。由于不同司法管辖区对资料使用和游戏内购买系统实施相互衝突的规则,发行商被迫在特定地区的合规措施上投入巨资。

主要市场趋势

生成式人工智慧在游戏开发和资源创建中的应用正迅速成为一股变革力量,从根本上改变全球电子游戏市场的生产流程和经济模式。随着高保真游戏开发成本的飙升,游戏工作室越来越多地采用演算法工具来自动化纹理生成、程式码辅助和非玩家角色对话等劳动密集型任务。

目录

第一章:产品概述

第二章:研究方法

第三章:执行概要

第四章:顾客之声

第五章:全球电子游戏市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 依游戏设备(游戏主机、平板电脑和智慧型手机)分类
    • 依游戏类型(线上和线下)
    • 依最终使用者(儿童、青少年和成人)划分
    • 按地区
    • 按公司(2025 年)
  • 市场地图

第六章:北美电子游戏市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲电子游戏市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区电子游戏市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲电子游戏市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美电子游戏市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章:市场动态

  • 司机
  • 挑战

第十二章:市场趋势与发展

  • 併购
  • 产品发布
  • 最新进展

第十三章:全球电子游戏市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商议价能力
  • 顾客的力量
  • 替代产品的威胁

第十五章:竞争格局

  • Tencent
  • Sony Interactive Entertainment
  • Microsoft Corporation
  • Apple Inc
  • Alphabet Inc.
  • Activision Blizzard, Inc.
  • Electronic Arts
  • Nintendo Co., Ltd
  • NetEase, Inc

第十六章:策略建议

第17章调查会社について・免责事项

简介目录
Product Code: 16318

The Global Video Game Market will grow from USD 231.42 Billion in 2025 to USD 479.51 Billion by 2031 at a 12.91% CAGR. The Global Video Game Market encompasses the development, publication, and monetization of interactive electronic software playable on dedicated consoles, personal computers, and mobile devices.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 231.42 Billion
Market Size 2031USD 479.51 Billion
CAGR 2026-203112.91%
Fastest Growing SegmentOnline
Largest MarketNorth America

Key Market Drivers

The proliferation of mobile devices and rising smartphone penetration acts as the most potent accelerator for the Global Video Game Market, fundamentally altering accessibility and consumption habits. This ubiquity transforms high-performance gaming from a location-based activity into an on-demand experience, granting billions of consumers instant access to interactive entertainment without the need for expensive dedicated hardware. The widespread adoption of smartphones has particularly fueled the dominance of the sector, creating a massive install base that supports diverse monetization strategies ranging from ad-supported models to in-app purchases.

Key Market Challenges

The increasingly fragmented regulatory environment regarding digital privacy and monetization mechanics poses a substantial obstacle to the "Global Video Game Market." As diverse jurisdictions implement conflicting rules on data usage and in-game purchasing systems, publishers are forced to invest heavily in region-specific compliance measures. This operational complexity often requires modifying core game design or disabling key revenue features for specific markets, which drives up development costs and delays global product rollouts.

Key Market Trends

The Integration of Generative AI in Game Development and Asset Creation is rapidly emerging as a transformative force, fundamentally altering production pipelines and economic models within the Global Video Game Market. As development costs for high-fidelity titles skyrocket, studios are increasingly deploying algorithmic tools to automate labor-intensive tasks such as texture generation, coding assistance, and non-player character dialogue. This technological adoption allows developers to optimize resource allocation and mitigate the financial risks associated with prolonged production cycles, while simultaneously enabling smaller teams to produce content at a scale previously reserved for AAA incumbents.

Key Market Players

  • Tencent
  • Sony Interactive Entertainment
  • Microsoft Corporation
  • Apple Inc
  • Alphabet Inc.
  • Activision Blizzard, Inc.
  • Electronic Arts
  • Nintendo Co., Ltd
  • NetEase, Inc

Report Scope:

In this report, the Global Video Game Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Video Game Market, By Gaming Device:

  • Console
  • Tablet
  • and Smartphone

Video Game Market, By Gaming Type:

  • Online and Offline

Video Game Market, By End User:

  • Kids
  • Teenagers
  • and Adults

Video Game Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Video Game Market.

Available Customizations:

Global Video Game Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Video Game Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Gaming Device (Console, Tablet, and Smartphone)
    • 5.2.2. By Gaming Type (Online and Offline)
    • 5.2.3. By End User (Kids, Teenagers, and Adults)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Video Game Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Gaming Device
    • 6.2.2. By Gaming Type
    • 6.2.3. By End User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Video Game Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Gaming Device
        • 6.3.1.2.2. By Gaming Type
        • 6.3.1.2.3. By End User
    • 6.3.2. Canada Video Game Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Gaming Device
        • 6.3.2.2.2. By Gaming Type
        • 6.3.2.2.3. By End User
    • 6.3.3. Mexico Video Game Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Gaming Device
        • 6.3.3.2.2. By Gaming Type
        • 6.3.3.2.3. By End User

7. Europe Video Game Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Gaming Device
    • 7.2.2. By Gaming Type
    • 7.2.3. By End User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Video Game Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Gaming Device
        • 7.3.1.2.2. By Gaming Type
        • 7.3.1.2.3. By End User
    • 7.3.2. France Video Game Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Gaming Device
        • 7.3.2.2.2. By Gaming Type
        • 7.3.2.2.3. By End User
    • 7.3.3. United Kingdom Video Game Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Gaming Device
        • 7.3.3.2.2. By Gaming Type
        • 7.3.3.2.3. By End User
    • 7.3.4. Italy Video Game Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Gaming Device
        • 7.3.4.2.2. By Gaming Type
        • 7.3.4.2.3. By End User
    • 7.3.5. Spain Video Game Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Gaming Device
        • 7.3.5.2.2. By Gaming Type
        • 7.3.5.2.3. By End User

8. Asia Pacific Video Game Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Gaming Device
    • 8.2.2. By Gaming Type
    • 8.2.3. By End User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Video Game Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Gaming Device
        • 8.3.1.2.2. By Gaming Type
        • 8.3.1.2.3. By End User
    • 8.3.2. India Video Game Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Gaming Device
        • 8.3.2.2.2. By Gaming Type
        • 8.3.2.2.3. By End User
    • 8.3.3. Japan Video Game Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Gaming Device
        • 8.3.3.2.2. By Gaming Type
        • 8.3.3.2.3. By End User
    • 8.3.4. South Korea Video Game Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Gaming Device
        • 8.3.4.2.2. By Gaming Type
        • 8.3.4.2.3. By End User
    • 8.3.5. Australia Video Game Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Gaming Device
        • 8.3.5.2.2. By Gaming Type
        • 8.3.5.2.3. By End User

9. Middle East & Africa Video Game Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Gaming Device
    • 9.2.2. By Gaming Type
    • 9.2.3. By End User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Video Game Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Gaming Device
        • 9.3.1.2.2. By Gaming Type
        • 9.3.1.2.3. By End User
    • 9.3.2. UAE Video Game Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Gaming Device
        • 9.3.2.2.2. By Gaming Type
        • 9.3.2.2.3. By End User
    • 9.3.3. South Africa Video Game Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Gaming Device
        • 9.3.3.2.2. By Gaming Type
        • 9.3.3.2.3. By End User

10. South America Video Game Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Gaming Device
    • 10.2.2. By Gaming Type
    • 10.2.3. By End User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Video Game Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Gaming Device
        • 10.3.1.2.2. By Gaming Type
        • 10.3.1.2.3. By End User
    • 10.3.2. Colombia Video Game Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Gaming Device
        • 10.3.2.2.2. By Gaming Type
        • 10.3.2.2.3. By End User
    • 10.3.3. Argentina Video Game Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Gaming Device
        • 10.3.3.2.2. By Gaming Type
        • 10.3.3.2.3. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Video Game Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Tencent
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Sony Interactive Entertainment
  • 15.3. Microsoft Corporation
  • 15.4. Apple Inc
  • 15.5. Alphabet Inc.
  • 15.6. Activision Blizzard, Inc.
  • 15.7. Electronic Arts
  • 15.8. Nintendo Co., Ltd
  • 15.9. NetEase, Inc

16. Strategic Recommendations

17. About Us & Disclaimer