封面
市场调查报告书
商品编码
1736870

2026 年至 2032 年电玩游戏市场(按类型、平台、年龄层和地区划分)

Video Game Market By Type (Offline, Online), Platform (Console, Computer, Mobile), Age Group (Generation X, Generation Y, Generation Z), & Region for 2026-2032

出版日期: | 出版商: Verified Market Research | 英文 202 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2026-2032 年电子游戏市场估值

网路游戏的日益普及、智慧型手机技术的进步以及对丰富3D体验日益增长的需求,正在推动全球电子游戏市场的发展。根据Verified Market Research分析师预测,2024年电子游戏市场规模将达到2,603.3亿美元,预计在预测期内将达到6,727.2亿美元。

电子竞技的发展、手机游戏的普及以及虚拟实境和扩增实境技术的普及正在推动电玩市场的发展,预计 2026 年至 2032 年期间的复合年增长率将达到 12.6%。

电子游戏市场的定义/概述

电子游戏是一种电子游戏,玩家透过使用者介面或输入装置(例​​如操纵桿、控制器或键盘)操控萤幕上的图形。这种互动会产生视觉回馈,通常还会伴随音讯和触觉回馈,从而营造沉浸式体验。电子游戏用途广泛,包括透过引人入胜的游戏体验进行娱乐,透过互动学习传授概念和技能进行教育,以及透过让玩家在受控环境中练习真实场景进行模拟。此外,电子游戏越来越多地被用于治疗领域,以辅助心理健康治疗和復原。

全球游戏人口的成长将如何推动电玩市场的发展?

电子游戏市场正因各个年龄层和背景的玩家群的不断壮大而焕发活力。根据美国娱乐软体协会 (ESA) 的报告《2022 年电子游戏产业基本状况》,光在美国就有约 2.155 亿游戏玩家,占美国总人口的 66%。调查显示,玩家平均年龄为 33 岁,这表明电子游戏的普及程度跨越了世代。多元化玩家群的扩大是市场成长的重要因素。

智慧型手机的普及极大地促进了电子游戏市场中行动游戏板块的成长。根据通讯(ITU) 的数据,到 2022 年,全球约有 66 亿人(占全球人口的 84%)将拥有智慧型手机。智慧型手机普及率的提高也推动了行动游戏的成长。英国博彩委员会的数据显示,2020 年,50% 的成年人玩过智慧型手机游戏,高于 2019 年的 44%,显示市场正在快速扩张。

此外,虚拟实境 (VR)、扩增实境(AR) 和云端游戏等游戏技术的持续进步,透过提升游戏体验,也推动了市场规模的扩大。美国劳工统计局预测,2021 年至 2032 年间,包括游戏开发者在内的软体开发者的就业人数将增加 25%,远高于全国平均。部分成长源自于电子游戏日益复杂的特性以及对新应用程式的需求。此外,美国国家科学基金会 (NSF) 的一份报告显示,2020 财年联邦政府对促进游戏技术进步的电脑和资讯科学与工程研究的资助总额达到 10.8 亿美元,凸显了政府对提升游戏体验技术的投资力度之大。

电子游戏市场面临的主要挑战是什么?

现代电子游戏的高昂製造成本是一个限制因素。消费者对高品质画面、刺激玩法和丰富内容的期望,促使开发者在技术和人才方面投入大量资金。这种成本负担可能会阻碍新参与企业在市场上有效竞争,并迫使现有厂商优先开发续集和专利权,而不是原创产品,从而限制了游戏体验的原创性和多样性。

此外,市场饱和也是电子游戏市场面临的一大挑战。每年,多个平台上都会有成千上万款新游戏发布,想要脱颖而出变得越来越困难。这种饱和导致游戏厂商在争夺消费者註意力和支出方面竞争激烈,最终导致游戏定价和利润率下降。此外,由于选择过多,即使是製作精良的游戏也难以获得盈利,因为玩家在购买决策上也变得更加挑剔,这影响了整个行业的成长和永续性。

目录

第一章 引言

  • 市场定义
  • 市场区隔
  • 调查时间表
  • 先决条件
  • 限制

第 2 章 已验证的市场研究调查方法

  • 资料探勘
  • 数据三角测量
  • 自下而上的方法
  • 自上而下的方法
  • 研究流程
  • 业界专家的重要见解
  • 资料来源

第三章执行摘要

  • 市场概览
  • 生态测绘
  • 绝对的商机
  • 市场吸引力
  • 全球电玩市场按地区划分
  • 全球电玩市场类型
  • 全球电玩市场(按平台)
  • 全球电子游戏市场按年龄划分
  • 未来市场机会
  • 全球市场区隔
  • 产品生命线

第四章 市场概述

  • 全球电子游戏的演变
  • 驱动程式
  • 限制因素
  • 机会
  • 波特五力模型
  • 价值链分析
  • 定价分析
  • 宏观经济分析

第五章 电子游戏市场类型

  • 离线
  • 在线的

第六章 电子游戏市场(依平台)

  • 概述
  • 家用电玩游戏机
  • 电脑
  • 移动的

第七章 电子游戏市场(依年龄层)

  • 概述
  • X世代
  • Y世代
  • Z 世代

第 8 章:按地区分類的电玩游戏市场

  • 概述
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 其他欧洲国家
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 阿根廷
    • 其他拉丁美洲
  • 中东和非洲
    • 阿拉伯聯合大公国
    • 沙乌地阿拉伯
    • 南非
    • 其他中东和非洲地区

第九章 竞争态势

  • 概述
  • 各公司市场排名
  • 主要进展
  • 公司地理分布
  • 公司产业布局
  • ACE矩阵

第十章 公司简介

  • Activision Blizzard Inc.
  • Apple Inc
  • Disney Consumer Products and Interactive Media Inc.
  • Electronic Arts Inc
  • Microsoft Corporation
  • Nintendo Co. Ltd.
  • Rovio Entertainment Corporation
  • Tencent Holdings Limited
  • Sony Interactive Entertainment Inc.

第 11 章 已验证的市场情报

  • 关于已验证的市场情报
  • 动态资料视觉化
简介目录
Product Code: 41897

Video Game Market Valuation - 2026-2032

The growing popularity of online gaming, advances in smartphone technology, and rising demand for rich 3D experiences are all driving the global video game market forward. According to the analyst from Verified Market Research, the video game market is estimated to reach a valuation of USD 672.72 Billion over the forecast subjugating around USD 260.33 Billion valued in 2024.

The growth of esports, the proliferation of mobile gaming, and the incorporation of virtual and augmented reality technology are driving the video game market. It enables the market to grow at a CAGR of 12.6% from 2026 to 2032.

Video Game Market: Definition/ Overview

A video game is an electronic game in which players utilize a user interface or input device, such as a joystick, controller, or keyboard, to control graphics on a screen. The interaction creates visual feedback, which is often accompanied by aural and tactile sensations, resulting in an immersive experience. Video games have a wide range of applications, including entertainment, where they provide engaging gameplay experiences; education, where they are used to teach concepts and skills through interactive learning; and simulation, where users can practice real-world scenarios in a controlled setting. Furthermore, video games are increasingly being used in therapeutic settings to aid with mental health treatment and recovery.

How Does the Growing Global Gaming Population Propel the Video Game Market?

The video game market is fueled by a growing player base that comprises people of all ages and backgrounds. According to the Entertainment Software Association's (ESA) 2022 Essential Facts About the Video Game Industry report, the United States alone has around 215.5 million gamers, or 66% of the population. According to the survey, the average age of a player is 33 years old, illustrating video games' cross-generational popularity. This growing and diverse player base is a major source of market growth.

The increasing adoption of smartphones has substantially aided the growth of the mobile gaming segment of the video game market. According to the International Telecommunication Union (ITU), by 2022, roughly 6.6 billion individuals, or 84% of the global population, own a smartphone. The increased smartphone adoption rate has increased mobile gaming. According to the UK Gambling Commission, 50% of adults played smartphone games in 2020, up from 44% in 2019, demonstrating the market's rapid expansion.

Furthermore, continuous advancements in gaming technology, such as virtual reality (VR), augmented reality (AR), and cloud gaming, are propelling market expansion by improving gameplay experiences. The U.S. Bureau of Labor Statistics predicts that employment of software developers, including game developers, will increase by 25% between 2021 and 2032, substantially faster than the national average. This growth is due in part to the increasing complexity of video games and the demand for new applications. Also, the National Science Foundation reports that federal funding for computer and information science and engineering research, which contributes to gaming technology advancements, totaled $1.008 billion in fiscal year 2020, highlighting the significant investment in technologies that can improve gaming experiences.

What are the Primary Challenges Faced by the Video Game Market?

The high manufacturing expenses connected with making modern video games serve as a constraint. Consumer expectations for high-quality graphics, intense gameplay, and comprehensive content are driving developers to invest considerably in technology and personnel. This cost burden discourages new entrants from effectively competing in the market and forces established companies to favor sequels or franchises over original products, potentially restricting originality and diversity in gaming experiences.

Furthermore, market saturation is an important challenge to the video game market. With thousands of new titles launched each year across several platforms, sticking out gets increasingly tough. This saturation leads to severe competition for consumer attention and spending, resulting in lower pricing and profit margins. Furthermore, as gamers become more discerning in their purchasing decisions as a result of the overwhelming choice, even well-crafted games struggle to attain economic success, affecting overall industry growth and sustainability.

Category-Wise Acumens

What are the Potential Drivers Driving the Adoption of Online Video Game in the Market?

According to VMR analysis, the online video game segment is estimated to hold the largest market share during the forecast period due to the growing internet penetration worldwide, which has made online gaming more accessible to a larger audience. As high-speed internet becomes more widely available, users will find it easier to connect and participate in online multiplayer games. This accessibility encourages a larger player base, which improves community interaction and competition, ultimately adding to the online gaming segment's long-term growth.

The popularity of free-to-play (F2P) and massively multiplayer online (MMO) games is a further significant factor. These games provide engaging experiences that draw millions of players and frequently include social components that encourage collaboration and competition. The option to play for free while enabling in-game purchases generates a profitable revenue model, encouraging additional investment and innovation in the online gaming segment.

Furthermore, the rise of esports has considerably boosted the online gaming market. Competitive gaming events attract large audiences and sponsorships, resulting in a thriving industry around online games. This phenomenon not only increases player involvement but also increases visibility for game creators, pushing them to invest in online products that can compete in this lucrative market.

How does the Proliferation of Smartphones Influence the Growth of Mobile Video Games?

The mobile segment is estimated to dominate the video game market during the forecast period due to the widespread use of smartphones and their growing capabilities. Smartphones' increasing capacity allows them to accommodate high-quality visuals and intricate gameplay, drawing a broader audience. This accessibility enables players to play games at any time and from any location, contributing to mobile gaming's growing appeal among a wide range of demographics, including casual gamers and younger consumers.

Improved internet access allows for more fluid online gaming experiences, including multiplayer and social activities within games. As more individuals acquire access to reliable internet services, particularly in developing countries, mobile gaming becomes an appealing form of entertainment, increasing its market share.

Furthermore, the affordability of mobile games is an important factor in the segment's dominance. Many mobile games are free or low-cost, making them more accessible than consoles or PCs, which can need significant upfront investments. This price structure encourages more people to play mobile games, generating revenue through in-game purchases and adverts.

Country/Region-wise Acumens

What Drivers Contribute to the Growth of the North American Region in the Market?

According to VMR analyst, North America is estimated to exhibit substantial growth within the video game market during the forecast period. North American customers, especially in the United States, have a great desire to spend money on video games and related content. According to the Entertainment Software Association (ESA), US customers spent USD 60.4 Billion on video games in 2021, an 8% increase over 2020. This high level of consumer spending boosts the region's market growth and draws continuous investment from game creators and publishers.

Furthermore, the North American market has experienced quick adoption of next-generation gaming consoles, which is fueling growth in the console gaming industry. According to the NPD Group, the Nintendo Switch was the best-selling console in the United States for 35 consecutive months before being surpassed by the PlayStation 5 in November 2021. In 2021, hardware spending in the United States was USD 5.3 Billion, up 18% from 2020, demonstrating strong consumer demand for cutting-edge gaming experiences.

What are the Significant Factors Driving Asia Pacific's Video Game Market?

The Asia Pacific region is estimated to dominate the market during the forecast period. The Asia Pacific region has a large and fast-growing internet user base, which provides a solid platform for the expansion of online gaming. According to the International Telecommunication Union (ITU), the Asia Pacific region's internet penetration rate was 64.1% in 2021, accounting for more than 2.8 billion internet users. This large user base provides a favorable setting for the growth of online and mobile gaming platforms.

Furthermore, the widespread adoption of smartphones, combined with the increasing cost of mobile data plans, has spurred a spike in mobile gaming across the Asia Pacific. According to the Global System for Mobile Communications Association (GSMA), the Asia-Pacific region is expected to have 3.1 billion mobile subscribers by 2025, or around 60% of the global mobile subscriber population. This widespread mobile use has resulted in a vibrant mobile gaming ecosystem, with China, Japan, and South Korea leading the way.

Competitive Landscape

The competitive landscape of the video game market is characterized by rapid innovation and diversification, fueled by a mix of incumbent players and new entrants. As competition heats up, companies are focusing more on product distinctiveness and ongoing innovation to meet rising consumer demands.

Some of the prominent players operating in the video game market include:

Activision Blizzard, Inc.

Apple, Inc.

Disney Consumer Products and Interactive Media, Inc.

Electronic Arts, Inc.

Microsoft Corporation

Nintendo Co. Ltd.

Rovio Entertainment Corporation

Tencent Holdings Limited

Sony Interactive Entertainment, Inc.

Latest Developments

In February 2023, Nvidia announced a 10-year deal with Microsoft to integrate Xbox PC games into the NVIDIA GeForce NOW cloud gaming service. GeForce NOW, with over 25 million customers in 100 countries, enables gamers to stream Xbox PC titles on many devices, including PCs, Chromebooks, macOS, and smartphones.

Video Game Market, By Category

  • Type:
  • Offline
  • Online
  • Platform:
  • Console
  • Computer
  • Mobile
  • Age Group:
  • Generation X
  • Generation Y
  • Generation Z
  • Region:
  • North America
  • Europe
  • Asia-Pacific
  • South America
  • Middle East & Africa

TABLE OF CONTENTS

1 INTRODUCTION OF THE GLOBAL VIDEO GAME MARKET

  • 1.1 Market Definition
  • 1.2 Market Segmentation
  • 1.3 Research Timelines
  • 1.4 Assumptions
  • 1.5 Limitations

2 RESEARCH METHODOLOGY OF VERIFIED MARKET RESEARCH

  • 2.1 Data Mining
  • 2.2 Data Triangulation
  • 2.3 Bottom-Up Approach
  • 2.4 Top-Down Approach
  • 2.5 Research Flow
  • 2.6 Key Insights from Industry Experts
  • 2.7 Data Sources

3 EXECUTIVE SUMMARY

  • 3.1 Market Overview
  • 3.2 Ecology Mapping
  • 3.3 Absolute Market Opportunity
  • 3.4 Market Attractiveness
  • 3.5 Global Video Game Market Geographical Analysis (CAGR %)
  • 3.6 Global Video Game Market, By Device Type (USD Million)
  • 3.7 Global Video Game Market, By Platform (USD Million)
  • 3.8 Global Video Game Market, By Age Group (USD Million)
  • 3.9 Future Market Opportunities
  • 3.10 Global Market Split
  • 3.11 Product Life Line

4 GLOBAL VIDEO GAME MARKET OUTLOOK

  • 4.1 Global Video Game Evolution
  • 4.2 Drivers
    • 4.2.1 Driver1
    • 4.2.2 Driver 2
  • 4.3 Restraints
    • 4.3.1 Restraint1
    • 4.3.2 Restraint 2
  • 4.4 Opportunities
    • 4.4.1 Opportunity1
    • 4.4.2 Opportunity 2
  • 4.5 Porters Five Force Model
  • 4.6 Value Chain Analysis
  • 4.7 Pricing Analysis
  • 4.8 Macroeconomic Analysis

5 GLOBAL VIDEO GAME MARKET, BY TYPE

  • 5.1 Offline
  • 5.2 Online

6 GLOBAL VIDEO GAME MARKET, BY PLATFORM

  • 6.1 Overview
  • 6.2 Console
  • 6.3 Computer
  • 6.4 Mobile

7 GLOBAL VIDEO GAME MARKET, BY AGE GROUP

  • 7.1 Overview
  • 7.2 Generation X
  • 7.3 Generation Y
  • 7.4 Generation Z

8 GLOBAL VIDEO GAME MARKET, BY GEOGRAPHY

  • 8.1 Overview
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 U.K.
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 India
    • 8.4.4 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Argentina
    • 8.5.3 Rest of Latin America
  • 8.6 Middle-East and Africa
    • 8.6.1 UAE
    • 8.6.2 Saudi Arabia
    • 8.6.3 South Africa
    • 8.6.4 Rest of Middle-East and Africa

9 GLOBAL VIDEO GAME MARKET COMPETITIVE LANDSCAPE

  • 9.1 Overview
  • 9.2 Company Market Ranking
  • 9.3 Key Developments
  • 9.4 Company Regional Footprint
  • 9.5 Company Industry Footprint
  • 9.6 ACE Matrix

10 COMPANY PROFILES

  • 10.1 Activision Blizzard Inc.
    • 10.1.1 Company Overview
    • 10.1.2 Company Insights
    • 10.1.3 Product Benchmarking
    • 10.1.4 Key Development
    • 10.1.5 Winning Imperatives
    • 10.1.6 Current Focus & Strategies
    • 10.1.7 Threat from Competition
    • 10.1.8 SWOT Analysis
    • 10.1.9 Key Developments
  • 10.2 Apple Inc
    • 10.2.1 Overview
    • 10.2.2 Financial Performance
    • 10.2.3 Product Outlook
    • 10.2.4 Key Developments
  • 10.3 Disney Consumer Products and Interactive Media Inc.
    • 10.3.1 Overview
    • 10.3.2 Financial Performance
    • 10.3.3 Product Outlook
    • 10.3.4 Key Developments
  • 10.4 Electronic Arts Inc
    • 10.4.1 Overview
    • 10.4.2 Financial Performance
    • 10.4.3 Product Outlook
    • 10.4.4 Key Developments
  • 10.5 Microsoft Corporation
    • 10.5.1 Overview
    • 10.5.2 Financial Performance
    • 10.5.3 Product Outlook
    • 10.5.4 Key Developments
  • 10.6 Nintendo Co. Ltd.
    • 10.6.1 Overview
    • 10.6.2 Financial Performance
    • 10.6.3 Product Outlook
    • 10.6.4 Key Developments
  • 10.7 Rovio Entertainment Corporation
    • 10.7.1 Overview
    • 10.7.2 Financial Performance
    • 10.7.3 Product Outlook
    • 10.7.4 Key Developments
  • 10.8 Tencent Holdings Limited
    • 10.8.1 Overview
    • 10.8.2 Financial Performance
    • 10.8.3 Product Outlook
    • 10.8.4 Key Developments
  • 10.9 Sony Interactive Entertainment Inc.
    • 10.9.1 Overview
    • 10.9.2 Financial Performance
    • 10.9.3 Product Outlook
    • 10.9.4 Key Developments

11 VERIFIED MARKET INTELLIGENCE

  • 11.1 About Verified Market Intelligence
  • 11.2 Dynamic Data Visualization