電子遊戲市場規模、佔有率、成長分析(按類型、按設備、按遊戲類型、按地區)- 產業預測,2025 年至 2032 年
市場調查報告書
商品編碼
1755576

電子遊戲市場規模、佔有率、成長分析(按類型、按設備、按遊戲類型、按地區)- 產業預測,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個工作天內

價格
簡介目錄

預計到 2023 年,全球電玩市場價值將達到 2,443 億美元,從 2024 年的 2,775.2 億美元成長到 2032 年的 7,697.1 億美元,預測期內(2025-2032 年)的複合年成長率為 13.6%。

電子遊戲市場正經歷顯著成長,這主要得益於幾個關鍵因素,包括遊戲平台的技術進步、手機遊戲的興起以及線上串流媒體和電子競技的突然流行。從傳統遊戲機和個人電腦轉向行動裝置和雲端服務提高了遊戲的可近性。智慧型手機的廣泛普及和網路連線的改善使手機遊戲產業呈指數級成長,而電子競技已發展成為一個價值數十億美元的產業,職業聯賽和全球錦標賽吸引了大批觀眾。此外,向戰利品箱和戰鬥通行證等遊戲內盈利模式的轉變正在為開發者提供新的收益來源。儘管存在這些機會,但高昂的開發成本、監管障礙、激烈的競爭和網路安全問題等挑戰也可能阻礙市場發展。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 二次資料和一次資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態與展望

  • 市場概覽
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

電子遊戲市場規模(按設備及複合年成長率)(2025-2032)

  • 市場概覽
  • 電腦
  • 主機
  • 移動的

電子遊戲市場規模(按類型及複合年成長率) (2025-2032)

  • 市場概覽
  • Z 世代
  • Y世代
  • X世代

電子遊戲市場規模(依遊戲類型及複合年成長率)(2025-2032)

  • 市場概覽
  • 行動
  • 冒險
  • 遊樂場
  • 隨意的
  • 兒童娛樂
  • 運動的
  • 射手
  • 角色扮演
  • 種族

電子遊戲市場規模(依硬體分類)及複合年成長率(2025-2032)

  • 市場概覽
  • 手持主機
  • 電子遊戲配件

電子遊戲市場規模(以經營模式和複合年成長率)(2025-2032)

  • 市場概覽
  • 免費遊戲(F2P)
  • 付費遊戲(P2P)
  • 付費賺錢 (P2E)

電子遊戲市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • 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)

結論和建議

簡介目錄
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