遊戲市場規模、佔有率和成長分析(按遊戲類型、設備類型、年齡層、玩家類型和地區分類)-2026-2033年產業預測
市場調查報告書
商品編碼
1904448

遊戲市場規模、佔有率和成長分析(按遊戲類型、設備類型、年齡層、玩家類型和地區分類)-2026-2033年產業預測

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個工作天內

價格
簡介目錄

預計到 2024 年,遊戲市場規模將達到 2,617.2 億美元,到 2025 年將達到 2,967.9 億美元,到 2033 年將達到 8,116.1 億美元,在預測期(2026-2033 年)內,複合年成長率為 13.4%。

電子遊戲產業蓬勃發展,這得益於智慧型手機和高效能個人電腦在世界各地經濟體的普及。全球消費者對遊戲的濃厚興趣,使其成為重要的娛樂和減壓方式,推動了這一快速成長。許多人從遊戲中獲得快樂和滿足感,遊戲能夠培養成就感並促進團隊合作。此外,教育類遊戲的日益普及為孩子們提供了提升分析和邏輯思考能力的寶貴機會。同時,家庭娛樂支出的成長也反映出消費者渴望獲得身臨其境型遊戲體驗來豐富休閒,這為市場擴張提供了支持。總而言之,這些因素使電子遊戲產業成為娛樂領域的主導者。

遊戲市場促進因素

隨著越來越多的人將休閒用於各種電子遊戲,遊戲市場正經歷顯著成長。近期研究表明,相當一部分年輕男性參與手機遊戲的比例正在上升,這凸顯了與以往幾代人相比,他們參與遊戲的方式發生了轉變。持續的技術進步和經濟發展進一步推動了遊戲的日益普及,這些因素促進了都市化和可支配收入的增加。隨著人們尋求有效的減壓和娛樂方式,對電子遊戲及相關配件的需求持續成長,遊戲作為現代休閒文化的重要組成部分的地位也日益鞏固。

遊戲市場的限制

遊戲產業面臨青少年族群中嚴重的社交焦慮和成癮於競技類網路射擊遊戲的挑戰。這些問題會對孩子的學業成績和心理健康產生負面影響,甚至導致家庭衝突。由於家長們擔心過度沉迷遊戲會對孩子的生活造成不良影響,這些問題對遊戲市場的發展構成了重大阻礙。如何在遊戲的吸引力和青少年健康成長之間取得平衡至關重要,相關人員必須正視這些挑戰,為青少年創造一個更永續、更負責任的遊戲環境。

遊戲市場趨勢

遊戲市場正經歷著顯著的上升趨勢,這在很大程度上得益於圍繞熱門遊戲舉辦的各種錦標賽和賽事的蓬勃發展。這種競爭格局吸引了不同年齡層的玩家,並催生了涵蓋各個年齡層的玩家群。贊助商正透過與職業玩家合作,巧妙地利用這種趨勢,提升品牌知名度,並與玩家建立更深的聯繫。這種協同效應不僅激發了玩家對遊戲的熱情,也帶動了消費者的消費支出,並為遊戲公司帶來了可觀的收入。玩家對競技遊戲日益成長的熱情,正在推動著遊戲產業的持續成長和創新。

目錄

介紹

  • 調查目標
  • 調查範圍
  • 定義

調查方法

  • 資訊收集
  • 二手資料和一手資料方法
  • 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
  • 細分市場機會分析

市場動態與展望

  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制與挑戰
  • 波特分析及其影響

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2025)
  • PESTEL 分析
  • 價值鏈分析
  • 定價分析
  • 技術進步
  • 監管環境
  • 專利分析
  • 案例研究

全球遊戲市場規模:依遊戲類型和複合年成長率分類(2026-2033 年)

  • 即時策略(RTS)
  • 角色扮演遊戲(RPG)
  • 多人線上競技遊戲(MOBA)
  • 沙盒
  • 射擊遊戲(第一人稱射擊遊戲和第三人稱射擊遊戲)
  • 模擬與體育
  • 其他

全球遊戲市場規模(按設備類型分類)及複合年成長率(2026-2033 年)

  • 主機
  • 移動的
  • 電腦

全球遊戲市場規模:依年齡層及複合年成長率分類(2026-2033 年)

  • 兒童(6-12歲)
  • 青少年(13-19歲)
  • 成年人(20歲或以上)
  • 老年層(55歲以上)

全球遊戲市場規模:按玩家類型和複合年成長率分類(2026-2033 年)

  • 休閒玩家
  • 職業球員

全球遊戲市場規模及複合年成長率(2026-2033)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 西班牙
    • 法國
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 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
  • 主要企業的市場定位(2025 年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市佔率分析(2025 年)
  • 主要企業公司簡介
    • 公司詳情
    • 產品系列分析
    • 依業務板塊進行公司股票分析
    • 2021-2023年營收年比比較

主要企業簡介

  • 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)

結論與建議

簡介目錄
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