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市場調查報告書
商品編碼
1902211

電子遊戲市場-全球產業規模、佔有率、趨勢、機會及預測(按遊戲設備、遊戲類型、最終用戶、地區和競爭格局分類,2021-2031年預測)

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個工作天內

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簡介目錄

全球電子遊戲市場規模將從2025年的2,314.2億美元成長到2031年的4,795.1億美元,年複合成長率為12.91%。全球電子遊戲市場涵蓋可在專用遊戲機、個人電腦和行動裝置上運行的互動電子軟體的開發、發行和盈利。

市場概覽
預測期 2027-2031
市場規模:2025年 2314.2億美元
市場規模:2031年 4795.1億美元
複合年成長率:2026-2031年 12.91%
成長最快的細分市場 線上
最大的市場 北美洲

主要市場促進因素

行動裝置的普及和智慧型手機滲透率的不斷提高,是全球電子遊戲市場最強勁的推動力,從根本上改變了人們獲取遊戲的方式和消費習慣。這種普及性將高性能遊戲從一種基於特定地點的活動轉變為一種隨時隨地的體驗,使數十億消費者無需昂貴的專用硬體即可即時享受互動娛樂。

主要市場挑戰

數位隱私和獲利機制方面日益分散的監管環境對「全球電玩市場」構成了重大障礙。由於不同司法管轄區對資料使用和遊戲內購買系統實施相互衝突的規則,發行商被迫在特定地區的合規措施上投入巨資。

主要市場趨勢

生成式人工智慧在遊戲開發和資源創建中的應用正迅速成為一股變革力量,從根本上改變全球電子遊戲市場的生產流程和經濟模式。隨著高保真遊戲開發成本的飆升,遊戲工作室擴大採用演算法工具來自動化紋理生成、程式碼輔助和非玩家角色對話等勞動密集型任務。

目錄

第1章:產品概述

第2章:研究方法

第3章:執行概要

第4章:顧客之聲

第5章:全球電子遊戲市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 依遊戲設備(遊戲主機、平板電腦和智慧型手機)分類
    • 依遊戲類型(線上和線下)
    • 依最終使用者(兒童、青少年和成人)分類
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美電子遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲電子遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區電子遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲電子遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美電子遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章:市場動態

  • 促進要素
  • 挑戰

第12章:市場趨勢與發展

  • 併購
  • 產品發布
  • 最新進展

第13章:全球電子遊戲市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商議價能力
  • 顧客的力量
  • 替代產品的威脅

第15章:競爭格局

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

第16章:策略建議

第17章調查會社について,免責事項

簡介目錄
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