封面
市場調查報告書
商品編碼
1736870

2026 年至 2032 年電玩遊戲市場(按類型、平台、年齡層和地區分類)

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個工作天內

價格
簡介目錄

2026-2032 年電子遊戲市場估值

網路遊戲的日益普及、智慧型手機技術的進步以及對豐富3D體驗日益成長的需求,正在推動全球電子遊戲市場的發展。根據Verified Market Research分析師預測,2024年電子遊戲市場規模將達到2,603.3億美元,預計在預測期內將達到6,727.2億美元。

電子競技的發展、手機遊戲的普及以及虛擬實境和擴增實境技術的普及正在推動電玩市場的發展,預計 2026 年至 2032 年期間的複合年成長率將達到 12.6%。

電子遊戲市場的定義/概述

電子遊戲是一種電子遊戲,玩家透過使用者介面或輸入裝置(例​​如操縱桿、控制器或鍵盤)操控螢幕上的圖形。這種互動會產生視覺回饋,通常還會伴隨音訊和觸覺回饋,從而營造沉浸式體驗。電子遊戲用途廣泛,包括透過引人入勝的遊戲體驗進行娛樂,透過互動學習傳授概念和技能進行教育,以及透過讓玩家在受控環境中練習真實場景進行模擬。此外,電子遊戲擴大被用於治療領域,以輔助心理健康治療和復原。

全球遊戲人口的成長將如何推動電玩市場的發展?

電子遊戲市場正因各個年齡層和背景的玩家群的不斷壯大而煥發活力。根據美國娛樂軟體協會 (ESA) 的報告《2022 年電子遊戲產業基本狀況》,光在美國就有約 2.155 億遊戲玩家,占美國總人口的 66%。調查顯示,玩家平均年齡為 33 歲,這表明電子遊戲的普及程度跨越了世代。多元化玩家群的擴大是市場成長的重要因素。

智慧型手機的普及極大地促進了電子遊戲市場中行動遊戲板塊的成長。根據通訊(ITU) 的數據,到 2022 年,全球約有 66 億人(佔全球人口的 84%)將擁有智慧型手機。智慧型手機普及率的提高也推動了行動遊戲的成長。英國博彩委員會的數據顯示,2020 年,50% 的成年人玩過智慧型手機遊戲,高於 2019 年的 44%,顯示市場正在快速擴張。

此外,虛擬實境 (VR)、擴增實境(AR) 和雲端遊戲等遊戲技術的持續進步,透過提升遊戲體驗,也推動了市場規模的擴大。美國勞工統計局預測,2021 年至 2032 年間,包括遊戲開發者在內的軟體開發者的就業人數將增加 25%,遠高於全國平均。部分成長源自於電子遊戲日益複雜的特性以及對新應用程式的需求。此外,美國國家科學基金會 (NSF) 的一份報告顯示,2020 會計年度聯邦政府對促進遊戲技術進步的電腦和資訊科學與工程研究的資助總額達到 10.8 億美元,凸顯了政府對提升遊戲體驗技術的投資力度之大。

電子遊戲市場面臨的主要挑戰是什麼?

現代電子遊戲的高昂製造成本是一個限制因素。消費者對高品質畫面、刺激玩法和豐富內容的期望,促使開發者在技術和人才方面投入大量資金。這種成本負擔可能會阻礙新參與企業在市場上有效競爭,並迫使現有廠商優先開發續集和專利權,而不是原創產品,從而限制了遊戲體驗的原創性和多樣性。

此外,市場飽和也是電子遊戲市場面臨的一大挑戰。每年,多個平台上都會有成千上萬款新遊戲發布,想要脫穎而出變得越來越困難。這種飽和導致遊戲廠商在爭奪消費者注意力和支出方面競爭激烈,最終導致遊戲定價和利潤率下降。此外,由於選擇過多,即使是製作精良的遊戲也難以獲得盈利,因為玩家在購買決策上也變得更加挑剔,這影響了整個行業的成長和永續性。

目錄

第1章 引言

  • 市場定義
  • 市場區隔
  • 調查時間表
  • 先決條件
  • 限制

第 2 章 已驗證的市場研究調查方法

  • 資料探勘
  • 數據三角測量
  • 自下而上的方法
  • 自上而下的方法
  • 研究流程
  • 業界專家的重要見解
  • 資料來源

第3章執行摘要

  • 市場概覽
  • 生態測繪
  • 絕對的商機
  • 市場吸引力
  • 全球電玩市場按地區分類
  • 全球電玩市場類型
  • 全球電玩市場(按平台)
  • 全球電子遊戲市場按年齡分類
  • 未來市場機會
  • 全球市場區隔
  • 產品生命線

第4章 市場概述

  • 全球電子遊戲的演變
  • 驅動程式
  • 限制因素
  • 機會
  • 波特五力模型
  • 價值鏈分析
  • 定價分析
  • 宏觀經濟分析

第5章 電子遊戲市場類型

  • 離線
  • 線上

第6章 電子遊戲市場(依平台)

  • 概述
  • 家用電玩遊戲機
  • 電腦
  • 移動的

第7章 電子遊戲市場(依年齡層)

  • 概述
  • X世代
  • Y世代
  • Z 世代

第 8 章:按地區分類的電玩遊戲市場

  • 概述
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 阿根廷
    • 其他拉丁美洲
  • 中東和非洲
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非
    • 其他中東和非洲地區

第9章 競爭態勢

  • 概述
  • 各公司市場排名
  • 主要進展
  • 公司地理分佈
  • 公司產業佈局
  • ACE矩陣

第10章 公司簡介

  • 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 已驗證的市場情報

  • 關於已驗證的市場情報
  • 動態資料視覺化
簡介目錄
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