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市場調查報告書
商品編碼
1782450

全球電玩市場研究報告 - 產業分析、規模、佔有率、成長、趨勢及 2025 年至 2033 年預測

Global Video Game Market Research Report- Industry Analysis, Size, Share, Growth, Trends and Forecast 2025 to 2033

出版日期: | 出版商: Value Market Research | 英文 126 Pages | 商品交期: 最快1-2個工作天內

價格

全球電玩市場規模預計將從 2024 年的 2,334.1 億美元成長到 2033 年的 4,134.9 億美元,在 2026 年至 2033 年的預測期內,年複合成長率(CAGR) 將達到 6.56%。

隨著全球互動娛樂需求的持續成長,電子遊戲市場正經歷前所未有的成長。隨著科技的進步和高速網路的普及,遊戲已成為一種主流娛樂形式,吸引了來自不同人群的多元化受眾。手機遊戲日益普及,加上電子競技和線上多人遊戲的體驗的興起,正在推動市場大幅擴張。隨著消費者追求沉浸式和引人入勝的遊戲體驗,預計在創新以及新遊戲平台和技術發展的推動下,電子遊戲市場將實現大幅成長。

此外,虛擬實境 (VR) 和擴增實境 (AR) 技術的融合正在改變遊戲格局。這些沉浸式技術正在增強遊戲體驗,讓玩家以前所未有的方式融入虛擬環境。隨著 VR 和 AR 遊戲的持續發展,對相容硬體和軟體的需求預計將持續成長,從而進一步推動市場成長。此外,遊戲開發投資的不斷增加以及獨立遊戲工作室的湧現,正在促進遊戲生態系統的多元化和活力。

此外,對社交連結和社區參與的日益重視正在塑造電子遊戲市場的未來。如今,許多遊戲都融入了社交功能,允許玩家彼此聯繫、協作和競爭,從而培養社區意識和共享體驗。這一趨勢在多人線上遊戲和社交遊戲平台上尤其明顯,玩家可以在這些平台上互動並建立關係。因此,在技術進步、消費者偏好變化以及社交連結在遊戲體驗中日益重要的推動下,電子遊戲市場有望實現顯著成長。

我們的報告經過精心設計,旨在為客戶提供關於各個行業和市場的全面且切實可行的洞察。每份報告都包含幾個關鍵部分,以確保客戶全面了解市場格局:

市場概覽:市場的詳細介紹,包括定義、分類和行業現狀概述。

市場動態:深入分析影響市場成長的關鍵促進因素、限制因素、機會與挑戰。本部分探討技術進步、監管變化和新興趨勢等因素。

細分分析:根據產品類型、應用、最終用戶和地理位置等標準,將市場細分為不同的細分市場。此分析重點在於突出每個細分市場的表現和潛力。

競爭格局:對主要市場參與者的全面評估,包括其市場佔有率、產品組合、策略舉措和財務表現。本部分深入分析了競爭態勢以及領先公司採用的關鍵策略。

市場預測:根據歷史資料和當前市場狀況,對特定時期的市場規模和成長趨勢進行預測。這包括定量分析和圖形表示,以說明未來的市場發展軌跡。

區域分析:評估不同地理區域的市場表現,確定關鍵市場和區域趨勢。這有助於了解區域市場動態和機會。

新興趨勢與機會:識別當前及新興市場趨勢、技術創新以及潛在投資領域。本部分將深入探討未來市場發展與成長前景。

目錄

第1章:前言

  • 報告描述
    • 客觀的
    • 目標受眾
    • 獨特的銷售主張 (USP) 和產品
  • 研究範圍
  • 研究方法
    • 市場研究流程
    • 市場研究方法

第 2 章:執行摘要

  • 市場亮點
  • 全球市場概況

第3章:電玩產業分析

  • 簡介 - 市場動態
  • 市場促進因素
  • 市場限制
  • 機會
  • 產業趨勢
  • 波特五力分析
  • 市場吸引力分析
    • 按設備進行市場吸引力分析
    • 按年齡分析市場吸引力
    • 按平台類型分析市場吸引力
    • 市場吸引力分析:按地區

第4章:價值鏈分析

  • 價值鏈分析
  • 原料分析
    • 原料清單
    • 原料製造商清單
    • 主要原物料價格走勢
  • 潛在買家名單
  • 行銷管道
    • 直效行銷
    • 間接行銷
    • 行銷通路發展趨勢

第5章:全球電玩市場分析:按設備

  • 按設備概覽
  • 按設備進行歷史和預測數據分析
  • 智慧型手機
  • 個人電腦/筆記型電腦
  • 主機

第6章:全球電玩市場分析:按年齡層

  • 按年齡層別概覽
  • 按年齡層別進行的歷史和預測資料分析
  • X世代
  • Y世代
  • Z 世代

第7章:全球電玩市場分析:依平台類型

  • 依平台類型概覽
  • 按平台類型進行的歷史和預測資料分析
  • 線上
  • 離線

第8章:全球電玩市場分析:按地區

  • 區域展望
  • 介紹
  • 北美銷售分析
    • 概述、歷史和預測數據銷售分析
    • 北美各細分市場銷售分析
    • 北美各國銷售分析
    • 美國銷售分析
    • 加拿大銷售分析
    • 墨西哥銷售分析
  • 歐洲銷售分析
    • 概述、歷史和預測數據銷售分析
    • 歐洲各細分市場銷售分析
    • 歐洲各國銷售分析
    • 英國銷售分析
    • 法國銷售分析
    • 德國銷售分析
    • 義大利銷售分析
    • 俄羅斯銷售分析
    • 歐洲其他地區銷售分析
  • 亞太地區銷售分析
    • 概述、歷史和預測數據銷售分析
    • 亞太地區分部銷售分析
    • 亞太地區國家銷售分析
    • 中國銷售分析
    • 印度銷售分析
    • 日本銷售分析
    • 韓國銷售分析
    • 澳洲銷售分析
    • 東南亞銷售分析
    • 亞太地區其他地區銷售分析
  • 拉丁美洲銷售分析
    • 概述、歷史和預測數據銷售分析
    • 拉丁美洲各細分市場銷售分析
    • 拉丁美洲各國銷售分析
    • 巴西銷售分析
    • 阿根廷銷售分析
    • 秘魯銷售分析
    • 智利銷售分析
    • 拉丁美洲其他地區銷售分析
  • 中東和非洲銷售分析
    • 概述、歷史和預測數據銷售分析
    • 中東和非洲分部銷售分析
    • 中東和非洲國家銷售分析
    • 沙烏地阿拉伯銷售分析
    • 阿拉伯聯合大公國銷售分析
    • 以色列銷售分析
    • 南非銷售分析
    • 中東和非洲其他地區銷售分析

第9章:電玩公司的競爭格局

  • 電子遊戲市場競爭
  • 夥伴關係/合作/協議
  • 併購
  • 新產品發布
  • 其他發展

第10章:公司簡介

  • 頂級公司市佔率分析
  • 市場集中度
  • Sony Interactive Entertainment
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Microsoft Gaming
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Nintendo Co. Ltd.
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Tencent Games
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Activision Blizzard
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Electronic Arts
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Epic Games
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Take-Two Interactive
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Ubisoft
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態
  • Bandai Namco Entertainment
    • 公司概況
    • 公司收入
    • 產品
    • 最新動態

注意 - 在公司簡介中,財務細節和最新發展取決於可用性,對於私人公司,可能不予涵蓋

Product Code: VMR11218965

Global Video Game Market size is anticipated to grow from USD 233.41 Billion in 2024 to USD 413.49 Billion by 2033, showcasing a robust Compound Annual Growth Rate (CAGR) of 6.56% during the forecast period of 2026 to 2033.

The video game market is experiencing unprecedented growth as the global demand for interactive entertainment continues to rise. With advancements in technology and the proliferation of high-speed internet, gaming has evolved into a mainstream form of entertainment, appealing to a diverse audience across various demographics. The increasing popularity of mobile gaming, coupled with the rise of esports and online multiplayer experiences, is driving significant market expansion. As consumers seek immersive and engaging gaming experiences, the video game market is expected to see substantial growth, fueled by innovation and the development of new gaming platforms and technologies.

Moreover, the integration of virtual reality (VR) and augmented reality (AR) technologies is transforming the gaming landscape. These immersive technologies are enhancing the gaming experience, allowing players to engage with virtual environments in unprecedented ways. As VR and AR gaming continue to gain traction, the demand for compatible hardware and software is expected to rise, further propelling market growth. Additionally, the increasing investment in game development and the emergence of independent game studios are contributing to a diverse and dynamic gaming ecosystem.

Furthermore, the growing emphasis on social connectivity and community engagement is shaping the future of the video game market. Many games now incorporate social features that allow players to connect, collaborate, and compete with others, fostering a sense of community and shared experience. This trend is particularly evident in online multiplayer games and social gaming platforms, where players can interact and form relationships. The video game market is thus positioned for significant growth, driven by technological advancements, evolving consumer preferences, and the increasing importance of social connectivity in gaming experiences.

Our reports are meticulously crafted to provide clients with comprehensive and actionable insights into various industries and markets. Each report encompasses several critical components to ensure a thorough understanding of the market landscape:

Market Overview: A detailed introduction to the market, including definitions, classifications, and an overview of the industry's current state.

Market Dynamics: In-depth analysis of key drivers, restraints, opportunities, and challenges influencing market growth. This section examines factors such as technological advancements, regulatory changes, and emerging trends.

Segmentation Analysis: Breakdown of the market into distinct segments based on criteria like product type, application, end-user, and geography. This analysis highlights the performance and potential of each segment.

Competitive Landscape: Comprehensive assessment of major market players, including their market share, product portfolio, strategic initiatives, and financial performance. This section provides insights into the competitive dynamics and key strategies adopted by leading companies.

Market Forecast: Projections of market size and growth trends over a specified period, based on historical data and current market conditions. This includes quantitative analyses and graphical representations to illustrate future market trajectories.

Regional Analysis: Evaluation of market performance across different geographical regions, identifying key markets and regional trends. This helps in understanding regional market dynamics and opportunities.

Emerging Trends and Opportunities: Identification of current and emerging market trends, technological innovations, and potential areas for investment. This section offers insights into future market developments and growth prospects.

SEGMENTATION COVERED IN THE REPORT

By Device

  • Smartphones
  • PC/Laptop
  • Consoles

By Age Group

  • Generation X
  • Generation Y
  • Generation Z

By Platform Type

  • Online
  • Offline
  • COMPANIES PROFILED
  • Sony Interactive Entertainment
  • Microsoft Gaming
  • Nintendo Co. Ltd.
  • Tencent Games
  • Activision Blizzard
  • Electronic Arts
  • Epic Games
  • Take-Two Interactive
  • Ubisoft
  • Bandai Namco Entertainment
  • The above list can be customized.

TABLE OF CONTENTS

1. PREFACE

  • 1.1. Report Description
    • 1.1.1 Objective
    • 1.1.2 Target Audience
    • 1.1.3 Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1 Market Research Process
    • 1.3.2 Market Research Methodology

2. EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3. VIDEO GAME INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Device
    • 3.7.2 Market Attractiveness Analysis By Age Group
    • 3.7.3 Market Attractiveness Analysis By Platform Type
    • 3.7.4 Market Attractiveness Analysis By Regions

4. VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1 List of Raw Materials
    • 4.2.2 Raw Material Manufactures List
    • 4.2.3 Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1 Direct Marketing
    • 4.4.2 Indirect Marketing
    • 4.4.3 Marketing Channel Development Trend

5. GLOBAL VIDEO GAME MARKET ANALYSIS BY DEVICE

  • 5.1. Overview By Device
  • 5.2. Historical and Forecast Data Analysis By Device
  • 5.3. Smartphones Historic and Forecast Sales By Regions
  • 5.4. PC/Laptop Historic and Forecast Sales By Regions
  • 5.5. Consoles Historic and Forecast Sales By Regions

6. GLOBAL VIDEO GAME MARKET ANALYSIS BY AGE GROUP

  • 6.1. Overview By Age Group
  • 6.2. Historical and Forecast Data Analysis By Age Group
  • 6.3. Generation X Historic and Forecast Sales By Regions
  • 6.4. Generation Y Historic and Forecast Sales By Regions
  • 6.5. Generation Z Historic and Forecast Sales By Regions

7. GLOBAL VIDEO GAME MARKET ANALYSIS BY PLATFORM TYPE

  • 7.1. Overview By Platform Type
  • 7.2. Historical and Forecast Data Analysis By Platform Type
  • 7.3. Online Historic and Forecast Sales By Regions
  • 7.4. Offline Historic and Forecast Sales By Regions

8. GLOBAL VIDEO GAME MARKET ANALYSIS BY GEOGRAPHY

  • 8.1. Regional Outlook
  • 8.2. Introduction
  • 8.3. North America Sales Analysis
    • 8.3.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.3.2 North America By Segment Sales Analysis
    • 8.3.3 North America By Country Sales Analysis
    • 8.3.4 United States Sales Analysis
    • 8.3.5 Canada Sales Analysis
    • 8.3.6 Mexico Sales Analysis
  • 8.4. Europe Sales Analysis
    • 8.4.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.4.2 Europe By Segment Sales Analysis
    • 8.4.3 Europe By Country Sales Analysis
    • 8.4.4 United Kingdom Sales Analysis
    • 8.4.5 France Sales Analysis
    • 8.4.6 Germany Sales Analysis
    • 8.4.7 Italy Sales Analysis
    • 8.4.8 Russia Sales Analysis
    • 8.4.9 Rest Of Europe Sales Analysis
  • 8.5. Asia Pacific Sales Analysis
    • 8.5.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.5.2 Asia Pacific By Segment Sales Analysis
    • 8.5.3 Asia Pacific By Country Sales Analysis
    • 8.5.4 China Sales Analysis
    • 8.5.5 India Sales Analysis
    • 8.5.6 Japan Sales Analysis
    • 8.5.7 South Korea Sales Analysis
    • 8.5.8 Australia Sales Analysis
    • 8.5.9 South East Asia Sales Analysis
    • 8.5.10 Rest Of Asia Pacific Sales Analysis
  • 8.6. Latin America Sales Analysis
    • 8.6.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.6.2 Latin America By Segment Sales Analysis
    • 8.6.3 Latin America By Country Sales Analysis
    • 8.6.4 Brazil Sales Analysis
    • 8.6.5 Argentina Sales Analysis
    • 8.6.6 Peru Sales Analysis
    • 8.6.7 Chile Sales Analysis
    • 8.6.8 Rest of Latin America Sales Analysis
  • 8.7. Middle East & Africa Sales Analysis
    • 8.7.1 Overview, Historic and Forecast Data Sales Analysis
    • 8.7.2 Middle East & Africa By Segment Sales Analysis
    • 8.7.3 Middle East & Africa By Country Sales Analysis
    • 8.7.4 Saudi Arabia Sales Analysis
    • 8.7.5 UAE Sales Analysis
    • 8.7.6 Israel Sales Analysis
    • 8.7.7 South Africa Sales Analysis
    • 8.7.8 Rest Of Middle East And Africa Sales Analysis

9. COMPETITIVE LANDSCAPE OF THE VIDEO GAME COMPANIES

  • 9.1. Video Game Market Competition
  • 9.2. Partnership/Collaboration/Agreement
  • 9.3. Merger And Acquisitions
  • 9.4. New Product Launch
  • 9.5. Other Developments

10. COMPANY PROFILES OF VIDEO GAME INDUSTRY

  • 10.1. Top Companies Market Share Analysis
  • 10.2. Market Concentration Rate
  • 10.3. Sony Interactive Entertainment
    • 10.3.1 Company Overview
    • 10.3.2 Company Revenue
    • 10.3.3 Products
    • 10.3.4 Recent Developments
  • 10.4. Microsoft Gaming
    • 10.4.1 Company Overview
    • 10.4.2 Company Revenue
    • 10.4.3 Products
    • 10.4.4 Recent Developments
  • 10.5. Nintendo Co. Ltd.
    • 10.5.1 Company Overview
    • 10.5.2 Company Revenue
    • 10.5.3 Products
    • 10.5.4 Recent Developments
  • 10.6. Tencent Games
    • 10.6.1 Company Overview
    • 10.6.2 Company Revenue
    • 10.6.3 Products
    • 10.6.4 Recent Developments
  • 10.7. Activision Blizzard
    • 10.7.1 Company Overview
    • 10.7.2 Company Revenue
    • 10.7.3 Products
    • 10.7.4 Recent Developments
  • 10.8. Electronic Arts
    • 10.8.1 Company Overview
    • 10.8.2 Company Revenue
    • 10.8.3 Products
    • 10.8.4 Recent Developments
  • 10.9. Epic Games
    • 10.9.1 Company Overview
    • 10.9.2 Company Revenue
    • 10.9.3 Products
    • 10.9.4 Recent Developments
  • 10.10. Take-Two Interactive
    • 10.10.1 Company Overview
    • 10.10.2 Company Revenue
    • 10.10.3 Products
    • 10.10.4 Recent Developments
  • 10.11. Ubisoft
    • 10.11.1 Company Overview
    • 10.11.2 Company Revenue
    • 10.11.3 Products
    • 10.11.4 Recent Developments
  • 10.12. Bandai Namco Entertainment
    • 10.12.1 Company Overview
    • 10.12.2 Company Revenue
    • 10.12.3 Products
    • 10.12.4 Recent Developments

Note - In company profiling, financial details and recent developments are subject to availability or might not be covered in the case of private companies

LIST OF TABLES

  • Market Snapshot
  • Drivers: Impact Analysis
  • Restraints: Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • Analysis By Device (USD MN)
  • Smartphones Market Sales By Geography (USD MN)
  • PC/Laptop Market Sales By Geography (USD MN)
  • Consoles Market Sales By Geography (USD MN)
  • Analysis By Age Group (USD MN)
  • Generation X Market Sales By Geography (USD MN)
  • Generation Y Market Sales By Geography (USD MN)
  • Generation Z Market Sales By Geography (USD MN)
  • Analysis By Platform Type (USD MN)
  • Online Market Sales By Geography (USD MN)
  • Offline Market Sales By Geography (USD MN)
  • Global Video Game Market Sales By Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United States Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate By Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • South East Asia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisition

LIST OF FIGURES

  • Research Scope of Video Game Report
  • Market Research Process
  • Market Research Methodology
  • Global Video Game Market Size, By Regions (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis By Device
  • Market Attractiveness Analysis By Age Group
  • Market Attractiveness Analysis By Platform Type
  • Market Attractiveness Analysis By Regions
  • Value Chain Analysis
  • Global Market Analysis By Device (USD MN)
  • Smartphones Market Sales By Geography (USD MN)
  • PC/Laptop Market Sales By Geography (USD MN)
  • Consoles Market Sales By Geography (USD MN)
  • Global Market Analysis By Age Group (USD MN)
  • Generation X Market Sales By Geography (USD MN)
  • Generation Y Market Sales By Geography (USD MN)
  • Generation Z Market Sales By Geography (USD MN)
  • Global Market Analysis By Platform Type (USD MN)
  • Online Market Sales By Geography (USD MN)
  • Offline Market Sales By Geography (USD MN)
  • Global Market Sales (USD MN)
  • North America Market Sales (USD MN)
  • Europe Market Sales (USD MN)
  • Asia Pacific Market Sales (USD MN)
  • Latin America Market Sales (USD MN)
  • Middle East & Africa Market Sales (USD MN)
  • Recent Development in Industry
  • Top Company Market Share Analysis

Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.