Product Code: IFT208B
Highlights:
The global video gaming market should reach $244 billion by 2022 and $473.7 billion by 2027, with a compound annual growth rate (CAGR) of 14.2% during the forecast period of 2022-2027.
Asia-Pacific video gaming market should reach $115 billion by 2022 and $231.3 billion by 2027, with a CAGR of 15% during the forecast period of 2022-2027.
North American video gaming market should reach $66.3 billion by 2022 and $129.2 billion by 2027, with a CAGR of 14.3% during the forecast period of 2022-2027.
Report Scope:
In this report, the market has been segmented based on genre, mode, platform, and geography. The report provides an overview of the global video gaming market and analyzes market trends. Using 2021 as the base year, the report provides estimated market data for the forecast period, 2022-2027. Revenue forecasts for this period are segmented based on genre, mode, platform, end user, and geography. Market values have been estimated based on the total revenue of video game developers. Video gaming publishers can earn revenue from games through various processes. The methods of monetizing games vary, especially between different genres or platforms. Revenues benefit developers, copyright owners, and other stakeholders. Some important revenue streams for video game publishers include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading, and advertising.
The report covers the market for video games regarding the end user base, and provides updated data of different regions. It also highlights major trends and challenges that affect the market and the vendor landscape. The report estimates the global market for video games in 2021 and provides projections for the expected market size through 2027.
Report Includes:
- 38 data tables and 35 additional tables
- An overview of the global video gaming market and discussion on its key market developments
- Estimation of the market size and analyses of global market trends, with data from 2021, estimates for 2022 and projections of compound annual growth rates (CAGRs) through 2027
- Analysis of market trends and identification of new opportunities, challenges, and technological changes within the industry
- A look into the development of augmented reality (AR) and virtual reality (VR) in the video gaming industry and discussion on educational applications of video games
- Highlights of current and future market potential, market size, and market share analysis based on genre, mode, type, platform and region
- Company profiles of major players within the industry, including Apple Inc., Microsoft Corp., Nintendo Co. Ltd., Sony Corp., Tencent Holdings Ltd., and Warner Bros. Entertainment Inc.
Table of Contents
Chapter 1 Introduction
- 1.1 Study Goals and Objectives
- 1.2 Reasons for Doing the Study
- 1.3 What's New in this Update?
- 1.4 Scope of Report
- 1.5 Intended Audiences
- 1.6 Information Sources
- 1.7 Methodology
- 1.8 Geographic Breakdown
- 1.9 Analyst's Credentials
- 1.10 BCC Custom Research
- 1.11 Related BCC Research Reports
Chapter 2 Summary and Highlights
Chapter 3 Video Gaming: Market Overview
- 3.1 Video Gaming Market Overview
- 3.2 History of Video Gaming
- 3.2.1 Launch of Gaming Consoles
- 3.2.2 Video Gaming Crash
- 3.2.3 Increasing Competition
- 3.2.4 Personal Computers: Designing Games and Opening Up to a Wider Community
- 3.2.5 3D Gaming
- 3.3 Future of Video Gaming
- 3.3.1 Technology Development
- 3.4 Traditional Value Chain: Video Gaming Industry
- 3.5 Business Models
- 3.5.1 Pay-to-Play
- 3.5.2 Play-to-Earn
- 3.5.3 Free-to-Play (F2P) and Freemium
- 3.5.4 Advertising
- 3.5.5 Subscription
- 3.6 Impact of COVID-19
- 3.7 Online vs. Offline
- 3.8 Single vs. Multiplayer
- 3.9 Market Share Analysis
- 3.10 Market Drivers
- 3.10.1 Increased Number of Gamers
- 3.10.2 Increasingly Creative Game Design
- 3.10.3 Video Games in Education
- 3.10.4 Augmented Reality (AR) and Virtual Reality (VR)
- 3.10.5 Metaverse
- 3.11 Market Restraints
- 3.11.1 Piracy
- 3.11.2 Hacking and Cheat Codes
- 3.11.3 Cutthroat Competition
- 3.11.4 Emerging Play-to-Earn Monetization Powered by Web3
Chapter 4 Market Breakdown by Genre
- 4.1 Introduction
- 4.2 Action
- 4.3 Sports
- 4.4 Adventure
- 4.5 Role-Playing Games
- 4.6 Others
Chapter 5 Market Breakdown by Platform
- 5.1 Introduction
- 5.2 Consoles
- 5.2.1 Components of a Gaming Console
- 5.2.2 Home Consoles
- 5.2.3 Handheld Consoles
- 5.2.4 Video Gaming Market for Consoles
- 5.3 Personal Computers (PCs)
- 5.4 Mobile
Chapter 6 Market Breakdown by End User
- 6.1 Introduction
- 6.2 Gen X
- 6.3 Gen Y/Millennials
- 6.4 Gen Z
Chapter 7 Market Breakdown by Region
- 7.1 Introduction
- 7.2 North America
- 7.2.1 U.S.
- 7.2.1 Canada
- 7.2.1 Mexico
- 7.3 Europe
- 7.3.1 United Kingdom
- 7.3.2 Germany
- 7.3.3 France
- 7.3.4 Spain
- 7.3.5 Italy
- 7.3.6 Rest of Europe
- 7.4 Asia-Pacific
- 7.4.1 China
- 7.4.2 Japan
- 7.4.3 India
- 7.4.4 Rest of Asia-Pacific
- 7.5 RoW
- 7.5.1 South America
- 7.5.2 Middle East
- 7.5.3 Africa
Chapter 8 Competitive Landscape
- 8.1 Introduction
- 8.1.1 New Product Launches
- 8.1.2 Acquisitions
- 8.1.3 Partnerships and Collaborations
Chapter 9 Company Profiles
- ACTIVISION BLIZZARD, INC.
- APPLE INC.
- BANDAI NAMCO GAMES INC.
- CAPCOM CO., LTD.
- CYBERAGENT, INC.
- ELECTRONIC ARTS INC.
- EPIC GAMES INC.
- KONAMI HOLDINGS CORP.
- MICROSOFT CORP.
- NINTENDO CO., LTD.
- SONY CORP.
- SQUARE ENIX CO., LTD.
- TAKE-TWO INTERACTIVE SOFTWARE, INC.
- TENCENT HOLDINGS LTD.
- UBISOFT ENTERTAINMENT SA
- WARNER BROS. ENTERTAINMENT INC.