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市場調查報告書
商品編碼
1557275

全球遊戲市場 - 2024 年至 2029 年預測

Global Gaming Market - Forecasts from 2024 to 2029

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 138 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

全球遊戲市場預計將以 7.24% 的複合年成長率成長,從 2024 年的 2,060.71 億美元成長到 2029 年的 2,923.36 億美元。

如今,遊戲已成為主要的娛樂來源,隨著技術的進步,圖形和顯示的創新正在進一步推動全球成長。美國、中國和日本等主要經濟體在這一領域正在經歷顯著成長,並且隨著5G的普及和年輕人口的快速成長,對新遊戲和創新遊戲的需求預計將繼續呈現積極成長。

此外,對雲端生態系和 AR/VR 的投資正在開拓新的耳機和遊戲機,進一步推動市場發展。主要市場參與企業SAGA公司、任天堂、暴雪娛樂、Sory和微軟都推出了新遊戲發布和合作等策略舉措,這起到了進一步的催化劑作用。

全球遊戲市場促進因素

  • 遊戲玩家人數的增加預計將推動整體市場成長

近年來,主要國家的都市區不斷增加,隨著生活水準的提高,家庭娛樂的使用範圍也不斷擴大。主要國家的遊戲玩家人數正在增加,預計這將推動遊戲市場的擴張。例如,根據印度工業聯合會《2024年印度遊戲展》顯示,2023年印度活躍遊戲玩家數量達4.5億人。這一成長率比2022年的數字高出7.1%,預計到2050年將達到5億人。

同樣,根據IAB Europe的數據,預計2023年全球整體遊戲玩家將達到32.4億,2024年將達到33.4億。遊戲提供了一個連結人們的通用管道,知名品牌採取行動來最佳化不斷成長的市場機會。

  • 對遊戲技術的有利投資正在刺激市場成長。

各行業都在見證技術的進步與採用,遊戲領域也不例外。遊戲有許多不同的類型和流派,例如遊樂場、模擬、策略、運動、動作等,因此口味會動態變化。私參與企業正在進行策略性投資,以增強遊戲技術,以滿足不同消費群體的需求。

例如,2024年1月,Nitro Games與Digital Extremes簽署正式協議,拓展免費手遊Warframe。此次合作將使 Nitro Games 能夠利用自己的 IP 進一步開發遊戲。

  • 不斷成長的智慧型手機文化預計將促進市場擴張。

遊戲是一種娛樂媒介,透過個人電腦、筆記型電腦、智慧型手機和平板電腦等各種裝置進行。最常用的遊戲設備是智慧型手機。隨著技術的進步,即將推出的模型基於最新的方法,並具有使遊戲更容易操作的功能。全球智慧型手機普及率正在上升,三星、蘋果和 Vivo 等大公司都在投資新機型。根據全球供應商行動協會預測,到 2030 年,連網智慧型手機數量將達到 80 億部,普及率達 90%。在主要新興經濟體,即中國和美國,滲透率預計將超過90%。

隨著網路連線和 5G 的普及,預計將出現新的成長。愛立信移動合約展望顯示,2024年第一季全球將新增1.6億份5G契約,合約總數達17億份。此外,到2029年,全球5G用戶數量預計將達到56億人。

全球遊戲市場的地理前景

  • 預計北美地區將出現顯著成長。

由於遊戲玩家數量的快速成長以及美國和加拿大主要區域經濟體新遊戲和主機的推出,預計北美將佔據重要的市場佔有率。根據娛樂軟體協會的《2023 年美國遊戲產業概況》,大約有 2.12 億美國人每週都會玩電子遊戲作為日常生活的一部分。此外,根據相同數據,54%的遊戲玩家使用遊戲機進行遊戲,75%的用戶玩遊戲的時間接近4小時。此外,根據2022年加拿大網路調查(CIUS),到2022年,加拿大約有37%的人口會玩電子遊戲,其中約6%的人口每週花費超過20小時。

全球遊戲市場的主要發展:

  • 2024 年 6 月,亞馬遜遊戲推出《新世界:永恆》,一款內容豐富、以即時戰鬥為特色的角色扮演遊戲 (RPG)。該遊戲是一個升級版本,包括擴展內容“憤怒的地球的崛起”,其中具有附加功能,例如遊戲後期的單人試煉、參與企業與參與企業區域以及新的角色原型。
  • 2024年3月,GameSquare Holdings Inc.完成與FaZe Holdings Inc.的合併,成為全球最大的遊戲與電競組織。此次合作是該公司為千禧世代、Z 世代和 Alpha 世代創建創新媒體平台的努力的一部分。
  • 2024 年 2 月,Epic Games 與華特迪士尼公司建立合作關係,共同開發開放的遊戲和娛樂世界。該平台允許遊戲玩家玩、觀看、購物並與皮克斯、迪士尼、漫威和星際大戰的角色互動。此外,華特迪士尼公司宣布將投資15億美元收購Epic Games的股份。

全球遊戲市場細分分析如下:

依設備類型

  • PC
  • 智慧型手機
  • 錠劑
  • 電視遊戲機
  • 掌上型遊戲機

按成分

  • 硬體
  • 軟體
  • 服務

按遊戲類型

  • 行動
  • 策略
  • 其他

按地區

  • 北美洲
  • 美國
  • 墨西哥
  • 加拿大
  • 南美洲
  • 巴西
  • 阿根廷
  • 其他
  • 歐洲
  • 德國
  • 法國
  • 英國
  • 義大利
  • 其他
  • 中東/非洲
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他
  • 亞太地區
  • 印度
  • 中國
  • 日本
  • 韓國
  • 台灣
  • 泰國
  • 印尼
  • 其他

目錄

第1章 簡介

  • 市場概況
  • 市場定義
  • 調查範圍
  • 市場區隔
  • 貨幣
  • 先決條件
  • 基準年和預測年時間表
  • 相關利益者的主要利益

第2章調查方法

  • 研究設計
  • 調查過程

第3章執行摘要

  • 主要發現

第4章市場動態

  • 市場促進因素
  • 市場限制因素
  • 波特五力分析
  • 產業價值鏈分析
  • 分析師觀點

第5章全球遊戲市場:按設備類型

  • 介紹
  • PC
  • 智慧型手機
  • 錠劑
  • 電視遊樂器主機
  • 掌上型遊戲機

第6章 全球遊戲市場:按組成部分

  • 介紹
  • 硬體
  • 軟體
  • 服務

第7章 全球遊戲市場:依遊戲類型

  • 介紹
  • 行動
  • 其他

第8章 全球遊戲市場:按地區分類

  • 介紹
  • 北美洲
    • 依設備類型
    • 按成分
    • 按遊戲類型
    • 按國家/地區
  • 南美洲
    • 依設備類型
    • 按成分
    • 按遊戲類型
    • 按國家/地區
  • 歐洲
    • 依設備類型
    • 按成分
    • 按遊戲類型
    • 按國家/地區
  • 中東/非洲
    • 依設備類型
    • 按成分
    • 按遊戲類型
    • 按國家/地區
  • 亞太地區
    • 依設備類型
    • 按成分
    • 按遊戲類型
    • 按國家/地區

第9章競爭環境及分析

  • 主要企業及策略分析
  • 市場佔有率分析
  • 合併、收購、協議和合作
  • 競爭對手儀表板

第10章 公司簡介

  • Microsoft Corporation
  • Nintendo
  • Sony Corporation
  • Sega Corporation
  • Electronic Arts Inc.
  • Unity Technologies
  • Ubisoft Entertainment
  • Blizzard Entertainment, Inc
  • Disney(Lucasfilm Ltd)
  • Konami
簡介目錄
Product Code: KSI061610516

The global gaming market is estimated to grow from US$206.071 billion in 2024 to US$292.336 billion in 2029 at 7.24% (CAGR).

Gaming has become a major source of entertainment these days, and as technology is advancing, innovations in graphics and display are further driving its global growth. Major economies, namely the United States, China, and Japan, among others, are witnessing significant growth in this field, and with the ongoing 5G adoption trend followed by a booming young population, the demand for new and innovative games is anticipated to show positive growth.

Additionally, investments in the cloud ecosystem and AR/VR have led to the development of new headsets and gaming consoles, further propelling the market upward. Major market players, namely SAGA Corporation, Nintendo, Blizzard Entertainment, Sony, and Microsoft, are initiating strategic maneuvers such as new game launches and collaborations, which are acting as an additional driving factor.

Global Gaming Market Drivers:

  • The growing gamer population is expected to propel the overall market growth

Over the years, the urban population has witnessed positive growth in major economies, and with improvements in living standards, the scope of home entertainment has also increased. The strength of gamers is increasing in major nations which is anticipated to drive the gaming market expansion. For instance, according to the Confederation of Indian Industries "Indian Gaming Show 2024", the strength of active gamers reached 450 million in India in 2023. This represented a 7.1% growth over 2022's figure, and by 2050, the strength will reach 500 million.

Likewise, according to IAB Europe, in 2023, there were an estimated 3.24 billion gamers globally, and the number is set to reach 3.34 billion in 2024. Gaming has provided a common channel for connecting people, which has made major brands undertake initiatives to optimize the growing market opportunity.

  • Favorable investment in gaming technology is stimulating market growth.

As technological advancements and adoption are finding their way into various industry verticals, the gaming sector is no different. Preferences change dynamically when it comes to gaming, as there are various types and genres such as arcade, simulation, strategy, sports, and action, among others. Private players are undertaking strategic investments to bolster gaming technology that would address the varied consumer demographics.

For instance, in January 2024, Nitro Games entered into a definitive agreement with Digital Extremes to expand their mobile free-to-play game "Warframe". The collaboration would further enable Nitro Games to develop gaming on its IP.

  • The growing smartphone culture is projected to bolster the market expansion.

Gaming, being a medium of entertainment, is implemented through different devices such as PCs, laptops, smartphones, and tablets. The most common devices used for gaming are smartphones. As technology advances the upcoming models are based on a modern approach and are equipped with features that make gaming operate easily. The global smartphone penetration is witnessing an upward trajectory with major companies, namely Samsung, Apple, and Vivo, investing in new models. According to the Global Supplier Mobile Association, by 2030, there will be 8 billion smartphone connections, and the adoption rate will reach 90%. Major developed economies, namely China and the USA, will experience an adoption rate above 90%.

Internet subscription and the ongoing increase in 5G adoption is further anticipated to provide new growth prospects. The Ericson's mobile subscription outlook, in Q1 of 2024, 160 million 5G subscriptions were added globally thereby making the total subscription volume of 1.7 billion. And by 2029 the global 5G subscription is set to reach a threshold of 5.6 billion.

Global Gaming Market Geographical Outlook

  • North America is expected to show significant growth.

North America is expected to account for a considerable market share, which is attributable to the booming population of gamers coupled with launches of new games and consoles in major regional economies, namely the United States and Canada. According to the Entertainment Software Association's "2023 Facts About U.S Gaming Industry", weekly nearly 212. Millions of Americans play video games as a part of their routine. The same source further stated that 54% of gamers use consoles for playing games, and 75% of the users spend nearly 4 hours on games. Additionally, according to the "2022 Canadian Internet Survey (CIUS)", about 37% of Canada's population played video games in 2022, and about 6% of the population spent more than 20 hours weekly.

Global Gaming Market Key Developments:

  • In June 2024, Amazon Games launched "New World: Aeternum," a content-rich role-playing game (RPG) featuring real-time combat. The game offers an upgrade inclusive of the Rise of the Angry Earth expansion and comes with additional features such as an end-game solo trial, a player v/s-player zone, and new character archetypes.
  • In March 2024, GameSquare Holdings Inc. completed its merger with FaZe Holdings Inc., which made it the largest gaming & esports organization globally. The collaboration came as a part of the company's effort to build an innovative media platform for millennials, Gen Z, and Gen Alpha.
  • In February 2024, Epic Games and The Walt Disney Company formed a collaboration aimed at the development of an open games and entertainment universe. This platform enables gamers to play, watch, shop, and engage with characters from Pixar, Disney, Marvel, and Star Wars. Moreover, Walt Disney announced investing US$1.5 billion to acquire equity stakes in Epic Games.

The Global Gaming Market is segmented and analyzed as:

By Device Type

  • PCs
  • Smartphones
  • Tablets
  • TV Gaming Console
  • Handheld Gaming Console

By Component

  • Hardware
  • Software
  • Services

By Game Type

  • Action
  • Strategy
  • Puzzle
  • Others

By Geography

  • North America
  • USA
  • Mexico
  • Canada
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Italy
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Others
  • Asia Pacific
  • India
  • China
  • Japan
  • South Korea
  • Taiwan
  • Thailand
  • Indonesia
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base and Forecast Years Timeline
  • 1.8. Key Benefits for the Stakeholder

2. RESEARCH METHODOLOGY

  • 2.1. Research Design
  • 2.2. Research Processes

3. EXECUTIVE SUMMARY

  • 3.1. Key Findings

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis
  • 4.5. Analyst View

5. GLOBAL GAMING MARKET BY DEVICE TYPE

  • 5.1. Introduction
  • 5.2. PCs
  • 5.3. Smartphone
  • 5.4. Tablets
  • 5.5. TV Gaming Console
  • 5.6. Handheld Gaming Console

6. GLOBAL GAMING MARKET BY COMPONENT

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software
  • 6.4. Services

7. GLOBAL GAMING MARKET BY GAME TYPE

  • 7.1. Introduction
  • 7.2. Action
  • 7.3. Strategy
  • 7.4. Puzzle
  • 7.5. Others

8. GLOBAL GAMING MARKET BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. By Device Type
    • 8.2.2. By Component
    • 8.2.3. By Game Type
    • 8.2.4. By Country
      • 8.2.4.1. United States
      • 8.2.4.2. Canada
      • 8.2.4.3. Mexico
  • 8.3. South America
    • 8.3.1. By Device Type
    • 8.3.2. By Component
    • 8.3.3. By Game Type
    • 8.3.4. By Country
      • 8.3.4.1. Brazil
      • 8.3.4.2. Argentina
      • 8.3.4.3. Others
  • 8.4. Europe
    • 8.4.1. By Device Type
    • 8.4.2. By Component
    • 8.4.3. By Game Type
    • 8.4.4. By Country
      • 8.4.4.1. Germany
      • 8.4.4.2. France
      • 8.4.4.3. United Kingdom
      • 8.4.4.4. Italy
      • 8.4.4.5. Others
  • 8.5. Middle East and Africa
    • 8.5.1. By Device Type
    • 8.5.2. By Component
    • 8.5.3. By Game Type
    • 8.5.4. By Country
      • 8.5.4.1. Saudi Arabia
      • 8.5.4.2. UAE
      • 8.5.4.3. Israel
      • 8.5.4.4. Others
  • 8.6. Asia Pacific
    • 8.6.1. By Device Type
    • 8.6.2. By Component
    • 8.6.3. By Game Type
    • 8.6.4. By Country
      • 8.6.4.1. China
      • 8.6.4.2. Japan
      • 8.6.4.3. India
      • 8.6.4.4. South Korea
      • 8.6.4.5. Taiwan
      • 8.6.4.6. Thailand
      • 8.6.4.7. Indonesia
      • 8.6.4.8. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Market Share Analysis
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Competitive Dashboard

10. COMPANY PROFILES

  • 10.1. Microsoft Corporation
  • 10.2. Nintendo
  • 10.3. Sony Corporation
  • 10.4. Sega Corporation
  • 10.5. Electronic Arts Inc.
  • 10.6. Unity Technologies
  • 10.7. Ubisoft Entertainment
  • 10.8. Blizzard Entertainment, Inc
  • 10.9. Disney (Lucasfilm Ltd)
  • 10.10. Konami