Video Games Market Research Report by Hardware, Physical Platform, Age Group, Game Type, Gender, Platform Type, Player Type, Region – Global Forecast to 2027



The global video games market size was estimated at USD 149.82 billion in 2021 and is projected to reach USD 169.10 billion in 2022, and is projected to grow at a CAGR of 13.12% to reach USD 314.

New York, Oct. 14, 2022 (GLOBE NEWSWIRE) — announces the release of “Video Games Market Research Report by Hardware, Physical Platform, Age Group, Game Type, Genre, Platform Type, Gamer Type, Region – Forecast up to 2027 – Cumulative impact of COVID-19” –
00 billion by 2027.

Market statistics:
The report provides market size analysis and forecasts for 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD and CHF. It helps organizational leaders make better decisions when currency data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year and the years from 2023 to 2027 as the forecast period.

Segmentation and market coverage:
This research report categorizes video games to forecast revenues and analyze trends in each of the following submarkets:

Based on hardware, the market was studied on handheld console and static console.

Based on the physical platform, the market has been studied on computer, console, smartphone and tablet.

On the basis of age group, the market has been studied across the age brackets 10-20, 21-35, 36-50, and 51-65.

Based on game type, the market has been studied across action, adventure, arcade, role-playing video games, sports, and strategy.

Genre-based, the market has been researched across action, adventure, racing, role-playing, shooter, sports, and strategy.

Based on platform type, the market has been studied offline and online.

Based on the type of gamer, the market has been studied through Casual and Extreme.

Based on region, the market has been studied in Americas, Asia-Pacific, Europe, Middle East & Africa. The Americas are studied in more detail through Argentina, Brazil, Canada, Mexico and the United States. The United States is studied in more detail through California, Florida, Illinois, New York, Ohio, Pennsylvania and Texas. Asia-Pacific is studied in more detail through Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand and Vietnam . Europe, the Middle East and Africa are studied in more detail in Denmark, Egypt, Finland, France, Germany, Israel, Italy, the Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland and Turkey. , United Arab Emirates and United Kingdom.

Cumulative impact of COVID-19:
COVID-19 is an unparalleled global public health emergency that has affected almost every industry, and the long-term effects are expected to impact industry growth over the forecast period. Our ongoing research amplifies our research framework to ensure inclusion of the underlying issues of COVID-19 and potential pathways forward. The report provides insights into COVID-19 considering shifts in consumer behavior and demand, shopping habits, supply chain rerouting, current market force dynamics, and significant interventions governments. The updated study provides insights, analysis, estimates, and forecasts considering the impact of COVID-19 on the market.

Cumulative impact of the 2022 Russian-Ukrainian conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are widely predicted globally, particularly in Eastern Europe, the European Union, East and Central Asia, and the United States. This controversy has severely affected lives and livelihoods and represents profound disruptions to business dynamics. The potential effects of the ongoing war and uncertainty in Eastern Europe are expected to negatively impact the global economy, with particularly harsh long-term effects on Russia. This report reveals the demand and supply impact, pricing variants, strategic vendor adoption, and recommendations for the Video Games Market considering the current conflict update and its global response.

Competitive Strategy Window:
The strategic competitive window analyzes the competitive landscape in terms of markets, applications and geographies to help the vendor define an alignment or match between its capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for vendors to adopt successive strategies of merger and acquisition, geographic expansion, research and development, and new product introduction strategies to execute further business expansion and growth. during a forecast period.

FPNV positioning matrix:
The FPNV Positioning Matrix rates and categorizes vendors in the video game market based on business strategy (business growth, industry coverage, financial viability, and channel support) and product satisfaction (ratio price-performance, ease-of-use, product features, and customer support) that helps businesses make better decisions and better understand the competitive landscape.

Market share analysis:
The market share analysis offers the analysis of the vendors considering their contribution to the overall market. It gives the idea of ​​its revenue generation in the overall market compared to other providers in the space. It provides information on the performance of vendors in terms of revenue generation and customer base compared to others. Knowing the market share gives an idea of ​​the size and competitiveness of suppliers for the reference year. It reveals the characteristics of the market in terms of accumulation, fragmentation, dominance and merger.

Competitive scenario:
The competitive scenario provides an analysis of the prospects of the various business growth strategies adopted by the vendors. The news covered in this section provides valuable insights at various stages while keeping abreast of activity and engaging stakeholders in the economic debate. Competitive Scenario represents press releases or company news categorized into Merger & Acquisition, Agreement, Collaboration & Partnership, New Product Launch & Enhancement, Investment & Funding & Awards, Recognition & Expansion. All the news gathered helps the vendor to understand the gaps in the market and the strength and weakness of the competitors, thus providing insights to improve the product and service.

Enterprise Usability Profiles:
The report thoroughly explores recent significant developments by leading vendors and innovation profiles in the global video games market including A4Tech Co., Ltd., Activision Publishing, Inc., Bluestack Systems, Inc., Chukong Co, Inc. , Electronic Arts. Inc., Giant Interactive Group Inc., Guillemot Corporation SA, Hk Hero Entertainment Co., Limited, Huya Inc., Hyperkin, Kaneva, LLC, KongZhong Corporation, Mad Catz Global Limited, Mad Head Limited, Microsoft Corporation, NetEase, Inc. , Nintendo Co., Ltd, Nvidia Corporation, Panda TV, Perfect World, PlayJam Company, Sega Corporation, Shanda Interactive Games, Sony Corporation, Tencent Games, Valve Corporation and Zeus Interactive Co., Ltd..

The report provides information about the following pointers:
1. Market Penetration: Provides comprehensive information about the market offered by major players
2. Market Development: Provides detailed information on lucrative emerging markets and analyzes penetration in mature market segments
3. Market Diversification: Provides detailed information on new product launches, untapped geographies, recent developments and investments
4. Competitive Assessment and Intelligence: Provides a comprehensive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of key players
5. Product Development and Innovation: Provides smart insights into future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the global video games market?
2. What are the inhibiting factors and impact of COVID-19 on the global video games market during the forecast period?
3. What are the products/segments/applications/areas to invest in during the forecast period in the global video games market?
4. What is the competitive strategic window for opportunities in the Global Video Games Market?
5. What are the technology trends and regulatory frameworks in the global video games market?
6. What is the market share of the major vendors in the global video game market?
7. What modes and strategic moves are considered suitable for entering the global video game market?
Read the full report:

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