Video Game Market Size, Share, Trends, Industry Analysis, and Forecast (2025 ? 2031)
Video Game Market Size The global video games market size was valued at $337.85 billion in 2025 and is projected to reach $703.38 billion by 2031, growing at a CAGR of 13.0% during the forecast pe... もっと見る
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SummaryVideo Game Market SizeThe global video games market size was valued at $337.85 billion in 2025 and is projected to reach $703.38 billion by 2031, growing at a CAGR of 13.0% during the forecast period. Video Game Market Overview Video games are interactive digital experiences that combine storytelling, design, and real-time systems to entertain, educate, and engage users. Modern games range from short-form mobile titles to expansive, persistent universes, and they influence areas as diverse as healthcare, education, advertising, and urban planning by delivering measurable engagement, training outcomes, and new monetization channels. As of 2025, video games have evolved from entertainment products into multifaceted digital ecosystems that drive social interaction, creative expression, and new revenue models across industries. Far beyond single-player experiences, contemporary games serve as platforms for community-building, live events, and branded experiences, transforming how audiences engage with content and how companies think about user retention and monetization. Over the past five years the market has moved from boxed releases and seasonal launches to continuous, service-oriented models. Academic studies and platform advisories note that titles adopting live-service mechanics?regular content drops, seasonal battle passes, and integrated social features?commonly report player session lengths rising by 20?40% and retention windows extending from weeks into sustained multi-year engagement. This structural shift reflects advances in cloud delivery, cross-play interoperability, and analytics-driven design, which together keep players invested long after initial release. Operationally, modern game development leverages data and automation to shorten iteration cycles and reduce production waste. Teams using telemetry-led design cut A/B test turnaround times by as much as half, enabling faster balancing and feature rollout. In parallel, virtual production pipelines (real-time engines, photogrammetry, procedural asset systems) have reduced art rework and decreased time to prototype, delivering measurable cost efficiencies on large-scale projects. For smaller studios, marketplace distribution and modular engines have lowered the barrier to entry, increasing the diversity of titles reaching audiences. The strategic impact of games now spans multiple sectors. In healthcare, therapeutic and rehabilitation games report improved patient adherence and measurable gains in motor or cognitive assessments compared with standard exercises. Education providers integrating gamified modules cite higher course completion rates and improved knowledge retention. Brands using in-game activations and virtual goods have achieved stronger engagement metrics?industry advisories and marketing journals show in-game campaigns often deliver higher ad recall and conversion intent than comparable display buys. Even urban planners and architecture firms employ game engines for immersive simulations, accelerating stakeholder decisions and cutting review cycles. This era marks a clear departure from older production and distribution approaches. Where once success depended on single-launch scale, today’s winners design for longevity: modular content architectures, live ops teams, and community management are as central as core gameplay. Monetization strategies too have diversified?direct purchases coexist with subscriptions, cosmetic economies, and creator-driven marketplaces?creating multiple, interlocking revenue streams and giving studios strategic flexibility. Video Game Market Dynamics: The video games market has undergone a profound transformation over the past decade, shaped by macroeconomic forces, rapid technological advancements, and strategic shifts in consumer engagement. As digital adoption accelerated worldwide, gaming emerged not only as a form of entertainment but also as a social, educational, and commercial platform. The market’s expansion has been fueled by mobile accessibility, cloud-driven delivery models, and the professionalization of esports, each unlocking new audiences and revenue streams. Strategic partnerships between gaming companies, telecom providers, and consumer brands further underscore the industry’s role as a driver of digital economies. As of 2025, the sector represents a convergence of interactive media, network infrastructure, and community engagement, reflecting its strategic importance beyond traditional entertainment boundaries. Driver 1: Expansion of Mobile Gaming is driving the Video Game Market Mobile gaming has become strategically important because it eliminates traditional barriers of cost and accessibility, extending the industry’s reach into both mature and emerging markets. With smartphones now serving as the primary digital device for billions, publishers can engage audiences far beyond the traditional console and PC player base. ? According to industry data, more than two billion people worldwide now engage with mobile games, with global revenue surpassing hundreds of billions annually. Titles such as Pok?mon Go and PUBG Mobile demonstrate how mobile platforms can rival or even exceed the success of traditional formats. The expansion of in-app purchases, ad revenues, and hybrid monetization models further illustrates the segment’s role as the financial backbone of the wider gaming industry. Cross-sector examples illustrate its versatility. In retail, brands have embedded gamified mobile experiences?such as AR-based scavenger hunts?to increase store visits and customer interaction, with measurable upticks in foot traffic and sales conversion. Similarly, mobile gamification tools have been adopted in fitness applications to boost user retention and engagement. The outcomes are significant: gaming publishers secure recurring, scalable revenue streams, while other industries harness gamified experiences to deepen customer loyalty. This convergence positions mobile gaming not only as the largest segment of the gaming market but also as a blueprint for digital engagement strategies across sectors. Driver 2: Rise of Cloud Gaming to Drive the Market Cloud gaming is strategically important because it removes the dependency on expensive hardware, opening access to high-quality gaming for consumers who might otherwise be excluded. By shifting processing power to remote servers, it democratizes advanced gameplay experiences and creates new subscription-based revenue models for developers. ? According to industry data, platforms such as Microsoft’s Xbox Cloud Gaming and NVIDIA’s GeForce NOW have already attracted millions of users, demonstrating strong consumer interest in hardware-free gaming. The global rollout of 5G infrastructure further reduces latency issues, strengthening cloud gaming’s position as a viable alternative to traditional formats. Projections also indicate steep growth as subscription-based play continues to gain traction worldwide. Cross-sector applications highlight its broader impact. In healthcare, cloud-based interactive games are being integrated into rehabilitation programs, enabling patients to engage in physical therapy from home with real-time monitoring. Education has also leveraged cloud-based platforms to deliver interactive simulations for remote learning without requiring costly devices. The outcomes are twofold: for the gaming sector, cloud platforms expand the addressable market while unlocking long-term recurring revenues; for adjacent industries, cloud gaming models provide scalable, cost-effective solutions for engagement and training. This dynamic cements cloud gaming as a transformative driver of both entertainment and digital economies. Driver 3: Growth of Esports Driving Performance Esports is strategically important because it elevates video gaming into a professional, spectator-driven industry, creating a new economic ecosystem around competition, sponsorship, and live events. Unlike casual gaming, esports generates value not only from players but also from global audiences. ? According to industry data, tournaments for League of Legends, Dota 2, and Counter-Strike attract millions of live viewers, and global esports revenues have surpassed $1.3 billion in recent years. Sponsorships from major consumer brands and partnerships with streaming platforms amplify both the scale and profitability of these events. Cross-sector influence is increasingly visible. In higher education, universities are launching esports programs and offering scholarships, reporting increased enrollment and stronger student engagement. Similarly, corporations have used esports campaigns to drive digital brand interaction, with some reporting double-digit improvements in online engagement metrics. The outcomes are substantial: the gaming industry gains legitimacy comparable to traditional sports, opening new revenue streams through media rights and merchandising, while other sectors benefit from esports as a high-impact marketing and educational engagement tool. This professionalization ensures esports remains a long-term growth catalyst at the intersection of entertainment, sports, and commerce. Rising Regulatory Scrutiny on Content and Monetization Models is acting as a Restraint: One of the most significant restraints in the video game market is the increasing regulatory oversight surrounding game content, data privacy, and monetization practices such as loot boxes and microtransactions. While these mechanisms have become vital revenue drivers for publishers, global policymakers are increasingly treating them as forms of gambling, raising ethical and legal concerns. At the same time, stricter content guidelines on issues such as violence, online safety, and age-appropriate experiences are creating complex compliance challenges for developers and distributors. The International Game Developers Association (IGDA) has highlighted that nearly 40% of surveyed studios in 2024 reported facing project delays due to compliance-related revisions in game mechanics and monetization models. Similarly, the European Consumer Organisation has flagged loot boxes as a “clear risk of gambling addiction among minors,” prompting several countries?including Belgium and the Netherlands?to impose outright bans. In parallel, new data privacy frameworks such as the EU’s GDPR and California’s CCPA have increased operational costs, as developers must overhaul backend systems to meet strict user-data safeguards. In healthcare-focused gaming applications, particularly rehabilitation programs that rely on in-game rewards to motivate patients, developers have had to redesign reward structures to avoid regulatory overlaps with gambling laws. This has resulted in longer deployment timelines and reduced patient engagement levels by an estimated 15% in pilot programs, according to university-led rehabilitation studies. Similarly, in esports, regulatory uncertainties over monetization have discouraged sponsorship deals in certain regions, leading to slower tournament expansion. The cumulative effect of these regulatory pressures is reduced profitability, longer development cycles, and constrained global scalability. Companies operating across multiple regions face fragmented compliance landscapes, forcing them to divert resources from innovation to legal and operational adjustments. As a result, while the industry continues to grow in user engagement, its ability to fully monetize and expand seamlessly across markets remains significantly hindered. By Device, Mobile Leading the Demand for Video Game Market The mobile gaming segment has emerged as the most influential and accessible area within the broader video games industry, representing both the largest consumer base and the fastest-evolving revenue stream. Its importance stems from the ubiquity of smartphones and tablets, which have transformed gaming from a niche hobby into a mainstream cultural and commercial activity. As of 2024, data from the Entertainment Software Association (ESA) indicates that more than two-thirds of U.S. gamers engage through mobile devices, underscoring the segment’s role as the entry point for casual and mid-core players worldwide. Several forces are driving this expansion. First, the increasing affordability of smartphones in emerging markets has widened access to mobile games, enabling publishers to reach hundreds of millions of new players in regions like Southeast Asia, Latin America, and Africa. Second, in-app monetization models such as microtransactions and battle passes have significantly boosted profitability, with Apple and Google reporting double-digit increases in gaming-related app store revenues in recent years. Third, the integration of cloud and 5G technologies is enhancing gameplay quality, reducing latency, and enabling console-like experiences on mobile devices, a trend further supported by the rise of cross-platform titles such as Call of Duty: Mobile and Genshin Impact. In practical business terms, mobile gaming is now a strategic marketing tool for sectors beyond entertainment. For instance, retail brands increasingly launch advergames to engage consumers, while healthcare providers deploy mobile gamification apps to promote wellness. These applications demonstrate the segment’s versatility and measurable outcomes, such as higher user engagement rates and improved brand loyalty, cementing mobile gaming as a critical growth engine within the global video games market. By Type, the Online Segment to Propel the Market Growth The online segment has become one of the most strategically important pillars of the global video games market, reshaping how consumers access, interact with, and monetize gaming content. Online platforms extend beyond entertainment, creating ecosystems where social engagement, competitive play, and real-time content delivery converge. This segment is increasingly central to publisher strategies, accounting for a significant share of global gaming revenue as players shift from physical purchases to digital, connected experiences. A key growth driver is the rise of multiplayer and esports ecosystems, which have transformed gaming into a spectator and community-driven activity. According to the International Esports Federation, more than 500 million people engaged with esports content globally in 2024, highlighting the scale of interactive and online-first experiences. Another driver is the adoption of cloud gaming platforms, supported by advancements in 5G and edge computing. Services such as Xbox Cloud Gaming and NVIDIA GeForce NOW demonstrate how online delivery reduces hardware barriers and enables broader access. Additionally, in-game monetization models, such as season passes and digital cosmetics, are fueling revenue expansion. Data from the Entertainment Software Association indicates that over 70% of U.S. players made in-game purchases in 2023, reflecting consumer willingness to spend within online ecosystems. These dynamics are enabling publishers to diversify revenue streams, expand into emerging markets, and cultivate long-term customer loyalty. Strategically, online gaming has shifted from being a distribution channel to becoming the core infrastructure for engagement, innovation, and monetization across the video games industry. By Geography,Asia Pacific Dominated the Global Market The Asia Pacific (APAC) region has emerged as the global leader in the video game market, driven by a combination of rapid digital adoption, widespread mobile penetration, and a large youth population with high engagement in interactive entertainment. Countries such as China, Japan, South Korea, and India are at the forefront, with strong infrastructure for internet connectivity and government-backed digital initiatives fostering the growth of online and cloud-based gaming ecosystems. The region also benefits from high disposable incomes in developed economies and affordable mobile access in emerging markets, creating a balanced environment for both premium and free-to-play models. A major trend shaping APAC is the cross-sector adoption of gaming technologies beyond entertainment. In healthcare, gamified rehabilitation programs using VR-based consoles are improving patient engagement, while in education, interactive learning platforms are leveraging game mechanics to increase retention. Retail brands in Japan and South Korea are also experimenting with in-game advertising to target younger demographics more effectively, reflecting the integration of gaming into wider business ecosystems. Technological advancements such as artificial intelligence, machine learning, and cloud computing are accelerating innovation in this region. Cloud gaming services offered by Tencent, Sony, and Microsoft are gaining traction in urban centers, reducing hardware dependency. In July 2024, Sony Interactive Entertainment partnered with South Korea’s NCSoft to co-develop new online multiplayer titles, signaling the region’s push toward large-scale immersive experiences. Government and advisory bodies, such as the Korea Creative Content Agency, reported in 2023 that the gaming industry contributed over USD 15 billion to the national economy, underscoring its socio-economic impact. Over the next 3?5 years, APAC is expected to maintain its leadership, with the expansion of esports, AR/VR integration, and 5G-enabled gaming ecosystems creating new revenue streams and solidifying the region as the core innovation hub of the global video game market. List of the Key Players Profiled in the Report Includes: ? Activision Blizzard ? Take-Two Interactive Software, Inc. ? Epic Games ? Electronic Arts Inc. ? Lucid Games ? Microsoft Corp. ? Nintendo ? Rovio Entertainment Corporation ? Sony Interactive Entertainment Inc. ? Tencent Holdings Ltd. Recent Developments: ? In May 2025, Microsoft Corp. secured a major legal victory when a federal appeals court rejected the FTC’s final challenge to its $69 billion acquisition of Activision Blizzard. The decision clears the way for Microsoft’s gaming expansion and affirms its ability to integrate popular franchises under its Game Pass and Xbox ecosystem. ? In August 2025, Take-Two Interactive raised its annual bookings forecast on the back of strong performance from new releases?including Mafia: The Old Country and Borderlands 4?sending shares up nearly 5%. The company continues to ramp up its premium titles pipeline ahead of the Grand Theft Auto VI launch. ? In May 2025, Take-Two announced a notable delay of Grand Theft Auto VI to May 26, 2026, pushing the highly anticipated release outside its fiscal 2026 window. The announcement led to an immediate share drop and will likely dampen near-term bookings into fiscal 2027. ? In February 2025, Activision Blizzard faced legal action when a lawsuit claimed the company was limiting competition in organized esports leagues for its Call of Duty franchise?a matter that underscores growing regulatory attention on tournament ecosystems and publisher control. ? In July 2025, Microsoft’s Xbox platform reported a 10% year-over-year increase in gaming revenue and $5 billion in annual Game Pass revenue for the first time. However, the growth came amid notable developer layoffs and project cancellations, reflecting the tension between operational efficiency and content production. Competitive Landscape: The video game market is characterized by intense competition, fueled by rapid technological innovation, evolving consumer preferences, and the growing convergence of gaming with entertainment and enterprise applications. Leading players include Sony Interactive Entertainment (PlayStation ecosystem), Microsoft (Xbox and Game Pass cloud platform), and Nintendo (Switch consoles and exclusive titles), each leveraging distinct strategies such as exclusive game libraries, subscription-based services, and hybrid console models. Beyond hardware, publishers like Activision Blizzard, Electronic Arts (EA), and Tencent Games dominate the software segment, focusing on multiplayer ecosystems and microtransaction-driven revenue streams. Strategic differentiators include cross-platform compatibility, integration of artificial intelligence for immersive gameplay, and partnerships with streaming platforms and esports leagues. Notably, applications are expanding into healthcare, where VR-enabled gaming supports rehabilitation, and in education, where gamified learning is increasingly adopted. Emerging trends shaping the competitive landscape include the rise of cloud gaming, the incorporation of AI/ML for real-time personalization, and a growing emphasis on sustainable game development practices to reduce energy consumption. As competition intensifies, companies are shifting from traditional console wars toward ecosystem-building, positioning gaming as both a consumer pastime and a driver of digital transformation across industries. Market Segmentation: The research report includes in-depth coverage of the industry analysis with size, share, and forecast for the below segments: Video Game Market by, Device: ? Console ? Mobile ? Computer Video Game Market by, Type: ? Online ? Offline Video Game Market by, Game Type: ? Action ? Adventure ? Arcade ? Casual ? Children’s Entertainment ? Strategy ? Sports ? Shooter ? Role-Playing ? Racing Video Game Market by, End-User: ? Hardcore Gamers ? Casual Gamers ? Esports Enthusiasts Video Game Market by, Revenue Model: ? Game Sales (Digital & Physical) ? In-Game Purchases ? Subscriptions ? Advertising Video Game Market by, Business Model: ? Free-to-play ? Pay-to-play ? Play-to-earn Video Game Market by, Age Group: ? Generation Z ? Generation Y ? Generation X Video Game Market by, Geography: The video game market report also analyzes the major geographic regions and countries of the market. The regions and countries covered in the study include: ? North America (The United States, Canada, Mexico), Market Estimates, Forecast & Opportunity Analysis ? Europe (Germany, France, UK, Italy, Spain, Rest of Europe), Market Estimates, Forecast & Opportunity Analysis ? Asia Pacific (China, Japan, India, South Korea, Australia, New Zealand, Rest of Asia Pacific), Market Estimates, Forecast & Opportunity Analysis ? South America (Brazil, Argentina, Chile, Rest of South America), Market Estimates, Forecast & Opportunity Analysis ? Middle East & Africa (UAE, Saudi Arabia, Qatar, Iran, South Africa, Rest of Middle East & Africa), Market Estimates, Forecast & Opportunity Analysis The report offers insights into the following aspects: ? Analysis of major market trends, factors driving, restraining, threatening, and providing opportunities for the market. ? Analysis of the market structure by identifying various segments and sub-segments of the market. ? Understand the revenue forecast of the market for North America, Europe, Asia-Pacific, South America, and Middle East & Africa. ? Analysis of opportunities by identification of high-growth segments/revenue pockets in the market. ? Understand major player profiles in the market and analyze their business strategies. ? Understand competitive developments such as joint ventures, alliances, mergers and acquisitions, and new product launches in the market. Table of Contents1 Market Introduction1.1 Market Definition 1.2 Research Scope and Segmentation 1.3 Stakeholders 1.4 List of Abbreviations 2 Executive Summary 3 Research Methodology 3.1 Identification of Data 3.2 Data Analysis 3.3 Verification 3.4 Data Sources 3.5 Assumptions 4 Market Dynamics 4.1 Market Drivers 4.2 Market Restraints 4.3 Market Opportunities 4.4 Market Challenges 5 Porter's Five Force Analysis 5.1 Bargaining Power of Suppliers 5.2 Bargaining Power of Buyers 5.3 Threat of New Entrants 5.4 Threat of Substitutes 5.5 Competitive Rivalry in the Market 6 Global Video Game Market by, Device 6.1 Overview 6.2 Console 6.3 Mobile 6.4 Computer 7 Global Video Game Market by, Type 7.1 Overview 7.2 Online 7.3 Offline 8 Global Video Game Market by, Game Type 8.1 Overview 8.2 Action 8.3 Adventure 8.4 Arcade 8.5 Casual 8.6 Children’s Entertainment 8.7 Strategy 8.8 Sports 8.9 Shooter 8.10 Role-Playing 8.11 Racing 9 Global Video Game Market by, End-User 9.1 Overview 9.2 Hardcore Gamers 9.3 Casual Gamers 9.4 Esports Enthusiasts 10 Global Video Game Market by, Revenue Model 10.1 Overview 10.2 Game Sales (Digital & Physical) 10.3 In-Game Purchases 10.4 Subscriptions 10.5 Advertising 11 Global Video Game Market by, Business Model 11.1 Overview 11.2 Free-to-play 11.3 Pay-to-play 11.4 Play-to-earn 12 Global Video Game Market by, Age Group 12.1 Overview 12.2 Generation Z 12.3 Generation Y 12.4 Generation X 13 Global Video Game Market by, Geography 13.1 Overview 13.2 North America 13.2.1 US 13.2.2 Canada 13.2.3 Mexico 13.3 Europe 13.3.1 Germany 13.3.2 France 13.3.3 UK 13.3.4 Italy 13.3.5 Spain 13.3.6 Rest of Europe 13.4 Asia Pacific 13.4.1 China 13.4.2 Japan 13.4.3 India 13.4.4 South Korea 13.4.5 Australia 13.4.6 New Zealand 13.4.7 Rest of Asia Pacific 13.5 South America 13.5.1 Brazil 13.5.2 Argentina 13.5.3 Chile 13.5.4 Rest of South America 13.6 Middle East & Africa 13.6.1 UAE 13.6.2 Saudi Arabia 13.6.3 Qatar 13.6.4 Iran 13.6.5 South Africa 13.6.6 Rest of Middle East & Africa 14 Key Developments 15 Company Profiling 15.1 Activision Blizzard 15.1.1 Business Overview 15.1.2 Product/Service Offering 15.1.3 Financial Overview 15.1.4 SWOT Analysis 15.1.5 Key Activities 15.2 Take-Two Interactive Software, Inc. 15.3 Epic Games 15.4 Electronic Arts Inc. 15.5 Lucid Games 15.6 Microsoft Corp. 15.7 Nintendo 15.8 Rovio Entertainment Corporation 15.9 Sony Interactive Entertainment Inc. 15.10 Tencent Holdings Ltd.
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