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電玩遊戲市場 - 2018-2028 年按遊戲設備、遊戲類型、最終用戶、地區、競爭細分的全球行業規模、佔有率、趨勢、機會和預測

Video Game Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Gaming Device, By Gaming Type, By End User, By Region, Competition 2018-2028

出版日期: | 出版商: TechSci Research | 英文 189 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2022 年全球電玩市場價值為2,041.1 億美元,預計到2028 年預測期內將實現強勁成長,年複合成長率為14.55%。電玩產業曾經被認為是一種小眾消遣,現已發展成為一種全球文化現象和重要的經濟力量。電玩遊戲已成為一種無處不在的娛樂形式,吸引了各個年齡層和人群的觀眾。本文探討了全球電玩市場的定義、歷史背景、成長動力、挑戰和未來前景。本文的目的是對截至 2021 年 9 月的知識截止日期的全球電玩市場進行深入分析。旨在研究市場的演變、擴張的關鍵促進因素、重大挑戰和未來預測,一切都在一個綜合框架內。電玩遊戲市場是指與電玩遊戲的創作、發行、銷售和消費相關的業務、產品和服務的全球生態系統。它涵蓋各個領域,包括遊戲開發工作室、硬體製造商、軟體分銷商、串流媒體平台、電子競技組織和遊戲社群。

主要市場促進因素

技術進步

市場概況
預測期 2024-2028
2022 年市場規模 2041.1億美元
2028 年市場規模 4652.9億美元
2023-2028 年年複合成長率 14.55%
成長最快的細分市場 線上的
最大的市場 北美洲

技術進步一直是電玩產業成長的基石。這些創新不僅增強了遊戲體驗,也擴大了市場範圍。在強大的 GPU 和 CPU 的推動下,圖形技術的不斷改進使遊戲開發人員能夠創造出視覺上令人驚嘆的現實世界。高畫質顯示器和 4K 遊戲已成為標準配置,突破了沉浸感的界限。在遊戲機和 PC 中引入固態硬碟 (SSD) 顯著縮短了載入時間,從而實現無縫、不間斷的遊戲體驗。這提高了用戶滿意度和參與度。

目錄

第 1 章:產品概述

  • 市場定義
  • 市場範圍
  • 涵蓋的市場
  • 研究年份
  • 主要市場區隔

第 2 章:研究方法

  • 研究目的
  • 基線方法
  • 主要產業夥伴
  • 主要協會和二手資料來源
  • 預測方法
  • 數據三角測量與驗證
  • 假設和限制

第 3 章:執行摘要

第 4 章:客戶之聲

第 5 章:全球電玩市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按遊戲裝置(遊戲機、平板電腦和智慧型手機)
    • 按遊戲類型(線上和線下)
    • 按最終使用者(兒童、青少年和成人)
    • 按地區
  • 按公司分類 (2022)
  • 市場地圖

第 6 章:北美電玩市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 透過遊戲設備
    • 按遊戲類型
    • 按最終用戶
    • 按國家/地區
  • 北美:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第 7 章:亞太地區電玩市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 透過遊戲設備
    • 按遊戲類型
    • 按最終用戶
    • 按國家/地區
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 印尼

第 8 章:歐洲電玩市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 透過遊戲設備
    • 按遊戲類型
    • 按最終用戶
    • 按國家/地區
  • 歐洲:國家分析
    • 德國
    • 英國
    • 法國
    • 俄羅斯
    • 西班牙

第 9 章:南美洲電玩市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 透過遊戲設備
    • 按遊戲類型
    • 按最終用戶
    • 按國家/地區
  • 南美洲:國家分析
    • 巴西
    • 阿根廷

第 10 章:中東和非洲電玩市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 透過遊戲設備
    • 按遊戲類型
    • 按最終用戶
    • 按國家/地區
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 南非
    • 阿拉伯聯合大公國
    • 以色列
    • 埃及

第 11 章:市場動態

  • 促進要素
  • 挑戰

第 12 章:市場趨勢與發展

第 13 章:公司簡介

  • 索尼公司。
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • 微軟公司。
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • 蘋果公司。
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • 谷歌有限責任公司。
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • 萬代南夢宮娛樂公司
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • Take-Two 互動軟體公司
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • 任天堂有限公司
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • 動視暴雪公司
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • 藝電公司
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services
  • 育碧娛樂公司。
    • Business Overview
    • Key Revenue and Financials
    • Recent Developments
    • Key Personnel
    • Key Product/Services

第 14 章:策略建議

第 15 章:關於我們與免責聲明

簡介目錄
Product Code: 16318

Global Video Game Market has valued at USD 204.11 Billion in 2022 and is anticipated to project robust growth in the forecast period with a CAGR of 14.55% through 2028. The video game industry, once considered a niche pastime, has grown into a global cultural phenomenon and a major economic force. Video games have become a ubiquitous form of entertainment, captivating audiences of all ages and demographics. This essay explores the definitions, historical context, drivers of growth, challenges, and future prospects of the global video game market. The purpose of this essay is to provide an in-depth analysis of the global video game market, up to the knowledge cutoff date in September 2021. It aims to examine the market's evolution, key drivers of expansion, significant challenges, and future predictions, all within a comprehensive framework. The video game market refers to the global ecosystem of businesses, products, and services related to the creation, distribution, sale, and consumption of video games. It encompasses various segments, including game development studios, hardware manufacturers, software distributors, streaming platforms, esports organizations, and gaming communities.

Key Market Drivers

Technological Advancements

Market Overview
Forecast Period2024-2028
Market Size 2022USD 204.11 billion
Market Size 2028USD 465.29 billion
CAGR 2023-202814.55%
Fastest Growing SegmentOnline
Largest MarketNorth America

Technological advancements have been a cornerstone of the video game industry's growth. These innovations have not only enhanced the gaming experience but also expanded the market's reach. The continuous improvement of graphics technology, driven by powerful GPUs and CPUs, has allowed game developers to create visually stunning and realistic worlds. High-definition displays and 4K gaming have become standard, pushing the boundaries of immersion. The introduction of Solid-State Drives (SSDs) in gaming consoles and PCs has significantly reduced loading times, enabling seamless and uninterrupted gameplay experiences. This has elevated user satisfaction and engagement.

Virtual Reality (VR) and Augmented Reality (AR)

VR and AR technologies have opened up new dimensions of immersive gaming. VR headsets like Oculus Rift and PlayStation VR offer unparalleled levels of immersion, while AR games like Pokemon GO have bridged the gap between virtual and physical worlds. Cloud gaming services like Google Stadia and Microsoft's xCloud have eliminated the need for high-end hardware by streaming games directly from data ce Changing Consumer Behaviors

Mobile Gaming

The proliferation of smartphones has made gaming more accessible than ever. Mobile gaming, characterized by casual and free-to-play titles, appeals to a broader demographic, including those who may not identify as traditional gamers. Social media platforms and gaming communities have enabled players to connect and share experiences. Multiplayer and cooperative gameplay have become integral to many titles, fostering a sense of community among gamers. The ability to play games across different platforms, such as consoles, PCs, and mobile devices, has broken down barriers and expanded the player base. Games like Fortnite and Minecraft exemplify the success of cross-platform play.

Live Services and Updates & Esports and Streaming

The transition from one-time purchases to live services and ongoing updates has prolonged the lifespan of games. Titles like "Fortnite" and "Grand Theft Auto Online" regularly introduce new content, keeping players engaged and invested. nters. This accessibility has widened the potential player base. The rise of esports and game streaming platforms has had a profound impact on the video game market. Esports, in particular, has grown into a global phenomenon with dedicated audiences and significant financial backing.

Esports Tournaments

Major esports tournaments, such as The International (Dota 2) and League of Legends World Championship, offer massive prize pools, attracting top talent and viewership comparable to traditional sports events. Platforms like Twitch and YouTube Gaming have provided a space for gamers to showcase their skills and personalities. Streamers and content creators have become influential figures, driving interest in specific games. Esports and streaming have turned gaming into a spectator sport. Fans tune in to watch their favorite players and teams, contributing to the industry's growth through advertising, sponsorships, and merchandise sales.

Digital Distribution and Monetization

The shift from physical copies to digital distribution has transformed the video game market's revenue models. This transition has facilitated greater convenience for players and new monetization opportunities for publishers. Platforms like Steam, PlayStation Network, and Xbox Live have made it easy for players to purchase and download games digitally. This has reduced the reliance on physical retail stores. In-game microtransactions and downloadable content (DLC) have become significant revenue streams. These optional purchases allow players to customize their experiences and support ongoing development. Many games now adopt the free-to-play model, where the core game is available for free, but revenue is generated through in-game purchases. This approach has attracted large player bases and consistent income.

Globalization of Gaming

The video game market's globalization has broken down geographical barriers, expanding its reach and influence to a global scale. The internet has enabled players from diverse backgrounds to connect and compete online. Gamers can form international alliances, fostering cultural exchange and diverse gaming communities. Developers increasingly invest in localization efforts to make games accessible to non-English-speaking audiences. This has opened up new markets and expanded the industry's global footprint. Emerging markets, particularly in Asia, have experienced significant growth in the video game industry. China, for example, has become a major player in both game development and consumption. The global video game market's growth is driven by a complex interplay of technological advancements, changing consumer behaviors, the rise of esports and streaming, digital distribution, and globalization. Understanding these key drivers is essential for stakeholders in the industry and anyone interested in the ever-evolving world of video games. As the market continues to evolve, it will be fascinating to observe how these drivers shape its future.

Key Market Challenges

Regulatory and Ethical Concerns

The video game industry faces regulatory and ethical challenges that impact game development, distribution, and overall reputation. Different countries have varying standards for content regulation. Games with violent or sexually explicit content may face censorship or age restrictions in some regions, limiting their market potential. The inclusion of loot boxes, which offer randomized in-game items for real money, has raised concerns about gambling-like mechanics in games. Some countries have classified loot boxes as a form of gambling, leading to potential legal and regulatory issues. As games become more connected and collect user data, privacy concerns arise. Data breaches and misuse of personal information can harm both players and the industry's reputation. Online multiplayer games often suffer from issues related to harassment and toxicity. This can discourage new players from joining the community and harm the overall gaming experience.

Industry Consolidation

The video game industry has seen a trend toward consolidation, with major companies acquiring smaller studios. While this can lead to financial stability, it also presents challenges. As larger companies acquire smaller studios, there is a risk of stifling innovation. Creative independence may be compromised in favor of producing safe, financially predictable titles. Industry consolidation can lead to a few major players dominating the market. This concentration of power can limit consumer choice and potentially raise prices. Smaller, independent game developers may find it increasingly challenging to compete in a market where major players have significant resources and marketing budgets.

Monetization and Loot Boxes

Monetization practices within the video game industry have come under scrutiny, particularly in relation to loot boxes and microtransactions. In-game purchases, loot boxes, and microtransactions have faced backlash from players who perceive them as exploitative or pay-to-win mechanics, potentially damaging a game's reputation. Governments and regulatory bodies are considering measures to address monetization practices in video games, including potential bans or restrictions on loot boxes. Finding the right balance between generating revenue through in-game purchases and ensuring a fair and enjoyable gaming experience for all players is a constant challenge for developers.

Gaming Addiction and Mental Health

The immersive nature of video games has raised concerns about gaming addiction and its impact on mental health. Gaming addiction is now recognized as a mental health disorder by the World Health Organization (WHO). This recognition has led to increased awareness and calls for intervention. Game developers are under pressure to implement features that promote healthy gaming habits, such as time limits and breaks, while maintaining player engagement. Addressing gaming addiction without stigmatizing all gamers is a challenge. It's important to differentiate between healthy gaming and problematic gaming behavior.

Key Market Trends

Shift Towards Cloud Gaming

Cloud gaming represents a significant trend that is reshaping the way games are accessed and played. Companies like Google (Stadia), Microsoft (xCloud), and NVIDIA (GeForce Now) have introduced cloud gaming platforms that allow players to stream games directly from remote servers. This eliminates the need for high-end gaming hardware and offers accessibility across a wide range of devices. Cloud gaming platforms offer extensive libraries of games, making it convenient for players to access a diverse range of titles without the need for downloads or installations. Improvements in internet infrastructure, including the rollout of 5G networks, have enabled high-quality game streaming with minimal latency, enhancing the overall gaming experience.

Virtual Reality (VR) and Augmented Reality (AR)

VR and AR technologies continue to advance, with significant implications for the gaming industry. VR headsets, such as the Oculus Rift and Valve Index, offer increasingly immersive gaming experiences, enhancing immersion and presence within virtual worlds. AR technologies, like Microsoft's HoloLens and mobile AR apps, are blurring the lines between the physical and virtual worlds, creating new gaming experiences and opportunities. VR and AR are being used for health and fitness applications, such as VR exercise games and AR-assisted workouts, contributing to the gamification of physical activity.

Cross-Platform Play

Cross-platform play is a trend that is gaining momentum, allowing gamers on different devices to play together. Cross-platform play eliminates the traditional barriers between console, PC, and mobile gamers, fostering a more inclusive and interconnected gaming community Games that support cross-platform play often have larger and more diverse player pools, leading to improved matchmaking and overall player experiences Cross-platform play facilitates social interactions and connections among friends and players from around the world, enhancing the social aspect of gaming.

Segmental Insights

Gaming Type Insights

The online type segment accounted for the largest revenue share of around 44.0% in 2022. The growth of this segment is driven by a rise in internet penetration, growth of the online casual gaming sector, and increasing popularity of massively multiplayer online (MMO) and Free2Play (F2P) games. Technological trends like augmented reality (AR), virtual reality (VR), and mixed reality (MR) are also contributing to the growth of the market. Moreover, the popularity of esports events and multiplayer gaming contributes to the online gaming segment growth. For instance, FIFA 22, launched by Electronic Arts Inc., experienced 9.1 million players, 7.6 million team squads, and 460 matches played by gamers within the first month of launch. The offline segment is expected to record a considerable growth rate of nearly 10.0% from 2023 to 2030. The market for offline video games has witnessed substantial growth in recent years, establishing a significant presence within the broader video game industry. Such games offer unique gameplay experiences that set them apart from their online counterparts.

Gaming Device Insights

The mobile device segment held the largest revenue share of over 40.0% in 2022. The increased proliferation of smartphones along with rising internet penetration worldwide is creating vast opportunities for mobile gaming. In recent years, technological developments in terms of smartphone gaming hardware in addition to their convenience, accessibility, and availability of low-cost alternatives have boosted the popularity of mobile games among the population worldwide, compelling gamers to shift from consoles and pre-installed PC games to smartphone gaming. In addition, the popularity of mobile gaming among the young population is expected to offer lucrative opportunities for the mobile device segment. For instance, according to the 2023 data from Techpenny, the average age of mobile gamers is 36.3 years. In addition, 86% of Gen Z (born between 1997 and 2012) plays video games on their mobile devices.

Regional Insights

The North America region has established itself as the leader in the Global Video Game Market with a significant revenue share in 2022. North America captured the revenue share of around 25 % of the market in 2022. According to the Entertainment Software Association, over 65% of Americans play video games, with around 212.6 million players per week.

Asia Pacific captured a substantial revenue share. The high popularity of gaming in countries, such as China, Japan, and South Korea, coupled with the deployment of multiple strategies by Chinese developers to attract gamers, contributed to the region's growth. For instance, Tencent Holdings Ltd. has utilized the potential of its social messaging platform WeChat, an application with over 1 billion active users across China, to promote the games and swiftly connect players to other gamers. The company is headquartered in China and is well known for its organic growth strategies. In February 2022, Tencent Holdings Ltd. acquired 1C Entertainment and acquired the majority of stakes in Inflexion Games as part of the company's growth strategy.

Key Market Players

  • Sony Corporation
  • Microsoft Corporation
  • Apple Inc.
  • Google LLC
  • Bandai Namco Entertainment Inc
  • Take-Two Interactive Software Inc
  • Nintendo Co. Ltd
  • Activision Blizzard Inc
  • Electronic Arts Inc
  • Ubisoft Entertainment SA

Report Scope:

  • In this report, the Global Video Game Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Global Video Game Market, By Gaming Devices:

  • Console
  • Table
  • Smartphone

Global Video Game Market, By Gaming Type:

  • Online
  • Offline

Global Video Game Market, By End User:

  • Kids
  • Teenagers
  • Adults

Global Video Game Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Asia-Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Europe
  • Germany
  • United Kingdom
  • France
  • Russia
  • Spain
  • South America
  • Brazil
  • Argentina
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Egypt
  • UAE
  • Israel

Competitive Landscape

  • Company Profiles: Detailed analysis of the major companies present in the Global Video Game Market.

Available Customizations:

  • Global Video Game Market report with the given market data, Tech Sci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
  • 1.3. Markets Covered
  • 1.4. Years Considered for Study
  • 1.5. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

4. Voice of Customers

5. Global Video Game Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Gaming Device (Console, Tablet, and Smartphone)
    • 5.2.2. By Gaming Type (Online and Offline)
    • 5.2.3. By End User (Kids, Teenagers, and Adults)
    • 5.2.4. By Region
  • 5.3. By Company (2022)
  • 5.4. Market Map

6. North America Video Game Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Gaming Device
    • 6.2.2. By Gaming Type
    • 6.2.3. By End User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Video Game Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Gaming Device
        • 6.3.1.2.2. By Gaming Type
        • 6.3.1.2.3. By End User
    • 6.3.2. Canada Video Game Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Gaming Device
        • 6.3.2.2.2. By Gaming Type
        • 6.3.2.2.3. By End User
    • 6.3.3. Mexico Video Game Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Gaming Device
        • 6.3.3.2.2. By Gaming Type
        • 6.3.3.2.3. By End User

7. Asia-Pacific Video Game Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Gaming Device
    • 7.2.2. By Gaming Type
    • 7.2.3. By End User
    • 7.2.4. By Country
  • 7.3. Asia-Pacific: Country Analysis
    • 7.3.1. China Video Game Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Gaming Device
        • 7.3.1.2.2. By Gaming Type
        • 7.3.1.2.3. By End User
    • 7.3.2. India Video Game Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Gaming Device
        • 7.3.2.2.2. By Gaming Type
        • 7.3.2.2.3. By End User
    • 7.3.3. Japan Video Game Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Gaming Device
        • 7.3.3.2.2. By Gaming Type
        • 7.3.3.2.3. By End User
    • 7.3.4. South Korea Video Game Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Gaming Device
        • 7.3.4.2.2. By Gaming Type
        • 7.3.4.2.3. By End User
    • 7.3.5. Indonesia Video Game Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Gaming Device
        • 7.3.5.2.2. By Gaming Type
        • 7.3.5.2.3. By End User

8. Europe Video Game Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Gaming Device
    • 8.2.2. By Gaming Type
    • 8.2.3. By End User
    • 8.2.4. By Country
  • 8.3. Europe: Country Analysis
    • 8.3.1. Germany Video Game Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Gaming Device
        • 8.3.1.2.2. By Gaming Type
        • 8.3.1.2.3. By End Use
    • 8.3.2. United Kingdom Video Game Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Gaming Device
        • 8.3.2.2.2. By Gaming Type
        • 8.3.2.2.3. By End User
    • 8.3.3. France Video Game Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Gaming Device
        • 8.3.3.2.2. By Gaming Type
        • 8.3.3.2.3. By End User
    • 8.3.4. Russia Video Game Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Gaming Device
        • 8.3.4.2.2. By Gaming Type
        • 8.3.4.2.3. By End User
    • 8.3.5. Spain Video Game Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Gaming Device
        • 8.3.5.2.2. By Gaming Type
        • 8.3.5.2.3. By End User

9. South America Video Game Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Gaming Device
    • 9.2.2. By Gaming Type
    • 9.2.3. By End User
    • 9.2.4. By Country
  • 9.3. South America: Country Analysis
    • 9.3.1. Brazil Video Game Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Gaming Device
        • 9.3.1.2.2. By Gaming Type
        • 9.3.1.2.3. By End User
    • 9.3.2. Argentina Video Game Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Gaming Device
        • 9.3.2.2.2. By Gaming Type
        • 9.3.2.2.3. By End User

10. Middle East & Africa Video Game Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Gaming Device
    • 10.2.2. By Gaming Type
    • 10.2.3. By End User
    • 10.2.4. By Country
  • 10.3. Middle East & Africa: Country Analysis
    • 10.3.1. Saudi Arabia Video Game Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Gaming Device
        • 10.3.1.2.2. By Gaming Type
        • 10.3.1.2.3. By End User
    • 10.3.2. South Africa Video Game Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Gaming Device
        • 10.3.2.2.2. By Gaming Type
        • 10.3.2.2.3. By End User
    • 10.3.3. UAE Video Game Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Gaming Device
        • 10.3.3.2.2. By Gaming Type
        • 10.3.3.2.3. By End User
    • 10.3.4. Israel Video Game Market Outlook
      • 10.3.4.1. Market Size & Forecast
        • 10.3.4.1.1. By Value
      • 10.3.4.2. Market Share & Forecast
        • 10.3.4.2.1. By Gaming Device
        • 10.3.4.2.2. By Gaming Type
        • 10.3.4.2.3. By End User
    • 10.3.5. Egypt Video Game Market Outlook
      • 10.3.5.1. Market Size & Forecast
        • 10.3.5.1.1. By Value
      • 10.3.5.2. Market Share & Forecast
        • 10.3.5.2.1. By Gaming Device
        • 10.3.5.2.2. By Gaming Type
        • 10.3.5.2.3. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenge

12. Market Trends & Developments

13. Company Profiles

  • 13.1. Sony Corporation.
    • 13.1.1. Business Overview
    • 13.1.2. Key Revenue and Financials
    • 13.1.3. Recent Developments
    • 13.1.4. Key Personnel
    • 13.1.5. Key Product/Services
  • 13.2. Microsoft Corporation.
    • 13.2.1. Business Overview
    • 13.2.2. Key Revenue and Financials
    • 13.2.3. Recent Developments
    • 13.2.4. Key Personnel
    • 13.2.5. Key Product/Services
  • 13.3. Apple Inc.
    • 13.3.1. Business Overview
    • 13.3.2. Key Revenue and Financials
    • 13.3.3. Recent Developments
    • 13.3.4. Key Personnel
    • 13.3.5. Key Product/Services
  • 13.4. Google LLC.
    • 13.4.1. Business Overview
    • 13.4.2. Key Revenue and Financials
    • 13.4.3. Recent Developments
    • 13.4.4. Key Personnel
    • 13.4.5. Key Product/Services
  • 13.5. Bandai Namco Entertainment Inc.
    • 13.5.1. Business Overview
    • 13.5.2. Key Revenue and Financials
    • 13.5.3. Recent Developments
    • 13.5.4. Key Personnel
    • 13.5.5. Key Product/Services
  • 13.6. Take-Two Interactive Software Inc.
    • 13.6.1. Business Overview
    • 13.6.2. Key Revenue and Financials
    • 13.6.3. Recent Developments
    • 13.6.4. Key Personnel
    • 13.6.5. Key Product/Services
  • 13.7. Nintendo Co. Ltd.
    • 13.7.1. Business Overview
    • 13.7.2. Key Revenue and Financials
    • 13.7.3. Recent Developments
    • 13.7.4. Key Personnel
    • 13.7.5. Key Product/Services
  • 13.8. Activision Blizzard Inc.
    • 13.8.1. Business Overview
    • 13.8.2. Key Revenue and Financials
    • 13.8.3. Recent Developments
    • 13.8.4. Key Personnel
    • 13.8.5. Key Product/Services
  • 13.9. Electronic Arts Inc.
    • 13.9.1. Business Overview
    • 13.9.2. Key Revenue and Financials
    • 13.9.3. Recent Developments
    • 13.9.4. Key Personnel
    • 13.9.5. Key Product/Services
  • 13.10. Ubisoft Entertainment SA.
    • 13.10.1. Business Overview
    • 13.10.2. Key Revenue and Financials
    • 13.10.3. Recent Developments
    • 13.10.4. Key Personnel
    • 13.10.5. Key Product/Services

14. Strategic Recommendations

15. About Us & Disclaimer