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Games-Global Market Insights and Sales Trends 2025

Games-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1844608

No of Pages : 123

Synopsis
A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
The global Games market size is expected to reach US$ 398950 million by 2029, growing at a CAGR of 11.0% from 2023 to 2029. The market is mainly driven by the significant applications of Games in various end use industries. The expanding demands from the Amateur and Professional, are propelling Games market. Online Game, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Offline Game segment is estimated at % CAGR for the next seven-year period.
China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Games, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Games market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Games market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Games sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Games covered in this report include Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony, Tencent, ChangYou and DeNA, etc.
The global Games market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Activision Blizzard
Electronic Arts
Microsoft
NetEase
Nintendo
Sony
Tencent
ChangYou
DeNA
GungHo
Apple
Google
Nexon
Sega
NetEase
Namco Bandai
Ubisoft
Square Enix
Take-Two Interactive
King Digital Entertainment
Global Games market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Games market, Segment by Type:
Online Game
Offline Game
Global Games market, by Application
Amateur
Professional
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Games companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Games
1.1 Games Market Overview
1.1.1 Games Product Scope
1.1.2 Games Market Status and Outlook
1.2 Global Games Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Games Market Size by Region (2018-2029)
1.4 Global Games Historic Market Size by Region (2018-2023)
1.5 Global Games Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Games Market Size (2018-2029)
1.6.1 North America Games Market Size (2018-2029)
1.6.2 Europe Games Market Size (2018-2029)
1.6.3 Asia-Pacific Games Market Size (2018-2029)
1.6.4 Latin America Games Market Size (2018-2029)
1.6.5 Middle East & Africa Games Market Size (2018-2029)
2 Games Market by Type
2.1 Introduction
2.1.1 Online Game
2.1.2 Offline Game
2.2 Global Games Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Games Historic Market Size by Type (2018-2023)
2.2.2 Global Games Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Games Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Games Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Games Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Games Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Games Revenue Breakdown by Type (2018-2029)
3 Games Market Overview by Application
3.1 Introduction
3.1.1 Amateur
3.1.2 Professional
3.2 Global Games Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Games Historic Market Size by Application (2018-2023)
3.2.2 Global Games Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Games Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Games Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Games Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Games Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Games Revenue Breakdown by Application (2018-2029)
4 Games Competition Analysis by Players
4.1 Global Games Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Games as of 2022)
4.3 Date of Key Players Enter into Games Market
4.4 Global Top Players Games Headquarters and Area Served
4.5 Key Players Games Product Solution and Service
4.6 Competitive Status
4.6.1 Games Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Activision Blizzard
5.1.1 Activision Blizzard Profile
5.1.2 Activision Blizzard Main Business
5.1.3 Activision Blizzard Games Products, Services and Solutions
5.1.4 Activision Blizzard Games Revenue (US$ Million) & (2018-2023)
5.1.5 Activision Blizzard Recent Developments
5.2 Electronic Arts
5.2.1 Electronic Arts Profile
5.2.2 Electronic Arts Main Business
5.2.3 Electronic Arts Games Products, Services and Solutions
5.2.4 Electronic Arts Games Revenue (US$ Million) & (2018-2023)
5.2.5 Electronic Arts Recent Developments
5.3 Microsoft
5.3.1 Microsoft Profile
5.3.2 Microsoft Main Business
5.3.3 Microsoft Games Products, Services and Solutions
5.3.4 Microsoft Games Revenue (US$ Million) & (2018-2023)
5.3.5 NetEase Recent Developments
5.4 NetEase
5.4.1 NetEase Profile
5.4.2 NetEase Main Business
5.4.3 NetEase Games Products, Services and Solutions
5.4.4 NetEase Games Revenue (US$ Million) & (2018-2023)
5.4.5 NetEase Recent Developments
5.5 Nintendo
5.5.1 Nintendo Profile
5.5.2 Nintendo Main Business
5.5.3 Nintendo Games Products, Services and Solutions
5.5.4 Nintendo Games Revenue (US$ Million) & (2018-2023)
5.5.5 Nintendo Recent Developments
5.6 Sony
5.6.1 Sony Profile
5.6.2 Sony Main Business
5.6.3 Sony Games Products, Services and Solutions
5.6.4 Sony Games Revenue (US$ Million) & (2018-2023)
5.6.5 Sony Recent Developments
5.7 Tencent
5.7.1 Tencent Profile
5.7.2 Tencent Main Business
5.7.3 Tencent Games Products, Services and Solutions
5.7.4 Tencent Games Revenue (US$ Million) & (2018-2023)
5.7.5 Tencent Recent Developments
5.8 ChangYou
5.8.1 ChangYou Profile
5.8.2 ChangYou Main Business
5.8.3 ChangYou Games Products, Services and Solutions
5.8.4 ChangYou Games Revenue (US$ Million) & (2018-2023)
5.8.5 ChangYou Recent Developments
5.9 DeNA
5.9.1 DeNA Profile
5.9.2 DeNA Main Business
5.9.3 DeNA Games Products, Services and Solutions
5.9.4 DeNA Games Revenue (US$ Million) & (2018-2023)
5.9.5 DeNA Recent Developments
5.10 GungHo
5.10.1 GungHo Profile
5.10.2 GungHo Main Business
5.10.3 GungHo Games Products, Services and Solutions
5.10.4 GungHo Games Revenue (US$ Million) & (2018-2023)
5.10.5 GungHo Recent Developments
5.11 Apple
5.11.1 Apple Profile
5.11.2 Apple Main Business
5.11.3 Apple Games Products, Services and Solutions
5.11.4 Apple Games Revenue (US$ Million) & (2018-2023)
5.11.5 Apple Recent Developments
5.12 Google
5.12.1 Google Profile
5.12.2 Google Main Business
5.12.3 Google Games Products, Services and Solutions
5.12.4 Google Games Revenue (US$ Million) & (2018-2023)
5.12.5 Google Recent Developments
5.13 Nexon
5.13.1 Nexon Profile
5.13.2 Nexon Main Business
5.13.3 Nexon Games Products, Services and Solutions
5.13.4 Nexon Games Revenue (US$ Million) & (2018-2023)
5.13.5 Nexon Recent Developments
5.14 Sega
5.14.1 Sega Profile
5.14.2 Sega Main Business
5.14.3 Sega Games Products, Services and Solutions
5.14.4 Sega Games Revenue (US$ Million) & (2018-2023)
5.14.5 Sega Recent Developments
5.15 NetEase
5.15.1 NetEase Profile
5.15.2 NetEase Main Business
5.15.3 NetEase Games Products, Services and Solutions
5.15.4 NetEase Games Revenue (US$ Million) & (2018-2023)
5.15.5 NetEase Recent Developments
5.16 Namco Bandai
5.16.1 Namco Bandai Profile
5.16.2 Namco Bandai Main Business
5.16.3 Namco Bandai Games Products, Services and Solutions
5.16.4 Namco Bandai Games Revenue (US$ Million) & (2018-2023)
5.16.5 Namco Bandai Recent Developments
5.17 Ubisoft
5.17.1 Ubisoft Profile
5.17.2 Ubisoft Main Business
5.17.3 Ubisoft Games Products, Services and Solutions
5.17.4 Ubisoft Games Revenue (US$ Million) & (2018-2023)
5.17.5 Ubisoft Recent Developments
5.18 Square Enix
5.18.1 Square Enix Profile
5.18.2 Square Enix Main Business
5.18.3 Square Enix Games Products, Services and Solutions
5.18.4 Square Enix Games Revenue (US$ Million) & (2018-2023)
5.18.5 Square Enix Recent Developments
5.19 Take-Two Interactive
5.19.1 Take-Two Interactive Profile
5.19.2 Take-Two Interactive Main Business
5.19.3 Take-Two Interactive Games Products, Services and Solutions
5.19.4 Take-Two Interactive Games Revenue (US$ Million) & (2018-2023)
5.19.5 Take-Two Interactive Recent Developments
5.20 King Digital Entertainment
5.20.1 King Digital Entertainment Profile
5.20.2 King Digital Entertainment Main Business
5.20.3 King Digital Entertainment Games Products, Services and Solutions
5.20.4 King Digital Entertainment Games Revenue (US$ Million) & (2018-2023)
5.20.5 King Digital Entertainment Recent Developments
6 North America
6.1 North America Games Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Games Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Games Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Games Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Games Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Games Market Dynamics
11.1 Games Industry Trends
11.2 Games Market Drivers
11.3 Games Market Challenges
11.4 Games Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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