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PC Games-Global Market Insights and Sales Trends 2025

PC Games-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1863467

No of Pages : 103

Synopsis
A personal computer game (PC game) is a video game that is played on a personal computer rather than on a console. The game is controlled using PC input devices such as the keyboard, mouse, joystick, etc. PC games can be played with or without an Internet connection, and have been available since the introduction of personal computers. A large number of games are available for the PC platform.
The global PC Games market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of PC Games in various end use industries. The expanding demands from the Individual and Professional, are propelling PC Games market. MMO, 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 Adventure segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for PC Games market, driven by demand from China, the second largest economy with some signs of stabilising, the PC Games market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same 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 PC 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 PC 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 PC Games market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, PC 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 PC Games covered in this report include Blizzard Entertainment, Electronic Arts, Tencent, UBISOFT, THQ, CAPCOM, Microsoft Game Studios, EIDOS and ROCKSTAR, etc.
The global PC 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:
Blizzard Entertainment
Electronic Arts
Tencent
UBISOFT
THQ
CAPCOM
Microsoft Game Studios
EIDOS
ROCKSTAR
SIERRA
KONAMI
Global PC 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 PC Games market, Segment by Type:
MMO
Adventure
Action
Shooter
Combat
Sports
Role-Playing
Others
Global PC Games market, by Application
Individual
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 PC 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 PC Games
1.1 PC Games Market Overview
1.1.1 PC Games Product Scope
1.1.2 PC Games Market Status and Outlook
1.2 Global PC Games Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global PC Games Market Size by Region (2018-2029)
1.4 Global PC Games Historic Market Size by Region (2018-2023)
1.5 Global PC Games Market Size Forecast by Region (2024-2029)
1.6 Key Regions, PC Games Market Size (2018-2029)
1.6.1 North America PC Games Market Size (2018-2029)
1.6.2 Europe PC Games Market Size (2018-2029)
1.6.3 Asia-Pacific PC Games Market Size (2018-2029)
1.6.4 Latin America PC Games Market Size (2018-2029)
1.6.5 Middle East & Africa PC Games Market Size (2018-2029)
2 PC Games Market by Type
2.1 Introduction
2.1.1 MMO
2.1.2 Adventure
2.1.3 Action
2.1.4 Shooter
2.1.5 Combat
2.1.6 Sports
2.1.7 Role-Playing
2.1.8 Others
2.2 Global PC Games Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global PC Games Historic Market Size by Type (2018-2023)
2.2.2 Global PC Games Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America PC Games Revenue Breakdown by Type (2018-2029)
2.3.2 Europe PC Games Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific PC Games Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America PC Games Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa PC Games Revenue Breakdown by Type (2018-2029)
3 PC Games Market Overview by Application
3.1 Introduction
3.1.1 Individual
3.1.2 Professional
3.2 Global PC Games Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global PC Games Historic Market Size by Application (2018-2023)
3.2.2 Global PC Games Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America PC Games Revenue Breakdown by Application (2018-2029)
3.3.2 Europe PC Games Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific PC Games Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America PC Games Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa PC Games Revenue Breakdown by Application (2018-2029)
4 PC Games Competition Analysis by Players
4.1 Global PC 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 PC Games as of 2022)
4.3 Date of Key Players Enter into PC Games Market
4.4 Global Top Players PC Games Headquarters and Area Served
4.5 Key Players PC Games Product Solution and Service
4.6 Competitive Status
4.6.1 PC Games Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Blizzard Entertainment
5.1.1 Blizzard Entertainment Profile
5.1.2 Blizzard Entertainment Main Business
5.1.3 Blizzard Entertainment PC Games Products, Services and Solutions
5.1.4 Blizzard Entertainment PC Games Revenue (US$ Million) & (2018-2023)
5.1.5 Blizzard Entertainment Recent Developments
5.2 Electronic Arts
5.2.1 Electronic Arts Profile
5.2.2 Electronic Arts Main Business
5.2.3 Electronic Arts PC Games Products, Services and Solutions
5.2.4 Electronic Arts PC Games Revenue (US$ Million) & (2018-2023)
5.2.5 Electronic Arts Recent Developments
5.3 Tencent
5.3.1 Tencent Profile
5.3.2 Tencent Main Business
5.3.3 Tencent PC Games Products, Services and Solutions
5.3.4 Tencent PC Games Revenue (US$ Million) & (2018-2023)
5.3.5 UBISOFT Recent Developments
5.4 UBISOFT
5.4.1 UBISOFT Profile
5.4.2 UBISOFT Main Business
5.4.3 UBISOFT PC Games Products, Services and Solutions
5.4.4 UBISOFT PC Games Revenue (US$ Million) & (2018-2023)
5.4.5 UBISOFT Recent Developments
5.5 THQ
5.5.1 THQ Profile
5.5.2 THQ Main Business
5.5.3 THQ PC Games Products, Services and Solutions
5.5.4 THQ PC Games Revenue (US$ Million) & (2018-2023)
5.5.5 THQ Recent Developments
5.6 CAPCOM
5.6.1 CAPCOM Profile
5.6.2 CAPCOM Main Business
5.6.3 CAPCOM PC Games Products, Services and Solutions
5.6.4 CAPCOM PC Games Revenue (US$ Million) & (2018-2023)
5.6.5 CAPCOM Recent Developments
5.7 Microsoft Game Studios
5.7.1 Microsoft Game Studios Profile
5.7.2 Microsoft Game Studios Main Business
5.7.3 Microsoft Game Studios PC Games Products, Services and Solutions
5.7.4 Microsoft Game Studios PC Games Revenue (US$ Million) & (2018-2023)
5.7.5 Microsoft Game Studios Recent Developments
5.8 EIDOS
5.8.1 EIDOS Profile
5.8.2 EIDOS Main Business
5.8.3 EIDOS PC Games Products, Services and Solutions
5.8.4 EIDOS PC Games Revenue (US$ Million) & (2018-2023)
5.8.5 EIDOS Recent Developments
5.9 ROCKSTAR
5.9.1 ROCKSTAR Profile
5.9.2 ROCKSTAR Main Business
5.9.3 ROCKSTAR PC Games Products, Services and Solutions
5.9.4 ROCKSTAR PC Games Revenue (US$ Million) & (2018-2023)
5.9.5 ROCKSTAR Recent Developments
5.10 SIERRA
5.10.1 SIERRA Profile
5.10.2 SIERRA Main Business
5.10.3 SIERRA PC Games Products, Services and Solutions
5.10.4 SIERRA PC Games Revenue (US$ Million) & (2018-2023)
5.10.5 SIERRA Recent Developments
5.11 KONAMI
5.11.1 KONAMI Profile
5.11.2 KONAMI Main Business
5.11.3 KONAMI PC Games Products, Services and Solutions
5.11.4 KONAMI PC Games Revenue (US$ Million) & (2018-2023)
5.11.5 KONAMI Recent Developments
6 North America
6.1 North America PC Games Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe PC 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 PC 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 PC 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 PC 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 PC Games Market Dynamics
11.1 PC Games Industry Trends
11.2 PC Games Market Drivers
11.3 PC Games Market Challenges
11.4 PC 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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