In this report, the market has been segmented based on genre, mode, platform, and geography. The report provides an overview of the global video gaming market and analyzes market trends. Using 2021 as the base year, the report provides estimated market data for the forecast period, 2022-2027. Revenue forecasts for this period are segmented based on genre, mode, platform, end user, and geography. Market values have been estimated based on the total revenue of video game developers. Video gaming publishers can earn revenue from games through various processes. The methods of monetizing games vary, especially between different genres or platforms. Revenues benefit developers, copyright owners, and other stakeholders. Some important revenue streams for video game publishers include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading, and advertising.
The report covers the market for video games regarding the end user base, and provides updated data of different regions. It also highlights major trends and challenges that affect the market and the vendor landscape. The report estimates the global market for video games in 2021 and provides projections for the expected market size through 2027.
Report Includes:
- 38 data tables and 35 additional tables - An overview of the global video gaming market and discussion on its key market developments - Estimation of the market size and analyses of global market trends, with data from 2021, estimates for 2022 and projections of compound annual growth rates (CAGRs) through 2027 - Analysis of market trends and identification of new opportunities, challenges, and technological changes within the industry - A look into the development of augmented reality (AR) and virtual reality (VR) in the video gaming industry and discussion on educational applications of video games - Highlights of current and future market potential, market size, and market share analysis based on genre, mode, type, platform and region - Company profiles of major players within the industry, including Apple Inc., Microsoft Corp., Nintendo Co. Ltd., Sony Corp., Tencent Holdings Ltd., and Warner Bros. Entertainment Inc.
Content Table of Contents
Chapter 1 Introduction 1.1 Study Goals and Objectives 1.2 Reasons for Doing the Study 1.3 What's New in this Update? 1.4 Scope of Report 1.5 Intended Audiences 1.6 Information Sources 1.7 Methodology 1.8 Geographic Breakdown 1.9 Analyst's Credentials 1.10 BCC Custom Research 1.11 Related BCC Research Reports Chapter 2 Summary and Highlights Chapter 3 Video Gaming: Market Overview 3.1 Video Gaming Market Overview 3.2 History of Video Gaming 3.2.1 Launch of Gaming Consoles 3.2.2 Video Gaming Crash 3.2.3 Increasing Competition 3.2.4 Personal Computers: Designing Games and Opening Up to a Wider Community 3.2.5 3D Gaming 3.3 Future of Video Gaming 3.3.1 Technology Development 3.4 Traditional Value Chain: Video Gaming Industry 3.5 Business Models 3.5.1 Pay-to-Play 3.5.2 Play-to-Earn 3.5.3 Free-to-Play (F2P) and Freemium 3.5.4 Advertising 3.5.5 Subscription 3.6 Impact of COVID-19 3.7 Online vs. Offline 3.8 Single vs. Multiplayer 3.9 Market Share Analysis 3.10 Market Drivers 3.10.1 Increased Number of Gamers 3.10.2 Increasingly Creative Game Design 3.10.3 Video Games in Education 3.10.4 Augmented Reality (AR) and Virtual Reality (VR) 3.10.5 Metaverse 3.11 Market Restraints 3.11.1 Piracy 3.11.2 Hacking and Cheat Codes 3.11.3 Cutthroat Competition 3.11.4 Emerging Play-to-Earn Monetization Powered by Web3 Chapter 4 Market Breakdown by Genre 4.1 Introduction 4.2 Action 4.3 Sports 4.4 Adventure 4.5 Role-Playing Games 4.6 Others Chapter 5 Market Breakdown by Platform 5.1 Introduction 5.2 Consoles 5.2.1 Components of a Gaming Console 5.2.2 Home Consoles 5.2.3 Handheld Consoles 5.2.4 Video Gaming Market for Consoles 5.3 Personal Computers (PCs) 5.3.1 PC Gaming Industry 5.4 Mobile Chapter 6 Market Breakdown by End User 6.1 Introduction 6.2 Gen X 6.3 Gen Y/Millennials 6.4 Gen Z Chapter 7 Market Breakdown by Region 7.1 Introduction 7.2 North America 7.2.1 U.S. 7.2.1 Canada 7.2.1 Mexico 7.3 Europe 7.3.1 United Kingdom 7.3.2 Germany 7.3.3 France 7.3.4 Spain 7.3.5 Italy 7.3.6 Rest of Europe 7.4 Asia-Pacific 7.4.1 China 7.4.2 Japan 7.4.3 India 7.4.4 Rest of Asia-Pacific 7.5 RoW 7.5.1 South America 7.5.2 Middle East 7.5.3 Africa Chapter 8 Competitive Landscape 8.1 Introduction 8.1.1 New Product Launches 8.1.2 Acquisitions 8.1.3 Partnerships and Collaborations Chapter 9 Company Profiles ACTIVISION BLIZZARD, INC. APPLE INC. BANDAI NAMCO GAMES INC. CAPCOM CO., LTD. CYBERAGENT, INC. ELECTRONIC ARTS INC. EPIC GAMES INC. KONAMI HOLDINGS CORP. MICROSOFT CORP. NINTENDO CO., LTD. SONY CORP. SQUARE ENIX CO., LTD. TAKE-TWO INTERACTIVE SOFTWARE, INC. TENCENT HOLDINGS LTD. UBISOFT ENTERTAINMENT SA WARNER BROS. ENTERTAINMENT INC.
List of Tables Summary Table : Global Market for Video Gaming, by Region, Through 2027 Table 1 : Global Market for Video Gaming, by Genre, Through 2027 Table 2 : Global Market for Action Genre Video Gaming, by Region, Through 2027 Table 3 : Global Market for Sports Genre Video Gaming, by Region, Through 2027 Table 4 : Global Market for Adventure Genre Video Gaming, by Region, Through 2027 Table 5 : Global Market for Role-Playing Genre Video Gaming, by Region, Through 2027 Table 6 : Global Market for Other Genres Video Gaming, by Region, Through 2027 Table 7 : Global Market for Video Gaming, by Platform, Through 2027 Table 8 : Global Market for Consoles Video Gaming, by Region, Through 2027 Table 9 : Global Market for PC Platform Video Gaming, by Region, Through 2027 Table 10 : Global Market for Mobile Platform Video Gaming, by Region, Through 2027 Table 11 : Global Market for Video Gaming, by Region, Through 2027 Table 12 : North American Market for Video Gaming, by Genre, Through 2027 Table 13 : North American Market for Video Gaming, by Platform, Through 2027 Table 14 : North American Market for Video Gaming, by Country, Through 2027 Table 15 : Top 20 Best-Selling Video Games in the U.S., 2021 Table 16 : Top 20 Best-Selling Video Games in Europe, 2021 Table 17 : European Market for Video Gaming, by Genre, Through 2027 Table 18 : European Market for Video Gaming, by Platform, Through 2027 Table 19 : European Market for Video Gaming, by Country, Through 2027 Table 20 : Top 10 Best-Selling Video Games in Asia-Pacific, 2021 Table 21 : Asia-Pacific Market for Video Gaming, by Genre, Through 2027 Table 22 : Asia-Pacific Market for Video Gaming, by Platform, Through 2027 Table 23 : Asia-Pacific Market for Video Gaming, by Country, Through 2027 Table 24 : RoW Market for Video Gaming, by Genre, Through 2027 Table 25 : RoW Market for Video Gaming, by Platform, Through 2027 Table 26 : New Product Launches in the Video Gaming Market, by Leading Companies, 2020-2022 Table 27 : Major Acquisitions in the Video Gaming Market, by Leading Companies, 2019-2022 Table 28 : Partnerships and Collaborations in the Video Gaming Market, by Leading Companies, 2019-2022 Table 29 : Activision Blizzard, Inc.: Net Revenue, 2019-2021 Table 30 : Activision Blizzard, Inc.: Products and Services Table 31 : Activision Blizzard, Inc.: Key Developments, 2021 and 2022 Table 32 : Apple Inc.: Net Revenue, 2019-2021 Table 33 : Apple Inc.: Products and Services Table 34 : Apple Inc.: Key Developments, 2019-2022 Table 35 : Bandai Namco Group: Net Revenue, 2019-2021 Table 36 : Bandai Namco Group: Products and Services Table 37 : Bandai Namco Group: Key Developments, 2019-2022 Table 38 : Capcom Co., Ltd.: Net Revenue, 2019-2021 Table 39 : Capcom Co., Ltd.: Products and Services Table 40 : Capcom Co., Ltd.: Key Developments, 2019-2022 Table 41 : CyberAgent, Inc.: Net Revenue, 2019-2021 Table 42 : CyberAgent, Inc.: Products and Services Table 43 : CyberAgent, Inc.: Key Developments, 2020-2022 Table 44 : Electronic Arts Inc.: Net Revenue, 2019-2021 Table 45 : Electronic Arts Inc.: Products and Services Table 46 : Electronic Arts Inc.: Key Developments, 2019-2022 Table 47 : Epic Games Inc.: Products and Services Table 48 : Konami Holdings Corp.: Net Revenue, 2020 and 2021 Table 49 : Konami Holdings Corp.: Products and Services Table 50 : Microsoft Corp.: Net Revenue, 2019-2021 Table 51 : Microsoft Corp.: Products and Services Table 52 : Microsoft Corp.: Key Developments, 2019-2022 Table 53 : Nintendo Co., Ltd.: Net Revenue, 2020-2022 Table 54 : Nintendo Co., Ltd.: Products and Services Table 55 : Sony Corp.: Net Revenue, 2020-2022 Table 56 : Sony Corp.: Products and Services Table 57 : Sony Corp.: Key Developments, 2019-2022 Table 58 : Square Enix Holdings Co., Ltd.: Net Revenue, 2019-2021 Table 59 : Square Enix Holdings Co., Ltd.: Products and Services Table 60 : Square Enix Holdings Co., Ltd.: Key Developments, 2020-2022 Table 61 : Take-Two Interactive Software, Inc.: Net Revenue, 2019-2021 Table 62 : Take-Two Interactive Software Inc.: Products and Services Table 63 : Take-Two Interactive Software, Inc.: Key Developments, 2019-2022 Table 64 : Tencent Holdings Ltd.: Net Revenue, 2019-2021 Table 65 : Tencent Holdings Ltd.: Products and Services Table 66 : Tencent Holdings Ltd.: Key Developments, 2019-2022 Table 67 : Ubisoft Entertainment SA: Net Revenue, 2019-2021 Table 68 : Ubisoft Entertainment SA: Products and Services Table 69 : Ubisoft Entertainment SA: Key Developments, 2019-2022 Table 70 : Warner Bros. Entertainment Inc.: Net Revenue, 2019-2021 Table 71 : Warner Bros. Entertainment Inc.: Products and Services Table 72 : Warner Bros. Entertainment Inc.: Key Developments, 2020-2022
In this report, the market has been segmented based on genre, mode, platform, and geography. The report provides an overview of the global video gaming market and analyzes market trends. Using 2021 as the base year, the report provides estimated market data for the forecast period, 2022-2027. Revenue forecasts for this period are segmented based on genre, mode, platform, end user, and geography. Market values have been estimated based on the total revenue of video game developers. Video gaming publishers can earn revenue from games through various processes. The methods of monetizing games vary, especially between different genres or platforms. Revenues benefit developers, copyright owners, and other stakeholders. Some important revenue streams for video game publishers include retail purchases, digital distribution, subscription models, microtransactions, downloadable content, player trading, and advertising.
The report covers the market for video games regarding the end user base, and provides updated data of different regions. It also highlights major trends and challenges that affect the market and the vendor landscape. The report estimates the global market for video games in 2021 and provides projections for the expected market size through 2027.
Report Includes:
- 38 data tables and 35 additional tables - An overview of the global video gaming market and discussion on its key market developments - Estimation of the market size and analyses of global market trends, with data from 2021, estimates for 2022 and projections of compound annual growth rates (CAGRs) through 2027 - Analysis of market trends and identification of new opportunities, challenges, and technological changes within the industry - A look into the development of augmented reality (AR) and virtual reality (VR) in the video gaming industry and discussion on educational applications of video games - Highlights of current and future market potential, market size, and market share analysis based on genre, mode, type, platform and region - Company profiles of major players within the industry, including Apple Inc., Microsoft Corp., Nintendo Co. Ltd., Sony Corp., Tencent Holdings Ltd., and Warner Bros. Entertainment Inc.
Table of Contents
Chapter 1 Introduction 1.1 Study Goals and Objectives 1.2 Reasons for Doing the Study 1.3 What's New in this Update? 1.4 Scope of Report 1.5 Intended Audiences 1.6 Information Sources 1.7 Methodology 1.8 Geographic Breakdown 1.9 Analyst's Credentials 1.10 BCC Custom Research 1.11 Related BCC Research Reports Chapter 2 Summary and Highlights Chapter 3 Video Gaming: Market Overview 3.1 Video Gaming Market Overview 3.2 History of Video Gaming 3.2.1 Launch of Gaming Consoles 3.2.2 Video Gaming Crash 3.2.3 Increasing Competition 3.2.4 Personal Computers: Designing Games and Opening Up to a Wider Community 3.2.5 3D Gaming 3.3 Future of Video Gaming 3.3.1 Technology Development 3.4 Traditional Value Chain: Video Gaming Industry 3.5 Business Models 3.5.1 Pay-to-Play 3.5.2 Play-to-Earn 3.5.3 Free-to-Play (F2P) and Freemium 3.5.4 Advertising 3.5.5 Subscription 3.6 Impact of COVID-19 3.7 Online vs. Offline 3.8 Single vs. Multiplayer 3.9 Market Share Analysis 3.10 Market Drivers 3.10.1 Increased Number of Gamers 3.10.2 Increasingly Creative Game Design 3.10.3 Video Games in Education 3.10.4 Augmented Reality (AR) and Virtual Reality (VR) 3.10.5 Metaverse 3.11 Market Restraints 3.11.1 Piracy 3.11.2 Hacking and Cheat Codes 3.11.3 Cutthroat Competition 3.11.4 Emerging Play-to-Earn Monetization Powered by Web3 Chapter 4 Market Breakdown by Genre 4.1 Introduction 4.2 Action 4.3 Sports 4.4 Adventure 4.5 Role-Playing Games 4.6 Others Chapter 5 Market Breakdown by Platform 5.1 Introduction 5.2 Consoles 5.2.1 Components of a Gaming Console 5.2.2 Home Consoles 5.2.3 Handheld Consoles 5.2.4 Video Gaming Market for Consoles 5.3 Personal Computers (PCs) 5.3.1 PC Gaming Industry 5.4 Mobile Chapter 6 Market Breakdown by End User 6.1 Introduction 6.2 Gen X 6.3 Gen Y/Millennials 6.4 Gen Z Chapter 7 Market Breakdown by Region 7.1 Introduction 7.2 North America 7.2.1 U.S. 7.2.1 Canada 7.2.1 Mexico 7.3 Europe 7.3.1 United Kingdom 7.3.2 Germany 7.3.3 France 7.3.4 Spain 7.3.5 Italy 7.3.6 Rest of Europe 7.4 Asia-Pacific 7.4.1 China 7.4.2 Japan 7.4.3 India 7.4.4 Rest of Asia-Pacific 7.5 RoW 7.5.1 South America 7.5.2 Middle East 7.5.3 Africa Chapter 8 Competitive Landscape 8.1 Introduction 8.1.1 New Product Launches 8.1.2 Acquisitions 8.1.3 Partnerships and Collaborations Chapter 9 Company Profiles ACTIVISION BLIZZARD, INC. APPLE INC. BANDAI NAMCO GAMES INC. CAPCOM CO., LTD. CYBERAGENT, INC. ELECTRONIC ARTS INC. EPIC GAMES INC. KONAMI HOLDINGS CORP. MICROSOFT CORP. NINTENDO CO., LTD. SONY CORP. SQUARE ENIX CO., LTD. TAKE-TWO INTERACTIVE SOFTWARE, INC. TENCENT HOLDINGS LTD. UBISOFT ENTERTAINMENT SA WARNER BROS. ENTERTAINMENT INC.
List of Tables Summary Table : Global Market for Video Gaming, by Region, Through 2027 Table 1 : Global Market for Video Gaming, by Genre, Through 2027 Table 2 : Global Market for Action Genre Video Gaming, by Region, Through 2027 Table 3 : Global Market for Sports Genre Video Gaming, by Region, Through 2027 Table 4 : Global Market for Adventure Genre Video Gaming, by Region, Through 2027 Table 5 : Global Market for Role-Playing Genre Video Gaming, by Region, Through 2027 Table 6 : Global Market for Other Genres Video Gaming, by Region, Through 2027 Table 7 : Global Market for Video Gaming, by Platform, Through 2027 Table 8 : Global Market for Consoles Video Gaming, by Region, Through 2027 Table 9 : Global Market for PC Platform Video Gaming, by Region, Through 2027 Table 10 : Global Market for Mobile Platform Video Gaming, by Region, Through 2027 Table 11 : Global Market for Video Gaming, by Region, Through 2027 Table 12 : North American Market for Video Gaming, by Genre, Through 2027 Table 13 : North American Market for Video Gaming, by Platform, Through 2027 Table 14 : North American Market for Video Gaming, by Country, Through 2027 Table 15 : Top 20 Best-Selling Video Games in the U.S., 2021 Table 16 : Top 20 Best-Selling Video Games in Europe, 2021 Table 17 : European Market for Video Gaming, by Genre, Through 2027 Table 18 : European Market for Video Gaming, by Platform, Through 2027 Table 19 : European Market for Video Gaming, by Country, Through 2027 Table 20 : Top 10 Best-Selling Video Games in Asia-Pacific, 2021 Table 21 : Asia-Pacific Market for Video Gaming, by Genre, Through 2027 Table 22 : Asia-Pacific Market for Video Gaming, by Platform, Through 2027 Table 23 : Asia-Pacific Market for Video Gaming, by Country, Through 2027 Table 24 : RoW Market for Video Gaming, by Genre, Through 2027 Table 25 : RoW Market for Video Gaming, by Platform, Through 2027 Table 26 : New Product Launches in the Video Gaming Market, by Leading Companies, 2020-2022 Table 27 : Major Acquisitions in the Video Gaming Market, by Leading Companies, 2019-2022 Table 28 : Partnerships and Collaborations in the Video Gaming Market, by Leading Companies, 2019-2022 Table 29 : Activision Blizzard, Inc.: Net Revenue, 2019-2021 Table 30 : Activision Blizzard, Inc.: Products and Services Table 31 : Activision Blizzard, Inc.: Key Developments, 2021 and 2022 Table 32 : Apple Inc.: Net Revenue, 2019-2021 Table 33 : Apple Inc.: Products and Services Table 34 : Apple Inc.: Key Developments, 2019-2022 Table 35 : Bandai Namco Group: Net Revenue, 2019-2021 Table 36 : Bandai Namco Group: Products and Services Table 37 : Bandai Namco Group: Key Developments, 2019-2022 Table 38 : Capcom Co., Ltd.: Net Revenue, 2019-2021 Table 39 : Capcom Co., Ltd.: Products and Services Table 40 : Capcom Co., Ltd.: Key Developments, 2019-2022 Table 41 : CyberAgent, Inc.: Net Revenue, 2019-2021 Table 42 : CyberAgent, Inc.: Products and Services Table 43 : CyberAgent, Inc.: Key Developments, 2020-2022 Table 44 : Electronic Arts Inc.: Net Revenue, 2019-2021 Table 45 : Electronic Arts Inc.: Products and Services Table 46 : Electronic Arts Inc.: Key Developments, 2019-2022 Table 47 : Epic Games Inc.: Products and Services Table 48 : Konami Holdings Corp.: Net Revenue, 2020 and 2021 Table 49 : Konami Holdings Corp.: Products and Services Table 50 : Microsoft Corp.: Net Revenue, 2019-2021 Table 51 : Microsoft Corp.: Products and Services Table 52 : Microsoft Corp.: Key Developments, 2019-2022 Table 53 : Nintendo Co., Ltd.: Net Revenue, 2020-2022 Table 54 : Nintendo Co., Ltd.: Products and Services Table 55 : Sony Corp.: Net Revenue, 2020-2022 Table 56 : Sony Corp.: Products and Services Table 57 : Sony Corp.: Key Developments, 2019-2022 Table 58 : Square Enix Holdings Co., Ltd.: Net Revenue, 2019-2021 Table 59 : Square Enix Holdings Co., Ltd.: Products and Services Table 60 : Square Enix Holdings Co., Ltd.: Key Developments, 2020-2022 Table 61 : Take-Two Interactive Software, Inc.: Net Revenue, 2019-2021 Table 62 : Take-Two Interactive Software Inc.: Products and Services Table 63 : Take-Two Interactive Software, Inc.: Key Developments, 2019-2022 Table 64 : Tencent Holdings Ltd.: Net Revenue, 2019-2021 Table 65 : Tencent Holdings Ltd.: Products and Services Table 66 : Tencent Holdings Ltd.: Key Developments, 2019-2022 Table 67 : Ubisoft Entertainment SA: Net Revenue, 2019-2021 Table 68 : Ubisoft Entertainment SA: Products and Services Table 69 : Ubisoft Entertainment SA: Key Developments, 2019-2022 Table 70 : Warner Bros. Entertainment Inc.: Net Revenue, 2019-2021 Table 71 : Warner Bros. Entertainment Inc.: Products and Services Table 72 : Warner Bros. Entertainment Inc.: Key Developments, 2020-2022