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Report Highlights
The global video gaming market should reach $244 billion by 2022 and $473.7 billion by 2027, with a compound annual growth rate (CAGR) of 14.2% during the forecast period of 2022-2027.
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.
Report Scope
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 Synopsis
Report Metrics | Details | ||||||||||||||||
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Base year considered | 2021 | ||||||||||||||||
Forecast period considered | 2022-2027 | ||||||||||||||||
Base year market size | $214.3 billion | ||||||||||||||||
Market size forecast | $473.7 billion | ||||||||||||||||
Growth rate | CAGR of 14.2% for the forecast period of 2022-2027 | ||||||||||||||||
Units considered | $ Billions | ||||||||||||||||
Segments covered | Genre, Platform, Region | ||||||||||||||||
Regions covered | North America, Europe, Asia-Pacific, Rest of the World (RoW) | ||||||||||||||||
Countries covered | U.S., Canada, Mexico, Germany, UK, France, Spain, Italy, Rest of Europe (Russia, Finland, Austria, etc.), China, Japan, India, Rest of Asia-Pacific (South Korea, Singapore, Malaysia, Australia, etc.), South America and MEA | ||||||||||||||||
Key Market Drivers |
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Companies studied |
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Frequently Asked Questions (FAQs)
Analyst Credentials
BCC Research Team possesses expertise and experience in life and physical science domains. They specialize in offering valuable business insights, including industry analysis, competitor intelligence, strategic and financial analysis, and opportunity assessment. The team has in-depth knowledge of various sectors, including healthcare, biotechnology, pharmaceuticals, IT, automation, advanced materials, and energy. They are proficient in qualitative and quantitative market intelligence providing clients with actionable insights. With a vast understanding of the competitive landscape, the team can support clients in making data-driven decisions to help them achieve a competitive edge in their respective markets.
Report Highlights
The global market for video gaming should grow from $169.2 billion in 2020 to $272.4 billion by 2025 at compound annual growth rates (CAGR) of 10.0% for the period of 2020-2025.
Report Includes
- 37 data tables and 26 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 2019, estimates for 2020 and projections of compound annual growth rates (CAGRs) through 2025
- 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
- Comprehensive company profiles of major players of the industry, including Apple Inc., Epic Games Inc, Microsoft Corp., Sony Corp., and Tencent Holdings Ltd.
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