1. Market Research
  2. > Media and Entertainment
  3. > Video Game Market Trends
Global Video Games Industry

Global Video Games Industry

  • April 2021
  • 639 pages
  • ID: 131217
  • Format: PDF
  • Global Industry Analysts

Summary

Table of Contents

MARKET IMPACT SURVEY - COVID-19 & LOOMING RECESSION

Timely market intelligence is paramount in these uncertain times!

We launched an impact survey to update this project with timely insights during 2020. Update frequency will depend upon evolving market conditions and executive opinions. Our participants are executives driving strategy, marketing, sales and product management at competitive companies worldwide. All updates during the rest of the year are complimentary to clients!

Abstract:
- COVID-19, a Launch Pad for Video Games to Move to the Next Level
- The COVID-19 pandemic is taking video games to the next level as sequestered people around the globe escape to gaming to cope with the stress of lockdown and social distancing. The global market for Video Games is projected to grow at a CAGR of 9.3% to reach a market size of US$293.1 billion by 2027, after recording the highest growth spike of 15.6% and 12.4% in 2020 and 2021 respectively. The pandemic and its lockdown measures have emerged to be a boon to the video games industry as user engagement with video games and eSports spirals. Several gaming companies worldwide have recorded unexpected increase in revenues over the last couple of months. Video games are a source of distraction for people of all age groupsand number of hours spent per day gaming has increased significantly with the onset of the disease pandemic. In the United Sates over 25% of consumers plan to increase their spending on online games, while a sizable 63% voice intentions of not reducing planned spends.With lockdowns resulting in cancellations of live sporting events, there has been a rise in gamers playing online basketball and baseball games such as NBA 2K17 and Major League Baseball (MBL). Accelerating existing trends in the gaming industry, the first few weeks of the lockdown witnessed demand for Nintendo Switch console spike, leaving the company scrambling to keep up with demand.Hardware spending on games is growing at rates higher than software spending indicating addition of new gamers and expansion of the gaming population.
- Video Games During Quarantine is Now Being Promoted as Good for Mental Health?
- Health experts are giving the go ahead sign for video games as a beneficial stress buster during COVID times. Video games during a pandemic such as the current one helps people self-manage their social needs. They also aid in promoting mental wellness by enabling people and communities toconnect thereby preventing anxiety and depression. At a time when socialization norms are being rewritten, socialization through games is emerging into the forefront as a good for you behavior. Although over the years, the number of game purchases has reduced, average spending per game however has recorded healthily increases. Game developers are therefore critically focusedon increasing even further engagement per user in hopes of driving in-game micro transactions. The gaming industry is therefore making a marked shift from single game purchases towardsa recurring revenue model supported by a base of active users.Growing prominence of video games as a form of modern artistic expression and entertainment and acceptance of video gaming as an educative and meaningful leisure activity represents a major change in consumer perception that has and will continue to help expand the audience base in the market. The educational value offered by video games is resulting in the creation of a new trend called "Gamification of Education", where games are used as valuable high-tech teaching tool to impart 21st century skills such as creative thinking, problem solving and collaboration.
- Innovation Will Continue to Remain a Key Catalyst Even in the Post COVID-19 Period ?
- The market will continue to benefit from rapid developments in hardware and software gaming platforms and effervescent investments in the development of new game genre, ideas and titles.Few of the factors responsible for improved player engagement and thereby the increase in the number of active gamers worldwide include launch of virtual reality headsets and smartglasses that lend visual realism to games; development of graphic-intensive games with more engaging and digitally immersive gameplays; rise of social games with viral connections for more continuous engagement; launch of games with no pre-defined ends, with ample in-game rewards and continuous offline evolution of game characters designed for addictive play style; "Always On" sensors in electronic wearables, the ensuing rise of video game enablement on wearables and design of micro-engagement models targeted at grabbing player attention for just few seconds for an extreme user engagement. Asia-Pacific including China will remain a large and growing market worldwide led by factor such as expanding base of affluent middle class population with a high degree of technological sophistication; strong penetration of smartphones, mobile Internet and the ensuing popularity of wireless games, browser based games and downloadable games; growing preference for interactive entertainment; and escalating popularity of social games, free-to-play games and pay-to-play games.

- Select Competitors (Total 145 Featured) -
  • Activision Blizzard, Inc.
  • Blizzard Entertainment, Inc.
  • King Digital Entertainment plc
  • Apple, Inc.
  • Atari SA
  • BANDAI NAMCO Holdings Inc.
  • Bluestack Systems, Inc
  • Capcom Co., Ltd.
  • Disney Entertainment
  • Electronic Arts, Inc.
  • EA Sports
  • PopCap Games, Inc.
  • Facebook, Inc.
  • Google LLC
  • iWin, Inc.
  • Konami Holdings Corporation
  • Konami Digital Entertainment Co. Ltd.
  • Konami Gaming, Inc.
  • Nintendo Co. Ltd.
  • Riot Games, Inc
  • Roblox Corporation
  • Rovio Entertainment Corporation
  • Sega Holdings Co., Ltd.
  • Sony Interactive Entertainment
  • Supercell
  • Square Enix Holdings Co. Ltd.
  • Square Enix Ltd
  • Take 2 Interactive Software, Inc.
  • Tencent Holdings Ltd.
  • Tetris Holding, LLC
  • Twitch
  • Ubisoft Entertainment SA
  • Unity Technologies
  • Valve Corporation
  • Xbox Game Studios
  • Zynga, Inc.

Get Industry Insights. Simply.

  • Latest reports & slideshows with insights from top research analysts
  • 150+ Million searchable statistics with tables, figures & datasets
  • More than 25,000 trusted sources
  • Single User License — provides access to the report by one individual.
  • Department License — allows you to share the report with up to 5 users
  • Site License — allows the report to be shared amongst all employees in a defined country
  • Corporate License — allows for complete access, globally.

ReportLinker may already be registered as a supplier with your company. If you want to Order by PO, check with us first and we'll let you know if we are a registered supplier and what the vendor number is. Otherwise, we'll provide you with the necessary information to register ReportLinker as a vendor.

Ahmad helps you find the right report:
Testimonials

The research specialist advised us on the best content for our needs and provided a great report and follow-up, thanks very much we shall look at ReportLinker in the future.

Kate Merrick

Global Marketing Manager at
Eurotherm by Schneider Electric

We were impressed with the support that ReportLinker’s research specialists’ team provided. The report we purchased was useful and provided exactly what we want.

Category Manager at
Ikea

ReportLinker gave access to reliable and useful data while avoiding dispersing resources and spending too much time on unnecessary research.

Executive Director at
PwC Advisory

The customer service was fast, responsive, and 100% professional in all my dealings (...) If we have more research needs, I'll certainly prioritize working with ReportLinker!

Scott Griffith

Vice President Marketing at
Maurice Sporting Goods

The research specialist provided prompt, helpful instructions for accessing ReportLinker's product. He also followed up to make sure everything went smoothly and to ensure an easy transition to the next stage of my research

Jessica P Huffman

Research Associate at
American Transportation Research Institute

Excellent customer service. Very responsive and fast.

Director, Corporate Strategy at
Ingredion

I reached out to ReportLinker for a detailed market study on the Air Treatment industry. The quality of the report, the research specialist’s willingness to solve my queries exceeded my expectations. I would definitely recommend ReportLinker for in-depth industry information.

Mariana Mendoza

Global Platform Senior Manager at
Whirlpool Corporation

Thanks! I like what you've provided and will certainly come back if I need to do further research works.

Bee Hin Png

CEO at
LDR Pte Ltd

The research specialist advised us on the best content for our needs and provided a great report and follow-up, thanks very much we shall look at ReportLinker in the future.

Kate Merrick

Global Marketing Manager at
Eurotherm by Schneider Electric

FAQ
  • How we can help
    • I am not sure if the report I am interested in will fulfill my needs. Can you help me?
    • Yes, of course. You can call us at +33(0) 4 37 65 17 03 or drop us an email at researchadvisor@reportlinker.com to let us know more about your requirements.
    • We buy reports often - can ReportLinker get me any benefits?
    • Yes. Set up a call with a Senior Research Advisor to learn more - researchadvisor@reportlinker.com or +33(0) 4 37 65 17 03.
    • I have had negative experiences with market research reports before. How can you avoid this from happening again?
    • We advise all clients to read the TOC and Summary and list your questions so that we can get more insight for you before you make any purchase decision. A research advisor will accompany you so that you can compare samples and reports from different sources, and choose the study that is right for you.

  • Report Delivery
    • How and when I will receive my Report?
    • Most reports are delivered right away in a pdf format, while others are accessed via a secure link and access codes. Do note that sometimes reports are sent within a 12 hour period, depending on the time zones. However, you can contact us to escalate this. Should you need a hard copy, you can check if this option is offered for the particular report, and pay the related fees.
  • Payment conditions
    • What payment methods do you accept?
      1. Credit card : VISA, American Express, Mastercard, or
      2. You can download an invoice to pay by wire transfer, check, or via a Purchase Order from your company, or
      3. You can pay via a Check made out in US Dollars, Euros, or British Pounds for the full amount made payable to ReportLinker
    • What are ReportLinker’s Payment Terms?
    • All payments must normally be submitted within 30 days. However, you can let us know if you need extended time.
    • Are Taxes and duties included?
    • All companies based in France must pay a 20% tax per report. The same applies to all individuals based in the EU. All EU companies must supply their VAT number when purchasing to avoid this charge.
    • I’m not satisfied. Can I be refunded?
    • No. Once your order has been processed and the publisher has received a notification to send you the report, we cannot issue any refund or cancel any order. As these are not ‘traditional’ products that can be returned, reports that are dispatched are considered to be ‘consumed’.
  • User license
    • The license that you should acquire depends on the number of persons that need to access the report. This can range from Single User (only one person will have the right to read or access the report), or Department License (up to 5 persons), to Site License (a group of persons based in the same company location), or Corporate License (the entire company personnel based worldwide). However, as publishers have different terms and conditions, we can look into this for you.
Purchase Reports From Reputable Market Research Publishers

Gaming Peripherals Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

  • $ 2299
  • April 2021
  • 108 pages

The global gaming peripheral market was worth US$ 3.64 Billion in 2020. A Gaming peripheral is an auxiliary device that provides input and output for the computer and assists in enhanced gaming experience ...

  • World
  • Video Game
  • Industry analysis

Global Cloud Gaming Industry $ 5450 April 2021

Global Mobile Gaming Industry $ 5600 April 2021

Video Game Market in US 2021-2025 $ 2500 February 2021


ref:plp2021

Reportlinker.com © Copyright 2021. All rights reserved.

ReportLinker simplifies how Analysts and Decision Makers get industry data for their business.

Make sure you don’t miss any news and follow us on