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Global Game Engines Market Insights, Forecast to 2025

Published Date: 2018-09-14   |   Pages: 123   |   Tables: 154   | Report Id: 740458   | Hits: 109 |   Electronics & Semiconductor



This report presents the worldwide Game Engines market size (value, production and consumption), splits the breakdown (data status 2013-2018 and forecast to 2025), by manufacturers, region, type and application.

This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

A game engine is a software framework designed for the creation and development of video games. Developers use them to create games for consoles, mobile devices and personal computers.

Game Engines is mainly used for two applications: PC Games (Desktops, laptops), Mobile Games (Smart phones, PS devices, tablets, etc.), TV Games and Other Games. And PC Games was the most widely used area which took up about 56% of the global total in 2016. And Mobile game is the fast growing market in the world, especially in China where led by Tencent and Netease, etc.

Game Engines can be classified into 3D (includes VR, AR), 2.5D (2D & 3D blended), 2D. There are few 2.5D engines and 2D is usually free, e.g. Cocos2d. The revenue market of 3D game engines took up more than 90% of the global market in 2016. The most type of game engines are written by C++.

The global Game Engines average price is influenced by the global trend. Complete software is usually 0 USDs to 200 USD per month from abroad vendors, if you want to buy new Game Engines. Some of the developers also get money by a smaller share of the game publishers’ revenue, such as 5%, 30%, etc. The average price will be in decline trend if more vendors go into operation in the future.

Europe and USA are the two largest consumption countries of Game Engines in the world in the past few years and it will keep increasing in the next few years. European and USA’s market respectively took up about 29% the global market in 2016, while Japan and Korea are about 13%, and China is followed with the share about 4% as Chinese game developers usually use free game engines.

USA, Germany, China, UK and Japan are now the key developers of Game Engines. There are some vendors with paid engines, but the Chinese market is still controlled by the free engines. And the high quality engines are mainly supplied by overseas producers.

Unity Technologies, Epic Games, Chukong Tech, Crytek, Valve Corporation, YoYo Games, The Game Creators, Marmalade Tech, Idea Fabrik, Leadwerks Software, Sony, Amazon, GameSalad, Scirra, Corona Labs (Organization) and Silicon Studio Corp are the key suppliers in the global Game Engines market. Top 10 took up about 80% of the global market in 2016. Free engines took up more than 80% of the Chinese market. Unity Technologies, Epic Games, Chukong Tech, Crytek, Valve Corporation Sony and Amazon which have leading technology and market position, are well-known suppliers around the world.

The Game Engines market was valued at 1740 Million US$ in 2017 and is projected to reach 6820 Million US$ by 2025, at a CAGR of 18.6% during the forecast period. In this study, 2017 has been considered as the base year and 2018 to 2025 as the forecast period to estimate the market size for Game Engines.

The following manufacturers are covered in this report:

Unity Technologies

Epic Games

Chukong Tech

Crytek

Valve Corporation

YoYo Games

The Game Creators

Marmalade Tech

Idea Fabrik

Leadwerks Software

Sony

Amazon

GameSalad

Scirra

Corona Labs (Organization)

Silicon Studio Corp

Garage Games

Briar Wallace/Blender Foundation (Organization)

The OGRE Team (Organization)

Godot Engine (Community developed)

Mario Zechner (Personal)

Game Engines Breakdown Data by Type

3D Game Engines

2.5D Game Engines

2D Game Engines

Game Engines Breakdown Data by Application

PC Games

Mobile Games

TV Games

Other Games

Game Engines Production by Region

United States

Europe

China

Japan

South Korea

Other Regions

Game Engines Consumption by Region

North America

United States

Canada

Mexico

Asia-Pacific

China

India

Japan

South Korea

Australia

Indonesia

Malaysia

Philippines

Thailand

Vietnam

Europe

Germany

France

UK

Italy

Russia

Rest of Europe

Central & South America

Brazil

Rest of South America

Middle East & Africa

GCC Countries

Turkey

Egypt

South Africa

Rest of Middle East & Africa

The study objectives are:

To analyze and research the global Game Engines status and future forecast,involving, production, revenue, consumption, historical and forecast.

To present the key Game Engines manufacturers, production, revenue, market share, and recent development.

To split the breakdown data by regions, type, manufacturers and applications.

To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.

To identify significant trends, drivers, influence factors in global and regions.

To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

In this study, the years considered to estimate the market size of Game Engines :

History Year: 2013 - 2017

Base Year: 2017

Estimated Year: 2018

Forecast Year: 2018 - 2025

This report includes the estimation of market size for value (million USD) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Game Engines market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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