Industry: Service & Software
Published Date: 2024-04-25
Pages: 129 Pages
Report ld: 3060406
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Games Market Size(US$)

CAGR 2024-2030
11%
Market Size,2030
USD 398,950
Million
Market Snapshot
Source: Secondary research, interviews with experts, and QYResearch analysis
A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
Market Analysis and Insights: Global Games Market
The global Games market is projected to grow from US$ 213290 million in 2024 to US$ 398950 million by 2030, at a Compound Annual Growth Rate (CAGR) of 11.0% during the forecast period.
China consists of the largest volume of gamers and is contributing extensively to the high revenue and demand for games in APAC. The market will witness significant growth in this region according to our market research analysis, APAC will be the major contributor to the computer games market throughout the forecast period.
Report Covers:
This report presents an overview of global market for Games market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Games, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Games, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Games revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Games market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Games revenue, projected growth trends, production technology, application and end-user industry.
Descriptive company profiles of the major global players, including Activision Blizzard, Electronic Arts, Microsoft, NetEase, Nintendo, Sony, Tencent, ChangYou and DeNA, etc.
MARKET SEGMENTATION
QYRESEARCH'S STRENGTHS
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the Compound Chocolate value chain, addressing:
We identify regional market threats and growth prospects to guide your overseas layout.
We adjust product portfolios in line with local consumption habits.
We unpack rivals’ operation strategies for scattered and highly concentrated industries.
We cover competition landscape, full supply chain and quantified market size data, and deliver tailor-made customized surveys to meet your unique business demands.
We own self-owned massive exclusive databases, backed by 19 years of global market research experience across thousands of sectors.
Our team operates 24 hours a day, 365 days a year, enabling ultra-fast report turnaround to respond to your research needs efficiently.
We integrate regional risk assessment, localized product optimization and competitor analysis to deliver actionable market strategies.
All data is cross-verified from multiple industry sources to deliver thorough, precise analysis that supports reliable corporate strategic decisions.
We provide responsive, dedicated after-sales support to resolve all follow-up inquiries about reports, data and industry interpretation.
TABLE OF CONTENTS
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Games Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Online Game
1.2.3 Offline Game
1.3 Market by Application
1.3.1 Global Games Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 Amateur
1.3.3 Professional
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Games Market Perspective (2019-2030)
2.2 Global Games Growth Trends by Region
2.2.1 Games Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Games Historic Market Size by Region (2019-2024)
2.2.3 Games Forecasted Market Size by Region (2025-2030)
2.3 Games Market Dynamics
2.3.1 Games Industry Trends
2.3.2 Games Market Drivers
2.3.3 Games Market Challenges
2.3.4 Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Games by Players
3.1.1 Global Games Revenue by Players (2019-2024)
3.1.2 Global Games Revenue Market Share by Players (2019-2024)
3.2 Global Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Games, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Games Market Concentration Ratio
3.4.1 Global Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Games Revenue in 2023
3.5 Global Key Players of Games Head office and Area Served
3.6 Global Key Players of Games, Product and Application
3.7 Global Key Players of Games, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Games Breakdown Data by Type
4.1 Global Games Historic Market Size by Type (2019-2024)
4.2 Global Games Forecasted Market Size by Type (2025-2030)
5 Games Breakdown Data by Application
5.1 Global Games Historic Market Size by Application (2019-2024)
5.2 Global Games Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Games Market Size (2019-2030)
6.2 North America Games Market Size by Type
6.2.1 North America Games Market Size by Type (2019-2024)
6.2.2 North America Games Market Size by Type (2025-2030)
6.2.3 North America Games Market Share by Type (2019-2030)
6.3 North America Games Market Size by Application
6.3.1 North America Games Market Size by Application (2019-2024)
6.3.2 North America Games Market Size by Application (2025-2030)
6.3.3 North America Games Market Share by Application (2019-2030)
6.4 North America Games Market Size by Country
6.4.1 North America Games Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Games Market Size by Country (2019-2024)
6.4.3 North America Games Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Games Market Size (2019-2030)
7.2 Europe Games Market Size by Type
7.2.1 Europe Games Market Size by Type (2019-2024)
7.2.2 Europe Games Market Size by Type (2025-2030)
7.2.3 Europe Games Market Share by Type (2019-2030)
7.3 Europe Games Market Size by Application
7.3.1 Europe Games Market Size by Application (2019-2024)
7.3.2 Europe Games Market Size by Application (2025-2030)
7.3.3 Europe Games Market Share by Application (2019-2030)
7.4 Europe Games Market Size by Country
7.4.1 Europe Games Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Games Market Size by Country (2019-2024)
7.4.3 Europe Games Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Games Market Size (2019-2030)
8.2 China Games Market Size by Type
8.2.1 China Games Market Size by Type (2019-2024)
8.2.2 China Games Market Size by Type (2025-2030)
8.2.3 China Games Market Share by Type (2019-2030)
8.3 China Games Market Size by Application
8.3.1 China Games Market Size by Application (2019-2024)
8.3.2 China Games Market Size by Application (2025-2030)
8.3.3 China Games Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Games Market Size (2019-2030)
9.2 Asia Games Market Size by Type
9.2.1 Asia Games Market Size by Type (2019-2024)
9.2.2 Asia Games Market Size by Type (2025-2030)
9.2.3 Asia Games Market Share by Type (2019-2030)
9.3 Asia Games Market Size by Application
9.3.1 Asia Games Market Size by Application (2019-2024)
9.3.2 Asia Games Market Size by Application (2025-2030)
9.3.3 Asia Games Market Share by Application (2019-2030)
9.4 Asia Games Market Size by Region
9.4.1 Asia Games Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Games Market Size by Region (2019-2024)
9.4.3 Asia Games Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Games Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America Games Market Size by Type
10.2.1 Middle East, Africa, and Latin America Games Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Games Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Games Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Games Market Size by Application
10.3.1 Middle East, Africa, and Latin America Games Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Games Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Games Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Games Market Size by Country
10.4.1 Middle East, Africa, and Latin America Games Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Games Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Games Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Activision Blizzard
11.1.1 Activision Blizzard Company Details
11.1.2 Activision Blizzard Business Overview
11.1.3 Activision Blizzard Games Introduction
11.1.4 Activision Blizzard Revenue in Games Business (2019-2024)
11.1.5 Activision Blizzard Recent Developments
11.2 Electronic Arts
11.2.1 Electronic Arts Company Details
11.2.2 Electronic Arts Business Overview
11.2.3 Electronic Arts Games Introduction
11.2.4 Electronic Arts Revenue in Games Business (2019-2024)
11.2.5 Electronic Arts Recent Developments
11.3 Microsoft
11.3.1 Microsoft Company Details
11.3.2 Microsoft Business Overview
11.3.3 Microsoft Games Introduction
11.3.4 Microsoft Revenue in Games Business (2019-2024)
11.3.5 Microsoft Recent Developments
11.4 NetEase
11.4.1 NetEase Company Details
11.4.2 NetEase Business Overview
11.4.3 NetEase Games Introduction
11.4.4 NetEase Revenue in Games Business (2019-2024)
11.4.5 NetEase Recent Developments
11.5 Nintendo
11.5.1 Nintendo Company Details
11.5.2 Nintendo Business Overview
11.5.3 Nintendo Games Introduction
11.5.4 Nintendo Revenue in Games Business (2019-2024)
11.5.5 Nintendo Recent Developments
11.6 Sony
11.6.1 Sony Company Details
11.6.2 Sony Business Overview
11.6.3 Sony Games Introduction
11.6.4 Sony Revenue in Games Business (2019-2024)
11.6.5 Sony Recent Developments
11.7 Tencent
11.7.1 Tencent Company Details
11.7.2 Tencent Business Overview
11.7.3 Tencent Games Introduction
11.7.4 Tencent Revenue in Games Business (2019-2024)
11.7.5 Tencent Recent Developments
11.8 ChangYou
11.8.1 ChangYou Company Details
11.8.2 ChangYou Business Overview
11.8.3 ChangYou Games Introduction
11.8.4 ChangYou Revenue in Games Business (2019-2024)
11.8.5 ChangYou Recent Developments
11.9 DeNA
11.9.1 DeNA Company Details
11.9.2 DeNA Business Overview
11.9.3 DeNA Games Introduction
11.9.4 DeNA Revenue in Games Business (2019-2024)
11.9.5 DeNA Recent Developments
11.10 GungHo
11.10.1 GungHo Company Details
11.10.2 GungHo Business Overview
11.10.3 GungHo Games Introduction
11.10.4 GungHo Revenue in Games Business (2019-2024)
11.10.5 GungHo Recent Developments
11.11 Apple
11.11.1 Apple Company Details
11.11.2 Apple Business Overview
11.11.3 Apple Games Introduction
11.11.4 Apple Revenue in Games Business (2019-2024)
11.11.5 Apple Recent Developments
11.12 Google
11.12.1 Google Company Details
11.12.2 Google Business Overview
11.12.3 Google Games Introduction
11.12.4 Google Revenue in Games Business (2019-2024)
11.12.5 Google Recent Developments
11.13 Nexon
11.13.1 Nexon Company Details
11.13.2 Nexon Business Overview
11.13.3 Nexon Games Introduction
11.13.4 Nexon Revenue in Games Business (2019-2024)
11.13.5 Nexon Recent Developments
11.14 Sega
11.14.1 Sega Company Details
11.14.2 Sega Business Overview
11.14.3 Sega Games Introduction
11.14.4 Sega Revenue in Games Business (2019-2024)
11.14.5 Sega Recent Developments
11.15 NetEase
11.15.1 NetEase Company Details
11.15.2 NetEase Business Overview
11.15.3 NetEase Games Introduction
11.15.4 NetEase Revenue in Games Business (2019-2024)
11.15.5 NetEase Recent Developments
11.16 Namco Bandai
11.16.1 Namco Bandai Company Details
11.16.2 Namco Bandai Business Overview
11.16.3 Namco Bandai Games Introduction
11.16.4 Namco Bandai Revenue in Games Business (2019-2024)
11.16.5 Namco Bandai Recent Developments
11.17 Ubisoft
11.17.1 Ubisoft Company Details
11.17.2 Ubisoft Business Overview
11.17.3 Ubisoft Games Introduction
11.17.4 Ubisoft Revenue in Games Business (2019-2024)
11.17.5 Ubisoft Recent Developments
11.18 Square Enix
11.18.1 Square Enix Company Details
11.18.2 Square Enix Business Overview
11.18.3 Square Enix Games Introduction
11.18.4 Square Enix Revenue in Games Business (2019-2024)
11.18.5 Square Enix Recent Developments
11.19 Take-Two Interactive
11.19.1 Take-Two Interactive Company Details
11.19.2 Take-Two Interactive Business Overview
11.19.3 Take-Two Interactive Games Introduction
11.19.4 Take-Two Interactive Revenue in Games Business (2019-2024)
11.19.5 Take-Two Interactive Recent Developments
11.20 King Digital Entertainment
11.20.1 King Digital Entertainment Company Details
11.20.2 King Digital Entertainment Business Overview
11.20.3 King Digital Entertainment Games Introduction
11.20.4 King Digital Entertainment Revenue in Games Business (2019-2024)
11.20.5 King Digital Entertainment Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
TABLE OF FIGURES
List of Tables
List of Figures
KEY QUESTIONS ADDRESSED BY THE REPORT
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REPORT COVERAGE
DESCRIPTION
OVERVIEW
MARKET SEGMENTATION
QYRESEARCH'S STRENGTHS
TABLE OF CONTENTS
TABLE OF FIGURES
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