60 datasets found
  1. Game developer distribution worldwide 2014-2021, by gender

    • statista.com
    Updated May 17, 2024
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    Statista (2024). Game developer distribution worldwide 2014-2021, by gender [Dataset]. https://www.statista.com/statistics/453634/game-developer-gender-distribution-worldwide/
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    Dataset updated
    May 17, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    A game developer survey in 2021 found that 61percent of responding game developers were men, while 30 percent were women. The share of female game developers is up from 21 percent in 2017. Approximately eight percent of game developers did not identify as either men or women.

  2. Video game developer distribution worldwide 2021, by ethnicity

    • statista.com
    Updated May 17, 2024
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    Statista (2024). Video game developer distribution worldwide 2021, by ethnicity [Dataset]. https://www.statista.com/statistics/1127374/game-developer-ethnicity-worldwide/
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    Dataset updated
    May 17, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 15, 2021 - Apr 12, 2021
    Area covered
    Worldwide
    Description

    Game developers are responsible for creating the next big hit in the video game world and producing hours of entertainment for gamers across the globe. During a 2021 survey, 75 percent of responding game developers stated that they were White, while only nine percent of respondents reported to being Hispanic.

  3. Game developer distribution worldwide 2021, by region

    • statista.com
    Updated Dec 12, 2023
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    Statista (2023). Game developer distribution worldwide 2021, by region [Dataset]. https://www.statista.com/statistics/453785/game-developer-region-distribution-worldwide/
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    Dataset updated
    Dec 12, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 15, 2021 - Apr 12, 2021
    Area covered
    Worldwide
    Description

    An early 2021 survey of global game developers found that 39 percent of respondents were working in the United States, followed by Canada with 12 percent. Finland and Sweden were the top-ranked locations for game developers in Europe, accounting for eight and six percent of respondents respectively.

  4. G

    Game Developer Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 14, 2025
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    Archive Market Research (2025). Game Developer Report [Dataset]. https://www.archivemarketresearch.com/reports/game-developer-57547
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 14, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global game developer market is experiencing robust growth, driven by the increasing popularity of gaming across diverse platforms and demographics. While precise market size figures for 2025 aren't provided, considering the substantial presence of major players like Nintendo, Electronic Arts, and Tencent, and observing current market trends indicating strong growth, a reasonable estimate for the 2025 market size would be around $200 billion. Assuming a conservative Compound Annual Growth Rate (CAGR) of 12% – a figure reflecting continued technological advancements (like VR/AR integration and cloud gaming), expanding mobile gaming markets, and the consistent release of high-budget titles – the market is projected to reach approximately $400 Billion by 2033. This substantial growth is fueled by several key drivers: the proliferation of smartphones and affordable gaming PCs, the increasing accessibility of high-speed internet, and the growing engagement with esports and competitive gaming. However, challenges like increasing development costs, intense competition within the industry, and the need for constant innovation to retain player interest, represent significant restraints. Market segmentation reveals a strong demand across various platforms (PC, Mobile, and Console games), with mobile gaming likely holding the largest market share due to its accessibility and widespread adoption. The diverse range of game genres and platforms will continue to evolve, leading to further diversification within the market. The incorporation of advanced technologies like artificial intelligence (AI) and machine learning will revolutionize game development, allowing for more immersive and personalized gaming experiences. Furthermore, the rise of subscription-based gaming models and cross-platform play are reshaping revenue generation and player engagement. Geographical analysis indicates a significant market presence across North America, Europe, and Asia Pacific, with emerging markets in Asia-Pacific exhibiting substantial growth potential due to their large populations and burgeoning digital economies. Strategic partnerships, mergers and acquisitions, and the continuous innovation in game development technologies will shape the competitive landscape in the years to come.

  5. The global Otome Games market size will be USD 5264.2 million in 2024.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Sep 19, 2024
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    Cognitive Market Research (2024). The global Otome Games market size will be USD 5264.2 million in 2024. [Dataset]. https://www.cognitivemarketresearch.com/otome-games-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Sep 19, 2024
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global Otome Games market size will be USD 5264.2 million in 2024. It will expand at a compound annual growth rate (CAGR) of 10.60% from 2024 to 2031.

    North America held the major market share for more than 40% of the global revenue with a market size of USD 2105.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 8.8% from 2024 to 2031.
    Europe accounted for a market share of over 30% of the global revenue with a market size of USD 1579.26 million.
    Asia Pacific held a market share of around 23% of the global revenue with a market size of USD 1210.77 million in 2024 and will grow at a compound annual growth rate (CAGR) of 12.6% from 2024 to 2031.
    Latin America had a market share of more than 5% of the global revenue with a market size of USD 263.21 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.0% from 2024 to 2031.
    Middle East and Africa had a market share of around 2% of the global revenue and was estimated at a market size of USD 105.28 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.3% from 2024 to 2031.
    The AVG/ADV (Adventure Games) category is the fastest growing segment of the Otome Games industry
    

    Market Dynamics of Otome Games Market

    Key Drivers for Otome Games Market

    Growing Female Gamer Demographics to Boost Market Growth

    The rise of female gamers is significantly driving the Otome Games market. Traditionally, Otome games, which are narrative-driven games aimed at a female audience, have seen growing popularity due to their focus on romance and character development. As the gaming demographic broadens and more women engage in gaming, there is an increased demand for content that caters to their interests. This demographic shift is prompting game developers to invest in and create more diverse and inclusive Otome games. The increasing participation of women in gaming communities is not only expanding the audience but also encouraging the development of more engaging and personalized gaming experiences, further fueling market growth. For instance, Microsoft introduced an all-digital version of its Xbox Series X and S consoles, accompanied by previews of more than a dozen games, including the upcoming "Call of Duty." The company revealed three consoles: a disc-free version of both the Xbox Series X and S, and a high-end Series X model with an impressive 2-terabyte storage capacity.

    Mobile Gaming Expansion to Drive Market Growth

    The expansion of mobile gaming is significantly driving the Otome Games market. With the proliferation of smartphones and tablets, mobile gaming has become more accessible and popular, leading to a surge in players. Otome games, known for their engaging storytelling and romantic themes, are particularly well-suited for mobile platforms due to their episodic and interactive nature. Mobile devices offer a convenient way for players to enjoy these games on-the-go, contributing to their increased popularity. Additionally, the growth of mobile gaming has encouraged developers to create and optimize Otome games specifically for mobile users, further boosting market growth. This trend reflects a broader shift towards mobile-first gaming experiences, expanding the reach and appeal of Otome games.

    Restraint Factor for the Otome Games Market

    Variety of Cultural and Regional Preferences will Limit Market Growth

    The variety of cultural and regional preferences is a key factor restraining the Otome Games market. Otome games, which typically feature romance and character-driven narratives, face challenges in catering to diverse cultural tastes and expectations. What appeals to players in one region may not resonate with audiences in another, leading to difficulties in global market expansion. Developers must navigate varying cultural norms, values, and preferences, which can complicate game localization and increase development costs. This diversity can also limit the market's growth potential, as games that are successful in one region may struggle to achieve the same level of acceptance elsewhere. Balancing these varied preferences while maintaining a broad appeal remains a significant challenge for the Otome Games market.

    Impact of Covid-19 on the Otome Games Market

    The COVID-19 pandemic positively impacted the Otome Games market. With lockdowns and social distancing measures, more people turned to digi...

  6. Global video game publishers 2024, by indie game publishing status

    • statista.com
    Updated Aug 27, 2024
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    Statista (2024). Global video game publishers 2024, by indie game publishing status [Dataset]. https://www.statista.com/statistics/1488086/video-game-publishers-worldwide-indie-game-publishing-status/
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    Dataset updated
    Aug 27, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2023 - Jun 2024
    Area covered
    Worldwide
    Description

    As of June 2024, more than 400 video game publishers worldwide published indie games, whereas 257 gaming publishers were found to not publish any video games from independent video game developers at all.

  7. North America Games Market Segmentation By Device Type

    • kenresearch.com
    Updated Dec 11, 2024
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    Ken Research (2024). North America Games Market Segmentation By Device Type [Dataset]. https://www.kenresearch.com/industry-reports/north-america-games-market
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    Dataset updated
    Dec 11, 2024
    Dataset provided by
    ---
    Authors
    Ken Research
    Area covered
    North America
    Description

    By Device Type:The market is segmented by device type into smartphones, consoles, PCs/laptops, VR devices, and wearables. Smartphones lead this category due to the growing prevalence of mobile gaming. With over 90% of the population owning a smartphone, mobile games are easily accessible, and game developers frequently release mobile versions of popular console and PC games, thereby expanding the user base. Games like "Call of Duty: Mobile" and "PUBG Mobile" have particularly captured a large market share through free-to-play models, which also include in-app purchases for monetization. By Game Type:The market is segmented by game type into mobile games, console games, PC games, cloud gaming, and virtual reality games. Console games, especially titles released by top publishers like Activision Blizzard and Sony, maintain a dominant share in this segment. This is largely due to the established player base and strong loyalty to gaming consoles like PlayStation and Xbox. The availability of exclusive titles also contributes to this segment's dominance, attracting gamers who are willing to invest in hardware and in-game purchases to access premium content. North America Games Market Segmentation North American gaming faces varied regulations on loot boxes, seen by some as a form of gambling. In 2024, several U.S. states, including Hawaii and Minnesota, enacted legislation limiting or banning loot boxes in games aimed at minors. Canada has followed suit with similar restrictions in Ontario and Quebec. Legal reforms aim to protect younger audiences from potential exploitation, with penalties for non-compliance. These restrictions have led game developers to re-evaluate their monetization strategies in affected regions.

  8. U.S. video gaming audiences 2006-2023, by gender

    • statista.com
    Updated Oct 29, 2024
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    Statista (2024). U.S. video gaming audiences 2006-2023, by gender [Dataset]. https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/
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    Dataset updated
    Oct 29, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2023, women accounted for 46 percent of gamers in the United States, down from 48 percent of U.S. gamers identifying as women during the previous year.

    What percentage gamers are female? Almost half of gaming audiences in the United States are female. This development has been ongoing for years, and whereas women are under-represented in games media and the industry, they make up a sizable chunk of gamers and spending power. There are some differences in terms of genre preferences but as a whole, female gaming audiences in the United States are just as engaged as their male counterparts.

  9. M

    Metaverse Game Development Service Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Jan 20, 2025
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    Market Research Forecast (2025). Metaverse Game Development Service Report [Dataset]. https://www.marketresearchforecast.com/reports/metaverse-game-development-service-50088
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Jan 20, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

    https://www.marketresearchforecast.com/privacy-policyhttps://www.marketresearchforecast.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global Metaverse Game Development Service market is projected to reach $691 million by 2033, expanding at a CAGR of 20.1% from 2025 to 2033. The increasing penetration of extended reality (XR) technologies, the growing popularity of multiplayer online games, and the rising demand for immersive gaming experiences are primarily driving the growth of the market. The market is segmented into various types of extended reality software, game engines, financial platforms, and metaverse platforms. Adventure, role-playing games (RPGs), sports and racing, strategy, sandbox, card and casino games represent the major applications of metaverse game development services. North America and Asia Pacific have emerged as the dominant regional markets due to the presence of a large number of game developers, a high adoption rate of XR technologies, and a growing gaming population. Key industry players include Magic Leap, Meta, Microsoft, NetEase, TSB Gaming Limited (The Sandbox), Unity Technologies, Autodesk, Electronic Arts, NVIDIA Corporation, Roblox Corporation, SAMSUNG, Take-Two Interactive Software, Inc., Tencent Holdings, Epic Games, and Bytedance. The metaverse, a virtual realm of immersive and interactive experiences, is fueling a new era of gaming. Metaverse game development services are in high demand as businesses strive to create captivating and engaging experiences for their users. This comprehensive report offers a detailed analysis of the metaverse game development service market, highlighting key trends, drivers, challenges, and growth opportunities.

  10. The Global Adventure Games market size was USD 16.2 billion in 2023!

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
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    Cognitive Market Research, The Global Adventure Games market size was USD 16.2 billion in 2023! [Dataset]. https://www.cognitivemarketresearch.com/adventure-games-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, The Global Adventure Games market size is USD 16.2 billion in 2023 and will expand at a compound annual growth rate (CAGR) of 9.0% from 2023 to 2030.

    The demand for adventure games is rising due to the rising popularity of adventure games among youngsters.
    Demand for mobile remains higher in the adventure games market.
    The multi-player category held the highest adventure games market revenue share in 2023.
    North America will continue to lead, whereas the European adventure games market will experience the most substantial growth until 2030.
    

    Various Strategies Adopted by Key Players to Provide Viable Market Output

    The adventure games market continues to thrive as key players employ diverse strategies. Industry leaders focus on immersive storytelling, graphics advancements, and cross-platform accessibility to engage a broader audience. They also incorporate microtransactions and in-game purchases, enhancing revenue streams. Collaborations with popular franchises and influencers are common, driving brand visibility. Additionally, free-to-play models with optional premium content attract a broader player base. These strategies collectively ensure sustained growth in the adventure games sector, captivating gamers, and increasing profitability.

    For instance, in July 2022, a payment platform called Nuvei Corporation stated that it is expanding its collaboration with online gaming company Eyas Gaming to offer the operator a complete payment solution across all its iGaming brands. Players at Eyas Gaming can now bill deposits directly to their mobile devices thanks to a partnership between Nuvei and UK-based direct carrier billing service provider Fonix.

    Rising Youngsters Population to Propel Market Growth
    

    The adventure games market has experienced a surge in demand due to the rising young population. As youngsters seek engaging entertainment options, they've turned to adventure games as a thrilling and interactive form of recreation. These games offer immersive experiences, stimulating creativity and problem-solving skills. The growing interest of this demographic in adventure gaming has spurred the industry's growth, creating a vibrant market with exciting prospects for developers and providers of these captivating experiences.

    For instance, the total youth population expanded from 222.7 million in 1991 to 333.4 million in the year 2011 and is projected to acquire 371.4 million by 2021 and reduce to 345.5 million by 2036.

    Increasing Number of Smartphones and Computers Fuels the Market Growth
    

    Market Dynamics Of the Adventure Games

    Addiction Issues from Intense Gaming to Hinder Market Growth
    

    The adventure games market continues to thrive, offering immersive experiences and storytelling. However, it's not without concerns. Intense gaming can lead to addiction issues, negatively impacting mental health and social life. This addiction often results from prolonged gameplay, with players struggling to balance real life and virtual worlds. Game developers and players should promote responsible gaming and maintain a healthy balance to prevent addiction-related problems.

    Impact of COVID–19 on the Adventure Games Market

    The adventure games market, like many entertainment sectors, faced significant disruptions due to COVID-19. Lockdowns and social distancing measures led to increased demand for digital entertainment, benefiting online and mobile platforms. However, physical game sales and events suffered. Developers adapted by creating virtual experiences, expanding online multi-player options, and investing in digital distribution. Overall, the pandemic accelerated the shift toward digital gaming, reshaping the industry's landscape and consumer behavior making adaptability a key factor for success. Introduction of the Adventure Games Market

    The increasing penetration rate of the internet across the globe is driving the global market. Most of the regions across the world are transitioning toward a 5G network, and because of this, with better network speed, high-end games are functioning at their ultimate level. 5G allows users to enjoy games on the cloud without sacrificing their gaming experience, while previously, users had to download the games to play them. This will enable consumers to free up space on their computers, consoles, and mobile devices. Another major headache for g...

  11. w

    Global Board Game and Card Game Market Research Report: By Game Type (Board...

    • wiseguyreports.com
    Updated Dec 4, 2024
    + more versions
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    wWiseguy Research Consultants Pvt Ltd (2024). Global Board Game and Card Game Market Research Report: By Game Type (Board Games, Card Games, Role-Playing Games, Party Games), By Target Audience (Children, Teens, Adults, Families), By Distribution Channel (Online Retail, Specialty Stores, Mass Merchandisers, Direct Sales), By Theme (Fantasy, Strategy, Adventure, Educational) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/reports/board-game-and-card-game-market
    Explore at:
    Dataset updated
    Dec 4, 2024
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 202312.35(USD Billion)
    MARKET SIZE 202412.93(USD Billion)
    MARKET SIZE 203218.6(USD Billion)
    SEGMENTS COVEREDGame Type, Target Audience, Distribution Channel, Theme, Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSIncreasing popularity of tabletop gaming, Growth of online gaming platforms, Rising demand for strategic games, Expanding target demographic base, Innovative game designs and themes
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDDays of Wonder, Mattel, Wizards of the Coast, Renegade Game Studios, Steve Jackson Games, Cowabunga, Ravensburger, Blue Orange Games, Hasbro, Winning Moves Games, Asmodee, Gameworks, IELLO, Fantasy Flight Games, ZMan Games
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESExpansion into digital platforms, Eco-friendly game production, Customizable and personalized designs, Targeting niche demographics, Collaborative multiplayer experiences
    COMPOUND ANNUAL GROWTH RATE (CAGR) 4.65% (2025 - 2032)
  12. Racing Games Market Analysis APAC, North America, Europe, South America,...

    • technavio.com
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    Technavio, Racing Games Market Analysis APAC, North America, Europe, South America, Middle East and Africa - China, US, Japan, South Korea, Germany - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/racing-games-market-analysis
    Explore at:
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States
    Description

    Snapshot img

    Racing Games Market Size 2024-2028

    The racing games market size is estimated to grow by USD 15.84 billion at a CAGR of 12.14% between 2023 and 2028.

    The gaming industry's growth is contingent upon various factors, including the expansion of internet accessibility, the continuous release of new gaming, and increased funding and investment. The proliferation of the internet has broadened the potential user base for online games, thereby fueling demand. Concurrently, the frequent launch of new games maintains market dynamism and attracts users seeking novel experiences.
    Furthermore, the influx of funding and investment fosters innovation, resulting in the creation of more captivating gaming content. Collectively, these factors contribute significantly to the growth of online gaming, which is anticipated to persistently expand as technology progresses and consumer preferences evolve.
    

    What will be the Size of the Racing Games Market During the Forecast Period?

    To learn more about this market report, View Report Sample

    How is the Racing Games Market Segmented?

    The market research report provides comprehensive data (region wise segment analysis), with forecasts and estimates in 'USD Billion' for the period 2024 to 2028, as well as historical data from 2018 to 2022 for the following segments

    Type Outlook
    
      Client type
      Webgame type
    
    
    
    
    
    Application Outlook 
    
      Mobile
      Console
      PC
      Others
    
    
    
    
    
    Region Outlook 
    
      North America
    
        The U.S.
        Canada
    
    
    
    
    
      Europe
    
        U.K.
        Germany
        France
        Rest of Europe
    
    
    
    
    
      APAC
    
        China
        India
    
    
    
    
    
      South America
    
        Chile
        Brazil
        Argentina
    
    
      Middle East & Africa
    
        Saudi Arabia
        South Africa
        Rest of the Middle East & Africa
    

    By Type

    The market share growth by the mobile segment will be significant during the forecast period. The mobile racing games market has experienced significant growth due to the widespread use of cellphones and smartphones for gaming. With the convenience of mobile devices, players can access high-speed internet and enjoy racing experiences anywhere. The freemium business model, where games are free to download but offer in-app purchases, has proven profitable for developers in the mobile segment.
    Emerging economies have also contributed to the market's growth due to the large user base and easy accessibility of mobile games through app stores. Racing games can be played on PC, mobile apps, consoles, and simulators connected to PCs or consoles. Players prefer client-type games because the user experience is better for players with setups such as PCs and consoles.
    

    Get a glance at the market contribution of various segments. View the PDF Sample

    The mobile segment was valued at USD 5.80 billion in 2018. Simulated racing games offer new maps, tracks, and continuous updates, providing an engaging experience for mobile gamers. Virtual reality (VR) and augmented reality technologies are becoming increasingly popular in the industry. These technologies give players an experience that makes them feel like they are in the game world. Rapid advances in technology, such as the availability of high-definition displays, audio devices, and wireless networking capabilities are increasing the demand for client games, which will boost the growth of the market during the forecast period. 
    

    By Region

    For more insights on the market share of various regions, Download PDF Sample now!

    North America is estimated to contribute 39% to the growth of the global racing games market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period. Another region offering significant growth opportunities to companies is APAC. APAC is one of the fastest-growing markets in the world, with a large and diverse gamer population. Mobile games are especially popular in APAC, with many gamers using their smartphones to play on the go. In terms of revenue, APAC accounts for over half of the global market.
    China is the largest market in the region, followed by Japan and South Korea. Southeast Asian countries such as Indonesia, Thailand, and Vietnam are also emerging as important markets for online gaming. The increasing use of online games through mobile platforms is increasing revenue from the market. The increasing focus of various government agencies on improving internet connectivity will support the market and drive the growth of online gaming. This will have a positive impact on the demand for racing games during the forecast period. 
    

    What are the Racing Games Market Dynamics Shaping Growth?

    The market is thriving with the rise of next-gen gaming and the popularity of driving simulators among smartphone users. With a focus on realistic games and stunning visual effects, the market is witnessing a wave in in-
    
  13. Gaming Accessories Market Analysis, Size, and Forecast 2025-2029: North...

    • technavio.com
    Updated Jun 2, 2024
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    Gaming Accessories Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, The Netherlands, UK), APAC (China, India, Japan), South America , and Middle East and Africa [Dataset]. https://www.technavio.com/report/gaming-accessories-market-industry-analysis
    Explore at:
    Dataset updated
    Jun 2, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Italy, Netherlands, Germany, Japan, Canada, United States, Europe, France, United Kingdom, Global
    Description

    Snapshot img

    Gaming Accessories Market Size 2025-2029

    The gaming accessories market size is forecast to increase by USD 3.11 billion at a CAGR of 7.2% between 2024 and 2029.

    The market is experiencing significant growth, driven by the expansion of online gaming communities and advancements in technology. Online games and video game systems have gained immense popularity in the entertainment industry, leading to an increased demand for high-quality peripherals such as webcams, headphones, controllers, and headsets. These accessories enhance the gaming experience by providing superior comfort, functionality, and immersion. However, the market also faces challenges, including the proliferation of counterfeit gaming accessories. The availability of cheap imitations poses a threat to market players, as they can negatively impact brand reputation and consumer trust. To capitalize on market opportunities and navigate these challenges effectively, companies must focus on innovation, quality, and customer experience.
    By offering unique features, exceptional build quality, and reliable customer support, they can differentiate themselves from competitors and build a loyal customer base. Additionally, partnerships with gaming influencers and collaborations with game developers can help increase brand visibility and reach new audiences. Overall, the market presents significant growth potential for companies that can effectively address the needs and preferences of their target demographic.
    

    What will be the Size of the Gaming Accessories Market during the forecast period?

    Request Free Sample

    The market encompasses a diverse range of specialized gear designed to enhance the user experience in the burgeoning world of gaming. This market caters to digital athletes seeking to optimize their performance in competitive gaming scenarios, as well as those seeking to elevate their console gaming experience with high-definition graphics and sound. Gaming peripherals, including mice, keyboards, and headsets, are key components of this market, catering to the unique needs of gamers. Furthermore, the rise of online gaming events and the integration of gaming content into the entertainment industries have fueled demand for webcams and other equipment.
    With the increasing popularity of 4 K gaming and the ongoing advancements in graphics needs, the global gaming business continues to expand, offering significant opportunities for growth in the market.
    

    How is the Gaming Accessories Industry segmented?

    The industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Type
    
      PC
      Gaming console
    
    
    Component
    
      Controller
      Keyboards
      Headsets
      Mice
      Others
    
    
    Connectivity
    
      Wired
      Wireless
    
    
    Distribution Channel
    
      Online
      Offline
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        The Netherlands
        UK
    
    
      APAC
    
        China
        India
        Japan
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Type Insights

    The PC segment is estimated to witness significant growth during the forecast period. The PC gaming market encompasses the use of personal computers for video gaming, incorporating various accessories such as keyboards, mice, headsets, controllers, monitors, and more. PC gaming offers customization and personalization options, enabling gamers to select accessories that cater to their gaming style, genre preferences, and budget. The escalating demand for customizable gaming setups propels the market's growth. PCs provide high-performance hardware components, which can be upgraded to meet evolving gaming requirements. Esports adoption and the rise of competitive gaming have fueled the need for specialized gear, including ultraprecise optical sensors, keyboard switches, programmable rear paddles, antisweat coating, and virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) integration.

    Additionally, gaming console manufacturers, mobile phones, video game consoles, tech-dependent vehicles, and esports contribute to the market's expansion. The integration of wireless technologies, online gaming events, streaming devices, and customizable settings further enhances the gaming experience. The entertainment industries, PC gaming hardware, and VR/AR gadgets continue to shape the market landscape.

    Get a glance at the market report of share of various segments Request Free Sample

    The PC segment was valued at USD 4.18 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 46% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape t

  14. M

    Gaming Monetization Statistics 2025 By Income, Growth, Technology

    • scoop.market.us
    Updated Jan 14, 2025
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    Market.us Scoop (2025). Gaming Monetization Statistics 2025 By Income, Growth, Technology [Dataset]. https://scoop.market.us/gaming-monetization-statistics/
    Explore at:
    Dataset updated
    Jan 14, 2025
    Dataset authored and provided by
    Market.us Scoop
    License

    https://scoop.market.us/privacy-policyhttps://scoop.market.us/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Gaming Monetization Statistics: The gaming sector has undergone considerable transformation, moving away from its conventional model of selling games as independent units.

    Instead, it has embraced a diverse ecosystem where various strategies are utilized to produce revenue. Gaming monetization pertains to the practices and tactics employed by game developers and publishers to derive earnings from their creations.

    This multifaceted methodology holds immense importance in maintaining the industry's expansion, facilitating game development, and furnishing players with captivating interactions. The dynamic gaming monetization landscape is characterized by its ability to adapt to changing market dynamics, emerging player preferences, and technological advancements.

    This adaptability will remain essential in sustaining the industry's growth while ensuring that players continue to receive captivating gaming experiences.

    https://scoop.market.us/wp-content/uploads/2023/09/Gaming-Monetization-Statistics.png" alt="Gaming Monetization Statistics" class="wp-image-37223" style="width:624px;height:623px">
  15. V

    Video Game Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Mar 19, 2025
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    Market Report Analytics (2025). Video Game Market Report [Dataset]. https://www.marketreportanalytics.com/reports/video-game-market-12928
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 19, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global video game market, currently valued at $202.13 billion (2025), is projected to experience robust growth, exhibiting a Compound Annual Growth Rate (CAGR) of 9.44% from 2025 to 2033. This expansion is fueled by several key drivers. The increasing affordability and accessibility of gaming hardware, particularly mobile devices, contribute significantly to market growth, broadening the player base and creating new revenue streams. Furthermore, the rise of esports and the growing popularity of live-streaming platforms are driving engagement and fostering a vibrant community around gaming. The continuous evolution of game genres, innovative gameplay mechanics, and immersive virtual reality (VR) and augmented reality (AR) technologies are also key factors, enhancing player experience and attracting new audiences. However, challenges remain, including concerns about gaming addiction and the potential for negative impacts on mental health, necessitating responsible gaming initiatives and parental controls. Competition within the market, characterized by established giants like Tencent, Sony, and Microsoft alongside innovative independent developers, also impacts market dynamics. Segment-wise, the mobile gaming platform is expected to dominate, driven by its widespread accessibility and ease of use. The online segment will continue its strong growth trajectory, fueled by multiplayer games and microtransactions. Geographically, North America and Asia-Pacific (APAC), particularly China and India, are expected to remain the largest regional markets, although Europe and other regions will also contribute substantial growth. The forecast period (2025-2033) will see a significant increase in market size, potentially reaching over $400 billion, driven by ongoing technological advancements, evolving consumer preferences, and the expansion of gaming into new markets and demographics. The competitive landscape will continue to evolve, with mergers, acquisitions, and the emergence of new players shaping the industry's future.

  16. Gaming Market Analysis APAC, North America, Europe, Middle East and Africa,...

    • technavio.com
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    Technavio, Gaming Market Analysis APAC, North America, Europe, Middle East and Africa, South America - China, US, Japan, South Korea, Canada, India, Germany, UK, Italy, France - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/gaming-market-size-industry-analysis
    Explore at:
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Canada, France, Germany, United States, United Kingdom, Global
    Description

    Snapshot img

    Gaming Market Size 2025-2029

    The gaming market size is forecast to increase by USD 100.8 billion at a CAGR of 8.4% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing popularity of enriching technologies such as augmented reality (AR) and virtual reality (VR). AR and VR games offer a more engaging experience for users, blurring the lines between the physical and digital worlds. Mobile gaming, fueled by the widespread adoption of smartphones and tablets, is another major trend in the market. The emergence of 5G technology is expected to further boost mobile gaming, enabling faster download speeds and smoother gameplay. Artificial Intelligence (AI) in games is also gaining traction, enhancing the user experience through personalized content and advanced character interactions. Cloud gaming, which allows users to access games via a server rather than installing them on their devices, is another trend on the rise. The market is also witnessing the regulation of loot boxes, a topic of ongoing debate regarding their impact on mental health and gambling. The gaming industry continues to evolve, offering new opportunities for innovation in home entertainment, education, and digital content across various platforms, including PC, consoles, and wearable devices like smartwatches.
    

    What will be the Size of the Gaming Market During the Forecast Period?

    Request Free Sample

    The market encompasses the creation and consumption of entertainment through video games, catering to diverse demographics and preferences. This dynamic industry continues to gain traction, offering various genres such as shooter, action, sports, role-playing, and educational courses. The market's growth is driven by the increasing popularity of gaming as a source of stress relief, teamwork, a sense of achievement, self-satisfaction, and joy for individuals of all ages, including kids and older adults. Home entertainment systems, tablets, mobile phones, and IPads serve as accessible platforms for this engaging form of indoor entertainment. The integration of 5G technology further enhances the gaming experience with improved connectivity and responsiveness.
    The market's expansion is fueled by the youth population's growing affinity for social interaction and the alleviation of social anxiety through gaming communities. Overall, the market's size and direction reflect a vibrant and evolving industry.
    

    How is the Gaming Industry segmented and which is the largest segment?

    The industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Type
    
      Casual gaming
      Professional gaming
    
    
    Platform
    
      Online
      Offline
    
    
    Device
    
      Mobile gaming
      Console gaming
      PC gaming
    
    
    Geography
    
      APAC
    
        China
        Japan
        South Korea
    
    
      North America
    
        Canada
        US
    
    
      Europe
    
    
    
      Middle East and Africa
    
    
    
      South America
    

    By Type Insights

    The casual gaming segment is estimated to grow significantly during the forecast period. The market is experiencing growth due to the rising popularity of mobile gaming among consumers. Casual gamers, who make up a significant portion of the gaming population, prefer games that do not demand extensive time investment. Mobile devices have become the preferred choice for these gamers due to their ease of use and accessibility. Casual games can be played online, enabling users to enjoy them from anywhere at any time. Revenue for casual gaming is generated through software licensing to end users, with minimal investment in gaming peripherals. The trend toward mobile gaming is expected to continue, driven by advancements in 4G and 5G connectivity, as well as the increasing number of internet users.

    Get a glance at the market report of share of various segments Request Free Sample

    The casual gaming segment was valued at USD 105.50 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 52% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market size of various regions, Request Free Sample

    The Asia Pacific region is a significant market for gaming, with a growing number of professional gamers in countries like Taiwan, Malaysia, and Singapore. Major digital game companies, such as Tencent and GungHo Online Entertainment, are based in this region, driving innovation and growth. Japan, home to many hardware companies like Sony and Nintendo, is at the forefront of gaming technology adoption. The integration of games into smart devices, including tablets and mobile phones, is

  17. A

    Accessible Games Platforms Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Mar 9, 2025
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    Market Research Forecast (2025). Accessible Games Platforms Report [Dataset]. https://www.marketresearchforecast.com/reports/accessible-games-platforms-30629
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 9, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

    https://www.marketresearchforecast.com/privacy-policyhttps://www.marketresearchforecast.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global accessible games platform market is experiencing significant growth, driven by increasing demand for inclusive gaming experiences and technological advancements. While precise market sizing data was not provided, considering the involvement of major players like Microsoft, Sony, Nintendo, and Apple, along with the rising awareness of accessibility needs within the gaming community, a conservative estimate for the 2025 market size would be around $2 billion. This figure is further supported by the projected Compound Annual Growth Rate (CAGR) — let's assume a robust 15% CAGR for the forecast period (2025-2033) reflecting technological improvements and expanding user base. This suggests a substantial expansion, reaching potentially $7 billion by 2033. Key growth drivers include the rising adoption of assistive technologies, growing awareness among game developers of accessibility needs, and the increasing accessibility features integrated directly into popular gaming platforms and controllers. The market is segmented by platform type (online and offline) and target user (children and adults), with online platforms currently dominating due to convenience and reach. Regional variations exist, with North America and Europe likely holding the largest market shares initially, but Asia-Pacific exhibiting rapid growth potential due to its large and expanding gaming population. Market restraints primarily involve the higher costs associated with developing and implementing accessible features and a potential lack of awareness among some game developers about the specific needs and preferences of players with disabilities. However, initiatives by leading game publishers and regulatory bodies promoting inclusivity are counteracting these limitations. Future trends suggest an increased focus on personalized accessibility options, the integration of Artificial Intelligence (AI) for enhanced gameplay support, and the development of more immersive virtual reality (VR) and augmented reality (AR) experiences designed with accessibility in mind. The competitive landscape is characterized by both established industry giants and emerging specialized accessibility solution providers, fostering innovation and expanding the range of accessible gaming options.

  18. RAGE Summative Ecosystem Evaluation

    • zenodo.org
    • explore.openaire.eu
    xls
    Updated Jan 24, 2020
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    FTK TUGraz; FTK TUGraz (2020). RAGE Summative Ecosystem Evaluation [Dataset]. http://doi.org/10.5281/zenodo.2578729
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    xlsAvailable download formats
    Dataset updated
    Jan 24, 2020
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    FTK TUGraz; FTK TUGraz
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    General description: Data from the system evaluation of the Social Network Mediator integration into the RAGE Ecosystem Portal

    Topic
    ACM CSS 2012: ACM CSS 2012: Human-centered computing - Human computer interaction (HCI) - User studies, Usability testing

    Name entitites
    Organizational information: Graz University of Technology, Forschungsinstitut für Telekommunikation und Kooperation
    Geographical information: Europe

    Time information: May-June 2018

    Types: Excel file

    RAGCS target group: target groups - supply side - research institutions; industry participants

    Evaluation dimensions
    Evaluation object: features and functions of the Social Networking Platforms and Groupware Platforms along with the Visual Interactive Asset Map integrated into the RAGE Ecosystem portal
    Evaluation variables: usefulness, usability, quality of the user interface, quality of the tutorial, demographics, added value and other features

    Instruments: USE questionnaire (usefulness, satisfaction, ease of use; Lund, 2001); items adopted from the System Usability Scale - SUS (Brooke, 1996); items adapted from Thielsch & Stegemöller (2012); questionnaire items defined for the purpose of the evaluation

    Relationships: D8.4 - Second RAGE Evaluation Report
    Related datasets: 10.5281/zenodo.1209192, 10.5281/zenodo.1209198.

  19. G

    Gaming Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 7, 2025
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    Pro Market Reports (2025). Gaming Market Report [Dataset]. https://www.promarketreports.com/reports/gaming-market-8602
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

    https://www.promarketreports.com/privacy-policyhttps://www.promarketreports.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Console Gaming: Consoles offer high-performance gaming experiences, with advanced graphics and exclusive titles.PC Gaming: PC gaming provides versatility and customization options, allowing gamers to tailor their gaming setups.Mobile Gaming: Mobile games are accessible, convenient, and offer a wide variety of titles.Free-to-Play Model: Many games adopt the free-to-play model, monetizing through in-app purchases and subscriptions. Recent developments include: November 2022: In a strategic alliance with NCSOFT, a leading global game developer and publisher, Mysten Labs, a web3 infrastructure firm and Sui Layer 1 blockchain developer. In accordance with the conditions of the agreement, NCSOFT contributed USD 15 million to Mysten's USD 300 million Series B fundraising round, which gave the company a USD 2 billion valuation.. Key drivers for this market are: . Increasing Proliferation on Mobile Phones and Internet Connections Globally, . Increasing Popularity of Mobile Gaming Among Youth Population; . Growing Demand for Cloud-Based Gaming; . Growing E-Sports Industry.

  20. Tabletop Games Market Size -Europe, North America, APAC, South America,...

    • technavio.com
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    Technavio (2025). Tabletop Games Market Size -Europe, North America, APAC, South America, Middle East and Africa - US, Germany, Canada, UK, China, France, Japan, Italy, India, South Korea - Trends and Forecast Report 2025-2029 [Dataset]. https://www.technavio.com/report/tabletop-games-market-industry-analysis
    Explore at:
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Germany, Japan, Europe, United Kingdom, United States, Global
    Description

    Snapshot img

    Tabletop Games Market Size 2025-2029

    The tabletop games market size is forecast to increase by USD 4.76 billion at a CAGR of 12.3% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing popularity of this social and interactive form of entertainment. A key trend fueling market expansion is the rise of tabletop game cafes, which offer consumers a unique gaming experience in a social setting. These establishments provide access to a wide variety of games, fostering community engagement and driving sales. Another significant driver is the integration of digital elements into traditional tabletop games. This fusion of physical and digital components is attracting a new generation of gamers, who value the tactile experience of playing a board game while also enjoying the convenience and interactivity of digital features. However, the market faces challenges as well. The increasing threat from alternate gaming platforms, such as video games and virtual reality, is forcing tabletop game companies to innovate and differentiate their offerings. To capitalize on market opportunities and navigate challenges effectively, companies must focus on creating unique and engaging gaming experiences that cater to both traditional and digital-savvy consumers.
    

    What will be the Size of the Market during the forecast period?

    Request Free Sample

    The market encompasses a diverse range of products, including board games, puzzles, collectible card games, miniature games, RPG board games, dexterity games, tile-based games, educational games, fantasy games, and various card games. This market exhibits strong growth, fueled by increasing consumer interest in tactile and social gaming experiences. The market size is substantial, with millions of enthusiasts worldwide engaging in these activities. Key trends include the rise of game cafes and bars as social hubs, the integration of tabletop games into family and children's activities, and the expansion of the market on social media platforms. The appeal of tabletop games transcends age and demographic boundaries, catering to diverse audiences.
    Brain development benefits, such as improved spatial reasoning and strategic thinking, further underscore the value of these games. Miniature war games, dice games, role-playing games, tile-laying games, and game publishers continue to innovate and release new products, ensuring a steady stream of engaging experiences for players. The market's direction remains positive, as the appeal of tabletop games as a form of entertainment and social interaction continues to resonate with consumers.
    

    How is this Tabletop Games Industry segmented?

    The tabletop games industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Type
    
      Monopoly
      Scrabble
      Chess
      Ludo
      Others
    
    
    Distribution Channel
    
      Offline
      Online
    
    
    Geography
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      North America
    
        US
        Canada
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Type Insights

    The monopoly segment is estimated to witness significant growth during the forecast period. Monopoly, a classic board game with strong nostalgic appeal, continues to captivate audiences due to its adaptability and accessibility. With various editions and themes, Monopoly caters to diverse interests, from classic city versions to pop culture tie-ins. Its presence on digital platforms and mobile applications extends its reach, enabling players to enjoy the game online with friends or computer opponents. This convenience attracts new generations while preserving the game's timeless charm. Tabletop games, including board games, puzzles, collectible card games, miniature games, RPGs, dexterity games, tile-based games, educational games, fantasy games, sports games, historical games, and specialty stores, cater to different demographics such as adults, kids, families, and partygoers.

    Get a glance at the market report of share of various segments Request Free Sample

    The monopoly segment was valued at USD 1.3 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    Europe is estimated to contribute 34% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market size of various regions, Request Free Sample

    Europe is home to numerous major gaming conventions, including Essen Spiel in Germany and the UK Games Expo, providing publishers with platforms to present new games and gamers with opportunities to discover the latest off

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Statista (2024). Game developer distribution worldwide 2014-2021, by gender [Dataset]. https://www.statista.com/statistics/453634/game-developer-gender-distribution-worldwide/
Organization logo

Game developer distribution worldwide 2014-2021, by gender

Explore at:
37 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
May 17, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

A game developer survey in 2021 found that 61percent of responding game developers were men, while 30 percent were women. The share of female game developers is up from 21 percent in 2017. Approximately eight percent of game developers did not identify as either men or women.

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