100+ datasets found
  1. Video games industry market size in the U.S. 2013-2023

    • statista.com
    Updated Jun 26, 2025
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    Statista (2025). Video games industry market size in the U.S. 2013-2023 [Dataset]. https://www.statista.com/statistics/246892/value-of-the-video-game-market-in-the-us/
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    Dataset updated
    Jun 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    As well as being one of the leading gaming market in terms of revenue, the United States is also considered by many as the birthplace of gaming as we know it today. In 2023, the video game market size in the United States was estimated to be *** billion U.S. dollars, not quite reaching the 2020 record of *** billion U.S. dollars.

  2. Serious Games Market - Size & Companies

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Feb 17, 2025
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    Mordor Intelligence (2025). Serious Games Market - Size & Companies [Dataset]. https://www.mordorintelligence.com/industry-reports/serious-games-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Feb 17, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    The Serious Games Market Report is Segmented by Application (Advertising & Marketing, Simulation Training, Learning & Education), by End-User Industry (Healthcare, Education, Retail, Media & Entertainment, Automotive, Government), and by Geography (North America, Europe, Asia Pacific, Latin America, Middle East and Africa). The Report Offers Market Forecasts and Size in Value (USD) for all the Above Segments.

  3. Revenue of the U.S. video game industry 2017-2025

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Revenue of the U.S. video game industry 2017-2025 [Dataset]. https://www.statista.com/statistics/201093/revenue-of-the-us-video-game-industry/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - May 2025
    Area covered
    United States
    Description

    In May 2025, the retail gaming revenue in the United States amounted to **** billion U.S. dollars. When examining specific segment revenues, accessories were the lowest-performing segment at retail overall, while video gaming content accounted for the majority of consumer spending. Video game spending habits in the United States More than four in ten U.S. gamers across all platforms were willing to spend a maximum of ** to ** U.S. dollars on a video game. A November 2022 survey found that more than four in ten PC and console gamers stated so, while over three in ten mobile-only gamers said they only played free games. Console gamers were most comfortable spending money on their hobby at this price point. In 2023, total U.S. consumer spending on video game content amounted to **** billion U.S. dollars, a one percent increase from **** billion U.S. dollars in the preceding year. Game releases are planned around the holiday season What is very specific to the industry at large is that the highest monthly revenues occur around the holiday season in November and December of each year. The entire market revolves around maximizing sales during the season, and most new game releases of high-budget, high-profile titles (so-called AAA games) are planned shortly before the winter holidays. Many of these annual blockbuster releases see releases from late Q3 onwards: EA Sports FC usually releases in late September, and new games in Activision Blizzard’s Call of Duty series are launched between late October and early November.For the holiday season 2023, blockbusters Baldur’s Gate 3 and Starfield had already started the season of major video game releases. Other AAA titles that are also taking advantage of the Christmas shopping release window are the Cyberpunk 2077: Phantom Liberty DLC, Assassin’s Creed Mirage, Marvel's Spider-Man 2 as well as the Nintendo Switch release of Hogwarts Legacy and the PS5 port of mobile gaming title Honkai Star Rail by Genshin Impact publisher MiHoYo.

  4. Online Casual Games Market Size & Share Analysis - Industry Research Report...

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 21, 2025
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    Mordor Intelligence (2025). Online Casual Games Market Size & Share Analysis - Industry Research Report - Growth Trends, 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/online-casual-games-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 21, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Online Casual Games Market is Segmented by Monetization Model (Advertising, In-App Purchase, Paid App), Platform (Smartphone, Tablet, PC / Web), Age Group (<18 Years, 18-35 Years, 36-50 Years, >50 Years), Geography (North America, Latin America, Europe, Asia Pacific, Middle East and Africa). The Market Forecasts are Provided in Terms of Value (USD).

  5. Gaming Market Analysis, Size, and Forecast 2025-2029: APAC (China, Japan,...

    • technavio.com
    pdf
    Updated Dec 19, 2024
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    Technavio (2024). Gaming Market Analysis, Size, and Forecast 2025-2029: APAC (China, Japan, South Korea), North America (US and Canada), Europe (France, Germany, Italy), Middle East and Africa (UAE), and South America (Brazil) [Dataset]. https://www.technavio.com/report/gaming-market-size-industry-analysis
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    pdfAvailable download formats
    Dataset updated
    Dec 19, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2025 - 2029
    Area covered
    United States
    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 and transformation, driven by the increasing adoption of augmented reality (AR) and virtual reality (VR) games. These immersive technologies offer players unprecedented levels of engagement and interaction, fueling the demand for more sophisticated and realistic gaming experiences. Additionally, the emergence of cloud gaming is disrupting traditional gaming models, enabling players to access high-performance games on demand and without the need for expensive hardware. However, the market faces challenges as well. Regulation of loot boxes, randomized in-game purchases, is gaining scrutiny from governments and consumer protection agencies, raising concerns over potential addictive behaviors and ethical issues. Companies must navigate these challenges by ensuring transparency and fairness in their gaming practices while continuing to innovate and meet the evolving demands of tech-savvy consumers. In summary, the market is poised for continued growth, driven by technological advancements and shifting consumer preferences, while navigating regulatory challenges to maintain a competitive edge.

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

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free SampleThe market continues to evolve, with dynamic innovations shaping its various sectors. Game audio integrates advanced technologies, enhancing immersive experiences. Player data analysis fuels personalized game recommendations and targeted advertising. Competitive multiplayer engages players, fostering vibrant gaming communities. Game design embraces procedural generation and mixed reality, offering fresh experiences. Gaming peripherals cater to diverse user preferences, optimizing gameplay. User experience and graphics fidelity remain paramount, pushing technological boundaries. In-game advertising and cloud gaming redefine monetization strategies. Game performance and game engines are continually refined, driving industry advancements. Game programming, game testing, and game development frameworks ensure seamless gameplay. Mobile gaming and console gaming cater to diverse platforms. Frame rate, game mechanics, and game physics optimize player engagement. Character design, cooperative multiplayer, and subscription models expand the gaming landscape. Game development tools, game localization, game art, and game development platforms facilitate creativity. Artificial intelligence and machine learning revolutionize game AI, non-player characters, and game engine optimization. The market's continuous dynamism reflects the industry's commitment to innovation and growth.

    How is this Gaming Industry segmented?

    The gaming 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. TypeCasual gamingProfessional gamingPlatformOnlineOfflineDeviceMobile gamingConsole gamingPC gamingGeographyNorth AmericaUSCanadaEuropeFranceGermanyItalyMiddle East and AfricaUAEAPACChinaJapanSouth KoreaSouth AmericaBrazilRest of World (ROW).

    By Type Insights

    The casual gaming segment is estimated to witness significant growth during the forecast period.The casual the market is experiencing significant growth due to the increasing popularity of mobile gaming. This segment caters to players who prefer games that do not demand extensive time investment. Game development in this sector focuses on user experience, graphics fidelity, and easy-to-understand game mechanics. Augmented reality and virtual reality technologies are increasingly being integrated into casual games, enhancing immersion. Non-player characters and game physics add realism, while machine learning and artificial intelligence bring a new level of challenge and engagement. Game analytics and live streaming enable developers to gather player data and improve game design. Social gaming and cooperative multiplayer foster community building. Console gaming and PC gaming still hold a strong presence, but mobile gaming's convenience and accessibility make it a preferred choice for casual gamers. Frame rate and game mechanics are crucial factors in ensuring smooth gameplay. Wearable gaming and cloud gaming are emerging trends, offering new opportunities for developers. Game monetization models, such as subscription services and in-game advertising, provide revenue streams for casual gaming service providers. Game development tools, engines, and platforms facilitate the creation of engaging and immersive experiences.

    Request Free Sample

    The Casual gaming segment was valued

  6. Video Games in the US - Market Research Report (2015-2030)

    • ibisworld.com
    Updated May 15, 2025
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    IBISWorld (2025). Video Games in the US - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/market-research-reports/video-games-industry/
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2015 - 2030
    Area covered
    United States
    Description

    The emergence of free-to-play games and fifth-generation consoles has provided steady revenue within the video game industry. However, since 2020, current-generation consoles have reached the mature life cycle phase, and console sales are down as of 2024. Despite the continued popularity of mobile gaming and AAA franchises, many markets within the industry await next-generation releases and have expressed a willingness to hold off on purchasing many industry products in the meantime. Consequently, revenue growth has stalled over the past five years, decreasing at a CAGR of 2.2% to $109.4 billion through 2025. In 2025, however, revenue has increased 7.8% in 2025, as releases from Nintendo and Rockstar Games have generated more player interest. Despite operational challenges and a high-interest rate environment for much of the current period, the gaming industry has benefited from the continuous releases of popular games. Generating millions of viewers daily, streaming platforms and popular streaming celebrities continue to sustain interest in many industry offerings, boosting sales. Leading companies, such as Sony and Microsoft, continue to evolve and have made a series of acquisitions, which have consolidated the industry during the current period. They have also adopted AI to automate their operations and maintain profit levels as costs increase due to tariffs. Moving forward, gaming developers are projected to invest more of their resources in developing mobile games and games that leverage the latest AI, VR and cloud technology. Despite the absence of new console releases from most companies during much of the period, consumer demand will remain high in the short term, though evolving trade policy could threaten the industry's ability to meet consumer demand moving forward. Despite these challenges however, future innovation and the eventual release of next-generation consoles will lead to industry revenue increasing at a CAGR of 7.3% to $155.4 billion through 2030.

  7. Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US...

    • technavio.com
    Updated Jan 15, 2025
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    Technavio (2025). Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, and UK), Middle East and Africa (Egypt, KSA, Oman, and UAE), APAC (China, India, and Japan), South America (Argentina and Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/video-game-market-industry-size-analysis
    Explore at:
    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    Video Game Market Size 2025-2029

    The video game market size is forecast to increase by USD 111.7 billion, at a CAGR of 8.6% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing penetration of smartphones and improving internet access worldwide. This digital transformation has expanded the gaming audience beyond traditional demographics, with an increasing number of women embracing gaming. However, the market faces a notable challenge that is the escalating cost of game development. To remain competitive, companies must continuously innovate and invest in advanced technologies, such as virtual reality and artificial intelligence, to create immersive gaming experiences.
    Additionally, the growing demand for mobile games necessitates a focus on cross-platform compatibility and adaptive game design. Companies that successfully navigate these challenges and cater to the evolving needs of diverse gaming demographics will thrive in this dynamic market.
    

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

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free Sample

    The market continues to evolve, with dynamic market dynamics shaping various sectors. Simulation games, esports organizations, and AAA titles coexist, each presenting unique challenges and opportunities. Competitor analysis is crucial for game publishers seeking to optimize player engagement and revenue generation. Real-time strategy (RTS) games and monetization strategies, such as in-app purchases and subscription models, are key areas of focus. Game studios invest in intellectual property (IP) development, leveraging game engines like Unreal and Unity for game development and user interface (UI) design. Augmented reality (AR) and virtual reality (VR) technologies, along with cloud gaming, are transforming the gaming landscape.

    Player retention is a top priority, with game updates, social media, and game streaming platforms playing essential roles. Game testing, network programming, and AI programming ensure optimal user experience (UX). Character modeling, fighting games, and puzzle games cater to diverse target audiences, while game design documents guide game development processes. PC gaming and console gaming continue to dominate, with mobile devices expanding the market reach. Game physics, sound design, and level design are integral components of game development. Game marketing strategies, player communities, and online forums foster user engagement. Game localization and quality assurance (QA) processes ensure global accessibility and product excellence.

    The continuous unfolding of market activities and evolving patterns underscore the dynamic nature of the video game industry.

    How is this Video Game Industry segmented?

    The video game 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.

    Platform
    
      PlayStation
      Xbox
      Nintendo
      PC (Steam, Epic Games Store, etc.)
      Mobile (iOS, Android)
    
    
    Type
    
      Offline
      Online
    
    
    End-User
    
      Hardcore Gamers
      Casual Gamers
      Esports Enthusiasts
    
    
    Revenue Model
    
      Game Sales (Digital & Physical)
      In-Game Purchases
      Subscriptions
      Advertising
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      Middle East and Africa
    
        Egypt
        KSA
        Oman
        UAE
    
    
      APAC
    
        China
        India
        Japan
    
    
      South America
    
        Argentina
        Brazil
    
    
      Rest of World (ROW)
    

    By Platform Insights

    The playstation segment is estimated to witness significant growth during the forecast period.

    The market encompasses various segments, including sports games, data analytics, game engines, user interface (UI), game development, augmented reality (AR), game controllers, game testing, game art, subscription models, and console gaming. In 2024, the mobile devices segment was the largest and continues to be the leading segment in the market, with over 3.5 billion smartphone and tablet users worldwide. Mobile games cater to a broader audience, including casual gamers, as they are typically smaller in scale and complexity and can be played in short bursts. The market's growth is driven by advancements in technology, increasing consumer demand, and the integration of social media and streaming platforms. Game development companies invest in AI programming, game physics, and game engines like Unreal Engine to create immersive and harmonious gaming experiences. They also focus on player engagement, player retention, and monetization strategies, including in-app purchases, subscription models, and advertising.

    Game publishers collaborate with ga

  8. Video Games Market Size, Share, Industry Forecast by 2032

    • emergenresearch.com
    pdf,excel,csv,ppt
    Updated Jun 26, 2023
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    Emergen Research (2023). Video Games Market Size, Share, Industry Forecast by 2032 [Dataset]. https://www.emergenresearch.com/industry-report/video-games-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 26, 2023
    Dataset authored and provided by
    Emergen Research
    License

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

    Area covered
    Global
    Variables measured
    Base Year, No. of Pages, Growth Drivers, Forecast Period, Segments covered, Historical Data for, Pitfalls Challenges, 2032 Value Projection, Tables, Charts, and Figures, Forecast Period 2023 - 2032 CAGR, and 1 more
    Description

    The global Video Games market size is expected to reach USD 752.86 Billion in 2032 registering a CAGR of 13.0%. Discover the latest trends and analysis on the Video Games Market. Our report provides a comprehensive overview of the industry, including key players, market share, growth opportunities,...

  9. Annual revenue of the U.S. video game industry 2016-2024, by segment

    • statista.com
    Updated Jun 2, 2025
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    Statista (2025). Annual revenue of the U.S. video game industry 2016-2024, by segment [Dataset]. https://www.statista.com/statistics/249996/annual-revenue-of-the-us-video-game-industry-by-segment/
    Explore at:
    Dataset updated
    Jun 2, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    Video gaming content, including mobile gaming apps, accounts for the bulk of the annual video gaming industry revenue in the United States. In 2024, the total revenue of the U.S. video game industry amounted to ***** billion U.S. dollars, down from the ***** billion U.S. dollars a year earlier. Overall, the monthly revenue of the video gaming industry sees some fluctuation throughout the year, with lows in the summer months, and higher sales during the holiday season. Going digital and not turning back Over the last few years, digital gaming sales have been growing slowly but steadily and exploded during the COVID-19 pandemic. Many consumers switched to digital game downloads instead of visiting brick-and-mortar retail locations and did not return to their previous shopping patterns after the normalization of the health emergency. Coupled with the ever-growing availability of high-speed internet connections and the release of the new flagship gaming console generation by Microsoft (Xbox) and Sony (PlayStation), comfort and convenience won over in-store browsing. Additionally, digital game storefronts across all gaming platforms frequently run sales and special offers that physical retailers rarely match. In 2022, the average revenue per user of physical video game sales in the United States amounted to ***** U.S. dollars, whereas the ARPU of game downloads only came to ***** U.S. dollars, reflecting the higher price of physical video game copies and the lower average price of digital games. Overall, the average monthly video game expenditure of U.S. gamers decreased to ***** U.S. dollars in 2023, down from ***** U.S. dollars in 2022. The struggles of the gaming hardware segment In contrast to the booming digital gaming content sales, the gaming hardware segment did not have an easy time in 2020 and 2021. What was supposed to be a year of triumph with the long-announced release of the ninth generation of video game consoles with the PlayStation 5 and the Xbox Series X/S in November 2020 quickly turned into a tale of woe. The ongoing global chip shortage, which started in early 2020 due to COVID-19 -related disruptions in global supply chains and logistics, strongly constrained the availability of chips to produce video gaming consoles. Additional factors such as trade wars, increased demand for hardware due to crypto mining, severe weather, and war impacting raw material exports continue to plague the global chip industry to this day. The lack of availability of the new consoles also led to scalpers taking advantage of the situation, leaving a sour taste for consumers.Console makers managed to turn things around, and while sales of the new consoles were not as good as they could have been, 2022 saw some recovery, and 2023 managed to get console sales back on track, despite global economic worries. In the first eleven months of 2023, Sony managed to sell close to ** million PlayStation 5 consoles, with Microsoft’s Xbox Series X/S selling about *** million units.

  10. The global Games market size will be USD 250244.2 million in 2024.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Oct 16, 2024
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    Cognitive Market Research (2024). The global Games market size will be USD 250244.2 million in 2024. [Dataset]. https://www.cognitivemarketresearch.com/games-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Oct 16, 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 Games market size will be USD 250244.2 million in 2024. It will expand at a compound annual growth rate (CAGR) of 11.50% 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 100097.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 9.7% from 2024 to 2031.
    Europe accounted for a market share of over 30% of the global revenue with a market size of USD 75073.26 million.
    Asia Pacific held a market share of around 23% of the global revenue with a market size of USD 57556.17 million in 2024 and will grow at a compound annual growth rate (CAGR) of 13.5% from 2024 to 2031.
    Latin America had a market share of more than 5% of the global revenue with a market size of USD 12512.21 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.9% 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 5004.88 million in 2024 and will grow at a compound annual growth rate (CAGR) of 11.2% from 2024 to 2031.
    The Consoles category is the fastest growing segment of the Games industry
    

    Market Dynamics of Games Market

    Key Drivers for Games Market

    The Increasing Popularity of Gaming Tournaments to Facilitate Market Development

    The games market is substantially bolstered by the increasing engagement and investment that stem from the increasing prominence of gaming championships. Millions of observers and participants are drawn to these events, which are frequently broadcast globally, fostering a lively community centered around competitive gaming. Sponsorships and advertising are stimulated by this increased visibility, which generates substantial revenue for the market. Furthermore, gaming championships serve as an incentive for additional individuals to pursue gaming as either a pastime or a potential profession, thereby broadening the consumer base. For example, Times Now News reported in August 2020 that the PUBG Mobile Global Championship had provided a prize pool of USD 2 million.

    The increasing number of professional gamers and the availability of a wide range of gaming genres to drive market growth

    Professional gamers, who are frequently regarded as influencers, generate substantial interest and engagement in gaming by attracting large audiences through broadcasting platforms and tournaments. Their success tales serve as an incentive for numerous individuals to engage in gaming, whether for professional or recreational purposes, thereby broadening the consumer base. Furthermore, the wide variety of gaming disciplines is designed to accommodate a wide range of tastes and preferences, guaranteeing that there is something for everyone. This diversity not only draws a broader audience but also promotes extended engagement, as players are able to transition between various categories of games. Collectively, these elements establish a dynamic and inclusive gaming ecosystem that stimulates market expansion and innovation.

    Restraint Factor for the Games Market

    The market's growth may be impeded by addiction issues resulting from intense gaming.

    The games market's development can be substantially impeded by negative perceptions and health concerns that result from addiction issues associated with concentrated gaming. According to the World Health Organization, prolonged gaming can result in physical and mental health issues, including eye strain, poor posture, and gaming disorder. These issues have the potential to result in increased scrutiny and regulation from governments and health organizations, which could result in restrictions on game content and leisure. Furthermore, the potential consumer base may be diminished as a result of the health hazards associated with gaming, which may discourage parents and educators from introducing it to younger audiences. Ultimately, the negative publicity surrounding gaming addiction can impede market growth and innovation by discouraging new participants and investors.

    Impact of Covid-19 on the Games Market

    A significant number of individuals were compelled to spend more time at home as a consequence of the precautionary measures that were implemented by the majority of people all around the globe in reaction to COVID-19. Concern, fear, and dread were all feelings that people experienced as a...

  11. s

    Global Board Games Market Size, Share, Growth Analysis, By Game...

    • skyquestt.com
    Updated Jul 29, 2025
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    SkyQuest Technology (2025). Global Board Games Market Size, Share, Growth Analysis, By Game Type(Monopoly, Scrabble), By Distribution Channel(Specialty stores, Online Stores), By Game Theme(Strategy & War, Educational) - Industry Forecast 2023-2030 [Dataset]. https://www.skyquestt.com/report/board-games-market
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    Dataset updated
    Jul 29, 2025
    Dataset authored and provided by
    SkyQuest Technology
    License

    https://www.skyquestt.com/privacy/https://www.skyquestt.com/privacy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    Board Games Market size was valued at USD 15.53 billion in 2019 and is poised to grow from USD 16.99 billion in 2023 to USD 34.35 billion by 2031, growing at a CAGR of 9.2% in the forecast period (2024-2031).

  12. Video Games in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Nov 15, 2024
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    IBISWorld (2024). Video Games in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/video-games-industry/
    Explore at:
    Dataset updated
    Nov 15, 2024
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2014 - 2029
    Area covered
    United Kingdom
    Description

    Video games have become a common form of entertainment for a large proportion of the population. They’re played by all age groups and demographics, offering companies a wide potential market. Mobile phone gaming has made games more accessible to people who would otherwise not be inclined to buy consoles or PC games. User-friendly devices, including tablets and smartphones, encourage older generations to play. Still, traditional console gaming continues to be a cornerstone of the market, with Sony's PlayStation 5 and Microsoft's Xbox Series X fetching strong sales figures despite initial supply chain hurdles. The UK Video Games industry has demonstrated resilience, leveraging new platforms and business models to fuel growth. Revenue is expected to swell at a compound annual rate of 1.6% over the five years through 2024-25, reaching £7.8 billion. Revenue growth has been supported by the release of the next generation of consoles, including the PlayStation 5 and the Xbox Series X, which were both launched in November 2020. Microtransactions and downloadable content (DLC) have emerged as pivotal trends, diversifying income streams and reshaping traditional monetisation models. Revenue is forecast to climb by 1.5% in 2024-25 as successful games continue to be released to the ninth-generation of consoles. The average industry profit margin has heightened in recent years in line with the expanding popularity of digital services. Microtransactions are expected to expand, though concerns over exploitation remain. Companies may increasingly adopt freemium models, easing criticisms of a lack of inclusivity while maximising revenue. Delivering content directly to consoles via the internet is likely to become even more popular, while casual gaming via portable devices, especially mobile phones, is expected to continue to expand. Revenue is anticipated to strengthen at a compound annual rate of 2.5% over the five years through 2029-30 to reach £8.9 billion. Nonetheless, workforce issues loom, with demand for skilled developers rising but the talent pool remaining constrained talent pool.

  13. Gaming Market Size, Share, Growth, Trends & Industry Analysis 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 17, 2025
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    Mordor Intelligence (2025). Gaming Market Size, Share, Growth, Trends & Industry Analysis 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/global-gaming-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 17, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Gaming Market is Segmented by Gaming Platform (Mobile Games, PC Games (Downloaded/Box & Browser), Console Games, and More), by Revenue Model (Free-To-Play (F2P), Pay-To-Play / Premium and More), by Genre (Action/Adventure, Shooter and Battle Royale and More) and Geography. The Market Forecasts are Provided in Terms of Value (USD).

  14. c

    Instant Games Market Size, Trends and Forecast, 2025-2032

    • coherentmarketinsights.com
    Updated Feb 27, 2025
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    Coherent Market Insights (2025). Instant Games Market Size, Trends and Forecast, 2025-2032 [Dataset]. https://www.coherentmarketinsights.com/industry-reports/instant-games-market
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    Dataset updated
    Feb 27, 2025
    Dataset authored and provided by
    Coherent Market Insights
    License

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

    Time period covered
    2025 - 2031
    Area covered
    Global
    Description

    Instant Games Market size is growing with a CAGR of 13.6% in the prediction period and it crosses US$ 7.58 Bn by 2032 from US$ 3.10 Bn in 2025

  15. Global 3A Video Games Market Size By Game Type, By Platform, By Distribution...

    • verifiedmarketresearch.com
    Updated Aug 12, 2024
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    VERIFIED MARKET RESEARCH (2024). Global 3A Video Games Market Size By Game Type, By Platform, By Distribution Channel, By End-User, By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/3a-video-games-market/
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    Dataset updated
    Aug 12, 2024
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    3A Video Games Market size was valued at USD 28 Billion in 2023 and is projected to reach USD 42.36 Billion by 2031, growing at a CAGR of 5.25% during the forecast period 2024-2031.

    Global 3A Video Games Market Drivers

    The market drivers for the 3A Video Games Market can be influenced by various factors. These may include:

    Increasing Adoption of Smartphones and Mobile Gaming: The proliferation of smartphones has revolutionized the gaming industry, making video games more accessible than ever. Mobile gaming accounts for a significant percentage of the gaming market, driven by the widespread availability of high-performance smartphones. As mobile devices evolve, they provide enhanced graphics, processing power, and gaming experiences comparable to traditional consoles. This surge in mobile game popularity encourages developers to create diverse content tailored to mobile users, leading to a dynamic and rapidly growing segment within the 3A video game market. Additionally, lower entry barriers for both players and developers have fueled this expansion.

    Advancements in Gaming Technology: Technological advancements drive innovation and enhance the gaming experience significantly. Developments in graphics rendering, artificial intelligence, and virtual reality contribute to more immersive and engaging gameplay. The introduction of next-gen consoles, capable of higher resolutions and faster load times, increases player expectations for quality and performance. Additionally, the rise of cloud gaming services allows players to access high-quality games without the need for expensive hardware, thus broadening the potential consumer base. These technological improvements not only attract new players but also encourage existing gamers to invest in the latest 3A video game titles.

    Global 3A Video Games Market Restraints

    Several factors can act as restraints or challenges for the 3A Video Games Market. These may include:

    High Development Costs: The 3A video game market faces significant financial constraints due to the high costs associated with game development. The production of AAA titles often requires substantial investment in technology, talent, and marketing, making it difficult for smaller studios to compete. High-quality graphics, immersive narratives, and compelling gameplay mechanics necessitate years of development and a large team of skilled professionals. Increased competition also drives up costs, as studios strive to deliver the best possible experience to capture market share. This financial burden can lead to fewer innovative projects, limiting diversity within the market and often resulting in sequels or remakes over original content.

    Intense Competition: The 3A video game market is characterized by fierce competition among major publishers and studios. With a few leading companies dominating the landscape, smaller developers often struggle to gain visibility and support. This competitive environment leads to a saturation of similar game concepts and genres, reducing consumer interest in new titles. Furthermore, players' loyalty to established franchises diminishes opportunities for newcomers to innovate or carve out a niche. As companies focus on blockbuster titles that guarantee returns, the risk of failure increases, hindering creativity and exploration within the industry, which can stifle unique and diverse gaming experiences.

  16. Games market revenue share worldwide 2024, by region

    • statista.com
    Updated Jun 24, 2025
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    Statista (2025). Games market revenue share worldwide 2024, by region [Dataset]. https://www.statista.com/statistics/983204/global-video-games-revenue-region/
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    Dataset updated
    Jun 24, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    In 2024, the Asia-Pacific region accounted for ** percent of the global games market, ahead of second-ranked North America with ** percent market share. In total, the worldwide gaming market is set to be worth close to *** billion U.S. dollars.

  17. r

    Video Game Market Size, Share & Demand | Industry Report 2034

    • reportsanddata.com
    pdf,excel,csv,ppt
    Updated Apr 15, 2024
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    Reports and Data (2024). Video Game Market Size, Share & Demand | Industry Report 2034 [Dataset]. https://www.reportsanddata.com/report-detail/video-game-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 15, 2024
    Dataset authored and provided by
    Reports and Data
    License

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

    Time period covered
    2024 - 2030
    Area covered
    Global
    Description

    The video game market size is expected to reach USD 317.17 Billion in 2034 and register a CAGR of 8.9%, Rise in penetration of high-speed Internet connectivity, particularly in developing countries, is contributing significantly to revenue growth of the global market

  18. E

    Digital Games Market Report and Forecast 2025-2034

    • expertmarketresearch.com
    Updated Dec 11, 2020
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    Claight Corporation (Expert Market Research) (2020). Digital Games Market Report and Forecast 2025-2034 [Dataset]. https://www.expertmarketresearch.com/reports/digital-games-market
    Explore at:
    pdf, excel, csv, pptAvailable download formats
    Dataset updated
    Dec 11, 2020
    Dataset authored and provided by
    Claight Corporation (Expert Market Research)
    License

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

    Time period covered
    2025 - 2034
    Area covered
    Global
    Variables measured
    CAGR, Forecast Market Value, Historical Market Value
    Measurement technique
    Secondary market research, data modeling, expert interviews
    Dataset funded by
    Claight Corporation (Expert Market Research)
    Description

    The global digital games market is being aided by the online games market, which reached a value of USD 214.95 Billion in 2024. The online games market is expected to grow at a CAGR of 9.00% in the forecast period of 2025-2034 to attain a value of USD 508.86 Billion by 2034.

  19. Video Game Market Size, Growth, Share & Industry Report 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 21, 2025
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    Mordor Intelligence (2025). Video Game Market Size, Growth, Share & Industry Report 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/video-game-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 21, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Video Game Market is Segmented by Device Type (Computer, Mobile, Console, Cloud-Gaming Devices), Genre (Action, Shooter, Role-Playing, Sports, Adventure), Revenue Model (Free-To-Play, Pay-To-Play (Premium), Subscription-Based, In-Game Advertising), End-User (Casual Gamers, Hardcore / Competitive Gamers, Professional Esports Athletes), Geography. The Market Forecasts are Provided in Terms of Value (USD).

  20. Serious Games Market Report by Gaming Platform (Smartphone, Console, PC, and...

    • imarcgroup.com
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    IMARC Group, Serious Games Market Report by Gaming Platform (Smartphone, Console, PC, and Others), Application (Simulation and Training, Research and Planning, Advertising and Marketing, Human Resources, and Others), Industry Vertical (Education, Healthcare, Aerospace and Defense, Government, Retail, Media and Entertainment, and Others), and Region 2024-2032 [Dataset]. https://www.imarcgroup.com/serious-games-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset provided by
    Imarc Group
    Authors
    IMARC Group
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    The global serious games market size reached US$ 11.1 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 59.4 Billion by 2032, exhibiting a growth rate (CAGR) of 20.1% during 2024-2032. The growing demand for effective learning solutions among individuals, rising focus on employee training and development, and increasing emergence of virtual reality (VR) and augmented reality (AR) are some of the major factors propelling the market.

    Report Attribute
    Key Statistics
    Base Year
    2023
    Forecast Years
    2024-2032
    Historical Years
    2018-2023
    Market Size in 2023US$ 11.1 Billion
    Market Forecast in 2032US$ 59.4 Billion
    Market Growth Rate 2024-203220.1%

    IMARC Group provides an analysis of the key trends in each segment of the global serious games market report, along with forecasts at the global, regional and country levels from 2024-2032. Our report has categorized the market based on gaming platform, application and industry vertical.

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Statista (2025). Video games industry market size in the U.S. 2013-2023 [Dataset]. https://www.statista.com/statistics/246892/value-of-the-video-game-market-in-the-us/
Organization logo

Video games industry market size in the U.S. 2013-2023

Explore at:
17 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 26, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
United States
Description

As well as being one of the leading gaming market in terms of revenue, the United States is also considered by many as the birthplace of gaming as we know it today. In 2023, the video game market size in the United States was estimated to be *** billion U.S. dollars, not quite reaching the 2020 record of *** billion U.S. dollars.

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