This graph depicts the video game retail sales value in the United States from 2000 to 2015. At the end of 2015, the total market value was expected to be ***** billion U.S. dollars.Market growth is being fueled by video, console and computer games, with the industry also benefiting from a growing adult consumer base as this group takes a greater interest in games as a popular leisure pursuit.
In 2022, the video game industry in the Netherlands generated revenues of 430 million euros, up from approximately 224 to 300 million euros four years earlier. Recent industry figures place the number of companies in the Dutch gaming industry at 630.
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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.
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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.
During the first half of 2024, the total revenue of browser games in China reduced to about **** billion yuan, accounting for around *** percent of the market sales revenue in the gaming industry in China. Back in 2015 and 2016, the sector reported to have over ten billion yuan in sales revenue.
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Since the first video games emerged in the 1970s, video game companies have continually redefined entertainment, offering users an unparalleled interactive experience that distinguishes gaming from TV, streaming services and more. Shifts in various trends, like mobile video games and online ways to buy games becoming much more popular in the period, have also been helping this industry. These developments laid the groundwork for a remarkable growth trajectory in industry revenue—peaking at a compounded annual growth rate of 7.7% leading up to 2024 and expanding 5.2% that year. However, this explosive growth brought on considerable challenges. Significant developers like Sony and Microsoft drove consolidation through high-profile acquisitions, such as Microsoft's bid for Activision Blizzard, which drew scrutiny from FTC and EU regulators. Merger activity like this aims to position these companies at the forefront of a market with rising development costs, high inflation and a complete return to outdoor lifestyles. Antitrust regulations could reshape industry practices, prompting businesses to consider new approaches for sustainable growth. Various developments in mobile gaming platforms, such as the Steam Deck and ROG Ally, will align with consumer desires for flexible, on-the-go entertainment, but neither remotely eclipses the popularity of smartphone gaming. The popularity of downloadable games has minimized overhead, yet digital storefronts challenge smaller developers through steep fees. Independent developers could see improved profit as legislative pressure mounts to reduce these fees. But, AI-generated games represent both an opportunity and a threat—they promise reduced development times but imperil the careers of traditional designers. The video game industry's future will hinge on embracing technological advancements while navigating regulatory landscapes and shifting consumer habits. Revenue for this industry will expand at a CAGR of 6.5% towards $33.0 billion by 2029, even as profit will tighten. To thrive, developers must deftly balance innovation with adaptation to evolving market demands and legal frameworks.
The revenue growth of the mobile gaming industry has slowed down after peaking in 2014. During the first half of 2024, revenues of mobile games in China inched up by approximately **** percent compared to the same period of the previous year.
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In the constantly shifting US video game industry, developers have continued to engineer new experiences and offerings that have driven player interest. The industry has continued to generate sales even since the rapid increase of its player base during the pandemic, supported by the success of new consoles released by Sony and Microsoft and a rapid rise in mobile game development. Emerging trends like shareability and customization have become indispensable – for example, developers craft games that offer personalized adventures suited for social media virality. As the number of apps and gamers has continued to rise, the industry has grown its revenue at a CAGR of 2.6% to an estimated $54.2 billion; this includes expected growth of 6.0% in 2025 alone. In recent years, larger tech companies have made strategic moves through acquisitions of industry publishers, giving these studios the financial resources to develop new offerings. Similar trends continue to alter market share concentration, and companies like Microsoft have emerged as the industry's top earners. Meanwhile, despite the popularity of console games, smartphones have continued to make mobile gaming more accessible and break down barriers to market entry. Interest in gaming has continued to grow, and expanding industries like e-sports and video game streaming have served as complementary forces that drive overall industry demand. Moving forward, video game software offerings are set to transition, as business models like subscription services lead to cloud gaming. AI and machine learning will revolutionize game development, leveling the playing field for solo developers and smaller teams who will be able to create content comparable to that of major studios. In the short term, however, the delayed release of next-generation consoles will limit the new experiences that can be launched at a large scale – leading publishers to continue to implement in-game transactions and releases on legacy hardware. Meanwhile, in the mobile segment, third-party app stores will offer lower commission fees than Apple and Google, which has the potential to maximize profit for many developers going forward. Collectively, these new experiences and trends will lead to an industry revenue increase at an anticipated CAGR of 5.6% in the coming years to 2030, reaching an estimated $71.0 billion.
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Games published for the major game consoles are the biggest source of revenue in the Computer Game Publishing industry. However, social games played online and on mobile phones are becoming more significant. Video games are played by all age groups and demographics, offering publishers a wide potential market. Mobile phone gaming has made games more accessible for people who would otherwise not be inclined to buy console or PC games. User-friendly devices are encouraging older generations to play games. Industry revenue is estimated to climb at a compound annual rate of 1.9% over the five years through 2024-25 to reach £1.1 billion. Each new generation of consoles typically results in cyclical sales growth as consumers upgrade to the newest machines and games. The industry was unaffected by the pandemic and was supported by the release of the next generation of consoles, the PlayStation 5 and the Xbox Series X, launched in November 2020. The ninth generation of consoles has boosted the industry tremendously, with regular successful games published each year since its launch. Another development that emerged was the innovative gaming model introduced by the free-to-play game Fortnite, which reaped substantial returns through in-game purchases. Publishers also capitalised on selling additional content like maps and missions to gamers for a fee, further expanding their revenue streams. Revenue is forecast to jump by 0.9% in 2024-25. The average industry profit margin is expected to remain unchanged. Game sales are likely to flourish as consumers respond to games released on the latest generation of consoles and users continue to make the move to the latest consoles. Industry revenue is expected to grow at a compound annual rate of 1.9% to reach £1.2 billion in 2029-30. The industry is likely to rely more on microtransactions and freemium models to drive revenue, while also exploring the potential of the burgeoning mobile game market. Some publishers may pivot to iconic titles to gain a competitive edge, indicating that the industry may become more comparable to the film sector and have greater cross-franchising and product licensing.
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Companies have developed and improved the methods of monetising their games, with free-to-play (F2P) games with in-game purchases driving expansion. Over the five years through 2025-26, industry revenue is expected to expand at a compound annual rate of 1.5%, including a projected jump of 3.8% in 2025-26, to reach £1.8 billion. Leading developers like Activision Blizzard's King have harnessed microtransactions, advertising and in-app purchases to sustain growth, as evidenced by the enduring success of flagship titles like Candy Crush Saga. Meanwhile, the demographic has broadened as smartphone penetration among both young adults and the over-65 cohort reached new heights, supporting a larger, more diverse player base. The industry’s output has jumped on the back of technological advances, supportive policymaking and a steady influx of skilled graduates from the UK’s 140 game development-focused academic institutions. Institutionally, the introduction of the Video Games Expenditure Credit in 2023, which delivers up to 34% tax relief on UK-based development, has incentivised both domestic and multinational developers to ramp up investment, fuelling innovation and supporting profit, especially for high-scalability F2P titles. Profit remains high in the industry as large companies have few costs associated with each additional download of their game products. Self-owned developers also have high profitability as they intend to withdraw equity rather than direct wages. Industry revenue is forecast to climb at a compound annual rate of 5.3% over the five years through 2029-20 to reach £2.4 billion. Growth is set to be fuelled by accelerating trends in cross-platform integration, data-driven personalisation and live-ops infrastructure poised to enhance player retention and spend. The government’s ambitious Wireless Infrastructure Strategy, aiming for nationwide 5G by 2030, will enable developers to launch more sophisticated, bandwidth-intensive titles, spanning real-time multiplayer games to AR applications, with greater confidence. Recruitment of high-skilled developers is expected to remain competitive, yet the UK’s expanding suite of game-related university degrees and a tech-focused immigration regime should offset talent shortages.
Take Two Interactive is a video game distribution company headquartered in the United States. The company is divided into different publishing labels depending on the type of games or target audience (Rockstar Games, 2K Games, Private Division and Social Point). Take-Two Interactive's global revenue has shown a continuous increase since 2015. In the fiscal year 2025, Take-Two generated 3.4 billion U.S. dollars in revenue in the United States, as well as 2.22 billion U.S. dollars internationally.
During the first half of 2024, the total revenue of client games in China reached approximately **** billion yuan, increasing by *** percent from the year prior. The sector contributed about one-fifth of China's video game market revenue.
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Since their inception, social network game developers have grown rapidly. The widespread adoption of smartphones has democratized access to games, allowing more people to play without the need for expensive consoles or personal computers. With over 6 billion smartphone users globally and enhancements like 5G, developers are focusing on mobile compatibility to reach these vast audiences. Revenue grew at a CAGR of 2.9% to an estimated $5.5 billion over the past five years, including a gain of 7.4% in 2025 alone. The surging adoption of the internet and the popularity of social networks, including social networking websites and mobile apps, have driven revenue growth during the period. However, profit has exhibited extreme fluctuations due to the large number of small start-ups with external funding. Nonetheless, alongside rapid increases in demand, profit also grew over the past five years. Developers' growth has been stimulated by the emergence of new markets that have embraced social gaming. Consumers who have not previously played video games are beginning to participate at accelerating rates. Women of all ages represent a growing segment of users due to the inclusion of social network games on mobile platforms, making them more accessible and reaching a wider audience. Meanwhile, in-game advertising has become a lucrative revenue stream, with developers cleverly integrating ads without interrupting gameplay. The rise of microtransactions has further propelled growth, with developers leveraging data analytics to fine-tune monetization strategies and enhance player engagement. Moving forward, developers will continue to enjoy strong growth. However, social networks are beginning to charge more for virtual currency transactions, which will challenge operations moving forward. The social networks that host games are seeking to generate more revenue themselves by taking advantage of the increased interest in social gaming. Nonetheless, as economic conditions improve, there's potential for increased consumer spending on in-game purchases, propelling further growth. The surge in both smartphone popularity and internet connections will continue, linking more people to social games and networks. Disposable income is also set to climb, which will result in more virtual currency purchases. Over the next five years, revenue is poised to hike at a CAGR of 6.5% to an estimated $7.6 billion.
In 2020, the revenue of the Australian mobile interactive game market was evaluated at around *** billion Australian dollars. This was a gradual increase from the year 2015, in which the market was worth approximately *** million Australian dollars. The rapid advancement of technology and access to high-end equipment has played a major role in the proliferation of the market over recent years and is forecasted to sustain feasible growth.
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.
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Enterprises in the Online Game industry in China produce (i.e. design and develop) and operate online games. Most online game companies both create and operate their games. However, some online game producers sell licenses to agencies, which are then solely responsible for the operation of the games. Industry revenue is expected to increase at a CAGR of 4.1% over the five years through 2024, to $51.7 billion. This trend includes expected growth of 4.9% in the current year. The popularity of online games has grown rapidly in China over the period. As of 2023, the number of online games users totaled 668.0 million, accounting for one fifth of total in the global online games market. Online games are more profitable than other internet services like online video and electronic commerce. In 2024, profit margins are expected to account for 28.6% of industry revenue. Many the publicly listed online game companies make over 40% profit. In terms of price/earnings (PE) ratio, three of the top 10 most profitable Chinese companies listed on the NASDAQ are online game companies. The Chinese online game market was dominated by foreign games in the early years of the industry's development. Over the past five years, Chinese-made online games have been increasingly well accepted by the global market. Exports have been growing faster than total revenue and are expected to generate $17.6 billion in 2024, accounting for 34.1% of industry revenue, up from 29.7% in 2019. Industry revenue is forecast to grow at an annualized 4.8% over the five years through 2029, to $65.2 billion. China has the largest internet population in the world, which has totaled 1.1 billion internet users as of 2023, which provides a vast market space for online games participants.
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Korea CI Sales: Games: Video Games data was reported at 166,091.000 KRW mn in 2015. This records an increase from the previous number of 159,806.000 KRW mn for 2014. Korea CI Sales: Games: Video Games data is updated yearly, averaging 202,450.000 KRW mn from Dec 2004 (Median) to 2015, with 12 observations. The data reached an all-time high of 525,700.000 KRW mn in 2009 and a record low of 93,617.000 KRW mn in 2013. Korea CI Sales: Games: Video Games data remains active status in CEIC and is reported by Korea Creative Content Agency. The data is categorized under Global Database’s Korea – Table KR.H087: Contents Industry Sales: by Industry.
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In 2022, the amount of video game consoles exported from Nigeria soared to X units, with an increase of 255% against 2021. Overall, exports continue to indicate a prominent expansion. The growth pace was the most rapid in 2015 with an increase of 271% against the previous year. Over the period under review, the exports hit record highs in 2022 and are expected to retain growth in the near future.
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In 2022, after two years of growth, there was significant decline in overseas shipments of video game consoles, when their volume decreased by -47.6% to X units. Overall, exports, however, enjoyed significant growth. The pace of growth was the most pronounced in 2021 when exports increased by 600%. Over the period under review, the exports hit record highs at X units in 2015; however, from 2016 to 2022, the exports failed to regain momentum.
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Game and toy manufacturers have contended with numerous headwinds in recent years, ranging from the growing popularity of digital alternatives to fierce import competition from low-cost production countries. This has meant manufacturers looking to remain successful had to adapt and cater to shifting consumer needs, like offering educational toys to appeal to parents concerned with excessive device usage. Revenue is expected to drop at a compound annual rate of 4.1% over the five years through 2024 to €11.6 billion, with revenue expected to tumble by 1.2% in 2024. The tightening cost of living in the two years through 2023 resulted in cash-strapped individuals reining in spending to afford spiralling food and energy prices, hitting demand for games and toys. This also made cheaper games and toys from abroad from low-cost production countries more appealing as they are often priced lower than domestically produced products. Another major cause for concern has been the rising popularity of video games, with ownership of electronic devices like smartphones and tablets picking up significantly, weighing on demand for traditional games and toys. Revenue is forecast to climb at a compound annual rate of 4.6% over the five years through 2029 to €14.6 billion. Economic conditions are set to improve somewhat, with inflationary pressures easing and real disposable incomes picking up. This will ramp up demand for games and toys in line with a recovery in discretionary spending. However, competition from digital alternatives will remain fierce as more children shift from traditional toys to more interactive mediums.
This graph depicts the video game retail sales value in the United States from 2000 to 2015. At the end of 2015, the total market value was expected to be ***** billion U.S. dollars.Market growth is being fueled by video, console and computer games, with the industry also benefiting from a growing adult consumer base as this group takes a greater interest in games as a popular leisure pursuit.