100+ datasets found
  1. Number of employees in the video game industry in Germany 2015-2024

    • statista.com
    • ai-chatbox.pro
    Updated Dec 9, 2024
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    Statista (2024). Number of employees in the video game industry in Germany 2015-2024 [Dataset]. https://www.statista.com/statistics/491347/number-of-employees-video-game-industry-germany/
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    Dataset updated
    Dec 9, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Germany
    Description

    In 2024, around 12,400 people worked as video game developers and publishers in Germany. This was an increase of around 400 compared to the previous year.

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

    • ibisworld.com
    Updated Aug 25, 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/
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    Dataset updated
    Aug 25, 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.

  3. 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.

  4. U.S retail sales value of video games 2000-2015

    • statista.com
    Updated Dec 15, 2015
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    Statista (2015). U.S retail sales value of video games 2000-2015 [Dataset]. https://www.statista.com/statistics/530168/total-revenue-of-us-video-games-market/
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    Dataset updated
    Dec 15, 2015
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    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.

  5. Video Games Software Developers in the US - Market Research Report...

    • ibisworld.com
    Updated Sep 15, 2024
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    IBISWorld (2024). Video Games Software Developers in the US - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/market-research-reports/video-games-software-developers-industry/
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    Dataset updated
    Sep 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 States
    Description

    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.

  6. Mobile and social game market size Japan 2015-2023

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). Mobile and social game market size Japan 2015-2023 [Dataset]. https://www.statista.com/statistics/1065117/japan-mobile-and-social-game-market-size/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    The market size of mobile and social games in Japan amounted to **** trillion Japanese yen in 2023. The market remained on the same level as in the previous year. Mobile and social games accounted for almost half of the mobile content market in Japan.

  7. Video Games in Washington - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Apr 15, 2025
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    IBISWorld (2025). Video Games in Washington - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/industry/washington/video-games/42624/
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    Dataset updated
    Apr 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
    Washington
    Description

    The Video Games industry in Washington is expected to decline an annualized -x% to $x.x billion over the five years to 2025, while the national industry will likely decline at -x.x% during the same period. Industry establishments increased an annualized x.x% to x,xxx locations. Industry employment has increased an annualized x.x% to x,xxx workers, while industry wages have increased an annualized x.x% to $x.x billion.

  8. Video Game Software Publishing in the US - Market Research Report...

    • ibisworld.com
    Updated Aug 25, 2024
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    IBISWorld (2024). Video Game Software Publishing in the US - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/market-research-reports/video-game-software-publishing-industry/
    Explore at:
    Dataset updated
    Aug 25, 2024
    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

    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.

  9. Growth rate of mobile game revenues China H1 2015 - H1 2024

    • statista.com
    Updated Jul 7, 2025
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    Statista (2025). Growth rate of mobile game revenues China H1 2015 - H1 2024 [Dataset]. https://www.statista.com/statistics/445423/mobile-game-industry-revenue-growth-china/
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    Dataset updated
    Jul 7, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    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.

  10. Online Video Game Sales in Australia - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Apr 29, 2020
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    IBISWorld (2020). Online Video Game Sales in Australia - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/au/industry/online-video-game-sales/4189/
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    Dataset updated
    Apr 29, 2020
    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
    Australia
    Description

    Industry operators sell video game products online, either as digital downloads or as online purchases of physically packaged games. Video games sold include PC and console games. Mobile games, in-game microtransactions and sales of console units and accessories are excluded from the industry.

  11. i

    Iraq's Video Game Console Market Report 2025 - Prices, Size, Forecast, and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Jul 1, 2025
    + more versions
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    IndexBox Inc. (2025). Iraq's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/iraq-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    xlsx, pdf, docx, doc, xlsAvailable download formats
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Jul 15, 2025
    Area covered
    Iraq
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    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.

  12. Mobile Game Development in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated May 15, 2025
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    IBISWorld (2025). Mobile Game Development in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/mobile-game-development-industry/
    Explore at:
    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 Kingdom
    Description

    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.

  13. i

    Sri Lanka's Video Game Console Market Report 2025 - Prices, Size, Forecast,...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Jul 1, 2025
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    IndexBox Inc. (2025). Sri Lanka's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/sri-lanka-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    doc, docx, xlsx, xls, pdfAvailable download formats
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Jul 15, 2025
    Area covered
    Sri Lanka
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    The Sri Lankan video game console market amounted to $X in 2022, remaining constant against the previous year. Overall, consumption recorded a noticeable decline. Video game console consumption peaked at $X in 2015; however, from 2016 to 2022, consumption stood at a somewhat lower figure.

  14. Browser game revenue China H1 2015 - H1 2024

    • statista.com
    Updated Jul 14, 2025
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    Statista (2025). Browser game revenue China H1 2015 - H1 2024 [Dataset]. https://www.statista.com/statistics/445396/browser-game-revenue-in-china/
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    Dataset updated
    Jul 14, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    China
    Description

    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.

  15. Mexico: video games ARPU 2015-2020

    • statista.com
    Updated May 26, 2025
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    Statista (2025). Mexico: video games ARPU 2015-2020 [Dataset]. https://www.statista.com/statistics/1201471/video-games-arpu-mexico/
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    Dataset updated
    May 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Mexico
    Description

    In the third quarter of 2020, video games in Mexico generated an average revenue per user (ARPU) of 5.82 U.S.. During the given time span, the Latin American country experienced its highest video games ARPU in the first quarter of 2015, reaching at that time over ten U.S. dollars. Furthermore, in 2020, video gaming in Mexico was forecast to have generated a revenue of almost 1.5 billion U.S. dollars.

  16. i

    Malaysia's Video Game Console Market Report 2025 - Prices, Size, Forecast,...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Jul 1, 2025
    + more versions
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    IndexBox Inc. (2025). Malaysia's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/malaysia-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    pdf, xlsx, doc, xls, docxAvailable download formats
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Jul 11, 2025
    Area covered
    Malaysia
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    In 2022, the Malaysian video game console market decreased by -60.6% to $X, falling for the fourth year in a row after two years of growth. Overall, consumption continues to indicate a deep contraction. Video game console consumption peaked at $X in 2014; however, from 2015 to 2022, consumption remained at a lower figure.

  17. i

    Croatia's Video Game Console Market Report 2025 - Prices, Size, Forecast,...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Jul 1, 2025
    + more versions
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    IndexBox Inc. (2025). Croatia's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/croatia-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    docx, pdf, doc, xls, xlsxAvailable download formats
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Jul 15, 2025
    Area covered
    Croatia
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    The Croatian video game console market dropped modestly to $X in 2022, approximately equating the previous year. Over the period under review, consumption showed a abrupt contraction. As a result, consumption attained the peak level of $X. From 2015 to 2022, the growth of the market failed to regain momentum.

  18. Video Game Software Publishing in Virginia - Market Research Report...

    • ibisworld.com
    Updated Apr 15, 2025
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    IBISWorld (2025). Video Game Software Publishing in Virginia - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/industry/virginia/video-game-software-publishing/41866/
    Explore at:
    Dataset updated
    Apr 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
    Description

    The Video Game Software Publishing industry in Virginia is expected to grow an annualized x.x% to $x.x billion over the five years to 2025, while the national industry will likely grow at x.x% during the same period. Industry establishments increased an annualized x.x% to xxx locations. Industry employment has increased an annualized x% to x,xxx workers, while industry wages have increased an annualized x.x% to $x.x million.

  19. i

    Latvia's Video Game Console Market Report 2025 - Prices, Size, Forecast, and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Jul 1, 2025
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    IndexBox Inc. (2025). Latvia's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/latvia-video-game-consoles-not-operated-by-means-of-payments-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    xlsx, docx, pdf, xls, docAvailable download formats
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Jul 8, 2025
    Area covered
    Latvia
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    The Latvian video game console market totaled $6.6M in 2024, surging by 5.8% against the previous year. Overall, consumption showed a relatively flat trend pattern. As a result, consumption attained the peak level of $7.4M. From 2015 to 2024, the growth of the market remained at a somewhat lower figure.

  20. Computer Game Publishing in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Oct 15, 2024
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    IBISWorld (2024). Computer Game Publishing in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/computer-game-publishing-industry/
    Explore at:
    Dataset updated
    Oct 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

    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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Statista (2024). Number of employees in the video game industry in Germany 2015-2024 [Dataset]. https://www.statista.com/statistics/491347/number-of-employees-video-game-industry-germany/
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Number of employees in the video game industry in Germany 2015-2024

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Dataset updated
Dec 9, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Germany
Description

In 2024, around 12,400 people worked as video game developers and publishers in Germany. This was an increase of around 400 compared to the previous year.

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