100+ datasets found
  1. Italy video game industry revenue 2021-2024

    • statista.com
    Updated Apr 15, 2025
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    Statista (2025). Italy video game industry revenue 2021-2024 [Dataset]. https://www.statista.com/statistics/1421930/video-game-industry-revenue-italy/
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    Dataset updated
    Apr 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Italy
    Description

    In 2024, the video game industry in Italy generated revenues of about 180 to 200 million euros, up from approximately 130 to 160 million euros two years earlier. Recent industry figures place the number of companies in the Italian gaming industry at 200.

  2. 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/
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    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.

  3. s

    Video Game Market Trends, Share, Size & Growth Forecast 2033

    • straitsresearch.com
    pdf,excel,csv,ppt
    Updated Jul 20, 2024
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    Straits Research (2024). Video Game Market Trends, Share, Size & Growth Forecast 2033 [Dataset]. https://straitsresearch.com/report/video-game-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 20, 2024
    Dataset authored and provided by
    Straits Research
    License

    https://straitsresearch.com/privacy-policyhttps://straitsresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    The global video game market size is projected to grow from USD 268.88 billion in 2025 to USD 651.6 billion by 2033, exhibiting a CAGR of 11.7%.
    Report Scope:

    Report MetricDetails
    Market Size in 2024 USD 240.71 Billion
    Market Size in 2025 USD 268.88 Billion
    Market Size in 2033 USD 651.6 Billion
    CAGR11.70% (2025-2033)
    Base Year for Estimation 2024
    Historical Data2021-2023
    Forecast Period2025-2033
    Report CoverageRevenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends
    Segments CoveredBy Device Outlook,By Type Outlook,By Game Type,By Hardware,By Business Model,By Region.
    Geographies CoveredNorth America, Europe, APAC, Middle East and Africa, LATAM,
    Countries CoveredU.S., Canada, U.K., Germany, France, Spain, Italy, Russia, Nordic, Benelux, China, Korea, Japan, India, Australia, Taiwan, South East Asia, UAE, Turkey, Saudi Arabia, South Africa, Egypt, Nigeria, Brazil, Mexico, Argentina, Chile, Colombia,

  4. Video Game Sales

    • kaggle.com
    zip
    Updated Oct 26, 2016
    + more versions
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    GregorySmith (2016). Video Game Sales [Dataset]. https://www.kaggle.com/datasets/gregorut/videogamesales
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    zip(390286 bytes)Available download formats
    Dataset updated
    Oct 26, 2016
    Authors
    GregorySmith
    Description

    This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com.

    Fields include

    • Rank - Ranking of overall sales

    • Name - The games name

    • Platform - Platform of the games release (i.e. PC,PS4, etc.)

    • Year - Year of the game's release

    • Genre - Genre of the game

    • Publisher - Publisher of the game

    • NA_Sales - Sales in North America (in millions)

    • EU_Sales - Sales in Europe (in millions)

    • JP_Sales - Sales in Japan (in millions)

    • Other_Sales - Sales in the rest of the world (in millions)

    • Global_Sales - Total worldwide sales.

    The script to scrape the data is available at https://github.com/GregorUT/vgchartzScrape. It is based on BeautifulSoup using Python. There are 16,598 records. 2 records were dropped due to incomplete information.

  5. Annual value of new capital raised by video gaming companies 2021-2025 YTD

    • statista.com
    Updated Jul 9, 2025
    + more versions
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    Statista (2025). Annual value of new capital raised by video gaming companies 2021-2025 YTD [Dataset]. https://www.statista.com/statistics/1453081/annual-gaming-company-value-new-funds-capital-raised/
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    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2025 year-to-date, the total value of capital raised in the video games industry amounted to **** billion U.S. dollars, representing a *** percent increase in value compared to the previous quarter. There were ** disclosed new funding rounds of video gaming companies in 2025.

  6. Mexico: video gaming revenue 2009-2021

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Mexico: video gaming revenue 2009-2021 [Dataset]. https://www.statista.com/statistics/821165/video-gaming-revenue-mexico/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Mexico
    Description

    Between 2009 and 2021, Mexico's video gaming revenue increased by around ** percent. In 2021, video gaming in the North American nation was forecast to generate a revenue of nearly *** billion U.S. dollars, up from about *** billion a year earlier. Additionally, a 2021 survey conducted in Mexico found smartphones were the most popular devices used to play video games on among respondents.

  7. M

    Mobile Entertainment Industry Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 25, 2025
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    Market Report Analytics (2025). Mobile Entertainment Industry Report [Dataset]. https://www.marketreportanalytics.com/reports/mobile-entertainment-industry-87836
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    doc, pdf, pptAvailable download formats
    Dataset updated
    Apr 25, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

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

    The mobile entertainment industry is experiencing robust growth, projected to maintain a 15% Compound Annual Growth Rate (CAGR) from 2025 to 2033. This expansion is fueled by several key factors. The proliferation of smartphones with advanced processing power and high-resolution displays enhances the user experience, driving engagement with mobile games, video streaming, and music services. Increasing internet penetration, particularly in emerging markets, expands the potential user base significantly. Furthermore, the rise of 5G technology promises faster download speeds and lower latency, further optimizing streaming quality and reducing buffering issues, thus enriching the overall mobile entertainment experience. Innovative business models, such as in-app purchases and subscription services, contribute to strong revenue generation. Competition among established players like Amazon, Apple, Google, and Netflix, alongside innovative startups, fosters continuous improvement and the introduction of new features, keeping the industry dynamic and attractive to consumers. The market segmentation reveals a diversified landscape. Games consistently dominate the revenue share, owing to their broad appeal and diverse genres. Video streaming is rapidly gaining ground, fueled by the increasing popularity of on-demand content and the rise of mobile-first video platforms. Music streaming, while a mature market segment, continues to see growth, propelled by the introduction of new features and personalized recommendations. The operating system distribution is heavily skewed towards iOS and Android, reflecting the dominance of these platforms in the smartphone market. However, other operating systems represent a niche market with potential for future growth. Regional analysis suggests that North America and Europe currently hold significant market shares, but the Asia-Pacific region is predicted to experience the most rapid growth due to its expanding middle class and increasing smartphone penetration. This dynamic interplay of technological advancements, consumer behavior, and competitive pressures ensures the continued expansion of the mobile entertainment market. Recent developments include: September 2021 - In Kenya, Netflix is releasing a new free Android mobile plan that will allow users to watch a limited selection of its repertoire, including full seasons of certain shows. The Netflix mobile plan for Android allows users to join up without having to submit any financial information., August 2021- Netflix began testing its games inside their android app for their members in Poland. The paying subscribers will try out two games, "Stranger Things: 1984" and "Stranger Things 3"., July 2021- Gamestacy announced its partnership with Beamable to launch Influenzer, a unique social, Multiplayer mobile game. This soft launch is anticipated to usher new options for gender-specific games in the rapidly growing mobile games market., May 2021- NetEase announced the launch of new games for their diverse portfolio of mobile as well as a personal computer and also contained updates for over 60 products at its Seventh Annual Product Launch.. Key drivers for this market are: Growing penetration of smartphones across the globe, Growth in mobile network accessibility in recent years such as 4G and 5G. Potential restraints include: Growing penetration of smartphones across the globe, Growth in mobile network accessibility in recent years such as 4G and 5G. Notable trends are: Increasing Adoption of Subscription video-on-demand (SVOD).

  8. r

    Home Video Games Market Size Value in Hungary, 2021

    • reportlinker.com
    Updated Apr 11, 2024
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    ReportLinker (2024). Home Video Games Market Size Value in Hungary, 2021 [Dataset]. https://www.reportlinker.com/dataset/4ac4b0f0dcf676875911737ea1e773b5b83e2a46
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    Dataset updated
    Apr 11, 2024
    Dataset authored and provided by
    ReportLinker
    License

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

    Area covered
    Hungary
    Description

    Home Video Games Market Size Value in Hungary, 2021 Discover more data with ReportLinker!

  9. u

    Video Gaming Statistics 2023

    • ubuy.qa
    Updated Jan 30, 2023
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    Ubuy Qatar (2023). Video Gaming Statistics 2023 [Dataset]. https://www.ubuy.qa/en/research/video-gaming-statistics
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    Dataset updated
    Jan 30, 2023
    Dataset authored and provided by
    Ubuy Qatar
    License

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

    Time period covered
    2023
    Area covered
    Qatar
    Description

    Get key 2023 Video Gaming trends in the Middle East. Learn market dynamics, console popularity, VR advancements & thriving mobile gaming. Middle East Video Gaming Market Worth $3.56 bn, Gamers in the MENA region in 2021 65.3 mn, Global Mobile Gaming Worth $92.2 bn, Mobile Gaming Share % in Global Gaming 50, Average Monthly Google Searches for PS5 in Middle East 373000, Highest Gaming Revenue Driver among MENA countries Saudi Arabia, Country with the highest share of gamers in the Middle East Egypt.

  10. I

    Immersive Technology in Gaming Industry Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Oct 23, 2025
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    Pro Market Reports (2025). Immersive Technology in Gaming Industry Market Report [Dataset]. https://www.promarketreports.com/reports/immersive-technology-in-gaming-industry-market-8215
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Oct 23, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

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

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

    Immersive Technology in Gaming Industry Market Overview and Dynamics: The global immersive technology in gaming industry market is projected to reach a valuation of $19942.01 million by 2033, exhibiting a remarkable CAGR of 26.5% from 2025 to 2033. This surge is primarily driven by the increasing adoption of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies in the gaming sector. These technologies provide immersive experiences that enhance gameplay, fostering user engagement and leading to a heightened demand for immersive gaming devices and platforms. Additionally, the growing popularity of esports and the advent of cloud gaming are further propelling market growth. Segmentation and Competitive Landscape: The immersive technology in gaming industry market is segmented based on component (hardware, technology, application), region, and key players. Leading companies in the market include Acer Inc., Atheer Inc., Barco NV, and Blippar Ltd., among others. The market is characterized by intense competition, with companies focusing on technological advancements and strategic partnerships to gain an edge. Partnerships between hardware manufacturers and software developers are prevalent, aiming to provide comprehensive immersive gaming solutions. Geographically, North America and Asia Pacific are prominent markets for immersive technology in gaming, owing to the presence of established gaming industries and a large consumer base. Recent developments include: In March 2022, StatusPRO, Inc., a sports tech and gaming company, has teamed up with the National Football League to create an NFL-authorized virtual-reality video game., This December 2021 deal between Brelyon (an MIT spin-off making innovative ultra-immersive display technologies) and GameWorks (a leading eSport and entertainment company) on deploying virtual display technology for e-sports is mind-blowing. GameWorks’ American locations are to have Brelyon’s full-size gaming stations., Collaboration among Oculus VR, indie studio Armature, and publisher Capcom led Resident Evil 4 VR remake onto Oculus Quest 2 in April 2021. Facebook, its parent company, is looking to continue using Quest as a marketing tool., In April 2024, XR Immersive Tech Inc. (“Immersive Tech”, or the “Company”) (CSE: VRAI) (FSE:79W) (OTCQB: FNTTF), an industry leader in Social Entertainment, AI, VR, and AR content and experiences, is thrilled to announce the partnership with Smilegate Entertainment Inc to bring one of most popular first-person shooter VR games in the world Crossfire: Sierra Squad to VR locations worldwide through its subsidiary Synthesis VR (SynthesisVR). The SynthesisVR software platform is one of the largest VR out-of-home entertainment marketplaces for games, educational experiences, and training worldwide. SynthesisVR has over 450 VR arcades globally and a market of over 400+ VR games., During May 2024 month’s end, i.e., on May 23rd, Sony revealed its “Creative Entertainment Vision” during a corporate strategy meeting. This plan outlines what the company wants to achieve in the next decade by highlighting how new technology will change entertainment. SONY’S CREATIVE ENTERTAINMENT VISION serves as a compass for future business decisions and investments, where they want to be in ten years, given the rapid technological developments that are reshaping entertainment., An Indian metaverse research and advisory firm, Metaverse911, has established a Metaverse Experience Centre (MEC) in Noida. The firm officially launched this experience center on Tuesday to enable industry leaders and other Web3 enthusiasts to discover its potential. The center will let visitors indulge in immersive technologies that include Augmented Reality (AR) and Virtual Reality (VR) — all of which make for key components that bring the digital ecosystem to life in the metaverse..

  11. Video game revenue in China 2021-2026

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Video game revenue in China 2021-2026 [Dataset]. https://www.statista.com/statistics/260178/video-game-revenue-in-china/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2021
    Area covered
    China
    Description

    The video game revenue would climb from ** billion U.S. dollars in 2021 to ** billion U.S. dollars by 2026. Casual games and eSports sectors were expected to register steady growth in the next few years, along with the advancement in ** and cloud gaming.

  12. r

    Home Video Games Market Size Value in Greece, 2021

    • reportlinker.com
    Updated Apr 11, 2024
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    ReportLinker (2024). Home Video Games Market Size Value in Greece, 2021 [Dataset]. https://www.reportlinker.com/dataset/7275e59a15f474ac6e5abca88889fb2fedced47c
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    Dataset updated
    Apr 11, 2024
    Dataset authored and provided by
    ReportLinker
    License

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

    Area covered
    Greece
    Description

    Home Video Games Market Size Value in Greece, 2021 Discover more data with ReportLinker!

  13. i

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

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Dec 1, 2025
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    IndexBox Inc. (2025). Argentina's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/argentina-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    docx, xlsx, pdf, xls, docAvailable download formats
    Dataset updated
    Dec 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 - Dec 3, 2025
    Area covered
    Argentina
    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, video game console exports from Argentina reached X units, growing by 3.1% compared with 2021 figures. Overall, exports enjoyed a remarkable increase. The most prominent rate of growth was recorded in 2014 when exports increased by 1,600%. 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.

  14. Home Video Games Market Size Value in Finland, 2021

    • reportlinker.com
    Updated Apr 11, 2024
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    ReportLinker (2024). Home Video Games Market Size Value in Finland, 2021 [Dataset]. https://www.reportlinker.com/dataset/94b2172e55d06447d6740d9d2849a1f03b0208e6
    Explore at:
    Dataset updated
    Apr 11, 2024
    Dataset authored and provided by
    ReportLinker
    License

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

    Area covered
    Finland
    Description

    Home Video Games Market Size Value in Finland, 2021 Discover more data with ReportLinker!

  15. r

    Home Video Games Market Size Value Per Capita in Saudi Arabia, 2021

    • reportlinker.com
    Updated Apr 11, 2024
    + more versions
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    ReportLinker (2024). Home Video Games Market Size Value Per Capita in Saudi Arabia, 2021 [Dataset]. https://www.reportlinker.com/dataset/d4ca31cd9585050affa0d1df84e1e45f608f4b85
    Explore at:
    Dataset updated
    Apr 11, 2024
    Dataset authored and provided by
    ReportLinker
    License

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

    Area covered
    Saudi Arabia
    Description

    Home Video Games Market Size Value Per Capita in Saudi Arabia, 2021 Discover more data with ReportLinker!

  16. r

    Home Video Games Market Size Value in Belgium, 2021

    • reportlinker.com
    Updated Apr 11, 2024
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    ReportLinker (2024). Home Video Games Market Size Value in Belgium, 2021 [Dataset]. https://www.reportlinker.com/dataset/79db81d7f0d02fba11756b13f399d0104723b9e1
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    Dataset updated
    Apr 11, 2024
    Dataset authored and provided by
    ReportLinker
    License

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

    Area covered
    Belgium
    Description

    Home Video Games Market Size Value in Belgium, 2021 Discover more data with ReportLinker!

  17. r

    Home Video Games Market Size Value Per Capita in Hungary, 2021

    • reportlinker.com
    Updated Apr 11, 2024
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    ReportLinker (2024). Home Video Games Market Size Value Per Capita in Hungary, 2021 [Dataset]. https://www.reportlinker.com/dataset/d52b9069bbc5c017a1ddc4a222c19e2b1335f77c
    Explore at:
    Dataset updated
    Apr 11, 2024
    Dataset authored and provided by
    ReportLinker
    License

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

    Area covered
    Hungary
    Description

    Home Video Games Market Size Value Per Capita in Hungary, 2021 Discover more data with ReportLinker!

  18. i

    Czech Republic's Video Game Console Market Report 2025 - Prices, Size,...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Dec 1, 2025
    + more versions
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    IndexBox Inc. (2025). Czech Republic's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/czech-republic-video-game-consoles-not-operated-by-means-of-payments-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    xls, xlsx, pdf, docx, docAvailable download formats
    Dataset updated
    Dec 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 - Dec 1, 2025
    Area covered
    Czechia
    Variables measured
    Demand, Supply, Price CIF, Price FOB, Market size, Export price, Export value, Import price, Import value, Export volume, and 8 more
    Description

    For the third year in a row, the Czech video game console market recorded growth in sales value, which increased by 1.4% to $143M in 2024. Overall, consumption posted notable growth. As a result, consumption reached the peak level of $326M. From 2021 to 2024, the growth of the market failed to regain momentum.

  19. i

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

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Dec 1, 2025
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    IndexBox Inc. (2025). Sudan's Video Game Console Market Report 2025 - Prices, Size, Forecast, and Companies [Dataset]. https://www.indexbox.io/store/sudan-video-games-market-analysis-forecast-size-trends-and-insights/
    Explore at:
    xls, doc, pdf, xlsx, docxAvailable download formats
    Dataset updated
    Dec 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 - Dec 2, 2025
    Area covered
    Sudan
    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 2021, the amount of video game consoles exported from Sudan skyrocketed to X units, jumping by 67% on the previous year's figure. Over the period under review, exports showed resilient growth. The most prominent rate of growth was recorded in 2018 when exports increased by 100% against the previous year. Over the period under review, the exports reached the maximum in 2021 and are expected to retain growth in the immediate term.

  20. M

    Mobile Gaming Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jun 20, 2025
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    Pro Market Reports (2025). Mobile Gaming Market Report [Dataset]. https://www.promarketreports.com/reports/mobile-gaming-market-8460
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jun 20, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

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

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

    The size of the Mobile Gaming Market was valued at USD 34222.63 Million in 2023 and is projected to reach USD 83552.93 Million by 2032, with an expected CAGR of 13.60% during the forecast period. Recent developments include: Video games on Netflix: Over 70 mobiles games added for iOS, Android users.On 18th Sept. 2023- Netflix announced that it has collection of over 70 mobile games accessible on its platform. This extensive catalog of 74 mobile games for both iOS and Android users has been available since September 18, 2023., Sega Sammy to buy Angry Birds maker Rovio for $776 million, 17th April 2023- Japan's Sega Sammy Holdings Inc announced that it has planned to acquire Finland's Rovio Entertainment Oyj, maker of popular mobile phone game Angry Birds, for $776 million (€706 million) to spur its growth in the fast-expanding global mobile gaming market., July 2021: Influencer, a novel social, mobile game with multiplayer functionality, will be released by Gamestacy in cooperation with Beamable. This soft launch would provide fresh possibilities for gender-specific games in the quickly expanding mobile gaming sector., May 2021: At its seventh annual product launch, NetEase announced the release of new games for its varied mobile portfolio and updates for more than 60 items..

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Statista (2025). Italy video game industry revenue 2021-2024 [Dataset]. https://www.statista.com/statistics/1421930/video-game-industry-revenue-italy/
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Italy video game industry revenue 2021-2024

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Dataset updated
Apr 15, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Italy
Description

In 2024, the video game industry in Italy generated revenues of about 180 to 200 million euros, up from approximately 130 to 160 million euros two years earlier. Recent industry figures place the number of companies in the Italian gaming industry at 200.

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