Global Games
Market Report
2025
The global Games market size will be USD 250244.2 million in 2024. Rising adoption of smart devices is expected to boost sales to USD 536152.2 million by 2031, with a Compound Annual Growth Rate (CAGR) of 11.50% from 2024 to 2031.
The base year for the calculation is 2024. The historical will be 2021 to 2024. The year 2025 will be estimated one while the forecasted data will be from year 2025 to 2033. When we deliver the report that time we updated report data till the purchase date.
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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.
2021 | 2025 | 2033 | CAGR | |
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Global Games Market Sales Revenue | 121212 | 121212 | 121212 | 11.5% |
North America Games Market Sales Revenue | 121212 | 121212 | 121212 | 9.7% |
United States Games Market Sales Revenue | 121212 | 121212 | 121212 | 9.5% |
Canada Games Market Sales Revenue | 121212 | 121212 | 121212 | 10.5% |
Mexico Games Market Sales Revenue | 121212 | 121212 | 121212 | 10.2% |
Europe Games Market Sales Revenue | 121212 | 121212 | 121212 | 10% |
United Kingdom Games Market Sales Revenue | 121212 | 121212 | 121212 | 10.8% |
France Games Market Sales Revenue | 121212 | 121212 | 121212 | 9.2% |
Germany Games Market Sales Revenue | 121212 | 121212 | 121212 | 10.2% |
Italy Games Market Sales Revenue | 121212 | 121212 | 121212 | 9.4% |
Russia Games Market Sales Revenue | 121212 | 121212 | 121212 | 9% |
Spain Games Market Sales Revenue | 121212 | 121212 | 121212 | 9.1% |
Rest of Europe Games Market Sales Revenue | 121212 | 121212 | 121212 | 8.7% |
Asia Pacific Games Market Sales Revenue | 121212 | 121212 | 121212 | 13.5% |
China Games Market Sales Revenue | 121212 | 121212 | 121212 | 13% |
Japan Games Market Sales Revenue | 121212 | 121212 | 121212 | 12% |
India Games Market Sales Revenue | 121212 | 121212 | 121212 | 15.3% |
South Korea Games Market Sales Revenue | 121212 | 121212 | 121212 | 12.6% |
Australia Games Market Sales Revenue | 121212 | 121212 | 121212 | 13.2% |
Rest of APAC Games Market Sales Revenue | 121212 | 121212 | 121212 | 13.3% |
South America Games Market Sales Revenue | 121212 | 121212 | 121212 | 10.9% |
Brazil Games Market Sales Revenue | 121212 | 121212 | 121212 | 11.5% |
Argentina Games Market Sales Revenue | 121212 | 121212 | 121212 | 11.8% |
Colombia Games Market Sales Revenue | 121212 | 121212 | 121212 | 10.7% |
Peru Games Market Sales Revenue | 121212 | 121212 | 121212 | 11.1% |
Chile Games Market Sales Revenue | 121212 | 121212 | 121212 | 11.2% |
Rest of South America Games Market Sales Revenue | 121212 | 121212 | 121212 | 10% |
Middle East Games Market Sales Revenue | 121212 | 121212 | 121212 | 11.2% |
Egypt Games Market Sales Revenue | 121212 | 121212 | 121212 | 11.5% |
Turkey Games Market Sales Revenue | 121212 | 121212 | 121212 | 10.7% |
Rest of Middle East Games Market Sales Revenue | 121212 | 121212 | 121212 | 10.2% |
Base Year | 2024 |
Historical Data Time Period | 2021-2024 |
Forecast Period | 2025-2033 |
Market Split by Type |
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Market Split by Age Group |
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Market Split by Platform |
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Market Split by Device Type |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Market Drivers:
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Market Restrains:
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Market Trends:
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Games Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
The video game market includes production, distribution, and monetization on consoles, PCs, and mobile devices. It covers action, adventure, role-playing, simulation, and sports. The market includes esports, game streaming, and virtual reality, making it diversified and dynamic. Several things boost the gaming industry. Digital technologies like AR and VR are improving games and drawing more gamers. Gaming is increasingly accessible due to smart device proliferation and mobile gaming popularity. The gaming market has several obstacles. Smaller enterprises may struggle with development and maintenance expenditures. Global operations are complicated by data security, privacy, and regulations. Gaming gear is expensive and certain countries have internet connection concerns, limiting market access. Market saturation and fierce rivalry make it hard for newcomers to succeed.
In November 2020, Microsoft Corporation has announced the publication of the next-generation Xbox video game console. Alongside its less expensive counterpart, the Xbox Series S, the flagship would be introduced. (Source: https://timesofindia.indiatimes.com/technology/gaming/microsofts-special-edition-xbox-consoles-to-launch-in-october/articleshow/112714388.cms)
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.
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.
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.
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 direct consequence of the epidemic. It was also forbidden to have social meetings or engage in activities that took place outside. An increase in gaming, which is known to bring relief from a variety of mental illnesses, was brought about as a result of the accumulation of all of these variables.
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The primary participants in the market are increasingly emphasizing the development of a virtual reality gaming system. It is anticipated that the gaming market will experience a positive growth in the future years as a result of the more authentic gaming experience provided by these systems. Furthermore, the display and graphics of video games for a variety of devices are being continuously enhanced by major corporations.
In January 2022, Savvy Gaming Group, a gaming enterprise based in Saudi Arabia, committed USD 1.08 billion to purchase ESL Gaming Co. and integrate it with the esports network FACEIT. (Source: https://www.mtg.com/pressroom/article/?a=mtg-divests-esl-gaming-to-savvy-gaming-group-for-usd-1-050-million-to-combine-with-faceit-and-create&i=2DA265761E3146E6) In January 2022, Microsoft Corporation allocated USD 68.7 billion to buy Activision Blizzard, Inc., an American video game firm, therefore enhancing its worldwide cloud gaming sector reach. (Source: https://news.microsoft.com/2022/01/18/microsoft-to-acquire-activision-blizzard-to-bring-the-joy-and-community-of-gaming-to-everyone-across-every-device/) In July 2022, Sony Corporation, a prominent Japanese electronics firm, allocated USD 3.6 billion to purchase Bungie, Inc., a video game developer, in order to compete with its competitor Microsoft Corporation in the U.S., U.K., and South Korean industries. (Source: https://economictimes.indiatimes.com/tech/technology/sony-to-buy-destiny-videogame-developer-bungie-in-3-6-billion-deal/articleshow/89260791.cms?from=mdr)
Top Companies Market Share in Games Industry: (In no particular order of Rank)
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According to Cognitive Market Research, North America currently dominates the Games market, and the region is expected to have significant growth during the projected period. This is due to the region's increasing prevalence of video games among senior individuals as well as growing initiatives taken by major market players to develop the experience of game playing in the region.
Asia-Pacific is expected to make significant gains during the projected period, with the greatest compound annual growth rate (CAGR). Various Chinese developers are implementing a variety of strategies and tactics to attract users, and they have integrated social media networks into their games, which has contributed to the market's development. This includes the presence of top gaming nations such as China, Japan, South Korea, and India.
The current report Scope analyzes Games Market on 5 major region Split (In case you wish to acquire a specific region edition (more granular data) or any country Edition data then please write us on info@cognitivemarketresearch.com
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According to Cognitive Market Research, the global Games market size was estimated at USD 250244.2 Million, out of which North America held the major market share of 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.
According to Cognitive Market Research, the global Games market size was estimated at USD 250244.2 Million, out of which Europe held the market share of more than 30% of the global revenue with a market size of USD 75073.26 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.0% from 2024 to 2031.
According to Cognitive Market Research, the global Games market size was estimated at USD 250244.2 Million, out of which Asia Pacific held the 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.
According to Cognitive Market Research, the global Games market size was estimated at USD 250244.2 Million, out of which the Latin America held the market share of around 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.
According to Cognitive Market Research, the global Games market size was estimated at USD 250244.2 Million, out of which the Middle East and Africa held the major market share of around 2% of the global revenue with 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.
Global Games Market Report 2025 Edition talks about crucial market insights with the help of segments and sub-segments analysis. In this section, we reveal an in-depth analysis of the key factors influencing Games Industry growth. Games market has been segmented with the help of its Type, Age Group Platform, and others. Games market analysis helps to understand key industry segments, and their global, regional, and country-level insights. Furthermore, this analysis also provides information pertaining to segments that are going to be most lucrative in the near future and their expected growth rate and future market opportunities. The report also provides detailed insights into factors responsible for the positive or negative growth of each industry segment.
According to Cognitive Market Research, Adventure/Role Playing Games are likely to dominate the Games Market over the forecast period, as a result of their expansive worlds, complex characters, and immersive storytelling. A dedicated player base is attracted to these games due to their extensive gameplay hours and profound engagement. The "Elder Scrolls," "Final Fantasy," and "The Witcher" series have established exceptional standards and amassed substantial fan bases.
The Social Games is the fastest-growing segment in the Games Market. These games utilize mobile devices and social media platforms to generate highly engaging and accessible gaming experiences. The incorporation of social features, including in-game messaging, leaderboards, and multiplayer modes, improves player engagement and retention. This trend is exemplified by games such as "FarmVille" and "Candy Crush Saga," which appeal to a wide range of casual gamers.
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According to Cognitive Market Research, the adult segment holds the largest share of the market. This is due to their increased disposable income and spending power. Investments in high-end gaming consoles, PCs, and in-game purchases are more prevalent among adults, which generates substantial revenue. In addition, the average age of gamers has been increasing, as a significant number of adults have grown up playing video games and have continued to do so into maturity.
In the Games Market, the Children sector has been expanding at a rapid pace. This expansion is driven by the growing prevalence of mobile devices and the proliferation of educational and recreational games that are specifically tailored to younger audiences. Parents are more likely to permit their children to play games that are informative or promote cognitive development.
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According to Cognitive Market Research, The Offline segment holds the largest market share. The prevalence of console and PC games, which frequently offer immersive, high-quality experiences that do not necessitate an internet connection, is a significant factor in this dominance. The offline components of major titles such as "The Legend of Zelda," "The Witcher," and "Grand Theft Auto" are robust, thereby enticing a devoted player base. In addition, offline gaming is appealing to regions with limited internet connectivity, thereby guaranteeing a consistent and extensive consumer base.
In the Games market, the rapidly growing sector is the Online category. The growth in this category is driven by the growing popularity of multiplayer games and the expansion of high-speed internet access. The emergence of cloud gaming services, including Xbox Cloud Gaming and Google Stadia, has facilitated the streaming of games without the necessity for sophisticated hardware, thereby increasing the accessibility of gaming. Player engagement and retention are improved by the social component of online gaming, which encompasses esports and multiplayer modes.
According to Cognitive Market Research, the Mobiles and Tablets segment dominates the market. This domination is due to smartphones and tablets' ubiquitous availability and accessibility, which enable playing games anywhere and anytime. Mobile games are generally free-to-play with in-app purchases, making them financially accessible but yet profitable. Games like “Candy Crush Saga,” “PUBG Mobile,” and “Genshin Impact” have large user populations, helping the industry dominate. Mobile games appeal to casual and serious gamers due to their ease and diversity.
Consoles is projected to be the fastest-growing segment in the Games market. This rise is driven by new consoles like the PlayStation 5 and Xbox Series X, which provide better graphics, computing, and gaming experiences. These consoles' high demand, unique games, and enhanced internet services fuel market growth.
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Swasti Dharmadhikari, an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
Swasti an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
In her current role, Swasti manages research for service and software category, leading initiatives to uncover market opportunities and enhance competitive positioning. Her strong analytical skills and ability to provide clear, impactful findings have been crucial to her team’s success. With an expertise in market research analysis, She is adept at dissecting complex problems, extracting meaningful insights, and translating them into actionable recommendations, Swasti remains an invaluable asset in the dynamic landscape of market research.
Conclusion
Please note, we have not disclose, all the sources consulted/referred during a market study due to confidentiality and paid service concern. However, rest assured that upon purchasing the service or paid report version, we will release the comprehensive list of sources along with the complete report and we also provide the data support where you can intract with the team of analysts who worked on the report.
Disclaimer:
Type | Adventure/Role Playing Games, Puzzles, Social Games, Strategy, Simulation, Others |
Age Group | Adult, Children |
Platform | Online, Offline |
Device Type | Consoles, Mobiles and Tablets, Computers |
List of Competitors | Microsoft Corporation (U.S.), Nintendo Co., Ltd (Japan), Rovio Entertainment Corporation (Finland), Nvidia Corporation (U.S.), Valve Corporation (U.S.), PlayJam Ltd (U.K.), Electronic Arts Inc (U.S.), Sony Group Corporation (Japan), Bandai Namco Holdings Inc. (Japan), Tencent Holdings Ltd. (China), Activision Blizzard, Inc. (U.S.) |
This chapter will help you gain GLOBAL Market Analysis of Games. Further deep in this chapter, you will be able to review Global Games Market Split by various segments and Geographical Split.
Chapter 1 Global Market Analysis
Global Market has been segmented on the basis 5 major regions such as North America, Europe, Asia-Pacific, Middle East & Africa, and Latin America.
You can purchase only the Executive Summary of Global Market (2019 vs 2024 vs 2031)
Global Market Dynamics, Trends, Drivers, Restraints, Opportunities, Only Pointers will be deliverable
This chapter will help you gain North America Market Analysis of Games. Further deep in this chapter, you will be able to review North America Games Market Split by various segments and Country Split.
Chapter 2 North America Market Analysis
This chapter will help you gain Europe Market Analysis of Games. Further deep in this chapter, you will be able to review Europe Games Market Split by various segments and Country Split.
Chapter 3 Europe Market Analysis
This chapter will help you gain Asia Pacific Market Analysis of Games. Further deep in this chapter, you will be able to review Asia Pacific Games Market Split by various segments and Country Split.
Chapter 4 Asia Pacific Market Analysis
This chapter will help you gain South America Market Analysis of Games. Further deep in this chapter, you will be able to review South America Games Market Split by various segments and Country Split.
Chapter 5 South America Market Analysis
This chapter will help you gain Middle East Market Analysis of Games. Further deep in this chapter, you will be able to review Middle East Games Market Split by various segments and Country Split.
Chapter 6 Middle East Market Analysis
This chapter will help you gain Middle East Market Analysis of Games. Further deep in this chapter, you will be able to review Middle East Games Market Split by various segments and Country Split.
Chapter 7 Africa Market Analysis
This chapter provides an in-depth analysis of the market share among key competitors of Games. The analysis highlights each competitor's position in the market, growth trends, and financial performance, offering insights into competitive dynamics, and emerging players.
Chapter 8 Competitor Analysis (Subject to Data Availability (Private Players))
(Subject to Data Availability (Private Players))
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
This chapter would comprehensively cover market drivers, trends, restraints, opportunities, and various in-depth analyses like industrial chain, PESTEL, Porter’s Five Forces, and ESG, among others. It would also include product life cycle, technological advancements, and patent insights.
Chapter 9 Qualitative Analysis (Subject to Data Availability)
Segmentation Type Analysis 2019 -2031, will provide market size split by Type. This Information is provided at Global Level, Regional Level and Top Countries Level The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 10 Market Split by Type Analysis 2021 - 2033
The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 11 Market Split by Age Group Analysis 2021 - 2033
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Chapter 12 Market Split by Platform Analysis 2021 - 2033
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Chapter 13 Market Split by Device Type Analysis 2021 - 2033
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global Games market
Chapter 14 Research Findings
Here the analyst will summarize the content of entire report and will share his view point on the current industry scenario and how the market is expected to perform in the near future. The points shared by the analyst are based on his/her detailed in-depth understanding of the market during the course of this report study. You will be provided exclusive rights to interact with the concerned analyst for unlimited time pre purchase as well as post purchase of the report.
Chapter 15 Research Methodology and Sources
Why Adventure/Role Playing Games have a significant impact on Games market? |
What are the key factors affecting the Adventure/Role Playing Games and Puzzles of Games Market? |
What is the CAGR/Growth Rate of Adult during the forecast period? |
By type, which segment accounted for largest share of the global Games Market? |
Which region is expected to dominate the global Games Market within the forecast period? |
Segmentation Level Customization |
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Global level Data Customization |
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Region level Data Customization |
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Country level Data Customization |
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Company Level |
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Additional Data Analysis |
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Additional Qualitative Data |
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Additional Quantitative Data |
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Service Level Customization |
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Report Format Alteration |
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