Report overview
This report aims to provide a comprehensive presentation of the global market for Entertainment Video Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Entertainment Video Games. This report contains market size and forecasts of Entertainment Video Games in global, including the following market information:
Global Entertainment Video Games Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Entertainment Video Games market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Action Games Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Entertainment Video Games include Blizzard Entertainment Inc, Riot Games, Nintendo, Valve Corporation, Rockstar Games, Electronic Arts, Activision Blizzard, Sony Computer Entertainment and Ubisoft, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Entertainment Video Games companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Entertainment Video Games Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Entertainment Video Games Market Segment Percentages, by Type, 2022 (%)
Action Games
Adventure Games
Role-playing Games
Simulation Games
Strategy Games
Sports Games
Puzzle Games
Others
Global Entertainment Video Games Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Entertainment Video Games Market Segment Percentages, by Application, 2022 (%)
PC and Mac
Smartphones and Tablets
PS4
VR/AR Headsets
Xbox One
Apple TV
Nintendo Switch
Others
Global Entertainment Video Games Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Entertainment Video Games Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Entertainment Video Games revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Entertainment Video Games revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Blizzard Entertainment Inc
Riot Games
Nintendo
Valve Corporation
Rockstar Games
Electronic Arts
Activision Blizzard
Sony Computer Entertainment
Ubisoft
Tencent
NetEase
Sega Games Co.
Mojang
Epic Games
BioWare
Naughty Dog Inc
Square Enix Holdings Co. Ltd
Capcom Company Ltd
Bungie Inc
Microsoft Corporation
Bandai Namco Entertainment
Game Freak
Insomniac Games Inc
Infinity Ward
Take-Two Interactive Software Inc
Gameloft
NCSOFT
Nexon Co. Ltd
Outline of Major Chapters:
Chapter 1: Introduces the definition of Entertainment Video Games, market overview.
Chapter 2: Global Entertainment Video Games market size in revenue.
Chapter 3: Detailed analysis of Entertainment Video Games company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Entertainment Video Games in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.