Market Overview:
The global video game software market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing demand for video games across different platforms, such as browsers, PCs, smartphones/tablets, and consoles. In addition, the increasing adoption of online gaming is also contributing to the growth of this market. By type, PC games are expected to hold the largest share in the global video game software market during the forecast period. This can be attributed to factors such as rising demand for high-end graphics and better gaming experience among gamers.
Product Definition:
Video game software is a type of computer software that allows users to interact with a video game console or computer terminal. Video game software usually consists of one or more video games, as well as additional code that allows the games to run properly. This code includes libraries, drivers, and an operating system.
Browser Games:
Browser games are played using a web browser and the majority of these games can be played on any device with a modern internet connection. The most popular types of browser game include social gaming, casual gaming, and online gaming. Social networking sites such as Facebook have been crucial in promoting the growth of this market owing to their large user base which is more than enough to cater to the demand for playing games online.
PC Games:
PC games are played on personal computers and are not dependent upon the internet. PC games can be categorized into two types: commercial and shareware. Commercial PC games include products such as Age of Empires, World of Warcraft, etc., while shareware refers to a type of software where the user is prompted to register the product after downloading it; usually this type of software is used for testing new computer programs or recently released freeware/shareware applications.
Application Insights:
The stand-alone games segment dominated the global video game software market in 2017 and is expected to maintain its dominance over the forecast period. This can be attributed to the increasing number of console gamers as well as PC gamers across the globe. Stand-alone games are further divided into online and non-online games based on whether they have an associated internet server or not. The non-online game segment accounted for a larger share in 2017 owing to various advantages offered by this medium such as availability of 24*7 gaming, easy access, etc. However, online games are anticipated to grow at a rapid pace over the forecast period due to various advantages offered by this medium such as social interaction with other players (friends/ guilds), ability for players/teams from different parts of world meet each other etc.
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The U.S. is a significant contributor to the regional market growth owing to the presence of key companies such as Blizzard Entertainment, Inc.; Supercell Oy; Riot Games, Inc.; and Valve Corporation. These companies are consistently investing in R&D for developing advanced games software that can be played on various platforms such as personal computers (PC), smartphones/tablets, and console devices.
Growth Factors:
- Increasing demand for video games from the youth population
- Proliferation of new gaming platforms and technologies
- Emergence of eSports as a popular spectator sport
- Growing trend of game streaming and game broadcasting
- Rising popularity of virtual reality (VR) games
Scope Of The Report
Report Attributes
Report Details
Report Title
Video Game Software Market Research Report
By Type
Browser Games, PC Games, Smart Phone/Tablet Games, Console Games
By Application
Stand-alone Games, Online Games
By Companies
Sony, Activision Blizzard, Microsoft, EA, Nintendo, Autodesk, Singapore Polytechnic, SEGA, Vivendi, Capcom
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
161
Number of Tables & Figures
113
Customization Available
Yes, the report can be customized as per your need.
Global Video Game Software Market Report Segments:
The global Video Game Software market is segmented on the basis of:
Types
Browser Games, PC Games, Smart Phone/Tablet Games, Console Games
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Stand-alone Games, Online Games
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Sony
- Activision Blizzard
- Microsoft
- EA
- Nintendo
- Autodesk
- Singapore Polytechnic
- SEGA
- Vivendi
- Capcom
Highlights of The Video Game Software Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Browser Games
- PC Games
- Smart Phone/Tablet Games
- Console Games
- By Application:
- Stand-alone Games
- Online Games
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Video Game Software Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Video game software is the application that runs on a video game console or personal computer to provide a user interface for playing video games.
Some of the major players in the video game software market are Sony, Activision Blizzard, Microsoft, EA, Nintendo, Autodesk, Singapore Polytechnic, SEGA, Vivendi, Capcom.
The video game software market is expected to register a CAGR of 5.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Video Game Software Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Video Game Software Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Video Game Software Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Video Game Software Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Video Game Software Market Size & Forecast, 2018-2028 4.5.1 Video Game Software Market Size and Y-o-Y Growth 4.5.2 Video Game Software Market Absolute $ Opportunity
Chapter 5 Global Video Game Software Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Video Game Software Market Size Forecast by Type
5.2.1 Browser Games
5.2.2 PC Games
5.2.3 Smart Phone/Tablet Games
5.2.4 Console Games
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Video Game Software Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Video Game Software Market Size Forecast by Applications
6.2.1 Stand-alone Games
6.2.2 Online Games
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Video Game Software Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Video Game Software Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Video Game Software Analysis and Forecast
9.1 Introduction
9.2 North America Video Game Software Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Video Game Software Market Size Forecast by Type
9.6.1 Browser Games
9.6.2 PC Games
9.6.3 Smart Phone/Tablet Games
9.6.4 Console Games
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Video Game Software Market Size Forecast by Applications
9.10.1 Stand-alone Games
9.10.2 Online Games
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Video Game Software Analysis and Forecast
10.1 Introduction
10.2 Europe Video Game Software Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Video Game Software Market Size Forecast by Type
10.6.1 Browser Games
10.6.2 PC Games
10.6.3 Smart Phone/Tablet Games
10.6.4 Console Games
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Video Game Software Market Size Forecast by Applications
10.10.1 Stand-alone Games
10.10.2 Online Games
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Video Game Software Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Video Game Software Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Video Game Software Market Size Forecast by Type
11.6.1 Browser Games
11.6.2 PC Games
11.6.3 Smart Phone/Tablet Games
11.6.4 Console Games
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Video Game Software Market Size Forecast by Applications
11.10.1 Stand-alone Games
11.10.2 Online Games
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Video Game Software Analysis and Forecast
12.1 Introduction
12.2 Latin America Video Game Software Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Video Game Software Market Size Forecast by Type
12.6.1 Browser Games
12.6.2 PC Games
12.6.3 Smart Phone/Tablet Games
12.6.4 Console Games
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Video Game Software Market Size Forecast by Applications
12.10.1 Stand-alone Games
12.10.2 Online Games
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Video Game Software Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Video Game Software Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Video Game Software Market Size Forecast by Type
13.6.1 Browser Games
13.6.2 PC Games
13.6.3 Smart Phone/Tablet Games
13.6.4 Console Games
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Video Game Software Market Size Forecast by Applications
13.10.1 Stand-alone Games
13.10.2 Online Games
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Video Game Software Market: Competitive Dashboard
14.2 Global Video Game Software Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Sony
14.3.2 Activision Blizzard
14.3.3 Microsoft
14.3.4 EA
14.3.5 Nintendo
14.3.6 Autodesk
14.3.7 Singapore Polytechnic
14.3.8 SEGA
14.3.9 Vivendi
14.3.10 Capcom