Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Video Game Software Market by Type (Browser Games, PC Games, Smart Phone/Tablet Games, Console Games), By Application (Stand-alone Games, Online Games) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Video Game Software Market by Type (Browser Games, PC Games, Smart Phone/Tablet Games, Console Games), By Application (Stand-alone Games, Online Games) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 292928 4200 Service & Software 377 161 Pages 4.7 (42)
                                          

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.


Global Video Game Software Industry Outlook


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:

  1. Sony
  2. Activision Blizzard
  3. Microsoft
  4. EA
  5. Nintendo
  6. Autodesk
  7. Singapore Polytechnic
  8. SEGA
  9. Vivendi
  10. Capcom

Global Video Game Software Market Overview


Highlights of The Video Game Software Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Browser Games
    2. PC Games
    3. Smart Phone/Tablet Games
    4. Console Games
  1. By Application:

    1. Stand-alone Games
    2. Online Games
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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

Global Video Game Software Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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