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

Video Game Market Size & Outlook, 2025-2033

Video Game Market Size, Share & Trends Analysis Report By Device Outlook (Computer, Console, Mobile), By Type Outlook (Generation Z, Generation Y, Generation X), By Game Type (Action, Adventure, Arcade, Casual, Children’s Entertainment, Sports, Shooter, Role-Playing, Racing), By Hardware (Handheld Console, Video Gaming Accessories), By Business Model (Free-to-Play (F2P), Pay to Play (P2P), Pay to Earn (P2E)) and By Region(North America, Europe, APAC, Middle East and Africa, LATAM) Forecasts, 2025-2033

Report Code: SRTE1969DR
Last Updated : May, 2025
Pages : 110
Author : Pavan Warade
Format : PDF, Excel

Table Of Content

  1. Executive Summary

    1. Research Objectives
    2. Limitations & Assumptions
    3. Market Scope & Segmentation
    4. Currency & Pricing Considered
    1. Emerging Regions / Countries
    2. Emerging Companies
    3. Emerging Applications / End Use
    1. Drivers
    2. Market Warning Factors
    3. Latest Macro Economic Indicators
    4. Geopolitical Impact
    5. Technology Factors
    1. Porters Five Forces Analysis
    2. Value Chain Analysis
    1. North America
    2. Europe
    3. APAC
    4. Middle East and Africa
    5. LATAM
  2. ESG Trends

    1. Global Video Game Market Introduction
    2. By Device Outlook
      1. Introduction
        1. Device Outlook By Value
      2. Computer
        1. By Value
      3. Console
        1. By Value
      4. Mobile
        1. By Value
    3. By Type Outlook
      1. Introduction
        1. Type Outlook By Value
      2. Generation Z
        1. By Value
      3. Generation Y
        1. By Value
      4. Generation X
        1. By Value
    4. By Game Type
      1. Introduction
        1. Game Type By Value
      2. Action
        1. By Value
      3. Adventure
        1. By Value
      4. Arcade
        1. By Value
      5. Casual
        1. By Value
      6. Children’s Entertainment
        1. By Value
      7. Sports
        1. By Value
      8. Shooter
        1. By Value
      9. Role-Playing
        1. By Value
      10. Racing
        1. By Value
    5. By Hardware
      1. Introduction
        1. Hardware By Value
      2. Handheld Console
        1. By Value
      3. Video Gaming Accessories
        1. By Value
    6. By Business Model
      1. Introduction
        1. Business Model By Value
      2. Free-to-Play (F2P)
        1. By Value
      3. Pay to Play (P2P)
        1. By Value
      4. Pay to Earn (P2E)
        1. By Value
    1. Introduction
    2. By Device Outlook
      1. Introduction
        1. Device Outlook By Value
      2. Computer
        1. By Value
      3. Console
        1. By Value
      4. Mobile
        1. By Value
    3. By Type Outlook
      1. Introduction
        1. Type Outlook By Value
      2. Generation Z
        1. By Value
      3. Generation Y
        1. By Value
      4. Generation X
        1. By Value
    4. By Game Type
      1. Introduction
        1. Game Type By Value
      2. Action
        1. By Value
      3. Adventure
        1. By Value
      4. Arcade
        1. By Value
      5. Casual
        1. By Value
      6. Children’s Entertainment
        1. By Value
      7. Sports
        1. By Value
      8. Shooter
        1. By Value
      9. Role-Playing
        1. By Value
      10. Racing
        1. By Value
    5. By Hardware
      1. Introduction
        1. Hardware By Value
      2. Handheld Console
        1. By Value
      3. Video Gaming Accessories
        1. By Value
    6. By Business Model
      1. Introduction
        1. Business Model By Value
      2. Free-to-Play (F2P)
        1. By Value
      3. Pay to Play (P2P)
        1. By Value
      4. Pay to Earn (P2E)
        1. By Value
    7. U.S.
      1. By Device Outlook
        1. Introduction
          1. Device Outlook By Value
        2. Computer
          1. By Value
        3. Console
          1. By Value
        4. Mobile
          1. By Value
      2. By Type Outlook
        1. Introduction
          1. Type Outlook By Value
        2. Generation Z
          1. By Value
        3. Generation Y
          1. By Value
        4. Generation X
          1. By Value
      3. By Game Type
        1. Introduction
          1. Game Type By Value
        2. Action
          1. By Value
        3. Adventure
          1. By Value
        4. Arcade
          1. By Value
        5. Casual
          1. By Value
        6. Children’s Entertainment
          1. By Value
        7. Sports
          1. By Value
        8. Shooter
          1. By Value
        9. Role-Playing
          1. By Value
        10. Racing
          1. By Value
      4. By Hardware
        1. Introduction
          1. Hardware By Value
        2. Handheld Console
          1. By Value
        3. Video Gaming Accessories
          1. By Value
      5. By Business Model
        1. Introduction
          1. Business Model By Value
        2. Free-to-Play (F2P)
          1. By Value
        3. Pay to Play (P2P)
          1. By Value
        4. Pay to Earn (P2E)
          1. By Value
    8. Canada
    1. Introduction
    2. By Device Outlook
      1. Introduction
        1. Device Outlook By Value
      2. Computer
        1. By Value
      3. Console
        1. By Value
      4. Mobile
        1. By Value
    3. By Type Outlook
      1. Introduction
        1. Type Outlook By Value
      2. Generation Z
        1. By Value
      3. Generation Y
        1. By Value
      4. Generation X
        1. By Value
    4. By Game Type
      1. Introduction
        1. Game Type By Value
      2. Action
        1. By Value
      3. Adventure
        1. By Value
      4. Arcade
        1. By Value
      5. Casual
        1. By Value
      6. Children’s Entertainment
        1. By Value
      7. Sports
        1. By Value
      8. Shooter
        1. By Value
      9. Role-Playing
        1. By Value
      10. Racing
        1. By Value
    5. By Hardware
      1. Introduction
        1. Hardware By Value
      2. Handheld Console
        1. By Value
      3. Video Gaming Accessories
        1. By Value
    6. By Business Model
      1. Introduction
        1. Business Model By Value
      2. Free-to-Play (F2P)
        1. By Value
      3. Pay to Play (P2P)
        1. By Value
      4. Pay to Earn (P2E)
        1. By Value
    7. U.K.
      1. By Device Outlook
        1. Introduction
          1. Device Outlook By Value
        2. Computer
          1. By Value
        3. Console
          1. By Value
        4. Mobile
          1. By Value
      2. By Type Outlook
        1. Introduction
          1. Type Outlook By Value
        2. Generation Z
          1. By Value
        3. Generation Y
          1. By Value
        4. Generation X
          1. By Value
      3. By Game Type
        1. Introduction
          1. Game Type By Value
        2. Action
          1. By Value
        3. Adventure
          1. By Value
        4. Arcade
          1. By Value
        5. Casual
          1. By Value
        6. Children’s Entertainment
          1. By Value
        7. Sports
          1. By Value
        8. Shooter
          1. By Value
        9. Role-Playing
          1. By Value
        10. Racing
          1. By Value
      4. By Hardware
        1. Introduction
          1. Hardware By Value
        2. Handheld Console
          1. By Value
        3. Video Gaming Accessories
          1. By Value
      5. By Business Model
        1. Introduction
          1. Business Model By Value
        2. Free-to-Play (F2P)
          1. By Value
        3. Pay to Play (P2P)
          1. By Value
        4. Pay to Earn (P2E)
          1. By Value
    8. Germany
    9. France
    10. Spain
    11. Italy
    12. Russia
    13. Nordic
    14. Benelux
    15. Rest of Europe
    1. Introduction
    2. By Device Outlook
      1. Introduction
        1. Device Outlook By Value
      2. Computer
        1. By Value
      3. Console
        1. By Value
      4. Mobile
        1. By Value
    3. By Type Outlook
      1. Introduction
        1. Type Outlook By Value
      2. Generation Z
        1. By Value
      3. Generation Y
        1. By Value
      4. Generation X
        1. By Value
    4. By Game Type
      1. Introduction
        1. Game Type By Value
      2. Action
        1. By Value
      3. Adventure
        1. By Value
      4. Arcade
        1. By Value
      5. Casual
        1. By Value
      6. Children’s Entertainment
        1. By Value
      7. Sports
        1. By Value
      8. Shooter
        1. By Value
      9. Role-Playing
        1. By Value
      10. Racing
        1. By Value
    5. By Hardware
      1. Introduction
        1. Hardware By Value
      2. Handheld Console
        1. By Value
      3. Video Gaming Accessories
        1. By Value
    6. By Business Model
      1. Introduction
        1. Business Model By Value
      2. Free-to-Play (F2P)
        1. By Value
      3. Pay to Play (P2P)
        1. By Value
      4. Pay to Earn (P2E)
        1. By Value
    7. China
      1. By Device Outlook
        1. Introduction
          1. Device Outlook By Value
        2. Computer
          1. By Value
        3. Console
          1. By Value
        4. Mobile
          1. By Value
      2. By Type Outlook
        1. Introduction
          1. Type Outlook By Value
        2. Generation Z
          1. By Value
        3. Generation Y
          1. By Value
        4. Generation X
          1. By Value
      3. By Game Type
        1. Introduction
          1. Game Type By Value
        2. Action
          1. By Value
        3. Adventure
          1. By Value
        4. Arcade
          1. By Value
        5. Casual
          1. By Value
        6. Children’s Entertainment
          1. By Value
        7. Sports
          1. By Value
        8. Shooter
          1. By Value
        9. Role-Playing
          1. By Value
        10. Racing
          1. By Value
      4. By Hardware
        1. Introduction
          1. Hardware By Value
        2. Handheld Console
          1. By Value
        3. Video Gaming Accessories
          1. By Value
      5. By Business Model
        1. Introduction
          1. Business Model By Value
        2. Free-to-Play (F2P)
          1. By Value
        3. Pay to Play (P2P)
          1. By Value
        4. Pay to Earn (P2E)
          1. By Value
    8. Korea
    9. Japan
    10. India
    11. Australia
    12. Taiwan
    13. South East Asia
    14. Rest of Asia-Pacific
    1. Introduction
    2. By Device Outlook
      1. Introduction
        1. Device Outlook By Value
      2. Computer
        1. By Value
      3. Console
        1. By Value
      4. Mobile
        1. By Value
    3. By Type Outlook
      1. Introduction
        1. Type Outlook By Value
      2. Generation Z
        1. By Value
      3. Generation Y
        1. By Value
      4. Generation X
        1. By Value
    4. By Game Type
      1. Introduction
        1. Game Type By Value
      2. Action
        1. By Value
      3. Adventure
        1. By Value
      4. Arcade
        1. By Value
      5. Casual
        1. By Value
      6. Children’s Entertainment
        1. By Value
      7. Sports
        1. By Value
      8. Shooter
        1. By Value
      9. Role-Playing
        1. By Value
      10. Racing
        1. By Value
    5. By Hardware
      1. Introduction
        1. Hardware By Value
      2. Handheld Console
        1. By Value
      3. Video Gaming Accessories
        1. By Value
    6. By Business Model
      1. Introduction
        1. Business Model By Value
      2. Free-to-Play (F2P)
        1. By Value
      3. Pay to Play (P2P)
        1. By Value
      4. Pay to Earn (P2E)
        1. By Value
    7. UAE
      1. By Device Outlook
        1. Introduction
          1. Device Outlook By Value
        2. Computer
          1. By Value
        3. Console
          1. By Value
        4. Mobile
          1. By Value
      2. By Type Outlook
        1. Introduction
          1. Type Outlook By Value
        2. Generation Z
          1. By Value
        3. Generation Y
          1. By Value
        4. Generation X
          1. By Value
      3. By Game Type
        1. Introduction
          1. Game Type By Value
        2. Action
          1. By Value
        3. Adventure
          1. By Value
        4. Arcade
          1. By Value
        5. Casual
          1. By Value
        6. Children’s Entertainment
          1. By Value
        7. Sports
          1. By Value
        8. Shooter
          1. By Value
        9. Role-Playing
          1. By Value
        10. Racing
          1. By Value
      4. By Hardware
        1. Introduction
          1. Hardware By Value
        2. Handheld Console
          1. By Value
        3. Video Gaming Accessories
          1. By Value
      5. By Business Model
        1. Introduction
          1. Business Model By Value
        2. Free-to-Play (F2P)
          1. By Value
        3. Pay to Play (P2P)
          1. By Value
        4. Pay to Earn (P2E)
          1. By Value
    8. Turkey
    9. Saudi Arabia
    10. South Africa
    11. Egypt
    12. Nigeria
    13. Rest of MEA
    1. Introduction
    2. By Device Outlook
      1. Introduction
        1. Device Outlook By Value
      2. Computer
        1. By Value
      3. Console
        1. By Value
      4. Mobile
        1. By Value
    3. By Type Outlook
      1. Introduction
        1. Type Outlook By Value
      2. Generation Z
        1. By Value
      3. Generation Y
        1. By Value
      4. Generation X
        1. By Value
    4. By Game Type
      1. Introduction
        1. Game Type By Value
      2. Action
        1. By Value
      3. Adventure
        1. By Value
      4. Arcade
        1. By Value
      5. Casual
        1. By Value
      6. Children’s Entertainment
        1. By Value
      7. Sports
        1. By Value
      8. Shooter
        1. By Value
      9. Role-Playing
        1. By Value
      10. Racing
        1. By Value
    5. By Hardware
      1. Introduction
        1. Hardware By Value
      2. Handheld Console
        1. By Value
      3. Video Gaming Accessories
        1. By Value
    6. By Business Model
      1. Introduction
        1. Business Model By Value
      2. Free-to-Play (F2P)
        1. By Value
      3. Pay to Play (P2P)
        1. By Value
      4. Pay to Earn (P2E)
        1. By Value
    7. Brazil
      1. By Device Outlook
        1. Introduction
          1. Device Outlook By Value
        2. Computer
          1. By Value
        3. Console
          1. By Value
        4. Mobile
          1. By Value
      2. By Type Outlook
        1. Introduction
          1. Type Outlook By Value
        2. Generation Z
          1. By Value
        3. Generation Y
          1. By Value
        4. Generation X
          1. By Value
      3. By Game Type
        1. Introduction
          1. Game Type By Value
        2. Action
          1. By Value
        3. Adventure
          1. By Value
        4. Arcade
          1. By Value
        5. Casual
          1. By Value
        6. Children’s Entertainment
          1. By Value
        7. Sports
          1. By Value
        8. Shooter
          1. By Value
        9. Role-Playing
          1. By Value
        10. Racing
          1. By Value
      4. By Hardware
        1. Introduction
          1. Hardware By Value
        2. Handheld Console
          1. By Value
        3. Video Gaming Accessories
          1. By Value
      5. By Business Model
        1. Introduction
          1. Business Model By Value
        2. Free-to-Play (F2P)
          1. By Value
        3. Pay to Play (P2P)
          1. By Value
        4. Pay to Earn (P2E)
          1. By Value
    8. Mexico
    9. Argentina
    10. Chile
    11. Colombia
    12. Rest of LATAM
    1. Video Game Market Share By Players
    2. M&A Agreements & Collaboration Analysis
    1. Activision Blizzards Inc.
      1. Overview
      2. Business Information
      3. Revenue
      4. ASP
      5. SWOT Analysis
      6. Recent Developments
    2. Nintendo Co. Ltd.
    3. NVIDIA Corp.
    4. Sony Corp.
    5. Microsoft Corp.
    6. Electronic Arts Inc. (EA)
    7. Ubisoft Entertainment SA
    8. King Digital Entertainment Plc.
    9. Supercell Oy
    10. Take-Two Interactive
    11. Vivendi SE
    12. Konami Holdings Corporation
    13. Disney Interactive Studios
    14. THQ Nordic GmbH
    15. Sega Corporation
    1. Research Data
      1. Secondary Data
        1. Major secondary sources
        2. Key data from secondary sources
      2. Primary Data
        1. Key data from primary sources
        2. Breakdown of primaries
      3. Secondary And Primary Research
        1. Key industry insights
    2. Market Size Estimation
      1. Bottom-Up Approach
      2. Top-Down Approach
      3. Market Projection
    3. Research Assumptions
      1. Assumptions
    4. Limitations
    5. Risk Assessment
    1. Discussion Guide
    2. Customization Options
    3. Related Reports
  3. Disclaimer

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