Dublin, Aug. 16, 2022 (GLOBE NEWSWIRE) — The “Global Video Games Market (Mobile, Console, and PC): Insights and Forecasts with Potential Impact of COVID-19 (2022-2026)” report has been added to ResearchAndMarkets.com’s offer.
The global video game market is expected to reach US$294.35 billion in 2026, witnessing growth at a CAGR of 8.53% during the period from 2022 to 2026. The growth of the video game market is supported by factors such as the increase in the number of gamers, in the Gen Z population, the growing penetration of smartphones, the increase in disposable income and the growing penetration of the Internet. However, market growth is expected to be hampered by hacker protection issues, cybersecurity issues, and health concerns.
The global video game market by device can be segmented as follows: mobile, console and personal computer (PC). In 2021, the dominant share of global video gaming was held by mobile, followed by console. The global video game market by mode can be segmented as follows: offline and online. In 2021, the dominant share of global video gaming was held by the online mode. Technological innovations in gaming are estimated to support the global video game market.
The global video game market by region can be segmented as follows: Asia-Pacific, North America, Europe, Latin America, and Middle East & Africa. The largest market share was held by Asia-Pacific. Factors such as cloud gaming, shift to new monetization models, and 5G internet connectivity are expected to boost the market growth.
The coronavirus outbreak has spurred demand for video games, due to shutdowns and restrictions on the movement of people. However, several companies have also faced delays and interruptions in their product launches following the outbreak of the pandemic.
- The report provides a comprehensive analysis of the global video games market with the impact of COVID-19.
- Major regional mar markets (Asia-Pacific, North America, Europe, Latin America, and Middle East & Africa) have been analyzed.
- Market dynamics such as growth drivers, market trends, and challenges are analyzed in depth.
- The competitive landscape of the market, along with the company profiles of major players (Apple Inc., Microsoft Corporation, Tencent Holdings Ltd, Sony Group Corporation, Nintendo Co., Ltd., and Electronic Art Inc.) are also presented in detail.
Main topics covered:
1. Market overview
2. Impact of COVID-19
2.1 Impact of COVID-19 on the global video game market
2.2 Increase in the number of video game players
2.3 Delayed release
2.4 Disrupted supply chain
2.5 Challenges faced by developers
2.6 Post-COVID scenario
3. Market Analysis
3.1 Global video game market by value
3.2 Global Video Game Market Forecast by Value
3.3 Global Video Game Market by Device
3.3.1 Global Mobile Video Game Market by Value
3.3.2 Global Mobile Video Games Market Forecast by Value
3.3.3 Global Console Video Game Market by Value
3.3.4 Global Video Game Console Market Forecast by Value
3.3.5 Global Personal Computer (PC) Video Games Market by Value
3.3.6 Global Personal Computer (PC) Video Games Market Forecast by Value
3.4 Global Mobile Video Games Market by Segment
3.4.1 Global Smartphone Video Game Market by Value
3.4.2 Global Smartphone Video Game Market Forecast by Value
3.4.3 Global Tablet Video Game Market by Value
3.4.4 Global Tablet Video Games Market Forecast by Value
3.5 Global PC Video Game Market by Segment
3.5.1 Global Boxed/Downloaded PC Video Games Market by Value
3.5.2 Global Boxed/Downloaded PC Video Games Market Forecast by Value
3.5.3 Global PC Video Game Market by Browser by Value
3.5.4 Global PC Browser Video Game Market Forecast by Value
3.6 Global Video Game Market by Mode
3.6.1 Global Offline Video Games Market by Value
3.6.2 Global Offline Video Games Market Forecast by Value
3.6.3 Global Online Video Games Market by Value
3.6.4 Global Online Video Games Market Forecast by Value
4. Regional Market Analysis
5. Market dynamics
5.1 Drivers of growth
5.1.1 Increased number of players
5.1.2 Increase in GenZ population
5.1.3 Smartphone Penetration Tilt
5.1.4 Increase disposable income
5.1.5 Increasing Internet Penetration
5.2 Key Trends and Developments
5.2.1 5G internet connectivity
5.2.2 Cloud play
5.2.3 Moving to new monetization models
5.2.4 Industry Consolidation
5.2.5 Mobile game and platform “agnosticism”
5.2.7 Technological advances
5.3.1 Hacking protection issues
5.3.2 Cybersecurity issues
5.3.3 Health issues
6. Competitive landscape
6.1 Global market
6.1.1 Revenue Comparison – Key Players
6.1.2 Market Cap Comparison – Key Players
6.1.3 Research and Development Expenditure Comparison – Key Players
7. Company Profiles
7.1 Electronic Art Inc.
7.1.1 Overview of activities
7.1.2 Financial overview
7.1.3 Business strategies
7.2 Microsoft Corporation
7.2.1 Overview of activities
7.2.2 Financial overview
7.2.3 Business strategies
7.3 Nintendo Co., Ltd.
7.3.1 Presentation of the activity
7.3.2 Financial overview
7.4 Tencent Holdings Ltd.
7.4.1 Activity Overview
7.4.2 Financial overview
7.5 Apple Inc.
7.5.1 Activity Overview
7.5.2 Financial overview
7.5.3 Business strategies
7.6 Sony group company
7.6.1 Activity Overview
7.6.2 Financial overview
7.6.3 Business strategies
For more information on this report, visit https://www.researchandmarkets.com/r/vyvxp0