Video Game Market Size, Share & Trends Report

Video Game Market Size, Share & Trends Analysis Report By Product, Regional Outlook, Competitive Strategies, And Segment Forecasts, 2019 To 2025

  • Published Date: ---
  • Base Year for Estimate: ---
  • Report ID: 380
  • Format: Electronic (PDF)
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The global video games market is anticipated to grow significantly over the forecast period. Video games are user interactive games for entertainment as well as learning purposes. Video game users include worldwide audience from five years of age to 45 years of age. Users have access to a wide variety of content as well as gaming platforms available in stores and online. Gaming is a popular source of entertainment and the user base has been increasing with the growing population. Video games are generally console based (Xbox, Play stations) and online (available on the internet). The video games market can also be classified on the basis of hardware (gaming tools, PC, tablet) and software (new games).

The video games market is expected to be fuelled by a number of games available on the internet at a minimal price or free of cost, individuals owning multiple gaming devices such as tablets, computers, laptops and consoles due to increase in disposable income and high standard of living. Additionally, the availability of high speed internet and compatible hardware are major drivers for the gaming industry. The increase in sales of mobile handsets is also expected to positively impact the gaming industry. Many video games are available in mobile compatible versions leading to users downloading a large number of games. Innovation is a continuous requirement in the gaming industry as users demand new games on a frequent basis. Current trends in the market include strategies to develop comparable mechanics to already existing popular games in order to reduce overall risk; pricing the games depending on deep game play and high quality content, users are willing to pay a premium amount to download their favorite games; strategies are being developed to allow people to build relationships with fellow gamers in multiplayer games, relationships between the publisher and gamer are encouraged by letting users make their own environment; making your games globally available, games are available in regional dialects to make it popular on a global level; publishers are focusing on a single segment market such as pc games or mobile games.

Industry participants include Microsoft Corporation, Sony Corporation, Nintendo, Apple Inc., Zynga, EA Sports, Activation Blizzard, Disney Entertainment, Telltale Games, Plain Villa Games, Supercell, GungHo Online Entertainment, Capybara Games, Tencent, King, Bluepoint Games, Failbetter Games, Midway, Westwood Studios, TakeTwo Interactive, DeNa, Nexon, Shanda, NetEase, NCSoft, Google, Sega, Changyou, Namco Bandai, Square Unix, Facebook, Konami, GREE, Ubisoft, Treasure, SCE Japan Studio, Relic Entertainment, Black Isle Studios, SNK, Origin Systems, Thatgamecompany, Popcap Games, etc.

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