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Global Video Games Market Report, 2022 and 2023-2030: With “Speed Being the King” in Gaming, Growing Fiber to Home (FTTH) Connections Bolster Growth

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The “Video Games – Global Strategic Business Report” report has been added to ResearchAndMarkets .com’s offering.

Global Video Games Market to Reach $254.6 Billion by 2030

The global market for Video Games estimated at US$184 Billion in the year 2022, is projected to reach a revised size of US$254.6 Billion by 2030, growing at a CAGR of 4.1% over the analysis period 2022-2030.

Mobile Games, one of the segments analyzed in the report, is projected to record 4.9% CAGR and reach US$123.8 Billion by the end of the analysis period. Growth in the Console Games segment is estimated at 4.2% CAGR for the next 8-year period.

The U.S. Market is Estimated at $42.8 Billion, While China is Forecast to Grow at 4.7% CAGR

The Video Games market in the U.S. is estimated at US$42.8 Billion in the year 2022. China, the world’s second largest economy, is forecast to reach a projected market size of US$71.4 Billion by the year 2030 trailing a CAGR of 4.7% over the analysis period 2022 to 2030.

Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 2.9% and 4.1% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 3.5% CAGR.

What`s New?

  • Special discussions on the global economic climate and market sentiment
  • Coverage on global competitiveness and key competitor percentage market shares
  • Market presence analysis across multiple geographies – Strong/Active/Niche/Trivial
  • Online interactive peer-to-peer collaborative bespoke updates
  • Access to digital archives and trademarked research platform
  • Complimentary updates for one year
  • Access to curated YouTube video transcripts of market sentiments shared by CEOs, domain experts and market influencers via interviews, podcasts, press statements and event keynotes

Select Competitors (Total 521 Featured)

  • Activision Blizzard, Inc.
  • Blizzard Entertainment, Inc.
  • King Digital Entertainment plc
  • Apple Inc
  • Atari SA
  • BANDAI NAMCO Holdings Inc.
  • Bluestack Systems, Inc
  • Capcom Co., Ltd.
  • Electronic Arts, Inc.
  • EA Sports
  • PopCap Games, Inc.
  • Facebook, Inc
  • Google LLC
  • iWin, Inc.
  • Konami Group Corporation
  • Konami Digital Entertainment Co. Ltd.
  • Konami Gaming Inc.
  • Nintendo Co. Ltd.
  • Riot Games, Inc
  • Roblox Corporation
  • Rovio Entertainment Corporation
  • Sega Holdings Co., Ltd.
  • Sony Interactive Entertainment Inc.
  • Supercell Oy
  • Square Enix Holdings Co. Ltd.
  • Square Enix Limited
  • Take 2 Interactive Software, Inc.
  • Tencent Holdings Ltd
  • Tetris Holding, LLC
  • The Walt Disney Company
  • Twitch
  • Ubisoft Entertainment SA
  • Unity Technologies
  • Valve Corporation
  • Xbox Game Studios

Key Attributes:

Report Attribute Details
No. of Pages 1025
Forecast Period 2022 – 2030
Estimated Market Value (USD) in 2022 $184 Billion
Forecasted Market Value (USD) by 2030 $254.6 Billion
Compound Annual Growth Rate 4.1%
Regions Covered Global

MARKET OVERVIEW

  • Current State of the Video Games Industry: A Review
  • Gaming as a Form of Entertainment is Here to Stay: Global Number of Active Gamers (In Billion) Years 2020, 2022, 2024 and 2026
  • Competition
  • Video Games – Global Key Competitors Percentage Market Share in 2023 (E)
  • Competitive Market Presence – Strong/Active/Niche/Trivial for Players Worldwide in 2023 (E)
  • Video Games: Introduction/Overview & Types
  • Recent Market Activity
  • Innovations

MARKET TRENDS & DRIVERS

  • With “Speed Being the King” in Gaming, Growing Fiber to Home (FTTH) Connections Bodes Well for the Higher Consumer Engagement With Video Games
  • Since Gaming Experiences Are Only as Good as the Network, Growing Number of Homes With High Speed Fiber Optic Internet Means More Households Will be Hooked Onto More Graphically Demanding Video Games: Global Market for Fiber-to-the-Home (FTTH) (In US$ Million) for Years 2021, 2023, 2025 and 2027
  • Ubiquity of Smartphones Drives the Popularity of Mobile Gaming, Particularly on the Android OS. Here’s Why
  • Healthy Demand for Smartphones Creates a Parallel Opportunity for Mobile Gaming: Global Shipments of Smartphones (in Million Units) for 2020 through 2025
  • Preference for Immersive Gaming Drives Demand for Visualization & 3D Rendering Software
  • Here’s Why Console Gaming Still Remains Popular
  • “The More the Merrier”. Social Gaming Storms Into the Spotlight as a Major Trend in 2023
  • Social Presence Will Continue to Play a Central Role in the Adoption of Social Gaming: Global Number of Social Media Users (In Billion) for the Years 2022, 2024, 2026, 2028
  • In the Era of On-Demand Gaming as a Service (GaaS), Cloud Gaming Storms Into the Spotlight
  • Convergence of Gaming and Gambling, a Key Trend in the Market
  • As Gambling Addiction Takes on a Deeper Hue, Gamification of Physical Gambling Brings Opportunities for the Video Games Market: Global Number of Gamblers (In Million) for the Years 2018, 2020, 2022 and 2024
  • Make Way! Here Comes Metaverse Gaming
  • Gaming to the Remain the Largest Application Area for Metaverse: Global Metaverse Market Share Breakdown (In %) by Application for Years 2020 and 2027
  • Roblox, an Online Gaming Company that Offers Metaverse like Experiences, Witnesses Steady Rise in the Number of Users: Roblox Active Daily Users (In Million) by Quarter for Years 2019, 2020, 2021 and 2022
  • Roblox, an Online Gaming Company that Offers Metaverse like Experiences, Witnesses Steady Rise in the Number of Users: Roblox Active Daily Users (In Million) by Quarter for Years 2019, 2020, 2021 and 2022
  • Changing Demographics of Modern Gamers Sets Stage for Increased Consumption of Video Games
  • Percentage Breakdown of Global Number of Gamers by Age Group for the Year 2022
  • Percentage Breakdown of Global Number of Gamers by Gender for the Year 2022
  • Gamification in Education on the Rise as Perceived Educative Value of Video Games Increases
  • AR/VR Games Get a Boost from the Expanding App Ecosystem & Android OS Support for AR Technology
  • Artificial Intelligence (AI) Innovations Transform Video Games
  • With the Ability to Self-Learn, Evolve, Interpret & Respond to Player’s Actions, AI is Poised to Take Realism in Games to the Next Level: Global Spending on AI in the Advertising & Media Industry (In US$ Million) for Years 2021, 2023, 2025 and 2027
  • Blockchain Emerges to Change the Gaming Landscape
  • From Securing In-Game Transactions to Enhancing the Gaming Experience, Blockchain is Here to Revolutionize the Gaming Industry: Global Spending on Blockchain in the Media & Entertainment Industry (In US$ Million) for Years 2021, 2023, 2025 and 2027
  • Here’s How 5G Will Transform Gaming
  • The Future of 5G is Unquestioned & So is Its Potential for Changing the Rules of the Game in Today’s Experience Economy: 5G Contribution to GDP in Select Countries by 2030 (In US$ Billion)
  • Developments at Hardware & Content Level Boosts Opportunities for Video Games
  • Holographic Games Hit the Spotlight
  • What are Challenges in Store for the Market in the Coming Years?

Gaming

More players, more revenue: mobile games are very popular among Germans

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More players, more revenue – mobile games are very popular among Germans
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  • Revenues from games apps grow in Germany by 4 per cent to over 2.9 billion euros
  • Smartphones and tablets attract 300,000 additional players in twelve months
  • ‘Mobile games often attract people with little or no experience of playing video games’

Games apps for smartphones and tablets continue to do well in Germany: revenues from mobile games grew by another 4 per cent to 2.9 billion euros within a year. This part of the games market has almost doubled since 2018, when revenues amounted to 1.49 billion euros. These are the figures released today by game – The German Games Industry Association, based on data collected by the market research company data.ai. Not only were games app revenues up, but the number of mobile game players also grew by 300,000 to 24.6 million in the space of a year. The average age of people who play video games on their smartphone in Germany is 40. Women tend to play more on smartphones and tablets (52%) compared to men (48%).

‘Games apps for smartphones and tablets are very popular among Germans,’ says Felix Falk, Managing Director of game. ‘Although we’ve been witnessing the unstoppable rise of the smartphone for almost a decade and a half, this is still an area of the game market that continues to grow. Mobile games often attract people with little or no experience of playing video games. The mobile gaming market has grown hugely over recent years: alongside classic casual games for spare moments, complex games and even esports titles are now also firmly established. This variety is unique and one of the strengths of games apps.’

A closer look at the mobile gaming market in Germany highlights the distinctive features of the sector: around 5 million euros – significantly below 1 per cent of total revenues – is generated by the sale of individual mobile games. Revenues from online gaming services on smartphones and tablets are significantly higher, amounting to 43 million euros or around 1 per cent. 98 per cent and therefore almost the entire revenue from games apps – 2.9 billion euros – is generated with in-app purchases. These include cosmetic enhancements for players’ own avatars along with virtual currencies and loot boxes or large story expansions.

Strong development of the German game market in 2023

The German games market showed significant overall growth again in 2023, with revenues from games, gaming hardware and online gaming services increasing by 6 per cent, to some 9.97 billion euros. This considerable rise follows a revenue increase of just 1 per cent in the preceding year. The largest drivers of this growth include game consoles and related accessories, as well as in-game and in-app purchases. At the same time, sales of gaming PCs and laptops saw clear declines in some areas.

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Gaming

Games Lift 2024: These five developer teams will receive the Hamburg incubator funding

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Games Lift 2024: These five developer teams will receive the Hamburg incubator funding
Reading Time: 3 minutes

 

Five teams have won over the Games Lift awarding committee with their game projects. On September 9, the Games Lift Incubator will start for them as a unique support program in Germany. Included is a one-year workshop and mentoring program with international industry experts and 15,000 euros in financial support, as well as room for collaboration and exchange with the other participating teams. More than 30 experts in game design, product development, pitching, business development, press relations and marketing from the Games Lift network will share their experience with the teams to give their projects a professional start. Starting this year, the program also offers participating teams a joint trip to an international industry event. The Games Lift Incubator is organized and implemented by Gamecity Hamburg on behalf of the Free and Hanseatic City of Hamburg.

A total of 21 teams and solo developers applied for the fourth Games Lift Incubator. The decision for the five participating teams was made by the awarding committee, consisting of Kristin von der Wense (Publishing Producer Daedalic Entertainment), Ole Schaper (Managing Director The Sandbox Hamburg (Sviper GmbH)), Heiko Gogolin (Managing Director Rocket Beans Entertainment) and Tobias Graff (Co-Founder, Programmer and CEO Mooneye Studios).

Margarete Schneider, Project Manager at Gamecity Hamburg, on the award committee’s decision: “We are delighted with the large number of applications for our incubator and the high standard of the pitch decks submitted once again. It is particularly pleasing that we are receiving more applications from outside Hamburg, who see the city as an attractive location for starting a new business. The Games Lift Incubator provides gaming start-ups with comprehensive starting support and enables them to forge connections in Hamburg’s diverse games scene.

The five winner projects and teams for Games Lift Incubator 2024:

  • ForeFeathers by Team Honeybeak
  • Frisia – Cozy Villages by Rouven Cabanis
  • Light of Atlantis by Duck ‘n’ Run Games
  • Pubcrawler by Triflgard
  • Tiny Garden by Tales from the Garden

ForeFeathers by Team Honeybeak is a 3D Puzzle-Platformer where players slip into the role of a penguin, who explores the sky-high ruins of an ancient civilization of birds. Traversing the flying islands with the ancient powers of flight, solving tricky puzzles and keeping the penguin’s friends away from trouble are some main aspects of the game.

In Frisia – Cozy Villages by Rouven Cabanis the player gains control over an uninhabited Northsea island and is tasked with building a functional, yet cozy and beautiful little town. Inspired by the frisian architecture of the Dutch and German Northsea coast, Frisia aims to create a cozy gameplay experience in harmony with simple town-building and strategy game mechanics.

Light of Atlantis by Duck ‘n’ Run Games is a 2D puzzle metroidvania in which players take on the roles of various robots with individual abilities to explore the sunken ruins of Atlantis. By draining and releasing water into the various rooms, the robots shape their environment and improve their chances against different enemies. Light of Atlantis was part of the Gamecity Hamburg prototype funding in 2023 and received in the same year the German Computer Game Award (Deutscher Computerspielpreis) in the category “Best Prototype”.

Pubcrawler by Triflgard is a co-op PC game in which up to four players need to work as a team, to navigate a giant, mechanic, wandering pub through an apocalyptic wasteland. In the process, they must complete a variety of challenging tasks that can only be mastered as a team. Working together efficiently, pleasing the different guests and keeping a cool head even when the giant pubcrawler faces technical issues are the key to a successful journey.

In Tiny Garden by Tales from the Garden players slip into the role of a deity who fills a deserted planet with life. Together with their servants, a group of cute leaf creatures that must be protected from evil spirits, they plant a constantly growing garden. As soon as the garden is fully grown, the evil spirits can be soothed and the player can move on to the next planet in help.

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Gaming

MainStreaming Announces Appointment of Nicola Micali as Chief Customer Officer

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MainStreaming, an iMDP INTELLIGENT MEDIA DELIVERY COMPANY, which is redefining the CDN market with its innovative Edge Network services, announced the appointment of Nicola Micali as its new Chief Customer Officer (CCO).

With a track record of improving processes and efficiency and creating go-to-market strategies, Harvard alumnus and former Akamaite, Nicola Micali joins MainStreaming with the goal of solidifying a customer-centric organisation that prioritises long-term relationships, customer experience (CX) and satisfaction, ensuring MainStreaming’s continued business growth and market leadership.

Nicola brings a wide range of professional experience as a Leader of Customer Success & Professional Services at Akamai for over 10 years, where he was responsible for services and overall revenue. He developed the services strategy for the Americas’ media & entertainment, gaming and partners verticals exceeding all revenue targets year after year. Nicola’s expertise in leading technical customer-facing teams has resulted in higher customer satisfaction and successful worldwide streaming events.

With a Master’s degree in Business Administration and Management from Harvard, Micali’s educational background further enhances his capability to lead and innovate in the Edge video technology sector. As Nicola steps in as CCO, he will play a pivotal role in guiding the entire customer lifecycle journey. His expertise in customer success positions him perfectly to lead MainStreaming’s efforts in providing world-class service to a global clientele.

MainStreaming’s CEO, Antonio G. Corrado, said: “QoS for our customers and QoE for end users are at the core of our streaming business. It is the best proxy for customer satisfaction for us. We are happy to welcome Nicola Micali, who demonstrates his expertise in customer success. Together, we are set to strengthen our commitment to being a customer satisfaction-oriented company, leveraging our world-class services directed to broadcast-quality standards that are requested by industry players.”

MainStreaming’s video delivery technology is meticulously developed in-house, offered as managed private Edge Network to help broadcasters, OTT TVs and content owners overcome the toughest challenges of live streaming at scale, addressing the limitations of classic CDN and enabling new application solutions on the Edge.

“I am honored to join a team that is on a mission to write a new chapter in video streaming delivery, setting new standards, and paving the way for the future of TV. I am ready to contribute to MainStreaming’s innovative approach and customer-centric philosophy. Together, we are set to revolutionize how the streaming industry approaches Edge Network architecture for live streaming, emphasizing a more distributed, ultra-low-latency, energy-efficient, and globally scalable design,” Nicola Micali said.

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