Global Entertainment Video Games Market Insights, Forecast to 2028
Market Analysis and Insights: Global Entertainment Video Games Market
The global Entertainment Video Games market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.
Fully considering the economic change by this health crisis, Action Games accounting for % of the Entertainment Video Games global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR in the post-COVID-19 period. While PC and Mac segment is altered to an % CAGR throughout this forecast period.
China Entertainment Video Games market size is valued at US$ million in 2021, while the North America and Europe Entertainment Video Games are US$ million and US$ million, severally. The proportion of the North America is % in 2021, while China and Europe are % and % respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Entertainment Video Games landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Entertainment Video Games market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Entertainment Video Games market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Entertainment Video Games market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Entertainment Video Games market.
Global Entertainment Video Games Scope and Market Size
Entertainment Video Games market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Entertainment Video Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
Action Games
Adventure Games
Role-playing Games
Simulation Games
Strategy Games
Sports Games
Puzzle Games
Others
Segment by Application
PC and Mac
Smartphones and Tablets
PS4
VR/AR Headsets
Xbox One
Apple TV
Nintendo Switch
Others
By Company
Blizzard Entertainment Inc
Riot Games
Nintendo
Valve Corporation
Rockstar Games
Electronic Arts
Activision Blizzard
Sony Computer Entertainment
Ubisoft
Tencent
NetEase
Sega Games Co.
Mojang
Epic Games
BioWare
Naughty Dog Inc
Square Enix Holdings Co. Ltd
Capcom Company Ltd
Bungie Inc
Microsoft Corporation
Bandai Namco Entertainment
Game Freak
Insomniac Games Inc
Infinity Ward
Take-Two Interactive Software Inc
Gameloft
NCSOFT
Nexon Co. Ltd
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
The global Entertainment Video Games market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.
Fully considering the economic change by this health crisis, Action Games accounting for % of the Entertainment Video Games global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR in the post-COVID-19 period. While PC and Mac segment is altered to an % CAGR throughout this forecast period.
China Entertainment Video Games market size is valued at US$ million in 2021, while the North America and Europe Entertainment Video Games are US$ million and US$ million, severally. The proportion of the North America is % in 2021, while China and Europe are % and % respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Entertainment Video Games landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Entertainment Video Games market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Entertainment Video Games market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Entertainment Video Games market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Entertainment Video Games market.
Global Entertainment Video Games Scope and Market Size
Entertainment Video Games market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Entertainment Video Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
Action Games
Adventure Games
Role-playing Games
Simulation Games
Strategy Games
Sports Games
Puzzle Games
Others
Segment by Application
PC and Mac
Smartphones and Tablets
PS4
VR/AR Headsets
Xbox One
Apple TV
Nintendo Switch
Others
By Company
Blizzard Entertainment Inc
Riot Games
Nintendo
Valve Corporation
Rockstar Games
Electronic Arts
Activision Blizzard
Sony Computer Entertainment
Ubisoft
Tencent
NetEase
Sega Games Co.
Mojang
Epic Games
BioWare
Naughty Dog Inc
Square Enix Holdings Co. Ltd
Capcom Company Ltd
Bungie Inc
Microsoft Corporation
Bandai Namco Entertainment
Game Freak
Insomniac Games Inc
Infinity Ward
Take-Two Interactive Software Inc
Gameloft
NCSOFT
Nexon Co. Ltd
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Frequently Asked Questions
This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
- By product type
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- By Technology
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The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
Details
QYR-20466256
10-Mar-2022
126
10-Mar-2022
126
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