Video gaming is a type of virtual simulation, which provides real-life scenarios and stimulates various types of environments to end users. In addition, various market players are innovating hardware and designing different types of video games to provide a better and more entertaining experience to their end users, which positively impacts the growth of the market.
The rise in demand for work-from-home and remote education policies during the period of the COVID-19 pandemic aided in propelling the growth of the global video gaming market, hence empowering the demand for video game software solutions. Moreover, the increase in demand for easily accessible forms of entertainment and media positively impacts the growth of the video game market. However, hardware and infrastructure requirements of modern video games can hamper the video game software market forecast. On the contrary, the emergence of advanced technologies such as virtual reality and mixed reality with video game software solutions suites are expected to offer remunerative opportunities for expansion of the video game software industry during the forecast period.
The global video game software market is segmented on the basis of device type, end user, genre, and region. On the basis of device type, the industry is divided into smartphones, consoles, PC, and others. On the basis of end-user, the market is classified into personal and commercial. On the basis of genre, the market is classified into action, adventure, role-playing, simulation, strategy, sports, and others. On the basis of region, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
The global video game software market is dominated by key players such as Activision Blizzard, Apple, Inc, Beijing Babeltime Technology Co., Ltd., Electronics Art, Inc, Konami Holdings Corporation, Lucid Games, Microsoft Corporation, Nintendo, Nova Gaming Ventures Private Limited, Rovio Entertainment Corporation, Sony Interactive Entertainment., Square Enix Holdings Co. Ltd, Tencent Holdings Limited, TA Games Studio, Ubisoft Entertainment SA, Virtous Holdings Pte. Ltd, Zeus Interactive Co., Ltd. Ltd. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.
Key Benefits For Stakeholders
- This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the video game software market analysis from 2021 to 2031 to identify the prevailing video game software market opportunities.
- The market research is offered along with information related to key drivers, restraints, and opportunities.
- Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
- In-depth analysis of the video game software market segmentation assists to determine the prevailing market opportunities.
- Major countries in each region are mapped according to their revenue contribution to the global market.
- Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
- The report includes the analysis of the regional as well as global video game software market trends, key players, market segments, application areas, and market growth strategies.
Key Market Segments
By Device Type
- Smartphone
- Console
- PC
- Others
By End User
- Personal
- Commercial
- Commercial Type
- Education
- Healthcare
- Aerospace and Defense
- Government
- Retail
- Media and Entertainment
- Others
By Genre
- Action
- Adventure
- Role Playing
- Simulation
- Strategy
- Sports
- Others
By Region
- North America
- Europe
- UK
- Germany
- France
- Italy
- Spain
- Rest Of Europe
- Asia-Pacific
- China
- Japan
- India
- South Korea
- Australia
- Rest Of Asia-Pacific
- LAMEA
- Brazil
- Mexico
- UAE
- Saudi Arabia
- South Africa
- Rest Of LAMEA
- Key Market Players
- Activision Blizzard
- Apple, Inc.
- Beijing Babbletime Technology, Co. Ltd
- Electronics Art, Inc
- Konami Holdings Corporation
- Lucid Games
- Microsoft Corporation
- Nintendo
- Nova Gaming Ventures Private Limited
- Rovio Entertainment Corporation
- Sony Interactive Entertainment
- Square Enix Holdings Co. Ltd
- Tencent Holdings Limited
- TA Games Studio
- Ubisoft Entertainment SA
- Virtous Holdings Pte. Ltd
- Zeus Interactive Co., Ltd.
TABLE OF CONTENTS
CHAPTER 1:INTRODUCTION
- 1.1.Report description
- 1.2.Key market segments
- 1.3.Key benefits to the stakeholders
- 1.4.Research Methodology
- 1.4.1.Secondary research
- 1.4.2.Primary research
- 1.4.3.Analyst tools and models
CHAPTER 2:EXECUTIVE SUMMARY
- 2.1.Key findings of the study
- 2.2.CXO Perspective
CHAPTER 3:MARKET OVERVIEW
- 3.1.Market definition and scope
- 3.2.Key findings
- 3.2.1.Top investment pockets
- 3.3.Porter's five forces analysis
- 3.4.Top player positioning
- 3.5.Market dynamics
- 3.5.1.Drivers
- 3.5.2.Restraints
- 3.5.3.Opportunities
- 3.6.COVID-19 Impact Analysis on the market
CHAPTER 4: VIDEO GAME SOFTWARE MARKET, BY DEVICE TYPE
- 4.1 Overview
- 4.1.1 Market size and forecast
- 4.2 Smartphone
- 4.2.1 Key market trends, growth factors and opportunities
- 4.2.2 Market size and forecast, by region
- 4.2.3 Market analysis by country
- 4.3 Console
- 4.3.1 Key market trends, growth factors and opportunities
- 4.3.2 Market size and forecast, by region
- 4.3.3 Market analysis by country
- 4.4 PC
- 4.4.1 Key market trends, growth factors and opportunities
- 4.4.2 Market size and forecast, by region
- 4.4.3 Market analysis by country
- 4.5 Others
- 4.5.1 Key market trends, growth factors and opportunities
- 4.5.2 Market size and forecast, by region
- 4.5.3 Market analysis by country
CHAPTER 5: VIDEO GAME SOFTWARE MARKET, BY END USER
- 5.1 Overview
- 5.1.1 Market size and forecast
- 5.2 Personal
- 5.2.1 Key market trends, growth factors and opportunities
- 5.2.2 Market size and forecast, by region
- 5.2.3 Market analysis by country
- 5.3 Commercial
- 5.3.1 Key market trends, growth factors and opportunities
- 5.3.2 Market size and forecast, by region
- 5.3.3 Market analysis by country
- 5.3.4 Commercial Video Game Software Market by Commercial Type
- 5.3.4.1 Education Market size and forecast, by region
- 5.3.4.2 Education Market size and forecast, by country
- 5.3.4.3 Healthcare Market size and forecast, by region
- 5.3.4.4 Healthcare Market size and forecast, by country
- 5.3.4.5 Aerospace and Defense Market size and forecast, by region
- 5.3.4.6 Aerospace and Defense Market size and forecast, by country
- 5.3.4.7 Government Market size and forecast, by region
- 5.3.4.8 Government Market size and forecast, by country
- 5.3.4.9 Retail Market size and forecast, by region
- 5.3.4.10 Retail Market size and forecast, by country
- 5.3.4.11 Media and Entertainment Market size and forecast, by region
- 5.3.4.12 Media and Entertainment Market size and forecast, by country
- 5.3.4.13 Others Market size and forecast, by region
- 5.3.4.14 Others Market size and forecast, by country
CHAPTER 6: VIDEO GAME SOFTWARE MARKET, BY GENRE
- 6.1 Overview
- 6.1.1 Market size and forecast
- 6.2 Action
- 6.2.1 Key market trends, growth factors and opportunities
- 6.2.2 Market size and forecast, by region
- 6.2.3 Market analysis by country
- 6.3 Adventure
- 6.3.1 Key market trends, growth factors and opportunities
- 6.3.2 Market size and forecast, by region
- 6.3.3 Market analysis by country
- 6.4 Role Playing
- 6.4.1 Key market trends, growth factors and opportunities
- 6.4.2 Market size and forecast, by region
- 6.4.3 Market analysis by country
- 6.5 Simulation
- 6.5.1 Key market trends, growth factors and opportunities
- 6.5.2 Market size and forecast, by region
- 6.5.3 Market analysis by country
- 6.6 Strategy
- 6.6.1 Key market trends, growth factors and opportunities
- 6.6.2 Market size and forecast, by region
- 6.6.3 Market analysis by country
- 6.7 Sports
- 6.7.1 Key market trends, growth factors and opportunities
- 6.7.2 Market size and forecast, by region
- 6.7.3 Market analysis by country
- 6.8 Others
- 6.8.1 Key market trends, growth factors and opportunities
- 6.8.2 Market size and forecast, by region
- 6.8.3 Market analysis by country
CHAPTER 7: VIDEO GAME SOFTWARE MARKET, BY REGION
- 7.1 Overview
- 7.1.1 Market size and forecast
- 7.2 North America
- 7.2.1 Key trends and opportunities
- 7.2.2 North America Market size and forecast, by Device Type
- 7.2.3 North America Market size and forecast, by End User
- 7.2.3.1 North America Commercial Video Game Software Market by Commercial Type
- 7.2.4 North America Market size and forecast, by Genre
- 7.2.5 North America Market size and forecast, by country
- 7.2.5.1 U.S.
- 7.2.5.1.1 Market size and forecast, by Device Type
- 7.2.5.1.2 Market size and forecast, by End User
- 7.2.5.1.2.1 U.S. Commercial Video Game Software Market by Commercial Type
- 7.2.5.1.3 Market size and forecast, by Genre
- 7.2.5.2 Canada
- 7.2.5.2.1 Market size and forecast, by Device Type
- 7.2.5.2.2 Market size and forecast, by End User
- 7.2.5.2.2.1 Canada Commercial Video Game Software Market by Commercial Type
- 7.2.5.2.3 Market size and forecast, by Genre
- 7.3 Europe
- 7.3.1 Key trends and opportunities
- 7.3.2 Europe Market size and forecast, by Device Type
- 7.3.3 Europe Market size and forecast, by End User
- 7.3.3.1 Europe Commercial Video Game Software Market by Commercial Type
- 7.3.4 Europe Market size and forecast, by Genre
- 7.3.5 Europe Market size and forecast, by country
- 7.3.5.1 UK
- 7.3.5.1.1 Market size and forecast, by Device Type
- 7.3.5.1.2 Market size and forecast, by End User
- 7.3.5.1.2.1 UK Commercial Video Game Software Market by Commercial Type
- 7.3.5.1.3 Market size and forecast, by Genre
- 7.3.5.2 Germany
- 7.3.5.2.1 Market size and forecast, by Device Type
- 7.3.5.2.2 Market size and forecast, by End User
- 7.3.5.2.2.1 Germany Commercial Video Game Software Market by Commercial Type
- 7.3.5.2.3 Market size and forecast, by Genre
- 7.3.5.3 France
- 7.3.5.3.1 Market size and forecast, by Device Type
- 7.3.5.3.2 Market size and forecast, by End User
- 7.3.5.3.2.1 France Commercial Video Game Software Market by Commercial Type
- 7.3.5.3.3 Market size and forecast, by Genre
- 7.3.5.4 Italy
- 7.3.5.4.1 Market size and forecast, by Device Type
- 7.3.5.4.2 Market size and forecast, by End User
- 7.3.5.4.2.1 Italy Commercial Video Game Software Market by Commercial Type
- 7.3.5.4.3 Market size and forecast, by Genre
- 7.3.5.5 Spain
- 7.3.5.5.1 Market size and forecast, by Device Type
- 7.3.5.5.2 Market size and forecast, by End User
- 7.3.5.5.2.1 Spain Commercial Video Game Software Market by Commercial Type
- 7.3.5.5.3 Market size and forecast, by Genre
- 7.3.5.6 Rest of Europe
- 7.3.5.6.1 Market size and forecast, by Device Type
- 7.3.5.6.2 Market size and forecast, by End User
- 7.3.5.6.2.1 Rest of Europe Commercial Video Game Software Market by Commercial Type
- 7.3.5.6.3 Market size and forecast, by Genre
- 7.4 Asia-Pacific
- 7.4.1 Key trends and opportunities
- 7.4.2 Asia-Pacific Market size and forecast, by Device Type
- 7.4.3 Asia-Pacific Market size and forecast, by End User
- 7.4.3.1 Asia-Pacific Commercial Video Game Software Market by Commercial Type
- 7.4.4 Asia-Pacific Market size and forecast, by Genre
- 7.4.5 Asia-Pacific Market size and forecast, by country
- 7.4.5.1 China
- 7.4.5.1.1 Market size and forecast, by Device Type
- 7.4.5.1.2 Market size and forecast, by End User
- 7.4.5.1.2.1 China Commercial Video Game Software Market by Commercial Type
- 7.4.5.1.3 Market size and forecast, by Genre
- 7.4.5.2 Japan
- 7.4.5.2.1 Market size and forecast, by Device Type
- 7.4.5.2.2 Market size and forecast, by End User
- 7.4.5.2.2.1 Japan Commercial Video Game Software Market by Commercial Type
- 7.4.5.2.3 Market size and forecast, by Genre
- 7.4.5.3 India
- 7.4.5.3.1 Market size and forecast, by Device Type
- 7.4.5.3.2 Market size and forecast, by End User
- 7.4.5.3.2.1 India Commercial Video Game Software Market by Commercial Type
- 7.4.5.3.3 Market size and forecast, by Genre
- 7.4.5.4 South Korea
- 7.4.5.4.1 Market size and forecast, by Device Type
- 7.4.5.4.2 Market size and forecast, by End User
- 7.4.5.4.2.1 South Korea Commercial Video Game Software Market by Commercial Type
- 7.4.5.4.3 Market size and forecast, by Genre
- 7.4.5.5 Australia
- 7.4.5.5.1 Market size and forecast, by Device Type
- 7.4.5.5.2 Market size and forecast, by End User
- 7.4.5.5.2.1 Australia Commercial Video Game Software Market by Commercial Type
- 7.4.5.5.3 Market size and forecast, by Genre
- 7.4.5.6 Rest of Asia-Pacific
- 7.4.5.6.1 Market size and forecast, by Device Type
- 7.4.5.6.2 Market size and forecast, by End User
- 7.4.5.6.2.1 Rest of Asia-Pacific Commercial Video Game Software Market by Commercial Type
- 7.4.5.6.3 Market size and forecast, by Genre
- 7.5 LAMEA
- 7.5.1 Key trends and opportunities
- 7.5.2 LAMEA Market size and forecast, by Device Type
- 7.5.3 LAMEA Market size and forecast, by End User
- 7.5.3.1 LAMEA Commercial Video Game Software Market by Commercial Type
- 7.5.4 LAMEA Market size and forecast, by Genre
- 7.5.5 LAMEA Market size and forecast, by country
- 7.5.5.1 Brazil
- 7.5.5.1.1 Market size and forecast, by Device Type
- 7.5.5.1.2 Market size and forecast, by End User
- 7.5.5.1.2.1 Brazil Commercial Video Game Software Market by Commercial Type
- 7.5.5.1.3 Market size and forecast, by Genre
- 7.5.5.2 Mexico
- 7.5.5.2.1 Market size and forecast, by Device Type
- 7.5.5.2.2 Market size and forecast, by End User
- 7.5.5.2.2.1 Mexico Commercial Video Game Software Market by Commercial Type
- 7.5.5.2.3 Market size and forecast, by Genre
- 7.5.5.3 UAE
- 7.5.5.3.1 Market size and forecast, by Device Type
- 7.5.5.3.2 Market size and forecast, by End User
- 7.5.5.3.2.1 UAE Commercial Video Game Software Market by Commercial Type
- 7.5.5.3.3 Market size and forecast, by Genre
- 7.5.5.4 Saudi Arabia
- 7.5.5.4.1 Market size and forecast, by Device Type
- 7.5.5.4.2 Market size and forecast, by End User
- 7.5.5.4.2.1 Saudi Arabia Commercial Video Game Software Market by Commercial Type
- 7.5.5.4.3 Market size and forecast, by Genre
- 7.5.5.5 South Africa
- 7.5.5.5.1 Market size and forecast, by Device Type
- 7.5.5.5.2 Market size and forecast, by End User
- 7.5.5.5.2.1 South Africa Commercial Video Game Software Market by Commercial Type
- 7.5.5.5.3 Market size and forecast, by Genre
- 7.5.5.6 Rest of LAMEA
- 7.5.5.6.1 Market size and forecast, by Device Type
- 7.5.5.6.2 Market size and forecast, by End User
- 7.5.5.6.2.1 Rest of LAMEA Commercial Video Game Software Market by Commercial Type
- 7.5.5.6.3 Market size and forecast, by Genre
CHAPTER 8: COMPANY LANDSCAPE
- 8.1. Introduction
- 8.2. Top winning strategies
- 8.3. Product Mapping of Top 10 Player
- 8.4. Competitive Dashboard
- 8.5. Competitive Heatmap
- 8.6. Key developments
CHAPTER 9: COMPANY PROFILES
- 9.1 Activision Blizzard
- 9.1.1 Company overview
- 9.1.2 Company snapshot
- 9.1.3 Operating business segments
- 9.1.4 Product portfolio
- 9.1.5 Business performance
- 9.1.6 Key strategic moves and developments
- 9.2 Apple, Inc.
- 9.2.1 Company overview
- 9.2.2 Company snapshot
- 9.2.3 Operating business segments
- 9.2.4 Product portfolio
- 9.2.5 Business performance
- 9.2.6 Key strategic moves and developments
- 9.3 Beijing Babbletime Technology, Co. Ltd
- 9.3.1 Company overview
- 9.3.2 Company snapshot
- 9.3.3 Operating business segments
- 9.3.4 Product portfolio
- 9.3.5 Business performance
- 9.3.6 Key strategic moves and developments
- 9.4 Electronics Art, Inc
- 9.4.1 Company overview
- 9.4.2 Company snapshot
- 9.4.3 Operating business segments
- 9.4.4 Product portfolio
- 9.4.5 Business performance
- 9.4.6 Key strategic moves and developments
- 9.5 Konami Holdings Corporation
- 9.5.1 Company overview
- 9.5.2 Company snapshot
- 9.5.3 Operating business segments
- 9.5.4 Product portfolio
- 9.5.5 Business performance
- 9.5.6 Key strategic moves and developments
- 9.6 Lucid Games
- 9.6.1 Company overview
- 9.6.2 Company snapshot
- 9.6.3 Operating business segments
- 9.6.4 Product portfolio
- 9.6.5 Business performance
- 9.6.6 Key strategic moves and developments
- 9.7 Microsoft Corporation
- 9.7.1 Company overview
- 9.7.2 Company snapshot
- 9.7.3 Operating business segments
- 9.7.4 Product portfolio
- 9.7.5 Business performance
- 9.7.6 Key strategic moves and developments
- 9.8 Nintendo
- 9.8.1 Company overview
- 9.8.2 Company snapshot
- 9.8.3 Operating business segments
- 9.8.4 Product portfolio
- 9.8.5 Business performance
- 9.8.6 Key strategic moves and developments
- 9.9 Nova Gaming Ventures Private Limited
- 9.9.1 Company overview
- 9.9.2 Company snapshot
- 9.9.3 Operating business segments
- 9.9.4 Product portfolio
- 9.9.5 Business performance
- 9.9.6 Key strategic moves and developments
- 9.10 Rovio Entertainment Corporation
- 9.10.1 Company overview
- 9.10.2 Company snapshot
- 9.10.3 Operating business segments
- 9.10.4 Product portfolio
- 9.10.5 Business performance
- 9.10.6 Key strategic moves and developments
- 9.11 Sony Interactive Entertainment
- 9.11.1 Company overview
- 9.11.2 Company snapshot
- 9.11.3 Operating business segments
- 9.11.4 Product portfolio
- 9.11.5 Business performance
- 9.11.6 Key strategic moves and developments
- 9.12 Square Enix Holdings Co. Ltd
- 9.12.1 Company overview
- 9.12.2 Company snapshot
- 9.12.3 Operating business segments
- 9.12.4 Product portfolio
- 9.12.5 Business performance
- 9.12.6 Key strategic moves and developments
- 9.13 Tencent Holdings Limited
- 9.13.1 Company overview
- 9.13.2 Company snapshot
- 9.13.3 Operating business segments
- 9.13.4 Product portfolio
- 9.13.5 Business performance
- 9.13.6 Key strategic moves and developments
- 9.14 TA Games Studio
- 9.14.1 Company overview
- 9.14.2 Company snapshot
- 9.14.3 Operating business segments
- 9.14.4 Product portfolio
- 9.14.5 Business performance
- 9.14.6 Key strategic moves and developments
- 9.15 Ubisoft Entertainment SA
- 9.15.1 Company overview
- 9.15.2 Company snapshot
- 9.15.3 Operating business segments
- 9.15.4 Product portfolio
- 9.15.5 Business performance
- 9.15.6 Key strategic moves and developments
- 9.16 Virtous Holdings Pte. Ltd
- 9.16.1 Company overview
- 9.16.2 Company snapshot
- 9.16.3 Operating business segments
- 9.16.4 Product portfolio
- 9.16.5 Business performance
- 9.16.6 Key strategic moves and developments
- 9.17 Zeus Interactive Co., Ltd.
- 9.17.1 Company overview
- 9.17.2 Company snapshot
- 9.17.3 Operating business segments
- 9.17.4 Product portfolio
- 9.17.5 Business performance
- 9.17.6 Key strategic moves and developments