Genre, platforms, increasing competition, 3D games, business models, augmented reality (AR) and virtual reality (VR)

DUBLIN, September 3, 2021 / PRNewswire / – The “Video Games: Global Markets” report has been added to’s offer.

Logo for research and markets

The report covers the market for video games in terms of user base across different regions. It also highlights major trends and challenges affecting the market and the sales landscape. The report estimates the global market for video games in 2019 and contains projections for the expected market size up to 2025.

The gaming market is dominated by world-famous consoles and brands from reputable game development companies such as Sony PlayStation, Nintendo, Xbox, etc. The sector is characterized by a huge amount of innovation and dynamism, not just growth. More than a billion video game consoles have been sold worldwide over the last decade. Video games are a popular form of media consumption that competes with Hollywoods most profitable blockbusters.

Marketing executives cater to video games in a wide range of industries to market goods through film bindings and in-game promotion. An important factor in video games is the availability of platform and game distribution technologies. The growing demand for video games has opened up a new industry branch. The digital gaming sector is still very strong, although other media industries are experiencing a decline.

Some of the key factors driving the growth of the video game market include a steady increase in the number of players, increased innovation in game design, increased interest in eSports and advances in augmented reality (AR) and virtual reality (VR). Nevertheless, the growth of the video game market is hampered by factors such as piracy and gambling addiction rules.

In this report, the video game market was segmented based on genre in action games, shooting, sports, role-playing games, adventure, racing, strategy and others. Action games are the most popular and test reflexes, reaction speed and hand-eye coordination of players. The next most famous genre is sports betting. The success of the segment is primarily due to the fact that sports betting mimics conventional physical sports; artificial intelligence (AI) or other real people control the opposite team.

The video game industry is classified by platform: console games, mobile games, PC games and others. Mobile Gaming is the largest contributor to the ever-growing demand for video games today.

Market values ​​have been estimated based on the total revenue of video game developers. Video game publishers can make money on games through various processes. The methods of making money on games vary, especially between different genres or platforms. Revenue benefits developers, copyright owners, and other stakeholders. Some important revenue streams for video game publishers include retail, digital distribution, subscription models, microtransactions, downloadable content, player trading, and advertising.

The report contains:

  • Estimation of market size and analyzes of global market trends with data from 2019, estimates for 2020 and projections of compound annual growth rates (CAGRs) until 2025

  • Analysis of market trends and identification of new opportunities, challenges and technological changes within the industry

  • A look at the development of augmented reality (AR) and virtual reality (VR) in the video game industry and discussion on educational applications of video games

  • Highlights of current and future market potential, market size and market share analysis based on genre, condition, type, platform and region

  • Comprehensive company profiles for major players in the industry, including Apple Inc., Epic Games Inc, Microsoft Corp., Sony Corp. and Tencent Holdings Ltd.

Key topics covered:

Chapter 1 Introduction

Chapter 2 Summary and highlights

Chapter 3 Video Games: Market Overview

  • Overview of the video game market

  • The story of video games

  • Launch of game consoles

  • Video Gaming Crash

  • Increased competition

  • 3D games

  • The future of video games

  • Technology development

  • Traditional value chain: Video Gaming Industry

  • Business models

  • Pay to play

  • Free-to-play (F2P) and freemium

  • Advertising

  • Effect of COVID-19

  • Online vs. offline

  • Single vs. multiplayer

  • Market share analysis

  • Market drivers

  • Increased number of players

  • Increasingly creative game design

  • Video games in education

  • Augmented Reality (AR) and Virtual Reality (VR)

  • Market restrictions

  • Piracy

  • Hacking and cheating codes

Chapter 4 Market division by genre

Chapter 5 Market division by platform

  • Consoles

  • Components in a game console

  • Home consoles

  • Handheld consoles

  • Video game market for consoles

  • Personal computers (PCs)

  • E-sports Runs the PC Gaming industry

  • Mobile phone

Chapter 6 Market division by area

Chapter 7 Company Profiles

For more information on this report visit

Media contact:

Research and markets
Laura Wood, Senior Chef

For EST office hours, call + 1-917-300-0470
For US / CAN toll free calls + 1-800-526-8630
For GMT office hours, call + 353-1-416-8900

American Fax: 646-607-1904
Fax (outside the US): + 353-1-481-1716



See the original content: and-virtual-reality-vr-301369076.html

SOURCE Research and markets

Give a Comment