Global Entertainment Video Games Market, Analysis, Size, Share, Trends, COVID-19 Impact, and Forecast 2023-2030, By Product, By Formulation, By Crop Type, and By Region (North America, Europe, Asia Pacific, Latin America, and Middle East and Africa)
Market intelx offers the report on “Global Entertainment Video Games Market” Analysis and Forecast 2021-2028. The global Entertainment Video Games market was valued at US$ XX Billion in 2022 and is projected to reach US$ XX Billion in 2030, representing an XX% compound annual growth rate (CAGR) during the forecast period (2023-2030).
The report defines, describes, and forecasts the Entertainment Video Games market, by extensive segments and region. It covers a detailed qualitative and quantitative analysis and various important aspects of the market. These include an analysis of the market dynamics, market analysis, premium insights, COVID-19 impact, segment analysis, regional analysis, competitive landscape, and competitive profiles.
The global Entertainment Video Games market report highlights different scenarios of the Entertainment Video Games Market and offers a comprehensive analysis of historical data (2018-2022 and forecast data (2023-2030), providing a detailed study on driver, restrains, opportunities, challenges, and emerging trends. This report gives a holistic view on market potential, market dynamics, growth opportunities, segmental markets, geographic scenario, competitive analysis, and projections with a suitable set of methodologies and assumptions. The report also provides value chain analysis, PESTLE analysis, Impact analysis, and PORTER’s analysis. Premium insights give you access to insights that include: top trends, key investment pockets, top strategies followed by key players, and access to a strategic research advisor.
This report will enable you to make better informed decisions and gain a future-proof advantage over your competitors, decode the future of market, access intelligence on new technologies, macroeconomic shifts & social trends, make informed business decisions in response to changes in market, revise business plans and react to shifting industry developments, understanding of changing market dynamics, and identify lucrative opportunities.
Research Particulars:
Revenue: USD Million
Base Year: 2022
Forecast Years: 2023-2030 (Forecast for further years (up to 2035) shall be provided upon request)
Historical Years: 2018-2021
Regions Covered: North America, Asia Pacific, Europe, Latin America, and Middle East & Africa
Countries Covered: US, Canada, Mexico, China, India, Japan, South Korea, Germany, United Kingdom, France, Spain, Italy, Brazil, Argentina, GCC, South Africa, and Others.
Market Analysis: Value Chain Analysis, Porters Analysis, Pestle Analysis, COVID-19 Impact Analysis, and Impact Analysis.
Research Methodology
This report provides in-depth qualitative and quantitative analyses of the Global Entertainment Video Games Market. Deep analysis and research were done during the report preparation. We have collected key data related to the Global Entertainment Video Games Market using multiple approaches. Various secondary sources were referred to for the identification and collection of information for this study. Secondary sources include annual reports, press releases, and investor presentations of companies, white papers, medical journals, certified publications, articles from recognized authors, gold standard and silver standard websites, directories, and databases. The primary sources were industry experts from the core and related industries. These include service providers, technology developers, standards and certification organizations, and organizations related to all segments of the value chain. Interviews were conducted with various primary respondents, including key industry participants, C-level executives of key market players, subject-matter experts (SMEs), and industry consultants, to obtain and verify critical qualitative and quantitative information.
Market engineering process (which includes calculations for market statistics, market breakdown, market size estimations, market forecasting, and data triangulation) was completed with extensive primary research and secondary research to verify and validate the critical numbers arrived at. In the entire market engineering process, both top-down and bottom-up approaches were extensively utilised along with several data triangulation methods to perform market sizing and market forecasting for the overall market segments and sub segments listed in this report.
Competitive Overview
The section highlights the key competitors in the market, with a focus on presenting an in-depth analysis on business strategies including merger & acquisitions, partnership/ agreement/ joint venture, business expansion, new product launches, and other developments. This chapter also provides an analysis on leading companies and their positioning and share analysis. Company profiles focusses on in-depth analysis into their product portfolio, financial overview, geographic presence, growth strategies, and SWOT Analysis.
Market Segmentation:
Market intelx provides an analysis of the key segment and each sub-segment of the global Entertainment Video Games market, along with forecasts at the global, regional, and country levels from 2023-2030. This report has segmented the market based on:
Entertainment Video Games Market By Type:
Action Games
Adventure Games
Role-Playing Games
Simulation Games
Strategy Games
Sports Games
Puzzle Games
Others
Entertainment Video Games Market By Application:
Pc And Mac
Smartphones And Tablets
Ps4
Vr/Ar Headsets
Xbox One
Apple Tv
Nintendo Switch
Others
Companies Profiles in the Report:
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
Regional Coverage
The regional analysis includes the in-depth analysis on North America, Asia Pacific, Europe, Latin America and the Middle East and Africa.
• North America
o US
o Canada
o Mexico
• Asia Pacific
o China
o India
o Japan
o South Korea
o Rest of Asia Pacific
• Europe
o Germany
o UK
o France
o Spain
o Italy
o Rest of Europe
• Latin America
o Brazil
o Argentina
o Rest of the Latin America
• Middle East and Africa
o GCC
o South Africa
o Rest of the Middle East and Africa
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Entertainment Video Games Revenue
1.4 Market Analysis by Type
1.4.1 Global Entertainment Video Games Market Size Growth Rate by Type: 2021 VS 2030
1.4.2 Type 1
1.4.3 Type 2
1.4.4 Type 3
1.4.5 Type 4
1.5 Market by Application
1.5.1 Global Entertainment Video Games Market Share by Application: 2022-2030
1.5.2 Application 1
1.5.3 Application 2
1.6 Study Objectives
1.7 Years Considered
1.8 Overview of Global Entertainment Video Games Market
1.8.1 Global Entertainment Video Games Market Status and Outlook (2016-2030)
1.8.2 North America
1.8.3 East Asia
1.8.4 Europe
1.8.5 South Asia
1.8.6 Southeast Asia
1.8.7 Middle East
1.8.8 Africa
1.8.9 Oceania
1.8.10 South America
1.8.11 Rest of the World
2 Market Competition by Manufacturers
2.1 Global Entertainment Video Games Production Capacity Market Share by Manufacturers (2016-2021)
2.2 Global Entertainment Video Games Revenue Market Share by Manufacturers (2016-2021)
2.3 Global Entertainment Video Games Average Price by Manufacturers (2016-2021)
2.4 Manufacturers Entertainment Video Games Production Sites, Area Served, Product Type
3 Sales by Region
3.1 Global Entertainment Video Games Sales Volume Market Share by Region (2016-2021)
3.2 Global Entertainment Video Games Sales Revenue Market Share by Region (2016-2021)
3.3 North America Entertainment Video Games Sales Volume
3.3.1 North America Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.3.2 North America Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.4 East Asia Entertainment Video Games Sales Volume
3.4.1 East Asia Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.4.2 East Asia Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.5 Europe Entertainment Video Games Sales Volume (2016-2021)
3.5.1 Europe Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.5.2 Europe Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.6 South Asia Entertainment Video Games Sales Volume (2016-2021)
3.6.1 South Asia Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.6.2 South Asia Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.7 Southeast Asia Entertainment Video Games Sales Volume (2016-2021)
3.7.1 Southeast Asia Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.7.2 Southeast Asia Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.8 Middle East Entertainment Video Games Sales Volume (2016-2021)
3.8.1 Middle East Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.8.2 Middle East Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.9 Africa Entertainment Video Games Sales Volume (2016-2021)
3.9.1 Africa Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.9.2 Africa Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.10 Oceania Entertainment Video Games Sales Volume (2016-2021)
3.10.1 Oceania Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.10.2 Oceania Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.11 South America Entertainment Video Games Sales Volume (2016-2021)
3.11.1 South America Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.11.2 South America Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
3.12 Rest of the World Entertainment Video Games Sales Volume (2016-2021)
3.12.1 Rest of the World Entertainment Video Games Sales Volume Growth Rate (2016-2021)
3.12.2 Rest of the World Entertainment Video Games Sales Volume Capacity, Revenue, Price and Gross Margin (2016-2021)
4 North America
4.1 North America Entertainment Video Games Consumption by Countries
4.2 United States
4.3 Canada
4.4 Mexico
5 East Asia
5.1 East Asia Entertainment Video Games Consumption by Countries
5.2 China
5.3 Japan
5.4 South Korea
6 Europe
6.1 Europe Entertainment Video Games Consumption by Countries
6.2 Germany
6.3 United Kingdom
6.4 France
6.5 Italy
6.6 Russia
6.7 Spain
6.8 Netherlands
6.9 Switzerland
6.10 Poland
7 South Asia
7.1 South Asia Entertainment Video Games Consumption by Countries
7.2 India
7.3 Pakistan
7.4 Bangladesh
8 Southeast Asia
8.1 Southeast Asia Entertainment Video Games Consumption by Countries
8.2 Indonesia
8.3 Thailand
8.4 Singapore
8.5 Malaysia
8.6 Philippines
8.7 Vietnam
8.8 Myanmar
9 Middle East
9.1 Middle East Entertainment Video Games Consumption by Countries
9.2 Turkey
9.3 Saudi Arabia
9.4 Iran
9.5 United Arab Emirates
9.6 Israel
9.7 Iraq
9.8 Qatar
9.9 Kuwait
9.10 Oman
10 Africa
10.1 Africa Entertainment Video Games Consumption by Countries
10.2 Nigeria
10.3 South Africa
10.4 Egypt
10.5 Algeria
10.6 Morocco
11 Oceania
11.1 Oceania Entertainment Video Games Consumption by Countries
11.2 Australia
11.3 New Zealand
12 South America
12.1 South America Entertainment Video Games Consumption by Countries
12.2 Brazil
12.3 Argentina
12.4 Columbia
12.5 Chile
12.6 Venezuela
12.7 Peru
12.8 Puerto Rico
12.9 Ecuador
13 Rest of the World
13.1 Rest of the World Entertainment Video Games Consumption by Countries
13.2 Kazakhstan
14 Sales Volume, Sales Revenue, Sales Price Trend by Type
14.1 Global Entertainment Video Games Sales Volume Market Share by Type (2016-2021)
14.2 Global Entertainment Video Games Sales Revenue Market Share by Type (2016-2021)
14.3 Global Entertainment Video Games Sales Price by Type (2016-2021)
15 Consumption Analysis by Application
15.1 Global Entertainment Video Games Consumption Volume by Application (2016-2021)
15.2 Global Entertainment Video Games Consumption Value by Application (2016-2021)
16 Company Profiles and Key Figures in Entertainment Video Games Business
16.1 Company 1
16.1.1 Company 1 Company Profile
16.1.2 Company 1 Entertainment Video Games Product Specification
16.1.3 Company 1 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.2 Company 2
16.2.1 Company 2 Company Profile
16.2.2 Company 2 Entertainment Video Games Product Specification
16.2.3 Company 2 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.3 Company 3
16.3.1 Company 3 Company Profile
16.3.2 Company 3 Entertainment Video Games Product Specification
16.3.3 Company 3 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.4 Company 4
16.4.1 Company 4 Company Profile
16.4.2 Company 4 Entertainment Video Games Product Specification
16.4.3 Company 4 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.5 Company 5
16.5.1 Company 5 Company Profile
16.5.2 Company 5 Entertainment Video Games Product Specification
16.5.3 Company 5 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.6 Company 6
16.6.1 Company 6 Company Profile
16.6.2 Company 6 Entertainment Video Games Product Specification
16.6.3 Company 6 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.7 Company 7
16.7.1 Company 7 Company Profile
16.7.2 Company 7 Entertainment Video Games Product Specification
16.7.3 Company 7 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.8 Company 8
16.8.1 Company 8 Company Profile
16.8.2 Company 8 Entertainment Video Games Product Specification
16.8.3 Company 8 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
16.9 Company 9
16.9.1 Company 9 Company Profile
16.9.2 Company 9 Entertainment Video Games Product Specification
16.9.3 Company 9 Entertainment Video Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)
17 Entertainment Video Games Manufacturing Cost Analysis
17.1 Entertainment Video Games Key Raw Materials Analysis
17.1.1 Key Raw Materials
17.2 Proportion of Manufacturing Cost Structure
17.3 Manufacturing Process Analysis of Entertainment Video Games
17.4 Entertainment Video Games Industrial Chain Analysis
18 Marketing Channel, Distributors and Customers
18.1 Marketing Channel
18.2 Entertainment Video Games Distributors List
18.3 Entertainment Video Games Customers
19 Market Dynamics
19.1 Market Trends
19.2 Opportunities and Drivers
19.3 Challenges
19.4 Porter's Five Forces Analysis
20 Production and Supply Forecast
20.1 Global Forecasted Production of Entertainment Video Games (2022-2030)
20.2 Global Forecasted Revenue of Entertainment Video Games (2022-2030)
20.3 Global Forecasted Price of Entertainment Video Games (2016-2030)
20.4 Global Forecasted Production of Entertainment Video Games by Region (2022-2030)
20.4.1 North America Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.2 East Asia Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.3 Europe Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.4 South Asia Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.5 Southeast Asia Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.6 Middle East Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.7 Africa Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.8 Oceania Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.9 South America Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.4.10 Rest of the World Entertainment Video Games Production, Revenue Forecast (2022-2030)
20.5 Forecast by Type and by Application (2022-2030)
20.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2022-2030)
20.5.2 Global Forecasted Consumption of Entertainment Video Games by Application (2022-2030)
21 Consumption and Demand Forecast
21.1 North America Forecasted Consumption of Entertainment Video Games by Country
21.2 East Asia Market Forecasted Consumption of Entertainment Video Games by Country
21.3 Europe Market Forecasted Consumption of Entertainment Video Games by Countriy
21.4 South Asia Forecasted Consumption of Entertainment Video Games by Country
21.5 Southeast Asia Forecasted Consumption of Entertainment Video Games by Country
21.6 Middle East Forecasted Consumption of Entertainment Video Games by Country
21.7 Africa Forecasted Consumption of Entertainment Video Games by Country
21.8 Oceania Forecasted Consumption of Entertainment Video Games by Country
21.9 South America Forecasted Consumption of Entertainment Video Games by Country
21.10 Rest of the world Forecasted Consumption of Entertainment Video Games by Country
22 Research Findings and Conclusion
23 Methodology and Data Source
23.1 Methodology/Research Approach
23.1.1 Research Programs/Design
23.1.2 Market Size Estimation
23.1.3 Market Breakdown and Data Triangulation
23.2 Data Source
23.2.1 Secondary Sources
23.2.2 Primary Sources
23.3 Disclaimer