1 序文
2 調査範囲と方法論
2.1 調査の目的
2.2 ステークホルダー
2.3 データソース
2.3.1 一次情報源
2.3.2 二次情報源
2.4 市場推定
2.4.1 ボトムアップ・アプローチ
2.4.2 トップダウンアプローチ
2.5 予測方法
3 エグゼクティブ・サマリー
4 はじめに
4.1 概要
4.2 主要産業動向
5 世界のゲーム市場
5.1 市場概要
5.2 市場パフォーマンス
5.3 COVID-19の影響
5.4 価格分析
5.5 デバイスタイプ別市場
5.6 プラットフォーム別市場構成比
5.7 収益タイプ別市場構成比
5.8 タイプ別市場構成比
5.9 年齢層別市場構成比
5.10 地域別市場構成比
5.11 市場予測
5.12 SWOT分析
5.12.1 概要
5.12.2 強み
5.12.3 弱点
5.12.4 機会
5.12.5 脅威
5.13 バリューチェーン分析
5.13.1 概要
5.13.2 研究開発
5.13.3 インプット
5.13.4 製品とサービス
5.13.5 マーケティングと流通
5.13.6 エンドユーザー
5.13.7 販売後のサービス
5.14 ポーターズファイブフォース分析
5.14.1 概要
5.14.2 買い手の交渉力
5.14.3 供給者の交渉力
5.14.4 競争の程度
5.14.5 新規参入の脅威
5.14.6 代替品の脅威
6 デバイスタイプ別市場
6.1 コンソール
6.1.1 市場動向
6.1.2 市場予測
6.2 携帯電話、タブレット
6.2.1 市場動向
6.2.2 市場予測
6.3 コンピュータ
6.3.1 市場動向
6.3.2 市場予測
7 プラットフォーム別市場
7.1 オンライン
7.1.1 市場動向
7.1.2 市場予測
7.2 オフライン
7.2.1 市場動向
7.2.2 市場予測
8 収益タイプ別市場
8.1 ゲーム内課金
8.1.1 市場動向
8.1.2 市場予測
8.2 ゲーム内課金
8.2.1 市場動向
8.2.2 市場予測
8.3 広告
8.3.1 市場動向
8.3.2 市場予測
9 タイプ別市場
9.1 アドベンチャー/ロールプレイングゲーム
9.1.1 市場動向
9.1.2 市場予測
9.2 パズル
9.2.1 市場動向
9.2.2 市場予測
9.3 ソーシャルゲーム
9.3.1 市場動向
9.3.2 市場予測
9.4 ストラテジー
9.4.1 市場動向
9.4.2 市場予測
9.5 シミュレーション
9.5.1 市場動向
9.5.2 市場予測
9.6 その他
9.6.1 市場動向
9.6.2 市場予測
10 年齢層別市場
10.1 成人
10.1.1 市場動向
10.1.2 市場予測
10.2 子供
10.2.1 市場動向
10.2.2 市場予測
11 地域別市場内訳
11.1 アジア太平洋
11.1.1 市場動向
11.1.2 市場予測
11.2 北米
11.2.1 市場動向
11.2.2 市場予測
11.3 欧州
11.3.1 市場動向
11.3.2 市場予測
11.4 中東・アフリカ
11.4.1 市場動向
11.4.2 市場予測
11.5 中南米
11.5.1 市場動向
11.5.2 市場予測
12 競争環境
12.1 市場構造
12.2 主要プレイヤー
12.3 主要プレイヤーのプロファイル
12.3.1 テンセント・ホールディングス・リミテッド
12.3.2 ソニー株式会社
12.3.3 マイクロソフト株式会社
12.3.4 Apple Inc.
12.3.5 Activision Blizzard, Inc.
12.3.6 グーグル
12.3.7 NetEase Inc.
12.3.8 エレクトロニック・アーツ
12.3.9 任天堂株式会社
12.3.10 バンダイナムコホールディングス
図1:世界:ゲーム市場:主な推進要因と課題
図2:世界:ゲーム市場:販売額(単位:億米ドル)、2019年~2024年
図3:世界:ゲーム市場デバイスタイプ別内訳(単位:%)、2024年
図4:世界:ゲーム市場:プラットフォーム別構成比(単位:%)、2024年
図5:世界:ゲーム市場:世界:収益タイプ別構成比(%)、2024年
図6:世界:ゲーム市場:タイプ別構成比(%)、2024年
図7:世界:ゲーム市場:図7:世界:ゲーム市場:年齢層別構成比(%)、2024年
図8:世界:ゲーム市場:地域別構成比(%)、2024年
図9:世界:ゲーム市場予測:販売額(単位:億米ドル)、2025年~2033年
図10:世界:ゲーム産業:SWOT分析
図11:世界:ゲーム産業バリューチェーン分析
図12: 世界のゲーム産業:バリューチェーン分析ポーターのファイブフォース分析
図13:世界:ゲーム(コンソール)市場:販売金額(単位:百万米ドル)、2019年および2024年
図14:世界:ゲーム(コンソール)市場予測:販売金額(単位:百万米ドル)、2025年~2033年
図15:世界:ゲーム(モバイル・タブレット)市場:販売金額(単位:百万米ドル)、2019年・2024年
図16:世界:ゲーム(モバイル・タブレット)市場予測:販売金額(単位:百万米ドル)、2025年~2033年
図17:世界:ゲーム(コンピュータ)市場:販売金額(単位:百万米ドル)、2019年および2024年
図18:ゲーム(コンピュータ)の世界市場予測:販売額(単位:百万米ドル)、2025年~2033年
図19:世界:ゲーム(オンライン)市場:販売金額(単位:百万米ドル)、2019年および2024年
図20:ゲーム(オンライン)の世界市場予測:販売額(単位:百万米ドル)、2025年~2033年
図21:世界:ゲーム(オフライン)市場:販売額(単位:百万米ドル)、2019年および2024年
図22:世界:ゲーム(オフライン)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図23:世界:ゲーム(ゲーム内課金)市場:販売金額(単位:百万米ドル)、2019年および2024年
図24:世界:ゲーム(ゲーム内課金)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図25:世界:ゲーム(ゲーム内課金)市場:販売額(単位:百万米ドル)、2019年および2024年
図26:世界:ゲーム(ゲーム購入)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図27:世界:ゲーム(広告)市場:販売額(単位:百万米ドル)、2019年および2024年
図28:世界:ゲーム(広告)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図29:世界:ゲーム(アドベンチャー/ロールプレイングゲーム)市場:販売金額(単位:百万米ドル)、2019年・2024年
図30:世界:ゲーム(アドベンチャー/ロールプレイングゲーム)市場予測:販売金額(単位:百万米ドル)、2025年~2033年
図31:世界:ゲーム(パズル)市場:販売金額(単位:百万米ドル)、2019年・2024年
図32:世界:ゲーム(パズル)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図33:世界:ゲーム(ソーシャルゲーム)市場:販売金額(単位:百万米ドル)、2019年および2024年
図34:世界:ゲーム(ソーシャルゲーム)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図35:世界:ゲーム(ストラテジー)市場:販売額(単位:百万米ドル)、2019年および2024年
図36:世界:ゲーム(戦略)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図37:世界:ゲーム(シミュレーション)市場:販売額(単位:百万米ドル)、2019年および2024年
図38:世界:ゲーム(シミュレーション)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図39:世界:ゲーム(その他)市場:販売金額(単位:百万米ドル)、2019年および2024年
図40:世界:ゲーム(その他)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図41:世界:ゲーム(アダルト)市場:販売金額(単位:百万米ドル)、2019年および2024年
図42:世界:ゲーム(アダルト)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図43:世界:ゲーム(子供)市場:販売金額(単位:百万米ドル)、2019年および2024年
図44:世界:ゲーム(子供)市場予測:販売額(単位:百万米ドル)、2025年~2033年
図45:アジア太平洋:ゲーム市場:販売金額(単位:百万米ドル)、2019年および2024年
図46:アジア太平洋地域:ゲーム市場の予測:販売金額(単位:百万米ドル)、2025年~2033年
図47:北米:北米:ゲーム市場:販売金額(単位:百万米ドル)、2019年および2024年
図48:北米:ゲーム市場の予測:販売金額(単位:百万米ドル)、2025年~2033年
図49:欧州:ゲーム市場予測ゲーム市場:販売金額(単位:百万米ドル)、2019年および2024年
図50: 欧州:ゲーム市場予測:販売金額(単位:百万米ドル)、2025年~2033年
図51:中東およびアフリカ:ゲーム市場:販売金額(単位:百万米ドル)、2019年および2024年
図52:中東およびアフリカ:ゲーム市場の予測:販売金額(単位:百万米ドル)、2025年~2033年
図53:ラテンアメリカ:ラテンアメリカ:ゲーム市場:販売金額(単位:百万米ドル)、2019年および2024年
図54:ラテンアメリカ:ラテンアメリカ:ゲーム市場予測:販売金額(単位:百万米ドル)、2025年~2033年
[表一覧]
表1:世界:ゲーム市場:主要産業ハイライト、2024年および2033年
表2:世界:ゲーム市場予測:デバイスタイプ別内訳(単位:百万米ドル)、2025年~2033年
表3:世界:ゲーム市場予測:プラットフォーム別構成比(単位:百万ドル)、2025年~2033年
表4:世界:ゲーム市場の予測:収益タイプ別内訳(単位:百万米ドル)、2025年~2033年
表5:世界:ゲーム市場の予測:タイプ別内訳(単位:百万米ドル)、2025年~2033年
表6:世界:ゲーム市場予測:年齢層別構成比(単位:百万米ドル)、2025年~2033年
表7:世界:ゲーム市場予測:地域別内訳(単位:百万米ドル)、2025年~2033年
表8:世界:ゲーム市場:競争構造
表9:世界:ゲーム市場:主要プレイヤー
The global gaming market size reached USD 241.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 535.3 Billion by 2033, exhibiting a growth rate (CAGR) of 8.3% during 2025-2033. The rising popularity of gaming especially among young individuals, the emergence of e-sports and multiplayer video game competitions, and the increasing utilization of smartphones, tablets, and laptops are some of the major factors propelling the growth of the market.
Gaming refers to the activity of playing electronic games that involve interaction with a user interface to generate visual feedback on a display device. It can be done on various platforms, including consoles such as PlayStation, Xbox, or Nintendo, personal computers (PCs), mobile devices, and dedicated gaming devices. It offers a wide range of experiences, from simple puzzle games to complex and immersive virtual worlds, where users can control characters or avatars within the game and navigate through different levels or scenarios, achieving goals, overcoming challenges, and progressing through the game's narrative or objectives. Over the years, gaming has expanded beyond traditional genres and now includes various genres like action, adventure, role-playing, strategy, sports, simulation, and many others.
The shift from physical to digital distribution of games has transformed the gaming market. Platforms like Steam, Epic Games Store, and console marketplaces provide easy access to a vast library of games. In addition, online services such as multiplayer gaming, cloud gaming, and subscription-based models like Xbox Game Pass and PlayStation have expanded the gaming audience and generated new revenue streams. Moreover, gaming is no longer limited to a specific age group or gender. The industry has witnessed a significant increase in the number of female gamers and older adults engaging in gaming activities. This growing diversity of the gaming audience has expanded the market and led to the development of more inclusive and diverse gaming experiences. Furthermore, the increasing popularity of free-to-play games, supported by in-game purchases and microtransactions, has contributed to the financial success of the gaming industry. The freemium model allows games to reach a wider audience and generate revenue through optional in-game purchases, such as cosmetic items or additional content, which is accelerating the product adoption rate across the globe.
Gaming Market Trends/Drivers:
Technological advancements in the gaming industry
Advancements in graphics technology have allowed game developers to create increasingly realistic and visually stunning games. High-definition (HD) and 4K resolutions, improved lighting effects, realistic physics simulations, and detailed textures have enhanced the overall visual quality of games. The demand for visually immersive experiences has led to the development of more powerful hardware, such as high-performance gaming consoles and graphics cards, driving market growth. Moreover, VR and AR technologies have introduced new possibilities for gaming. VR provides an immersive experience by placing players in a virtual world through specialized headsets, while AR overlays digital elements onto the real-world using devices like smartphones or AR glasses. These technologies have expanded the gaming market by offering unique and interactive experiences that blur the lines between the virtual and real worlds.
The rising use of smartphones and tablets
The widespread adoption of smartphones and tablets has led to a surge in the popularity of mobile gaming. Mobile games are easily accessible, portable, and can be played on-the-go. The convenience and availability of mobile devices have attracted a massive user base, expanding the overall gaming market. Besides, smartphones and tablets feature touchscreen interfaces that provide intuitive and direct input, making gaming more accessible to casual gamers who may not be familiar with traditional console or PC gaming controllers. Furthermore, these devices often incorporate motion sensors, enabling motion-based gameplay experiences. Moreover, platforms like Twitch and YouTube Gaming allow players to live-stream their gameplay, watch others play, and engage with a community of viewers, which is also contributing to market growth.
The emergence of esports and competitive gaming
Major esports tournaments and events, such as The International (Dota 2), League of Legends World Championship, and the Overwatch League, attract significant viewership, often rivaling or surpassing traditional sports events. This surge in popularity has led to increased mainstream recognition of gaming as a legitimate form of competitive entertainment. Moreover, the rise of professional gaming has created new career opportunities and revenue streams within the gaming industry, including player salaries, sponsorships, merchandise sales, and media rights. Furthermore, the esports ecosystem has expanded to include various stakeholders, such as tournament organizers, team organizations, streaming platforms, and content creators, contributing to the overall growth of the gaming market.
Gaming Industry Segmentation:
IMARC Group provides an analysis of the key trends in each segment of the global gaming market report, along with forecasts at the global and regional levels from 2025-2033. Our report has categorized the market based on device type, platform, revenue, type, and age group.
Breakup by Device Type:
• Consoles
• Mobiles and Tablets
• Computers
Mobiles and tablets dominate the market
The report has provided a detailed breakup and analysis of the gaming market based on the device type. This includes consoles, mobiles and tablets, and computers. According to the report, mobiles and tablets represented the largest segment.
Mobile and tablets are widely accessible and affordable compared to dedicated gaming consoles or high-end PCs, as the majority of people have access to a smartphone or tablet, making mobile. The convenience of playing games, combined with the affordability and ease of use, has contributed to the dominance of mobiles and tablets in the gaming market. In addition, these devices offer the advantage of portability, allowing users to play games regardless of time and place. The ability to play games on the go has significantly contributed to the popularity of mobile gaming, making it a preferred choice for casual gamers.
Consoles often have exclusive game titles that are only available on their respective platforms. These exclusive games act as system sellers, enticing gamers to purchase a particular console to access their favorite games, such as the Halo series for Xbox or the Uncharted series for PlayStation, thus accelerating the product adoption rate.
Breakup by Platform:
• Online
• Offline
Offline holds the largest share in the gaming industry
A detailed breakup and analysis of the gaming market based on the platform has also been provided in the report. This includes online and offline. According to the report, offline accounted for the largest market share.
Offline gaming is often associated with single-player experiences, where players can enjoy immersive and narrative-driven games on their own. These games offer rich storytelling, character development, and exploration, allowing players to engage with the game world at their own pace without the need for an internet connection. In addition, offline gaming allows players to enjoy gaming experiences without interruptions or reliance on online services in regions with limited internet access or unstable connections. Moreover, offline gaming is particularly relevant for portable gaming devices, such as handheld consoles or mobile devices. These devices allow players to enjoy gaming experiences while traveling or in situations where an internet connection may not be available, such as during flights or in remote areas.
Currently, with the widespread availability of high-speed internet connections, online gaming has gained immense popularity. Players can connect with others from around the world, engage in multiplayer matches, and participate in cooperative gameplay experiences, thus contributing to the growth of this segment.
Breakup by Revenue:
• In-Game Purchase
• Game Purchase
• Advertising
In-game purchase exhibits a clear dominance in the market
A detailed breakup and analysis of the gaming market based on the revenue type has also been provided in the report. This includes in-game purchase, game purchase, and advertising. According to the report, in-game purchase accounted for the largest market share.
In-game purchases have proven to be a highly lucrative revenue stream for game developers and publishers. This revenue model has become increasingly prevalent, particularly in free-to-play games, as it allows developers to monetize their games by offering additional content, cosmetic items, virtual currency, or gameplay advantages for a price. Besides, In-game purchases can enhance player engagement and retention. By offering desirable in-game items or content, developers provide incentives for players to continue playing and invest in the game. Moreover, some in-game purchases offer gameplay advantages or power-ups, allowing players to progress faster or gain an edge in multiplayer matches. As a result, the desire to gain a competitive advantage or improve gameplay efficiency can drive players to make in-game purchases, thus increasing the market share of this segment.
Breakup by Type:
• Adventure/Role Playing Games
• Puzzles
• Social Games
• Strategy
• Simulation
• Others
Adventure/role playing games represents the most popular gaming type
A detailed breakup and analysis of the gaming market based on the type has also been provided in the report. This includes adventure/role playing games, puzzles, social games, strategy, simulation, and others. According to the report, adventure/role playing games represented the largest segment.
Adventure and RPG games are often known for their immersive storytelling and narrative-driven experiences. These games provide players with compelling storylines, well-developed characters, and intricate worlds to explore. The depth of storytelling and the ability for players to shape their character's journey appeal to a wide audience, attracting players who enjoy rich narratives and engaging storytelling experiences. They also offer extensive gameplay with vast open worlds, numerous quests, and a variety of gameplay mechanics. These games can provide hours of content, encouraging players to invest significant time and effort in the game world. Moreover, RPG elements in adventure games allow players to customize their characters, choose their abilities or skills, and progress through a leveling system. This customization and progression offer a sense of achievement and personalization, thus increasing the popularity of this genre.
Breakup by Age Group:
• Adult
• Children
Adults hold the majority of the overall market share
A detailed breakup and analysis of the gaming market based on the age group has also been provided in the report. This includes adults and children. According to the report, adults accounted for the largest market share.
As adults seek various forms of entertainment, gaming offers a compelling and interactive experience. Moreover, adults may turn to gaming as a means of relaxation, stress relief, social interaction, or to explore immersive virtual worlds. Besides, the gaming industry encompasses a wide range of genres and experiences that appeal to adults. From adventure and role-playing games to sports, strategy, simulation, and puzzle games, there is a diverse selection of games available to cater to different adult interests and preferences. The availability of games that align with adult tastes contributes to their participation in the gaming market. Apart from this, multiplayer games and online platforms enable players to connect with friends, join gaming communities, and participate in cooperative or competitive gameplay. The social aspect of gaming can be particularly appealing to adults who seek social connections and shared experiences.
Breakup by Region:
• Asia Pacific
• North America
• Europe
• Middle East and Africa
• Latin America
Asia Pacific exhibits a clear dominance, accounting for the largest gaming market share
The report has also provided a comprehensive analysis of all the major regional markets, which include Asia Pacific, North America, Europe, the Middle East and Africa, and Latin America. According to the report, Asia Pacific was the largest market for gaming.
The Asia Pacific region is home to a significant portion of the global population, including densely populated countries such as China and India. The sheer size of the population in this region provides a substantial consumer base for the gaming industry. Moreover, the region has experienced a rapid growth in mobile gaming, driven by the widespread adoption of smartphones and increasing internet connectivity. Furthermore, Esports has gained immense popularity in the Asia Pacific region as countries like South Korea and China are known for their expanding esports scenes, attracting professional players, sponsors, and spectators.
North America has a strong console gaming market, with a large base of console players. Popular consoles, such as PlayStation, Xbox, and Nintendo, have a significant following in the region, driving sales and game development.
Competitive Landscape:
The competitive landscape of the gaming market is dynamic and highly competitive, with numerous companies competing for market share and consumer attention. Presently, key market players are investing in research and development activities to develop advanced products such as consoles joysticks and other gaming peripherals. They are also developing exclusive games supported by their consoles and platforms only such as games integrated with virtual reality (VR), which can generate sensations that stimulate the physical presence of the gamer in a computer-generated environment. Moreover, various leading market players are engaging in partnerships, collaboration and mergers and acquisitions (M&A) activities to strengthen their foothold in the market.
The report has provided a comprehensive analysis of the competitive landscape in the global gaming market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:
• Tencent Holdings Limited
• Sony Corporation
• Microsoft Corporation
• Apple Inc.
• Activision Blizzard, Inc.
• Google LLC
• NetEase Inc.
• Electronic Arts Inc.
• Nintendo Co., Ltd.
• Bandai Namco Holdings Inc.
Key Questions Answered in This Report
1.What was the size of the global gaming market in 2024?
2.What is the expected growth rate of the global gaming market during 2025-2033?
3.What are the key factors driving the global gaming market?
4.What has been the impact of COVID-19 on the global gaming market?
5.What is the breakup of the global gaming market based on the device type?
6.What is the breakup of the global gaming market based on the platform?
7.What is the breakup of the global gaming market based on revenue type?
8.What is the breakup of the global gaming market based on the type?
9.What is the breakup of the global gaming market based on the age group?
10.What are the key regions in the global gaming market?
11.Who are the key players/companies in the global gaming market?
