Digital Games Market Trend, Share, Growth, Size, Analysis and Forecast 2030

Digital Games Market

Digital Games Market - by Devices (Personal Computer, Tablet, Laptop, Smartphones, Notepad, And Others): Global Industry Perspective, Comprehensive Analysis and Forecast, 2020 – 2026

Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-208 Published Date: Oct-2020 Status : Published

In 2019, the global digital games industry was worth USD 124.6 Billion, and by 2026, it is predicted to reach USD 328.25 Billion, increasing at 17.5%.

According to the report published by Zion Market Research, global demand for Digital Games market was valued at approximately USD 124.6 Billion in 2019, and is expected to generate revenue of around USD 328.25 Billion by end of 2026, growing at a CAGR of around 17.5% between 2020 and 2026.

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Global Digital Games Market: Overview

An electronic game played with the help of human interaction on user-interface electronic devices is known as a digital game. The digital devices such as TV, consoles, mobile displays, and PC monitors used to play games are known as platforms. On the basis of various different platforms, a wide range of games can be designed. Digital games can be played once the required file is downloaded.

Global Digital Games Market: Growth Factors

Factors including increasing use of devices such as smartphones, laptops, and tablets for gaming purpose are expected to boost the global digital games market growth in the near future. In addition, growing interest and attraction towards games among young generation are also impact the growth of the market in a positive way. Other factors such as paymium and freemium subscription models are further anticipated to boost the global market growth in future. Digital games witness high demand as compared with core games, social games, and casual games.

Moreover, support of virtual technologies in the digital gaming field will also increase the demand in the coming future. Additionally, adults playing digital games as a source of entertainment also contribute to the growth of the market. Technological advancements such as touch screen technology and easy availability of the games over the Internet positively impact the market growth. Other factors such as social media including Facebook, rising disposal income, and standard of living, increasing awareness of digital games for the educative purpose are increasing the demand of digital games in the market globally. On the other hand, factors such as piracy, excess memory utilization, and old version of OS are hampering the global digital games market.

Global Digital Games Market: Segmentation

On the basis of devices, the global digital games market is segmented as the personal computer, tablet, laptop, smartphones, notepad, and others. Smartphone segment is dominating the market due to its largest market share. These games include console games, social gaming, online games, and play station.

Region-wise, the global market is segregated into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.

Global Digital Games Market: Regional Analysis

Based on the region, the global Digital Games market can be divided into five main regions: Latin America, North America, Europe, Asia Pacific, and the Middle East and Africa. Asia Pacific is witnessing the highest growth in the global digital games market. China is the leading market player in the region. In addition, developing countries such as India and Japan are anticipated to witness considerable market growth in the global digital games market.

Digital Games Market: Report Scope:

Report Attributes Report Details
Report Name Digital Games Market
Market Size in 2019 USD 124.6 Billion
Market Forecast in 2026 USD 328.25 Billion
Compound Annual Growth Rate CAGR of 17.5%
Number of Pages 110
Forecast Units Value (USD Billion), and Volume (Units)
Key Companies Covered Google Inc., GREE International Inc., Midway, Treasure Games, Konami, Bluepoint Games, Disney Entertainment, NetEase Inc., Gung Ho Online Entertainment Inc., Relic Entertainment, Nexon Co. Ltd., Electronic Arts Inc., Plain Villa Games, SNK Playmore Corporation, Ubisoft Entertainment S.A., and Activation Blizzard Inc. Other key players influencing the global market include Westwood Studios, Supercell Oy, Apple Inc., King Digital Entertainment, Black Isle Studios, Origin Systems, SCE Japan Studio, Square Unix, Facebook Inc., Telltale Games Inc., Popcap GamesTakeTwo Interactive, Capybara Games, DeNa Co. Ltd., Zynga Inc., Namco Bandai, Shanda Games Ltd., Sega, Tencent, NCSoft, Sony Corporation, Nintendo Co. Ltd., Failbetter Games, and Microsoft Corporation.
Segments Covered By Product Type, By Application And By Region
Regions Covered North America, Europe, Asia Pacific (APAC), Latian America, Middle East and Africa (MEA)
Countries Covered North America: U.S and Canada
Europe: Germany, Italy, Russia, U.K, Spain, France, Rest of Europe
APAC: China, Australia, Japan, India, South Korea, South East Asia, Rest of Asia Pacific
Latin America: Brazil, Argentina, Chile
The Middle East And Africa: South Africa, GCC, Rest of MEA
Base Year 2019
Historical Year 2015 to 2019
Forecast Year 2020 - 2026
Customization Scope Avail customized purchase options to meet your exact research needs. Request For Customization

Global Digital Games Market: Competitive Players

Some main participants of the Digital Games market are Google Inc., GREE International Inc., Midway, Treasure Games, Konami, Bluepoint Games, Disney Entertainment, NetEase Inc., Gung Ho Online Entertainment Inc., Relic Entertainment, Nexon Co. Ltd., Electronic Arts Inc., Plain Villa Games, SNK Playmore Corporation, Ubisoft Entertainment S.A., and Activation Blizzard Inc. Other key players influencing the global market include Westwood Studios, Supercell Oy, Apple Inc., King Digital Entertainment, Black Isle Studios, Origin Systems, SCE Japan Studio, Square Unix, Facebook Inc., Telltale Games Inc., Popcap GamesTakeTwo Interactive, Capybara Games, DeNa Co. Ltd., Zynga Inc., Namco Bandai, Shanda Games Ltd., Sega, Tencent, NCSoft, Sony Corporation, Nintendo Co. Ltd., Failbetter Games, and Microsoft Corporation.

Digital Games Market: Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Content

Methodology

FrequentlyAsked Questions

Factors including increasing use of devices such as smartphones, laptops, and tablets for gaming purpose are expected to boost the global digital games market growth in the near future. In addition, growing interest and attraction towards games among young generation are also impact the growth of the market in a positive way. Other factors such as paymium and freemium subscription models are further anticipated to boost the global market growth in future.

According to Zion Market Research, global demand for Digital Games market is expected to generate revenue of around USD 328.25 Billion by end of 2026, growing at a CAGR of around 17.5% between 2020 and 2026.

Asia Pacific is witnessing the highest growth in the global digital games market. China is the leading market player in the region. In addition, developing countries such as India and Japan are anticipated to witness considerable market growth in the global digital games market.

Some main participants of the Digital Games market are Google Inc., GREE International Inc., Midway, Treasure Games, Konami, Bluepoint Games, Disney Entertainment, NetEase Inc., Gung Ho Online Entertainment Inc., Relic Entertainment, Nexon Co. Ltd., Electronic Arts Inc., Plain Villa Games, SNK Playmore Corporation, Ubisoft Entertainment S.A., and Activation Blizzard Inc. Other key players influencing the global market include Westwood Studios, Supercell Oy, Apple Inc., King Digital Entertainment, Black Isle Studios, Origin Systems, SCE Japan Studio, Square Unix, Facebook Inc., Telltale Games Inc., Popcap GamesTakeTwo Interactive, Capybara Games, DeNa Co. Ltd., Zynga Inc., Namco Bandai, Shanda Games Ltd., Sega, Tencent, NCSoft, Sony Corporation, Nintendo Co. Ltd., Failbetter Games, and Microsoft Corporation.

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