The console games market size has grown strongly in recent years. It will grow from $77.47 billion in 2023 to $83.85 billion in 2024 at a compound annual growth rate (CAGR) of 8.2%. The growth observed in the historical period can be attributed to factors such as the impact of exclusive titles, the emergence of digital distribution platforms, the expansion of gaming genres, the introduction of home consoles, and the rise of iconic game titles.
The console games market size is expected to see strong growth in the next few years. It will grow to $115.59 billion in 2028 at a compound annual growth rate (CAGR) of 8.4%. The anticipated growth in the forecast period can be attributed to factors such as the transition to next-generation consoles, the rise of subscription-based gaming services, the emergence of cloud gaming platforms, the integration of virtual reality (VR), and the continued emphasis on exclusive titles. Major trends expected in the forecast period include narrative-driven games, the incorporation of environmental and social themes, a focus on accessibility and inclusivity, augmented reality (AR) integration, and the growth of esports.
The rapid increase in the number of active gamers worldwide serves as a major driving force for the console games market, with the gamer count projected to reach 2.73 billion by 2021. In the USA alone, 64% of the general population are identified as gamers, according to Nielsen. Additionally, the surge in Esports viewership, with approximately 557 million viewers in 2021, significantly contributes to the growth of the console games market.
The expansion of the gaming industry is expected to drive further growth in the console games market. As a subset of the entertainment business, the gaming industry focuses on various aspects, including video game creation, promotion, distribution, monetization, and user feedback. Console games play a pivotal role in this industry, generating billions of dollars annually. Notably, the Australian gaming industry reported $226.5 million in earnings in 2021, marking a 22% increase from the previous year, with 83% of the income coming from overseas markets. Hence, the ongoing expansion of the gaming industry is a key driver for the console games market.
The rise of mobile/tablet gaming poses a challenge to the console games market due to the introduction of smartphones and tablets with advanced features that eliminate the need for external devices or consoles. The mobility offered by mobile/tablet-based games has led to their widespread adoption, potentially impacting the console games market. Recent data from GMM indicates that the mobile gaming segment constitutes nearly 47% of the total revenue in the global games market, representing a significant threat to the console games market.
Subscription-based gaming is gaining popularity among console video game developers. Services such as Xbox Live and PlayStation Plus offer monthly rotations of game licenses, while Microsoft's Game Pass provides a Netflix-style offering for first-party and third-party titles. This shift towards subscription-based models reflects changing trends in the console games market.
Strategic partnerships are a focus for major companies in the console games market, exemplified by the Gameloft SE partnership with NODWIN Gaming Pvt. Ltd. This collaboration aims to enhance esports engagement through racing games, organizing events for titles such as "Asphalt 8, Airborne" and "Asphalt 9, Legends." The partnership provides opportunities for in-game advertising solutions, showcasing a dynamic approach to consumer interaction. Gameloft SE, a French video game development company, actively participates in this evolving gaming and esports landscape.
In January 2022, Microsoft Corporation announced plans to acquire Activision Blizzard Inc. for $68.7 billion. This strategic move is expected to accelerate Microsoft's growth across various gaming platforms, including mobile, PC, console, and cloud, while contributing to the development of the metaverse. Activision Blizzard Inc., a US-based video game holding company, stands as a significant player in this transformative acquisition.
Major companies operating in the console games market report are Apple Inc., Alphabet Inc., Microsoft Corporation, The Walt Disney Company, Tencent Holdings Limited, Sony Interactive Entertainment LLC, NetEase Inc., Valve Corporation, Nintendo Co. Ltd., Bandai Namco Entertainment Inc., Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Take-Two Interactive Software Inc., Square Enix Holdings Co. Ltd., Zynga Inc., Nexon Co. Ltd., Konami Holdings Corporation, Ubisoft Entertainment SA, NCSoft Corporation, Supercell Oy, Sega Corporation, Unity Technologies ApS, Capcom Co. Ltd., GungHo Online Entertainment Inc., Gameloft SE, Gearbox Software LLC, Midway Games Inc., Game Freak Inc., Telltale Inc., DeNA Co. Ltd., Mixi Inc., Glu Mobile Inc., Jam City Inc., Miniclip SA, Rovio Entertainment Corporation, Scopely Inc., Behavior Interactive Inc., G5 Entertainment AB. The Asia-Pacific was the largest region in the console games market share in 2023. Asia-Pacific is expected to be the fastest-growing region in the global console games market report during the forecast period. The regions covered in the console games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The main types of console games include digital console games, online/microtransaction console games, and physical console games. Digital console games are played on interactive electronic devices such as consoles and computers. These games can be played on devices such as TVs, computers/PCs, and system consoles, covering genres such as shooters, action, sports games, role-playing, adventure, racing, fighting, strategy, and others.
The console games market research report is one of a series of new reports that provides console games market statistics, including console games industry global market size, regional shares, competitors with a console games market share, detailed console games market segments, market trends and opportunities, and any further data you may need to thrive in the console games industry. This console games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The countries covered in the console games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The console games market consists of sales of console games that include digital console games, online/micro-transaction consoles, and physical console games. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The console games market size is expected to see strong growth in the next few years. It will grow to $115.59 billion in 2028 at a compound annual growth rate (CAGR) of 8.4%. The anticipated growth in the forecast period can be attributed to factors such as the transition to next-generation consoles, the rise of subscription-based gaming services, the emergence of cloud gaming platforms, the integration of virtual reality (VR), and the continued emphasis on exclusive titles. Major trends expected in the forecast period include narrative-driven games, the incorporation of environmental and social themes, a focus on accessibility and inclusivity, augmented reality (AR) integration, and the growth of esports.
The rapid increase in the number of active gamers worldwide serves as a major driving force for the console games market, with the gamer count projected to reach 2.73 billion by 2021. In the USA alone, 64% of the general population are identified as gamers, according to Nielsen. Additionally, the surge in Esports viewership, with approximately 557 million viewers in 2021, significantly contributes to the growth of the console games market.
The expansion of the gaming industry is expected to drive further growth in the console games market. As a subset of the entertainment business, the gaming industry focuses on various aspects, including video game creation, promotion, distribution, monetization, and user feedback. Console games play a pivotal role in this industry, generating billions of dollars annually. Notably, the Australian gaming industry reported $226.5 million in earnings in 2021, marking a 22% increase from the previous year, with 83% of the income coming from overseas markets. Hence, the ongoing expansion of the gaming industry is a key driver for the console games market.
The rise of mobile/tablet gaming poses a challenge to the console games market due to the introduction of smartphones and tablets with advanced features that eliminate the need for external devices or consoles. The mobility offered by mobile/tablet-based games has led to their widespread adoption, potentially impacting the console games market. Recent data from GMM indicates that the mobile gaming segment constitutes nearly 47% of the total revenue in the global games market, representing a significant threat to the console games market.
Subscription-based gaming is gaining popularity among console video game developers. Services such as Xbox Live and PlayStation Plus offer monthly rotations of game licenses, while Microsoft's Game Pass provides a Netflix-style offering for first-party and third-party titles. This shift towards subscription-based models reflects changing trends in the console games market.
Strategic partnerships are a focus for major companies in the console games market, exemplified by the Gameloft SE partnership with NODWIN Gaming Pvt. Ltd. This collaboration aims to enhance esports engagement through racing games, organizing events for titles such as "Asphalt 8, Airborne" and "Asphalt 9, Legends." The partnership provides opportunities for in-game advertising solutions, showcasing a dynamic approach to consumer interaction. Gameloft SE, a French video game development company, actively participates in this evolving gaming and esports landscape.
In January 2022, Microsoft Corporation announced plans to acquire Activision Blizzard Inc. for $68.7 billion. This strategic move is expected to accelerate Microsoft's growth across various gaming platforms, including mobile, PC, console, and cloud, while contributing to the development of the metaverse. Activision Blizzard Inc., a US-based video game holding company, stands as a significant player in this transformative acquisition.
Major companies operating in the console games market report are Apple Inc., Alphabet Inc., Microsoft Corporation, The Walt Disney Company, Tencent Holdings Limited, Sony Interactive Entertainment LLC, NetEase Inc., Valve Corporation, Nintendo Co. Ltd., Bandai Namco Entertainment Inc., Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Take-Two Interactive Software Inc., Square Enix Holdings Co. Ltd., Zynga Inc., Nexon Co. Ltd., Konami Holdings Corporation, Ubisoft Entertainment SA, NCSoft Corporation, Supercell Oy, Sega Corporation, Unity Technologies ApS, Capcom Co. Ltd., GungHo Online Entertainment Inc., Gameloft SE, Gearbox Software LLC, Midway Games Inc., Game Freak Inc., Telltale Inc., DeNA Co. Ltd., Mixi Inc., Glu Mobile Inc., Jam City Inc., Miniclip SA, Rovio Entertainment Corporation, Scopely Inc., Behavior Interactive Inc., G5 Entertainment AB. The Asia-Pacific was the largest region in the console games market share in 2023. Asia-Pacific is expected to be the fastest-growing region in the global console games market report during the forecast period. The regions covered in the console games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The main types of console games include digital console games, online/microtransaction console games, and physical console games. Digital console games are played on interactive electronic devices such as consoles and computers. These games can be played on devices such as TVs, computers/PCs, and system consoles, covering genres such as shooters, action, sports games, role-playing, adventure, racing, fighting, strategy, and others.
The console games market research report is one of a series of new reports that provides console games market statistics, including console games industry global market size, regional shares, competitors with a console games market share, detailed console games market segments, market trends and opportunities, and any further data you may need to thrive in the console games industry. This console games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The countries covered in the console games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The console games market consists of sales of console games that include digital console games, online/micro-transaction consoles, and physical console games. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Console Games Market Characteristics3. Console Games Market Trends and Strategies32. Global Console Games Market Competitive Benchmarking33. Global Console Games Market Competitive Dashboard34. Key Mergers and Acquisitions in the Console Games Market
4. Console Games Market - Macro Economic Scenario
5. Global Console Games Market Size and Growth
6. Console Games Market Segmentation
7. Console Games Market Regional and Country Analysis
8. Asia-Pacific Console Games Market
9. China Console Games Market
10. India Console Games Market
11. Japan Console Games Market
12. Australia Console Games Market
13. Indonesia Console Games Market
14. South Korea Console Games Market
15. Western Europe Console Games Market
16. UK Console Games Market
17. Germany Console Games Market
18. France Console Games Market
19. Italy Console Games Market
20. Spain Console Games Market
21. Eastern Europe Console Games Market
22. Russia Console Games Market
23. North America Console Games Market
24. USA Console Games Market
25. Canada Console Games Market
26. South America Console Games Market
27. Brazil Console Games Market
28. Middle East Console Games Market
29. Africa Console Games Market
30. Console Games Market Competitive Landscape and Company Profiles
31. Console Games Market Other Major and Innovative Companies
35. Console Games Market Future Outlook and Potential Analysis
36. Appendix
Executive Summary
Console Games Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on console games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase
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- Assess the Russia-Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
- Measure the impact of high global inflation on market growth.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
- Suitable for supporting your internal and external presentations with reliable high quality data and analysis.
- Report will be updated with the latest data and delivered to you with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Where is the largest and fastest growing market for console games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
- The impact of higher inflation in many countries and the resulting spike in interest rates.
- The continued but declining impact of COVID-19 on supply chains and consumption patterns.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Report Scope
Markets Covered:1) By Type: Digital Console Games; Online/Microtransaction Console; Physical Console Games
2) By Device: TV; Computer/PC; System Consoles
3) By Application: Shooter; Action; Sport Games; Role-Playing; Adventure; Racing; Fighting; Strategy; Other Applications
Key Companies Mentioned: Apple Inc.; Alphabet Inc.; Microsoft Corporation; The Walt Disney Company; Tencent Holdings Limited
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes
Delivery Format: PDF, Word and Excel Data Dashboard
Companies Mentioned
- Apple Inc.
- Alphabet Inc.
- Microsoft Corporation
- The Walt Disney Company
- Tencent Holdings Limited
- Sony Interactive Entertainment LLC
- NetEase Inc.
- Valve Corporation
- Nintendo Co. Ltd.
- Bandai Namco Entertainment Inc.
- Activision Blizzard Inc.
- Electronic Arts Inc.
- Epic Games Inc.
- Take-Two Interactive Software Inc.
- Square Enix Holdings Co. Ltd.
- Zynga Inc.
- Nexon Co. Ltd.
- Konami Holdings Corporation
- Ubisoft Entertainment SA
- NCSoft Corporation
- Supercell Oy
- Sega Corporation
- Unity Technologies ApS
- Capcom Co. Ltd.
- GungHo Online Entertainment Inc.
- Gameloft SE
- Gearbox Software LLC
- Midway Games Inc.
- Game Freak Inc.
- Telltale Inc.
- DeNA Co. Ltd.
- Mixi Inc.
- Glu Mobile Inc.
- Jam City Inc.
- Miniclip SA
- Rovio Entertainment Corporation
- Scopely Inc.
- Behaviour Interactive Inc.
- G5 Entertainment AB
Methodology
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | February 2024 |
Forecast Period | 2024 - 2028 |
Estimated Market Value ( USD | $ 83.85 Billion |
Forecasted Market Value ( USD | $ 115.59 Billion |
Compound Annual Growth Rate | 8.4% |
Regions Covered | Global |
No. of Companies Mentioned | 39 |