Video Game Market Size and Share

Video Game Market (2025 - 2030)
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Video Game Market Analysis by Mordor Intelligence

The global video game market size is estimated at USD 289.73 billion in 2025 and is forecast to reach USD 531.77 billion by 2030, delivering a 12.91% CAGR during the period. Sustained smartphone adoption in emerging Asia, widening 5G coverage, and the migration of gamers toward flexible, cross-platform experiences underpin this growth. Subscription services such as Xbox Game Pass and PlayStation Plus continue to expand their user bases and raise average spending per player, while maturing cloud-gaming infrastructure lets high-fidelity titles stream to low-power devices. Generative-AI tooling shortens content-production cycles, enabling publishers to refresh live-service titles more often and extend product lifetimes. Nevertheless, tighter mobile-platform rules in the United States and European Union, alongside rising customer-acquisition costs, are compressing margins for publishers that rely heavily on mobile storefronts.

Key Report Takeaways

  • By device type, mobile gaming held 49% of the video game market share in 2024, while cloud-gaming devices are projected to expand at a 27% CAGR through 2030.  
  • By genre, action titles led with 25% revenue share in 2024; role-playing games are advancing at a 15% CAGR to 2030.  
  • By revenue model, free-to-play accounted for 64% share of the video game market size in 2024, whereas subscription platforms are rising at a 20% CAGR through 2030.  
  • By end-user, casual gamers represented 60% of the 2024 base; professional esports athletes show the fastest growth at an 18% CAGR.  
  • By geography, Asia-Pacific commanded 48% of 2024 revenue, while the Middle East & Africa region is set to post the highest 14.2% CAGR to 2030.

Segment Analysis

By Device Type: Cloud Traction Narrows Mobile Lead

Mobile gaming generated USD 127 billion in 2024, accounting for 49% of the video game market share. Console revenue followed at USD 50.3 billion, slightly ahead of PC’s USD 41.5 billion. Cloud-gaming services are the fastest-rising category; the segment’s video game market size is projected to reach USD 22.01 billion by 2028 on a 27% CAGR. Wider 5G rollout and aggressive platform bundling are converting non-traditional gamers who do not own dedicated hardware.

Cloud’s momentum also influences hardware strategy. Device makers are releasing handheld streaming terminals that tether to home Wi-Fi or cellular networks, blurring lines between console and mobile experiences. Publishers hedge by supporting cross-progression so players can shift screens without losing achievements. As latency drops and data-center GPU density rises, the gap between local and streamed performance narrows, challenging the historical dominance of high-end consoles.

Video Game Market
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By Genre: Innovation Fuels Role-Playing Momentum

Action franchises retained a 25% revenue share in 2024, headlined by annualized blockbuster releases. Role-playing games, however, are accelerating with a 15% CAGR through 2030 as studios adapt deeper stories for mobile and cross-platform delivery. In Southeast Asia, strategy, simulation, and role-playing categories all posted double-digit download gains, underscoring regional appetite for complex mechanics.

Monetization dynamics also favor RPG creators. Gacha-style character pulls and battle-pass upgrades deliver consistent revenue, while user-generated mods extend shelf life. The cloud-streaming era further boosts high-fidelity RPGs that previously demanded powerful PCs. As AI-supported quest design matures, narrative branching is expected to deepen, enticing lapsed players back into long-running worlds.

By Revenue Model: Subscriptions Complement Free-to-Play

Free-to-play titles comprised 64% of 2024 spending, underpinned by in-game cosmetic and season-pass purchases. Subscription-based offerings represent the most rapid shift, rising at a 20% CAGR; their video game market size is forecast to cross USD 27 billion in 2028. Bundled libraries enhance perceived value for price-sensitive gamers, while developers receive steady, recurring revenue that eases budgeting for live-ops updates.

Hybrid models are emerging. Publishers often launch new titles into subscription catalogs for a limited window before reverting to standalone sales. This approach converts trial users to full purchases and preserves premium pricing. Platform holders, meanwhile, negotiate timed exclusives to differentiate their ecosystems, echoing the streaming-video playbook.

Video Game Market
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By End-User: Casual Base Funds Esports Upscale

Casual players accounted for 60% of the active base in 2024, attracted by accessible mobile controls and quick session lengths. In contrast, professional esports athletes represent a small but fast-growing cohort with an 18% CAGR to 2030. Prize pools, media rights, and sponsorship deals lift the segment’s video game market size, while training academies and analytics platforms professionalize talent pipelines.

Brands increasingly view esports as a marketing channel toward Generation Z audiences unreachable by traditional media. Investments such as Saudi Arabia’s Savvy Games Group—backed by USD 37.7 billion for studio acquisitions and local infrastructure—illustrate state-level ambitions to capture this value chain. Concurrently, collegiate leagues in North America standardize pathways from amateur to professional competition.

Geography Analysis

Asia-Pacific retains leadership with 48% of global revenue in 2024, anchored by China’s robust ecosystem. China’s online-gaming sector is projected to climb from USD 66.1 billion in 2024 to USD 95.5 billion by 2029 on a 7.63% CAGR, with Tencent controlling roughly half of the domestic market. Japan and South Korea add depth through console and PC communities that emphasize high-spend, high-engagement genres. Regional publishers leverage locally relevant intellectual properties, creating cultural resonance that global firms sometimes struggle to replicate.

The Middle East & Africa region is the industry’s fastest-growing territory, set to expand at a 14.2% CAGR. Saudi Arabia expects its gaming sector to contribute USD 13 billion to GDP by 2030. Public-sector vehicles such as Savvy Games Group aim to attract international studios with tax incentives, regional e-sports arenas, and a labor-force-training pipeline. Across Africa, mobile accessibility drives nearly 90% of engagement, and the regional video game market size for mobile titles is on track to surpass USD 1 billion in 2024.

North America generated USD 46 billion in consumer spending during 2023, underscoring enduring console and PC loyalty. Hardware sales softened in late 2024, but PC and subscription revenues rose, signaling a pivot toward flexible content access models. Europe follows a similar digital-first trajectory; the UK market dipped 4.4% to GBP 4.61 billion (USD 3.40 billion) in 2024, yet mobile micro-transactions grew 2.6% to GBP 1.585 billion (USD 2.15 billion). The Digital Markets Act introduces alternative payment choices that could realign revenue flows toward publishers over the medium term.

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Competitive Landscape

The console segment concentrates around three platform holders—Sony, Microsoft, and Nintendo—giving it a high entry barrier. Microsoft’s USD 68.7 billion acquisition of Activision Blizzard in 2022 vaulted the company to third place by gaming revenue and delivered evergreen franchises such as Call of Duty into Game Pass. Sony counters with timed exclusives from in-house studios and aggressive PlayStation Plus bundling, while Nintendo leverages proprietary IP and hybrid-console hardware to sustain differentiation.

Mobile remains relatively fragmented despite Tencent’s sizeable Asian dominance. Tencent’s 2024 purchase of a major European mobile developer for USD 1.2 billion expands overseas reach and offsets domestic regulatory risk. ByteDance’s entry through dedicated gaming divisions underscores the appeal of short-form content expertise applied to interactive formats. Supercell and Playtika use live-ops mastery and data-driven design to retain whales in competitive free-to-play genres.

Technology partnerships shape the emerging value chain. Microsoft’s USD 500 million cloud-infrastructure upgrade announced in April 2025 adds AI-assisted matchmaking and extends Xbox Cloud Gaming to 15 new markets. Unity’s latest engine enables developers to export simultaneously to mobile, PC, and mixed-reality headsets, and its 2025 report shows 40% of studios now prioritize multiplatform launches. Generative-asset toolchains reduce art-production bottlenecks for smaller teams, lowering the capital needed to compete against AAA incumbents.

Video Game Industry Leaders

  1. Activision Blizzard Inc.

  2. Apple Inc.

  3. ByteDance

  4. Electronic Arts Inc.

  5. Supercell

  6. *Disclaimer: Major Players sorted in no particular order
Video Game Market Concentration
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Recent Industry Developments

  • May 2025: Team Liquid’s valuation approached USD 500 million, demonstrating the commercial maturation of esports organizations.
  • April 2025: Microsoft committed USD 500 million to expand Xbox Cloud Gaming into 15 new territories and integrate AI-driven matchmaking.
  • March 2025: Apple’s Digital Markets Act compliance report detailed reduced commissions and alternative payment options for EU consumers.
  • February 2025: Hasbro announced its “Playing to Win” strategy to broaden its consumer reach to 750 million by 2027 through digital games built on core franchises.

Table of Contents for Video Game Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Mobile-first Gaming Adoption Across Emerging Asian Economies
    • 4.2.2 Subscription Platform Proliferation Led by Xbox Game Pass and PlayStation Plus
    • 4.2.3 Cloud-Gaming Infrastructure Maturing With 5G SA Roll-outs in Europe and NA
    • 4.2.4 Cross-Platform Engine Upgrades Lowering Dev Costs (Unreal 5, Unity PolySpatial)
    • 4.2.5 Esports Franchise Valuations Driving Investment in Competitive Titles
    • 4.2.6 Generative-AI Tools Accelerating Content Creation and Live-Ops Updates
  • 4.3 Market Restraints
    • 4.3.1 App-Store Fee Regulations Pressuring Mobile Margins (EU DMA, US DOJ)
    • 4.3.2 Rising User-Acquisition CPMs on Social Channels
    • 4.3.3 IP-Infringement Litigation Around User-Generated Content Mods
    • 4.3.4 Geopolitical Export Controls on Gaming GPUs (US-China)
  • 4.4 Technological Outlook
  • 4.5 Porter's Five Forces Analysis
    • 4.5.1 Threat of New Entrants
    • 4.5.2 Bargaining Power of Buyers/Consumers
    • 4.5.3 Bargaining Power of Suppliers
    • 4.5.4 Threat of Substitute Products
    • 4.5.5 Intensity of Competitive Rivalry
  • 4.6 Impact of Macroeconomic Aftereffects

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Device Type
    • 5.1.1 Computer
    • 5.1.2 Mobile
    • 5.1.3 Console
    • 5.1.4 Cloud-Gaming Devices (Smart TVs, Sticks)
  • 5.2 By Genre
    • 5.2.1 Action
    • 5.2.2 Shooter
    • 5.2.3 Role-Playing
    • 5.2.4 Sports
    • 5.2.5 Adventure
    • 5.2.6 Others (Strategy, Simulation, Puzzle and Casual)
  • 5.3 By Revenue Model
    • 5.3.1 Free-to-Play
    • 5.3.2 Pay-to-Play (Premium)
    • 5.3.3 Subscription-Based
    • 5.3.4 In-Game Advertising
  • 5.4 By End-User
    • 5.4.1 Casual Gamers
    • 5.4.2 Hardcore / Competitive Gamers
    • 5.4.3 Professional Esports Athletes
  • 5.5 By Geography (Value)
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.1.3 Mexico
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 Germany
    • 5.5.3.2 United Kingdom
    • 5.5.3.3 France
    • 5.5.3.4 Italy
    • 5.5.3.5 Spain
    • 5.5.3.6 Rest of Europe
    • 5.5.4 Asia-Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 South Korea
    • 5.5.4.4 India
    • 5.5.4.5 Rest of Asia-Pacific
    • 5.5.5 Middle East and Africa
    • 5.5.5.1 United Arab Emirates
    • 5.5.5.2 Saudi Arabia
    • 5.5.5.3 South Africa
    • 5.5.5.4 Rest of Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Strategic Developments
  • 6.2 Vendor Positioning Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Products and Services, and Recent Developments)
    • 6.3.1 Activision Blizzard Inc.
    • 6.3.2 Apple Inc.
    • 6.3.3 ByteDance
    • 6.3.4 Electronic Arts Inc.
    • 6.3.5 Supercell
    • 6.3.6 Microsoft Corporation (Xbox Game Studios)
    • 6.3.7 Nintendo Co., Ltd.
    • 6.3.8 Playtika
    • 6.3.9 Sony Interactive Entertainment Inc.
    • 6.3.10 Tencent Holdings Ltd. (TiMi, Level Infinite)
    • 6.3.11 Ubisoft Entertainment SA
    • 6.3.12 NetEase Inc.
    • 6.3.13 Epic Games Inc.
    • 6.3.14 Take-Two Interactive Software Inc.
    • 6.3.15 Bandai Namco Holdings Inc.
    • 6.3.16 Square Enix Holdings Co., Ltd.
    • 6.3.17 Embracer Group AB
    • 6.3.18 Sea Ltd. (Garena)
    • 6.3.19 Krafton Inc.
    • 6.3.20 Riot Games Inc.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
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Research Methodology Framework and Report Scope

Market Definitions and Key Coverage

Our study defines the global video game market as every dollar earned from selling or subscribing to electronic games that deliver interactive audio-visual experiences on consoles, computers, mobiles, cloud streams, and emerging XR devices. Revenues span boxed and digital titles, live-service micro-transactions, downloadable content, and game-pass style subscriptions.

Hardware sales, advertising inventory, and regulated online gambling remain outside the frame.

We intentionally leave out pay-to-watch esports media rights and dedicated gaming hardware.

Segmentation Overview

  • By Device Type
    • Computer
    • Mobile
    • Console
    • Cloud-Gaming Devices (Smart TVs, Sticks)
  • By Genre
    • Action
    • Shooter
    • Role-Playing
    • Sports
    • Adventure
    • Others (Strategy, Simulation, Puzzle and Casual)
  • By Revenue Model
    • Free-to-Play
    • Pay-to-Play (Premium)
    • Subscription-Based
    • In-Game Advertising
  • By End-User
    • Casual Gamers
    • Hardcore / Competitive Gamers
    • Professional Esports Athletes
  • By Geography (Value)
    • North America
      • United States
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Rest of South America
    • Europe
      • Germany
      • United Kingdom
      • France
      • Italy
      • Spain
      • Rest of Europe
    • Asia-Pacific
      • China
      • Japan
      • South Korea
      • India
      • Rest of Asia-Pacific
    • Middle East and Africa
      • United Arab Emirates
      • Saudi Arabia
      • South Africa
      • Rest of Middle East and Africa

Detailed Research Methodology and Data Validation

Primary Research

Our analysts interviewed publishers, mobile store operators, payment aggregators, esports league managers, and indie studios across Asia-Pacific, North America, Europe, and MENA. These conversations tested assumptions on average selling prices, free-to-play conversion, and content launch cadence, ensuring every model input mirrored current market sentiment.

Desk Research

We began by mapping household entertainment outlays, console import-export flows, and gamer census counts from public bodies such as the Entertainment Software Association, International Telecommunication Union, UN Comtrade, and Eurostat. Company filings, investor presentations, and quarterly transcripts provided price ranges, platform mix, and genre shift signals. Our team then mined open developer portals, patent registers, and curated streams within D&B Hoovers and Dow Jones Factiva to capture emerging monetization patterns and studio pipeline health. This list is illustrative, and many additional open datasets informed our groundwork.

Market-Sizing & Forecasting

We applied a top-down build anchored on consumer spend series and platform penetration, then cross-checked it with bottom-up snapshots from publisher revenues and sampled ASP-by-active-user calculations. Key variables include smartphone install base, console replacement cycles, broadband latency, cloud-GPU pricing, and regional play-time regulations. Forecasts blend multivariate regression with scenario analysis to capture currency shifts and blockbuster release slates. Where data gaps surfaced, we bridged them with analog geography ratios that experts validated.

Data Validation & Update Cycle

Our analysts benchmark every output against independent trackers, investigate variances, and submit the model for multi-level review before sign-off. Reports refresh annually, with interim revisions triggered by major acquisitions, regulatory rulings, or currency swings. A final pre-publication sweep guarantees subscribers receive the latest view.

Why Mordor's Video Game Baseline Commands Reliability

Published market values often diverge because firms select different revenue buckets, refresh cadences, and exchange rates. Our disciplined scope, yearly update rhythm, and dual-lens modeling narrow those spreads, giving decision-makers a stable point of reference.

Key gap drivers include whether mobile ad spend is counted, how free-to-play micro-transactions are grossed, and the treatment of cloud gaming subscriptions, while some studies also roll hardware into software or freeze data for several years.

Benchmark comparison

Market Size Anonymized source Primary gap driver
USD 289.73 B (2025) Mordor Intelligence -
USD 298.98 B (2024) Global Consultancy A Includes accessories and VR hardware
USD 274.63 B (2024) Regional Consultancy B Excludes cloud gaming subscriptions, older refresh cycle
USD 199.74 B (2022) Trade Publisher C Counts paid downloads only, omits in-game spending

This comparison highlights that Mordor Intelligence delivers a balanced, transparent baseline grounded in clearly stated variables and repeatable steps, making our numbers the dependable choice for strategic planning.

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Key Questions Answered in the Report

How big is the Video Game Market?

The Video Game Market size is expected to reach USD 289.73 billion in 2025 and grow at a CAGR of 12.91% to reach USD 531.77 billion by 2030.

What is the current Video Game Market size?

In 2025, the Video Game Market size is expected to reach USD 289.73 billion.

Who are the key players in Video Game Market?

Activision Blizzard Inc., Apple Inc., ByteDance Electronic Arts Inc., Supercell are the major companies operating in the Video Game Market.

Which is the fastest growing region in Video Game Market?

Middle East and Africa is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in Video Game Market?

In 2025, the Asia Pacific accounts for the largest market share in Video Game Market.

What years does this Video Game Market cover, and what was the market size in 2024?

In 2024, the Video Game Market size was estimated at USD 259.90billion. The report covers the Video Game Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Video Game Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

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