Entertainment Games Market, Global Outlook and Forecast 2023-2032
Games can refer to both a kind of entertainment and a process of such activities. The main components of the game are purpose, rules, challenges and interaction. Games generally have psychological or physical stimulation. Many games can cultivate relevant skills, which have physical, educational, simulation or psychological significance.
This report aims to provide a comprehensive presentation of the global market for Entertainment Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Entertainment Games. This report contains market size and forecasts of Entertainment Games in global, including the following market information:
Global Entertainment Games Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global top five companies in 2022 (%)
The global Entertainment Games market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Single Person Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Entertainment Games include Aeria Games GmbH, Electronic Arts, Inc., Blizzard Entertainment, Inc., Tencent Holdings, NetEase, Zhejiang Century Huatong Group, 37 Interactive Entertainment, PopCap Games, Inc. and Activision Blizzard, Inc., etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Entertainment Games companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Entertainment Games Market, by Type, 2018-2023, 2024-2032 ($ millions)
Global Entertainment Games Market Segment Percentages, by Type, 2022 (%)
Single Person
Multi Person Single Machine
Many People and Many Machine
Global Entertainment Games Market, by Application, 2018-2023, 2024-2032 ($ millions)
Global Entertainment Games Market Segment Percentages, by Application, 2022 (%)
PC Games
Mobile Games
TV Games
Others
Global Entertainment Games Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions)
Global Entertainment Games Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Entertainment Games revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Entertainment Games revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Aeria Games GmbH
Electronic Arts, Inc.
Blizzard Entertainment, Inc.
Tencent Holdings
NetEase
Zhejiang Century Huatong Group
37 Interactive Entertainment
PopCap Games, Inc.
Activision Blizzard, Inc.
Behaviour Interactive, Inc.
DeNA Co., Ltd.
Supercell
Konami Holdings Corporation
Peak Games
Etermax
Supercell
Rovio Entertainment Corporation
SYBO Game
GREE, Inc.
Pretty Simple
Miniclip SA
Perfect World
YOUZU Interactive
Giant Network Group
Hubei Century Network Technology
Shanghai yaoji technology
Electronic Soul Interactive Technology
Playtech plc
Social Point
Wooga GmbH
Zynga, Inc.
King Digital Entertainment plc
Nintendo Co. Ltd.
Riot Games, Inc
Sega Holdings Co., Ltd.
Apple, Inc.
Google LLC
Outline of Major Chapters:
Chapter 1: Introduces the definition of Entertainment Games, market overview.
Chapter 2: Global Entertainment Games market size in revenue.
Chapter 3: Detailed analysis of Entertainment Games company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Entertainment Games in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.