
Computer Games, or video games, are electronic games played on personal computers or gaming consoles. They involve interaction with a user interface to generate visual feedback for entertainment.
Market Analysis and Insights: Global Computer Games Market
The global Computer Games market is projected to grow from US$ 194410 million in 2024 to US$ 300030 million by 2030, at a Compound Annual Growth Rate (CAGR) of 7.5% during the forecast period.
The market for Computer Games is dynamic, driven by technological advancements and changing consumer preferences. Trends include virtual reality gaming, cloud gaming services, and a focus on esports.
Report Covers:
This report presents an overview of global market for Computer Games market size. Analyses of the global market trends, with historic market revenue data for 2019 - 2023, estimates for 2024, and projections of CAGR through 2030.
This report researches the key producers of Computer Games, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Computer Games, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Computer Games revenue, market share and industry ranking of main companies, data from 2019 to 2024. Identification of the major stakeholders in the global Computer Games market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2019 to 2030. Evaluation and forecast the market size for Computer Games revenue, projected growth trends, production technology, application and end-user industry.
Market Segmentation
By Company
Tencent
37 Interactive Entertainment
Kingnet
Perfect World Game
7 Road
Guanghuanzhong
Travian
Hattrick
Youxigu
Feiyin
Youzu
China InterActive Corp
Jagex
KADOKAWA GAMES
NetEase
Segment by Type
Webgame
Client Game
Segment by Application
<15 Years Old
15-25 Years Old
25-35 Years Old
35-45 Years Old
> 45 Years Old
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
China
Asia (excluding China)
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America, Middle East & Africa
Brazil
Mexico
Turkey
Israel
GCC Countries
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Revenue of Computer Games in global and regional 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, and capacity of each country in the world. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Computer Games companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America (US & Canada) by Type, by Application and by country, revenue for each segment.
Chapter 7: Europe by Type, by Application and by country, revenue for each segment.
Chapter 8: China by Type, and by Application, revenue for each segment.
Chapter 9: Asia (excluding China) by Type, by Application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by Type, by Application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Computer Games revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Computer Games Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 Webgame
1.2.3 Client Game
1.3 Market by Application
1.3.1 Global Computer Games Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2 <15 Years Old
1.3.3 15-25 Years Old
1.3.4 25-35 Years Old
1.3.5 35-45 Years Old
1.3.6 > 45 Years Old
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Computer Games Market Perspective (2019-2030)
2.2 Global Computer Games Growth Trends by Region
2.2.1 Computer Games Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Computer Games Historic Market Size by Region (2019-2024)
2.2.3 Computer Games Forecasted Market Size by Region (2025-2030)
2.3 Computer Games Market Dynamics
2.3.1 Computer Games Industry Trends
2.3.2 Computer Games Market Drivers
2.3.3 Computer Games Market Challenges
2.3.4 Computer Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Computer Games by Players
3.1.1 Global Computer Games Revenue by Players (2019-2024)
3.1.2 Global Computer Games Revenue Market Share by Players (2019-2024)
3.2 Global Computer Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Computer Games, Ranking by Revenue, 2022 VS 2023 VS 2024
3.4 Global Computer Games Market Concentration Ratio
3.4.1 Global Computer Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Computer Games Revenue in 2023
3.5 Global Key Players of Computer Games Head office and Area Served
3.6 Global Key Players of Computer Games, Product and Application
3.7 Global Key Players of Computer Games, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Computer Games Breakdown Data by Type
4.1 Global Computer Games Historic Market Size by Type (2019-2024)
4.2 Global Computer Games Forecasted Market Size by Type (2025-2030)
5 Computer Games Breakdown Data by Application
5.1 Global Computer Games Historic Market Size by Application (2019-2024)
5.2 Global Computer Games Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Computer Games Market Size (2019-2030)
6.2 North America Computer Games Market Size by Type
6.2.1 North America Computer Games Market Size by Type (2019-2024)
6.2.2 North America Computer Games Market Size by Type (2025-2030)
6.2.3 North America Computer Games Market Share by Type (2019-2030)
6.3 North America Computer Games Market Size by Application
6.3.1 North America Computer Games Market Size by Application (2019-2024)
6.3.2 North America Computer Games Market Size by Application (2025-2030)
6.3.3 North America Computer Games Market Share by Application (2019-2030)
6.4 North America Computer Games Market Size by Country
6.4.1 North America Computer Games Market Size by Country: 2019 VS 2023 VS 2030
6.4.2 North America Computer Games Market Size by Country (2019-2024)
6.4.3 North America Computer Games Market Size by Country (2025-2030)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Computer Games Market Size (2019-2030)
7.2 Europe Computer Games Market Size by Type
7.2.1 Europe Computer Games Market Size by Type (2019-2024)
7.2.2 Europe Computer Games Market Size by Type (2025-2030)
7.2.3 Europe Computer Games Market Share by Type (2019-2030)
7.3 Europe Computer Games Market Size by Application
7.3.1 Europe Computer Games Market Size by Application (2019-2024)
7.3.2 Europe Computer Games Market Size by Application (2025-2030)
7.3.3 Europe Computer Games Market Share by Application (2019-2030)
7.4 Europe Computer Games Market Size by Country
7.4.1 Europe Computer Games Market Size by Country: 2019 VS 2023 VS 2030
7.4.2 Europe Computer Games Market Size by Country (2019-2024)
7.4.3 Europe Computer Games Market Size by Country (2025-2030)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Computer Games Market Size (2019-2030)
8.2 China Computer Games Market Size by Type
8.2.1 China Computer Games Market Size by Type (2019-2024)
8.2.2 China Computer Games Market Size by Type (2025-2030)
8.2.3 China Computer Games Market Share by Type (2019-2030)
8.3 China Computer Games Market Size by Application
8.3.1 China Computer Games Market Size by Application (2019-2024)
8.3.2 China Computer Games Market Size by Application (2025-2030)
8.3.3 China Computer Games Market Share by Application (2019-2030)
9 Asia (excluding China)
9.1 Asia Computer Games Market Size (2019-2030)
9.2 Asia Computer Games Market Size by Type
9.2.1 Asia Computer Games Market Size by Type (2019-2024)
9.2.2 Asia Computer Games Market Size by Type (2025-2030)
9.2.3 Asia Computer Games Market Share by Type (2019-2030)
9.3 Asia Computer Games Market Size by Application
9.3.1 Asia Computer Games Market Size by Application (2019-2024)
9.3.2 Asia Computer Games Market Size by Application (2025-2030)
9.3.3 Asia Computer Games Market Share by Application (2019-2030)
9.4 Asia Computer Games Market Size by Region
9.4.1 Asia Computer Games Market Size by Region: 2019 VS 2023 VS 2030
9.4.2 Asia Computer Games Market Size by Region (2019-2024)
9.4.3 Asia Computer Games Market Size by Region (2025-2030)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Computer Games Market Size (2019-2030)
10.2 Middle East, Africa, and Latin America Computer Games Market Size by Type
10.2.1 Middle East, Africa, and Latin America Computer Games Market Size by Type (2019-2024)
10.2.2 Middle East, Africa, and Latin America Computer Games Market Size by Type (2025-2030)
10.2.3 Middle East, Africa, and Latin America Computer Games Market Share by Type (2019-2030)
10.3 Middle East, Africa, and Latin America Computer Games Market Size by Application
10.3.1 Middle East, Africa, and Latin America Computer Games Market Size by Application (2019-2024)
10.3.2 Middle East, Africa, and Latin America Computer Games Market Size by Application (2025-2030)
10.3.3 Middle East, Africa, and Latin America Computer Games Market Share by Application (2019-2030)
10.4 Middle East, Africa, and Latin America Computer Games Market Size by Country
10.4.1 Middle East, Africa, and Latin America Computer Games Market Size by Country: 2019 VS 2023 VS 2030
10.4.2 Middle East, Africa, and Latin America Computer Games Market Size by Country (2019-2024)
10.4.3 Middle East, Africa, and Latin America Computer Games Market Size by Country (2025-2030)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Tencent
11.1.1 Tencent Company Details
11.1.2 Tencent Business Overview
11.1.3 Tencent Computer Games Introduction
11.1.4 Tencent Revenue in Computer Games Business (2019-2024)
11.1.5 Tencent Recent Developments
11.2 37 Interactive Entertainment
11.2.1 37 Interactive Entertainment Company Details
11.2.2 37 Interactive Entertainment Business Overview
11.2.3 37 Interactive Entertainment Computer Games Introduction
11.2.4 37 Interactive Entertainment Revenue in Computer Games Business (2019-2024)
11.2.5 37 Interactive Entertainment Recent Developments
11.3 Kingnet
11.3.1 Kingnet Company Details
11.3.2 Kingnet Business Overview
11.3.3 Kingnet Computer Games Introduction
11.3.4 Kingnet Revenue in Computer Games Business (2019-2024)
11.3.5 Kingnet Recent Developments
11.4 Perfect World Game
11.4.1 Perfect World Game Company Details
11.4.2 Perfect World Game Business Overview
11.4.3 Perfect World Game Computer Games Introduction
11.4.4 Perfect World Game Revenue in Computer Games Business (2019-2024)
11.4.5 Perfect World Game Recent Developments
11.5 7 Road
11.5.1 7 Road Company Details
11.5.2 7 Road Business Overview
11.5.3 7 Road Computer Games Introduction
11.5.4 7 Road Revenue in Computer Games Business (2019-2024)
11.5.5 7 Road Recent Developments
11.6 Guanghuanzhong
11.6.1 Guanghuanzhong Company Details
11.6.2 Guanghuanzhong Business Overview
11.6.3 Guanghuanzhong Computer Games Introduction
11.6.4 Guanghuanzhong Revenue in Computer Games Business (2019-2024)
11.6.5 Guanghuanzhong Recent Developments
11.7 Travian
11.7.1 Travian Company Details
11.7.2 Travian Business Overview
11.7.3 Travian Computer Games Introduction
11.7.4 Travian Revenue in Computer Games Business (2019-2024)
11.7.5 Travian Recent Developments
11.8 Hattrick
11.8.1 Hattrick Company Details
11.8.2 Hattrick Business Overview
11.8.3 Hattrick Computer Games Introduction
11.8.4 Hattrick Revenue in Computer Games Business (2019-2024)
11.8.5 Hattrick Recent Developments
11.9 Youxigu
11.9.1 Youxigu Company Details
11.9.2 Youxigu Business Overview
11.9.3 Youxigu Computer Games Introduction
11.9.4 Youxigu Revenue in Computer Games Business (2019-2024)
11.9.5 Youxigu Recent Developments
11.10 Feiyin
11.10.1 Feiyin Company Details
11.10.2 Feiyin Business Overview
11.10.3 Feiyin Computer Games Introduction
11.10.4 Feiyin Revenue in Computer Games Business (2019-2024)
11.10.5 Feiyin Recent Developments
11.11 Youzu
11.11.1 Youzu Company Details
11.11.2 Youzu Business Overview
11.11.3 Youzu Computer Games Introduction
11.11.4 Youzu Revenue in Computer Games Business (2019-2024)
11.11.5 Youzu Recent Developments
11.12 China InterActive Corp
11.12.1 China InterActive Corp Company Details
11.12.2 China InterActive Corp Business Overview
11.12.3 China InterActive Corp Computer Games Introduction
11.12.4 China InterActive Corp Revenue in Computer Games Business (2019-2024)
11.12.5 China InterActive Corp Recent Developments
11.13 Jagex
11.13.1 Jagex Company Details
11.13.2 Jagex Business Overview
11.13.3 Jagex Computer Games Introduction
11.13.4 Jagex Revenue in Computer Games Business (2019-2024)
11.13.5 Jagex Recent Developments
11.14 KADOKAWA GAMES
11.14.1 KADOKAWA GAMES Company Details
11.14.2 KADOKAWA GAMES Business Overview
11.14.3 KADOKAWA GAMES Computer Games Introduction
11.14.4 KADOKAWA GAMES Revenue in Computer Games Business (2019-2024)
11.14.5 KADOKAWA GAMES Recent Developments
11.15 NetEase
11.15.1 NetEase Company Details
11.15.2 NetEase Business Overview
11.15.3 NetEase Computer Games Introduction
11.15.4 NetEase Revenue in Computer Games Business (2019-2024)
11.15.5 NetEase Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Tencent
37 Interactive Entertainment
Kingnet
Perfect World Game
7 Road
Guanghuanzhong
Travian
Hattrick
Youxigu
Feiyin
Youzu
China InterActive Corp
Jagex
KADOKAWA GAMES
NetEase
Ìý
Ìý
*If Applicable.
