
A video game is an electronic game that includes a video device for human interaction with the user interface of the game. PC monitor, mobile display and TV are used as a video device. The electronic systems used to play video games are known as platforms. Different platforms include PCs, consoles, TVs, mobile devices and others. Different types of games are available for different gaming platforms. The video games are available in two formats include digital and physical. The physical format is the one in which the game is played with the use of physical disc. While digital format is the one in which the game is played after downloading and requires no physical disc to play.
The global Digital Games market was valued at US$ 190430 million in 2023 and is anticipated to reach US$ 560190 million by 2030, witnessing a CAGR of 16.4% during the forecast period 2024-2030.
Increasing number of gamers, rising disposable income and technology innovation are some of the major driving force for digital games market. The number of active game players is increasing globally. According to a research done by an independent research firm in the 110 largest countries in the world, in 2013 around 18.75% of the population is active game players and 2.4 billion are internet users. In addition, China alone has 180 million active game players which are almost equivalent to the number of active game players in the Western Europe. Increasing disposable income in the developing countries such as India and China is expected to fuel the growth rate of digital games market. Increasing disposable income allows the customer to spend more money.
This report aims to provide a comprehensive presentation of the global market for Digital 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 Digital Games.
Report Scope
The Digital Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Digital Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Digital Games companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Behavior Interactive
Activision Blizzard
Asobo Studio
CCP
Changyou
Cryptic Studios
4A Games
GameHouse
Electronic Arts
Gamelion
Konami
Microsoft
Nexon
Rovio Entertainment
Ubisoft Entertainment
Warner Bros
The Lego
GungHo Entertainment
Segment by Type
Digital
Physical
Segment by Application
Private
Commercial
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by 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: Introduces executive summary of global market size, regional market size, 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 Digital Games companies’ competitive landscape, revenue 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, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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.
Chapter 11: 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 12: The main points and conclusions of the report.
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Digital Games Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Digital
1.2.3 Physical
1.3 Market by Application
1.3.1 Global Digital Games Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Private
1.3.3 Commercial
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Digital Games Market Perspective (2019-2030)
2.2 Digital Games Growth Trends by Region
2.2.1 Global Digital Games Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Digital Games Historic Market Size by Region (2019-2024)
2.2.3 Digital Games Forecasted Market Size by Region (2025-2030)
2.3 Digital Games Market Dynamics
2.3.1 Digital Games Industry Trends
2.3.2 Digital Games Market Drivers
2.3.3 Digital Games Market Challenges
2.3.4 Digital Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Digital Games Players by Revenue
3.1.1 Global Top Digital Games Players by Revenue (2019-2024)
3.1.2 Global Digital Games Revenue Market Share by Players (2019-2024)
3.2 Global Digital Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Digital Games Revenue
3.4 Global Digital Games Market Concentration Ratio
3.4.1 Global Digital Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Digital Games Revenue in 2023
3.5 Digital Games Key Players Head office and Area Served
3.6 Key Players Digital Games Product Solution and Service
3.7 Date of Enter into Digital Games Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Digital Games Breakdown Data by Type
4.1 Global Digital Games Historic Market Size by Type (2019-2024)
4.2 Global Digital Games Forecasted Market Size by Type (2025-2030)
5 Digital Games Breakdown Data by Application
5.1 Global Digital Games Historic Market Size by Application (2019-2024)
5.2 Global Digital Games Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Digital Games Market Size (2019-2030)
6.2 North America Digital Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Digital Games Market Size by Country (2019-2024)
6.4 North America Digital Games Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Digital Games Market Size (2019-2030)
7.2 Europe Digital Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Digital Games Market Size by Country (2019-2024)
7.4 Europe Digital Games Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Digital Games Market Size (2019-2030)
8.2 Asia-Pacific Digital Games Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Digital Games Market Size by Region (2019-2024)
8.4 Asia-Pacific Digital Games Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Digital Games Market Size (2019-2030)
9.2 Latin America Digital Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Digital Games Market Size by Country (2019-2024)
9.4 Latin America Digital Games Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Digital Games Market Size (2019-2030)
10.2 Middle East & Africa Digital Games Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Digital Games Market Size by Country (2019-2024)
10.4 Middle East & Africa Digital Games Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Behavior Interactive
11.1.1 Behavior Interactive Company Detail
11.1.2 Behavior Interactive Business Overview
11.1.3 Behavior Interactive Digital Games Introduction
11.1.4 Behavior Interactive Revenue in Digital Games Business (2019-2024)
11.1.5 Behavior Interactive Recent Development
11.2 Activision Blizzard
11.2.1 Activision Blizzard Company Detail
11.2.2 Activision Blizzard Business Overview
11.2.3 Activision Blizzard Digital Games Introduction
11.2.4 Activision Blizzard Revenue in Digital Games Business (2019-2024)
11.2.5 Activision Blizzard Recent Development
11.3 Asobo Studio
11.3.1 Asobo Studio Company Detail
11.3.2 Asobo Studio Business Overview
11.3.3 Asobo Studio Digital Games Introduction
11.3.4 Asobo Studio Revenue in Digital Games Business (2019-2024)
11.3.5 Asobo Studio Recent Development
11.4 CCP
11.4.1 CCP Company Detail
11.4.2 CCP Business Overview
11.4.3 CCP Digital Games Introduction
11.4.4 CCP Revenue in Digital Games Business (2019-2024)
11.4.5 CCP Recent Development
11.5 Changyou
11.5.1 Changyou Company Detail
11.5.2 Changyou Business Overview
11.5.3 Changyou Digital Games Introduction
11.5.4 Changyou Revenue in Digital Games Business (2019-2024)
11.5.5 Changyou Recent Development
11.6 Cryptic Studios
11.6.1 Cryptic Studios Company Detail
11.6.2 Cryptic Studios Business Overview
11.6.3 Cryptic Studios Digital Games Introduction
11.6.4 Cryptic Studios Revenue in Digital Games Business (2019-2024)
11.6.5 Cryptic Studios Recent Development
11.7 4A Games
11.7.1 4A Games Company Detail
11.7.2 4A Games Business Overview
11.7.3 4A Games Digital Games Introduction
11.7.4 4A Games Revenue in Digital Games Business (2019-2024)
11.7.5 4A Games Recent Development
11.8 GameHouse
11.8.1 GameHouse Company Detail
11.8.2 GameHouse Business Overview
11.8.3 GameHouse Digital Games Introduction
11.8.4 GameHouse Revenue in Digital Games Business (2019-2024)
11.8.5 GameHouse Recent Development
11.9 Electronic Arts
11.9.1 Electronic Arts Company Detail
11.9.2 Electronic Arts Business Overview
11.9.3 Electronic Arts Digital Games Introduction
11.9.4 Electronic Arts Revenue in Digital Games Business (2019-2024)
11.9.5 Electronic Arts Recent Development
11.10 Gamelion
11.10.1 Gamelion Company Detail
11.10.2 Gamelion Business Overview
11.10.3 Gamelion Digital Games Introduction
11.10.4 Gamelion Revenue in Digital Games Business (2019-2024)
11.10.5 Gamelion Recent Development
11.11 Konami
11.11.1 Konami Company Detail
11.11.2 Konami Business Overview
11.11.3 Konami Digital Games Introduction
11.11.4 Konami Revenue in Digital Games Business (2019-2024)
11.11.5 Konami Recent Development
11.12 Microsoft
11.12.1 Microsoft Company Detail
11.12.2 Microsoft Business Overview
11.12.3 Microsoft Digital Games Introduction
11.12.4 Microsoft Revenue in Digital Games Business (2019-2024)
11.12.5 Microsoft Recent Development
11.13 Nexon
11.13.1 Nexon Company Detail
11.13.2 Nexon Business Overview
11.13.3 Nexon Digital Games Introduction
11.13.4 Nexon Revenue in Digital Games Business (2019-2024)
11.13.5 Nexon Recent Development
11.14 Rovio Entertainment
11.14.1 Rovio Entertainment Company Detail
11.14.2 Rovio Entertainment Business Overview
11.14.3 Rovio Entertainment Digital Games Introduction
11.14.4 Rovio Entertainment Revenue in Digital Games Business (2019-2024)
11.14.5 Rovio Entertainment Recent Development
11.15 Ubisoft Entertainment
11.15.1 Ubisoft Entertainment Company Detail
11.15.2 Ubisoft Entertainment Business Overview
11.15.3 Ubisoft Entertainment Digital Games Introduction
11.15.4 Ubisoft Entertainment Revenue in Digital Games Business (2019-2024)
11.15.5 Ubisoft Entertainment Recent Development
11.16 Warner Bros
11.16.1 Warner Bros Company Detail
11.16.2 Warner Bros Business Overview
11.16.3 Warner Bros Digital Games Introduction
11.16.4 Warner Bros Revenue in Digital Games Business (2019-2024)
11.16.5 Warner Bros Recent Development
11.17 The Lego
11.17.1 The Lego Company Detail
11.17.2 The Lego Business Overview
11.17.3 The Lego Digital Games Introduction
11.17.4 The Lego Revenue in Digital Games Business (2019-2024)
11.17.5 The Lego Recent Development
11.18 GungHo Entertainment
11.18.1 GungHo Entertainment Company Detail
11.18.2 GungHo Entertainment Business Overview
11.18.3 GungHo Entertainment Digital Games Introduction
11.18.4 GungHo Entertainment Revenue in Digital Games Business (2019-2024)
11.18.5 GungHo Entertainment Recent Development
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
Behavior Interactive
Activision Blizzard
Asobo Studio
CCP
Changyou
Cryptic Studios
4A Games
GameHouse
Electronic Arts
Gamelion
Konami
Microsoft
Nexon
Rovio Entertainment
Ubisoft Entertainment
Warner Bros
The Lego
GungHo Entertainment
Ìý
Ìý
*If Applicable.
