The worldwide video games industry is a multibillion entertainment business encompassing numerous companies involved in the design, elaboration, selling and distribution of video games. Sega, Nintendo, Konami, Electronic Arts and Ubisoft are the world leading video games companies. Global giants possess strong and varied portfolios and have effective marketing strategies.
The market for video games proved to be resistant to the unfavorable economic conditions due to the rising demand, expansion of social networking, rising disposable income, ongoing technological advancements and product innovations. Internet and smartphone games are the fastest growing market sectors. Concerns over piracy and IP protection are the main limiters of the market.
The catalogue contains a rich collection of the research reports examining the video games market at all geographical scales. The research studies scrutinize the market segments, disclose essential data on the market size and shape and outline major forces influencing the market. Evaluation of the competitive pressure and profiles of the market dominants are at hand in the reports. Moreover, future prospects of the industry are revealed in the research reports.
Publications found:
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North America: Video Game Consoles Market
US$ 1,999.00
... on the video game consoles market in North America covers the following countries: Canada, Mexico, and the United States of America. The report on the video game consoles market in North America includes: Analysis ...
June 2026
150 pages
Gaming Software Market – Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Device Type (Smartphones, Tablets, PC Gaming Consoles and Handheld Games), By Type (Action, Adventure, Stimulation, Roleplaying, Sports, Puzzles and Others), By Distribution Channel (Online, Offline), By End Use (Entertainment, Education and Others), By Region & Competition, 2021-2031F
US$ 4,500.00
The Global Gaming Software Market is anticipated to expand from USD 212.11 billion in 2025 to USD 346.82 billion by 2031, reflecting a compound annual growth rate (CAGR) of 8.54%. This software includ...
May 2026
180 pages
Neuroadaptive Gaming Market Forecasts to 2034 – Global Analysis By Product Type (EEG-Based Neuroadaptive Gaming Headsets, Biofeedback-Integrated Game Controllers, Neuroadaptive VR/AR Gaming Platforms, Emotion-Responsive Gaming Software Titles, Neurostimulation-Enhanced Gaming Peripherals, Brain-Computer Interface (BCI) Gaming Devices, and Adaptive Difficulty AI Gaming Engines), Component, Type, Application, End User and By Geography
US$ 4,150.00
According to Stratistics MRC, the Global Neuroadaptive Gaming Market is accounted for $1.2 billion in 2026 and is expected to reach $3.0 billion by 2034 growing at a CAGR of 12.1% during the forecast...
March 2026
200 pages
Gaming Market Size, Share, Trends and Forecast by Device Type, Platform, Revenue Type, Type, Age Group, and Region, 2026-2034
US$ 3,999.00
The global gaming market size was valued at USD 261.1 Billion in 2025. Looking forward, IMARC Group estimates the market to reach USD 539.0 Billion by 2034, exhibiting a CAGR of 8.22% during 2026-2034...
March 2026
138 pages
Gaming Peripheral Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Product (Headsets, Keyboard, Controller, Mice, Others), By Device (PC, Gaming Consoles), By Type (Wired, Wireless), By Distribution Channel (Online, Offline), By Region & Competition, 2021-2031F
US$ 4,500.00
The Global Gaming Peripheral Market is projected to expand significantly, rising from USD 48.54 billion in 2025 to USD 89.38 billion by 2031, reflecting a compound annual growth rate of 10.71%. These...
January 2026
180 pages
Gaming Accessories Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type (Gamepads/Joysticks, Gaming Keyboards, Gaming Mice, Gaming Headsets, Virtual Reality Devices), By Device Type (PC, Gaming Console), By Distribution Channel (Online and Offline), By Region & Competition, 2021-2031F
US$ 4,500.00
The Global Gaming Accessories Market is projected to experience robust growth, increasing from a valuation of USD 10.84 Billion in 2025 to USD 19.21 Billion by 2031, reflecting a CAGR of 10.01%. These...
January 2026
181 pages
Virtual Reality Gaming Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Hardware (Headsets, Glasses, Devices, Gloves), By Compatibility (MMOs, Smartphones, Casual Web Games, Console), By Region & Competition, 2021-2031F
US$ 4,500.00
The Global Virtual Reality Gaming Market is projected to expand from USD 41.20 Billion in 2025 to USD 96.91 Billion by 2031, registering a compound annual growth rate of 15.32%. VR gaming is character...
January 2026
180 pages
Gaming Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Device (Console, Mobile, Computer), By Type (Online, Offline), By Age group (Below 24 Years, 24-44 Years, Above 44 Years), By Region & Competition, 2021-2031F
US$ 4,500.00
The Global Gaming Market is projected to grow substantially, increasing from USD 278.41 Billion in 2025 to USD 510.69 Billion by 2031, representing a compound annual growth rate of 10.64%. This sector...
January 2026
181 pages
Gaming Posters Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type (Standard, Customized), By Application (Residential, Commercial), By Distribution Channel (Online, Offline), By Region & Competition, 2021-2031F
US$ 4,500.00
The Global Gaming Posters Market is projected to experience significant growth, rising from USD 258.13 Million in 2025 to USD 493.61 Million by 2031 at a CAGR of 11.41%. This market encompasses the co...
January 2026
185 pages
Mobile Gaming Market - Global Industry Size, Share, Trends, Opportunity, and Forecast Segmented By Platform (Android, IOS, Others), By Monetization Type (In-app Purchases, Paid Apps, Advertising), By Age group (Below 24 Years, 24-44 Years, Above 44 Years), By Region & Competition, 2021-2031F
US$ 4,500.00
The Global Mobile Gaming Market is projected to expand from USD 115.86 Billion in 2025 to USD 220.13 Billion by 2031, achieving a CAGR of 11.29%. This sector, defined by interactive entertainment on p...
January 2026
181 pages