Summary

The global video game market (including equipment) will grow from 74.5 billion EUR in 2016 to 107.6 billion EUR in 2020 (+9.6 % per year on average).

This study follows the development of key indicators for the sector over the next five years and delivers an appraisal of key segments: • Home consolesHandheld consolesMobile gamingComputer games

It also takes a look at the core trends shaping the sector: industry concentration that is redrawing the market, technological innovations such as virtual reality that are opening up new segments, changes in user habits with the development of multi-screen games, e-Sport, etc.

Table of contents

1. Executive Summary
1.1. Market Overview
1.2. Traditional gaming segments outpaced by competition in games online and on mobile platforms
1.3. Asia-Pacific, the untouchable leader in the video game market
1.4. Over 70% of the revenue from the video game market in 2016 is from dematerialized distribution and online payment practices
1.5. Smart toys are gaining prominence in the toy segment
1.6. Video games and connected TVs, waiting for a natural convergence

2. Home consoles: successfully winning back players
2.1. Home consoles: successfully winning back players…
2.2. … But this segment will undergo a cyclic decrease by 2017-2018
2.3. Revenue generated by the sale of games for home consoles will peak in 2018
2.4. In 2020, for home consoles, over 40% of the revenue generated by the sale of software will come from dematerialized sales

3. Handheld consoles: rethink the gamer experience to renew interest
3.1. Sales of handheld consoles are highly impacted by the popularization of smartphones and tablets
3.2. The value of the handheld console market has experienced a net decline since 2012
3.3. Sales of games for handheld consoles showed substantial growth

4. Mobile gaming: a steady and widespread dynamic
4.1. The success of tablets is energizing and popularizing game playing
4.2. Tablet games, a quickly growing market
4.3. Over a billion smartphone gamers by 2019
4.4. Smartphone games confirm their dominant share of the sector
4.5. Mobile games, segment leader in the video game market

5. Computer games: the online era
5.1. The PC game market is segmented into several large families
5.2. The number of players of online computer game continues to grow
5.3. The online computer game market will reach 20 billion EUR in 2020
5.4. For the Free2Play segment, social game enthusiasts remained more numerous than MMO players…
5.5. …but the MMO market will assert its value!
5.6. Market share in volume of tablets, smartphones, and handheld consoles

6. Trends
6.1. Changes in the gamer profile
6.1.1. Mobile gamers on the rise
6.1.2. Asia clearly in the lead
6.1.3. Mobile gamers dominate
6.2. Virtual Reality (VR) – Augmented Reality (AR)
6.2.1. Background information
6.2.2. Technological Choices
6.2.3. A market in full expansion
6.2.4. Virtual Reality: Focus on Oculus Rift
6.3. E-sport, growth and forecasts
6.4. The challenges of multi-screen games
6.4.1. Emerging uses
6.4.2. Industry is positioning itself
6.4.3. The potential market
6.4.4. Emerging uses
6.5. Streaming games, the new Eldorado for web giants
6.6. Smart toys: more than a growth engine
6.7. The burden of marketing costs
6.8. Editorial trends and internationalization of content
6.8.1. The video game sector is globalized with internationalized content
6.8.2. The local and cultural dimensions form a rich and effective combination
6.9. The game engine competition: Act 3
6.9.1. What is a game engine?
6.9.2. Unreal Engine and Unity
6.9.3. Source and CryEngine
6.10. Cloud gaming
6.10.1. Moving towards the disappearance of dedicated equipment?
6.10.2. Key players
6.10.3. Video games available beyond consoles
6.10.4. Value chain via an ISP
6.10.5. Focus on Playstation Now

List of tables and figures

List of tables and figures

1. Executive Summary
• Growth in the global video game market by segment, 2016-2020
• Distribution of the global video game market per segment, 2016 and 2020
• Distribution of the global video game market per segment, per region, in 2016 (excluding VR)
• Physical video game market vs dematerialized video game market, 2018–2020
• Global toy and smart toy market, 2016-2020
• Sales of UHD TVs per region, 2016-2020

2. Home consoles: successfully winning back players
• Global home console sales 2004-2020
• Global sales of the previous generation of home consoles, 2016-2020
• Home console sales for the top five countries worldwide, in 2016
• Global home console sales in value, 2004-2020
• Distribution of the home console market, in value, by region
• Global sales of home console game software in value, 2016-2020
• Distribution of the home console game software market, in value, by region
• The market for home console game software in dematerialized format in value, per region, 2016-2020
• Breakdown of home console software market, % of value, by type of revenues

3. Handheld consoles: rethink the gamer experience to renew interest
• Global handheld console sales, 2007-2020
• Handheld console sales for the top five countries worldwide, in 2016
• Global handheld console sales, in value, 2007-2020
• Handheld console market, in value, by region
• The market for handheld console game software in value, per region, 2016-2020

4. Mobile gaming: a steady and widespread dynamic
• Global population of tablet players, 2016-2020
• Share of the population playing games on tablets per region, 2016-2020
• Average annual ARPU for tablet games, 2016-2020
• Global tablet game market, in value, 2016-2020
• Global population of smartphone gamers, 2016-2020
• Share of the population playing games on smartphone per region, 2016-2020
• Average annual ARPU for smartphone games, 2016-2020
• Global smartphone game market, in value, 2016-2020
• Global mobile game market and ARPU, in value, 2016-2020
• Global population of smartphone and tablet gamers, 2016-2020
• Share of the population playing games on smartphones and tablets per region, in 2016

5. Computer games
• Types of games on personal computers
• Share of the population playing online computer games, per region, in 2016
• Global population of online computer game players, 2016-2020
• Global online computer games, in value, 2016-2020
• Global population of Free2Play gamers, per segment, 2016-2020
• Global Free2Play market, per segment, in value, 2016-2020
• Market share in volume of sales, tablets, smartphones, and handheld consoles worldwide, 2016-2019

6. Trends
6.1. Changes in the gamer profile
• Changes in the number of people playing video games worldwide, 2010-2020
• Distribution and change in the number of players worldwide, 2016-2020
• Distribution of the number of players per device type, in 2010 and 2020
6.2. Virtual Reality (VR) – Augmented Reality (AR)
• Virtual reality via a dedicated headset
• AR functionality via the Ikea application
• Mixed Reality via HoloLens
• A selection of VR headsets
• Market for VR equipment and software
• Distribution of VR revenue per video game platform
• VR headset with a controller for movement and interaction
• Oculus Rift: Technical Specifications
6.3. E-sport
• Twitch streaming service interface
• VR spectator mode for DOTA 2
• League of Legends Competition
• Live rebroadcast, and on a major channel, of an e-sport finale
• Betting sites, with real money, the most popular in the United States
• Gambling site specializing in Dota 2 virtual goods
6.4. The challenges of multi-screen games
• Second-screen usage grid
• Apple TV: Sales and installed base
• Multi-screen game revenue per segment, 2016-2020
• Share of the population playing online computer games, per region, in 2016
• Distribution of revenue captured by multi-screen games per platform, 2016 and 2020
6.5. Streaming games, the new Eldorado for web giants
• Twitch interface homepage
6.6. Smart toys: more than a growth engine
• Disney Infinity on PS4 starter pack
• Lego Dimensions on Xbox One starter pack
• Relative share of the global smart toy market compared to its reference markets
• Changes in the global market for video toys
6.7. The burden of marketing costs
• Changes in the development costs for home console games
• Changes in the marketing/development costs ratio for home consoles
• Changes in the development costs for games on mobile platforms
• Changes in the marketing/development costs ratio for mobile platforms
6.10. Cloud gaming
• Extract of the GameFly catalog
• Geforce Now streaming service, for Nvidia Shield
• Xfinity Games (Comcast)
• Bbox Games
• Cloud gaming value chain via an ISP
• OTT Cloud gaming value chain
• Selection of titles available on PS Now
• Service availability

DataSet Scope

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Forecasts up to 2020 by geographical zone and by country

Video Game Market (million EUR)
• Home Console Market
• Computer Game Market
• Mobile Game Market
• On Demand TV Game Market
• VR Game Market

Home Console Market
 Hardware
• Home Console Hardware sold (million units)
• Home Console Hardware Installed Base (million units)
• Home console average retail price (EUR)
• Home Console Hardware Market (million EUR)
Software
• Home Console software units sold (million units)
• Home console software average retail price (EUR)
• Home Console software Market (million EUR)

Hanheld Console Market
Hardware
• Handheld Console Hardware sold (million units)
• Handheld Console Hardware Installed Base (million units)
• Handheld console average retail price (EUR)
• Handheld Hardware Market (million EUR)
Software
• Handheld Console software units sold (million units)
• Handheld console software average retail price (EUR)
• Handheld Software Market (million EUR)

Computer Game Market
Offline
• Optical storage PC games sold (million units)
• Optical PC game average retail price (EUR)
• Optical storage PC game market (million EUR)
Online
• Online PC gamers (million)
– Premium video gamers (million)
– Free-to-play video gamers (million)
. o/w online Social Gamers (million)
. o/w Free MMO Online Gamers (million)
. o/w Casual Online Gamers (million)
• Online PC game ARPU (EUR)
• Online PC game market (million EUR)

Mobile Game market
Smartphone
• Smartphone gamers (million units)
• Annual smartphone game ARPU (EUR)
• Smartphone game market (million EUR)
Tablet
• Tablet gamers (million)
• Annual tablet game ARPU (EUR)
• Tablet game market (million EUR)

TV Game Market (Game On Demand)
• Game on demand gamers (million)
• Annual on demand TV game ARPU (EUR)
• Game on demand revenue (million EUR)

Geographic area

Asia-Pacific
  • Australia
  • China
  • Japan
  • New Zealand
  • South Korea
Benelux Europe
  • France
  • Germany
  • Italy
  • Spain
  • United Kingdom
Latin America Middle East & Africa Middle East & North Africa North America
  • Canada
  • United States
World

Other details

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