Market Overview
Global Video Games and Consoles Market Highlights
- Between 2026 and 2031, the global video games and consoles industry is expected to generate USD 54.3 billion in incremental growth.
- In terms of segment, video game software accounted for a revenue of USD XX million in 2025.
- The e-commerce channel accounted for XX% of total sales in 2025, with a CAGR of XX% during the forecast period.
- A compound annual growth rate of 5.44% is projected for the market between 2026 and 2031.
Published in 2026, this report presents a quantitative profile of the global video games and consoles market. It combines historical trends from 2021 onward with a forward-looking outlook to 2031, helping consultants and investors identify growth patterns and assess market dynamics.
What This Report Covers
Annual market size figures expressed in (USD), spanning 2021 to 2031. The dataset includes both historical actuals and forecasts, along with CAGR calculations for historical and projected periods.Market Segmentation
The following outlines the segmentation of the global video games and consoles market:Product type: gaming hardware (gaming headsets/handheld games consoles/stationary consoles), video game software (console games/mobile games/online games and subscriptions/PC games)
Distribution channel: e-commerce, electronics stores, small grocery stores, supermarkets/hypermarkets, toy/games stores, others
Region: Asia Pacific, Europe, Latin America, Middle East and Africa, North America
Macroeconomic and Demographic Indicators
Supporting context includes:Total population
Consumer Price Index (CPI)
Gross Domestic Product (GDP)
Per capita consumption
Consumer spending as a percentage of GDP
These variables enhance understanding of consumption potential and macroeconomic trends affecting the market.
Competitive Landscape: Market Share Analysis
The report provides an overview of market share among leading firms in the global video games and consoles sector, reflecting a mix of established brands and emerging competitors. Companies profiled include: Bandai Namco Holdings, Inc., ByteDance Ltd., Capcom Co., Ltd., CyberAgent, Inc., DELiGHTWORKS Inc., Electronic Arts, Inc., Epic Games, Inc., G-bits Network Technology Xiamen Co., Ltd., Konami Group Corporation, Krafton, Inc., Meta Platforms, Inc., Microsoft Corp., miHoYo Co., Ltd., Mixi, Inc., NCSoft Corporation, NetEase, Inc. (Yanxuan), Netmarble Corp., Nexon Co., Ltd., NHN Corp., Niantic, Inc., Nintendo Co., Ltd., Playrix Entertainment LLC, Playtika Holding Corp., Roblox Corporation, Scopely, Inc., Sea Limited, Sega Sammy Holdings, Inc., SmileGate, Inc., Sony Corporation, Square Enix Holdings Co., Ltd., Take-Two Interactive Software, Inc., Tencent Holdings Ltd., Ubisoft Entertainment SA, Valve Corporation, Vivendi SE, Wargaming Group Limited, Wuhu Shunrong Sanqi Interactive Entertainment Network Technology Group Co., Ltd., etc.This report delivers comprehensive market share data for key players in the total video games and consoles market, complemented by segment-specific analysis for video games and consoles, gaming hardware, gaming headsets, handheld games consoles, stationary consoles, video game software, console games, mobile games, online games and subscriptions and PC games categories.
Market share analysis covered in the report:
Global video games and consoles market share
Global gaming hardware market share
Global gaming headsets market share
Global handheld games consoles market share
Global stationary consoles market share
Global video game software market share
Global console games market share
Global mobile games market share
Global online games and subscriptions market share
Global PC games market share
Why Choose This Report?
Designed as a concise yet in-depth data snapshot, this publication is tailored for professionals seeking accurate, timely, and actionable quantitative insights. Whether you're a market entrant, investor, or established player, the report is built to support robust business decisions with confidence.Request a redacted sample to preview the data structure and presentation quality before purchase.
Deliverables Include
Professionally structured PDF reportFull EXCEL databook with year-by-year figures and multi-dimensional segmentation from 2021 to 2031
Table of Contents
TABLE OF CONTENTSMarket Segmentation
Market Overview
Global Video Games and Consoles Market - Product Type Analysis
Global Video Games and Consoles Market - Distribution Channel Analysis
Global Video Games and Consoles Market - Region Analysis
Company/Brand Shares Analysis
Macroeconomic Data and Forecast
Research Methodology
Disclaimer
FIGURES AND TABLES
Table Global Video Games and Consoles Market 2021-2031
Chart Global Video Games and Consoles Market, Net Growth, 2021-2031
Chart Global Video Games and Consoles Market, Growth Rates, 2021-2031
Table Global Video Games and Consoles Market by Product Type, 2021-2031
Chart Global Video Games and Consoles Market by Product Type, CAGR Historic and Forecast, 2021-2031
Chart Global Video Games and Consoles Market by Product Type, 2021-2031
Table Global Video Games and Consoles Market by Distribution Channel, 2021-2031
Chart Global Video Games and Consoles Market by Distribution Channel, CAGR Historic and Forecast, 2021-2031
Chart Global Video Games and Consoles Market by Distribution Channel, 2021-2031
Table Global Video Games and Consoles Market by Region, 2021-2031
Chart Global Video Games and Consoles Market by Region, CAGR Historic and Forecast, 2021-2031
Chart Global Video Games and Consoles Market by Region, 2021-2031
Table Global Video Games and Consoles Market Share (%), by Companies, 2021-2025
Chart Global Video Games and Consoles Market, by Companies, 2025
Table Global Video Games and Consoles Market Share (%), by Brands, 2021-2025
Chart Global Video Games and Consoles Market, by Brands, 2025
Table Global - Population (Millions) and Forecast
Table Global - Consumer Price Index (CPI) and Forecast
Table Global - Gross Domestic Product and Forecast
Table Global Video Games and Consoles Market: Spend as a Proportion of GDP (%)
Table Global Video Games and Consoles Market: Consumption per Capita (Population)
Companies Mentioned
The companies featured in this report include:Bandai Namco Holdings, Inc.
ByteDance Ltd.
Capcom Co., Ltd.
CyberAgent, Inc.
DELiGHTWORKS Inc.
Electronic Arts, Inc.
Epic Games, Inc.
G-bits Network Technology Xiamen Co., Ltd.
Konami Group Corporation
Krafton, Inc.
Meta Platforms, Inc.
Microsoft Corp.
miHoYo Co., Ltd.
Mixi, Inc.
NCSoft Corporation
NetEase, Inc. (Yanxuan)
Netmarble Corp.
Nexon Co., Ltd.
NHN Corp.
Niantic, Inc.
Nintendo Co., Ltd.
Playrix Entertainment LLC
Playtika Holding Corp.
Roblox Corporation
Scopely, Inc.
Sea Limited
Sega Sammy Holdings, Inc.
SmileGate, Inc.
Sony Corporation
Square Enix Holdings Co., Ltd.
Take-Two Interactive Software, Inc.
Tencent Holdings Ltd.
Ubisoft Entertainment SA
Valve Corporation
Vivendi SE
Wargaming Group Limited
Wuhu Shunrong Sanqi Interactive Entertainment Network Technology Group Co., Ltd.