World Video Game Markets - Trends, analyses and in-depth market outlook

Published: June 2016
No. of Pages: 0

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 consoles
  • Handheld consoles
  • Mobile gaming
  • Computer 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.

Database structure

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 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)

Geographical coverage



  • China
  • Japan
  • South Korea
  • Australia & New Zealand
  • Rest of Asia Pacific


  • Europe - Middle East & Africa
  • MEA
  • Europe
  • Central & Eastern Europe
  • Western Europe
  • Benelux
  • Italy
  • United Kingdom
  • France
  • Nordic Countries
  • Germany
  • Spain
  • Rest of Western Europe

Latin America

  • Brazil
  • Rest of Latin America

North America

  • Canada
  • USA

Published By: iDate Research
Product Code: iDate Research112

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