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Games - Worldwide

Worldwide
  • Revenue in the Games market worldwide is projected to reach US$522.46bn in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 7.25%, leading to a projected market volume of US$691.31bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to account for US$141.84bn in 2025.
  • Within the Games market, the number of users is anticipated to reach 3.0bn users by 2029.
  • User penetration is forecasted to be 34.4% in 2025 and is projected to increase to 37.5% by 2029.
  • The average revenue per user (ARPU) is expected to be US$60.58.
  • The global Games in the Media market is increasingly embracing immersive technologies, with countries like the United States leading in innovative gaming experiences.

Revenue

Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Jan 2025

Source: Statista Market Insights

Notes: The growth rates shown are based on the year 2022. The growth rates of the drivers in the waterfall chart are calculated based on USD values only. Using a different currency than USD will not have an effect on the drivers' growth rates, but data might change due to the conversion.

Most recent update: Mar 2024

Source: Statista Market Insights

Most recent update: Jan 2025

Source: Statista Market Insights

Analyst Opinion

The Games Market within the Media Market worldwide is witnessing considerable growth, fueled by factors like the surge in mobile gaming, advancements in technology, and a growing community of gamers seeking immersive experiences and social interactions online.

Customer preferences:
Consumers are increasingly drawn to interactive and narrative-driven gaming experiences, reflecting a desire for deeper engagement and storytelling. The rise of esports has transformed gaming into a spectator sport, appealing to diverse demographics, including younger audiences and women. Additionally, the demand for cross-platform play highlights a preference for social connectivity, enabling gamers to engage with friends regardless of their device. This shift is fueled by the integration of gaming into everyday social interactions and lifestyle choices, fostering a vibrant, global gaming community.

Trends in the market:
Globally, the Games Market is experiencing a surge in cloud gaming services, enabling players to access high-quality games without the need for expensive hardware. In Asia, mobile gaming continues to dominate, with innovative monetization strategies and in-game purchases driving revenue. In North America, the rise of subscription-based gaming models is changing how consumers access and engage with games, promoting a shift towards long-term player retention. Meanwhile, Europe is seeing increased investment in indie games, fostering diversity in storytelling and gameplay experiences.

Local special circumstances:
In the United States, the Games Market thrives on a robust tech ecosystem, with a strong emphasis on esports and competitive gaming, fueled by substantial investment from venture capital and media partnerships. In Mainland China, regulatory restrictions shape the market, with strict approval processes for game releases driving developers to innovate within compliance, particularly in mobile and social gaming. Japan's rich gaming culture, combined with a preference for narrative-driven experiences, fosters a thriving market for both AAA titles and indie developments. In the United Kingdom, a vibrant indie scene is supported by government funding and cultural diversity, leading to unique storytelling that resonates with local audiences.

Underlying macroeconomic factors:
The Games Market within the Media Market is significantly influenced by macroeconomic factors such as technological innovation, consumer spending trends, and government policies. In regions with strong economic growth, like the United States, disposable income levels encourage spending on gaming, driving demand for both hardware and software. Conversely, in markets like Mainland China, regulatory hurdles can stifle growth despite a large user base, as compliance costs impact developers' profitability. Additionally, fiscal incentives for game development in countries like the United Kingdom foster creativity and diversity, enhancing the global competitiveness of their gaming sectors.

Users

Most recent update: Jan 2025

Source: Statista Market Insights

Global Comparison

Most recent update: Jan 2025

Source: Statista Market Insights

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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Key Market Indicators

Notes: Based on data from IMF, World Bank, UN and Eurostat

Most recent update: Jan 2025

Source: Statista Market Insights

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