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Worldwide Digital Games Market
OverviewJuniper Research continues to lead the Games Market Research area, both in terms of breadth and depth - and most importantly, our understanding of the market.

Juniper’s Digital Games research gives a comprehensive analysis of the latest trends and developments, including the methods of content delivery, new technologies and monetisation strategies. It provides a diverse study of the video games ecosystem, including the more traditional formats of PC, Console and Handheld platforms, as well as the newer Mobile and Tablet based games. We also cover the key emerging technologies such as Cloud and VR (Virtual Reality).

Key Features

  • Strategic assessment of key developments along with immediate and anticipated opportunities, across key sectors:
    • Mobile & Tablet
    • PC
    • Console & Handheld
    • Cloud
    • VR (Virtual Reality)
  • An in-depth evaluation of the primary challenges and opportunities facing players across the value chain.
  • Interviews and case studies with leading players:
    • Beeline Interactive
    • Capcom
    • EA
    • GEARS Studios
    • Lionhead Studios
    • Nintendo
    • NVIDIA (Interview)
    • Plumbee (Interview)
    • Rockstar Games
    • SGN (Interview)
    • Sony
    • ustwo
    • Valve Corporation
    • Zynga
  • Key player capability and capacity assessment, together with vendor market positioning matrix.
  • Benchmark industry forecasts for size and growth of the digital games market.
  • Profiles of the key executives driving the sector in our ‘Movers & Shakers’ review.

Key Questions

  1. What are the emerging disruptive technologies in this space?
  2. What impact have digital sales had on traditional software sales?
  3. What is the total market for mobile and online games?
  4. What is the revenue share according to device type?
  5. What are the key challenges facing the mobile games industry?

Companies Referenced

Interviewed: Plumbee, NVIDIA, SGN.
Profiled: Bethesda, Microsoft, Nintendo, NVIDIA, Plumbee, PopCap, Rovio, SGN, Snail Games, Sony, Take-Two, Zynga.
Case Studied: Beeline Interactive (Smurfs’ Village), Bethesda (FalloutThe Elder Scrolls), Capcom Arcade, EA (Sims Social), GEARS Studios (Flappy Bird), Lionhead Studios (Fable Legends), Nintendo (Pokémon), NVIDIA, Rockstar Games (Grand Theft Auto), Sony, Steam, Ustwo (Land’s End), YouTube, Zynga (FarmVille).
2K Games, 3 Minute Games, Activision, Alienware, Amazon, AMD, Amiga, App Annie, Apple, Approxy, Arkane Studios, Atari, Bandai Namco, Commodore, Crytek, EA (Electronic Arts), EDSAC, Endemol, Entertainment Software Association, Facebook, Firaxis, Fox, Futuremark, Gaikai, GAME, G-Cluster, GEARS Studios, GetJar, Google, Hagenuk, HTC, Hulu, Imangi Studios, Infogrames, Intel, JOT Automation, Kalydo, Kickstarter, King, LINE Corporation, Lionhead Studios, Logitech, Machine Games, Mattel, Microvision, Mindjolt, Mob Science, Mojang AB, Monolith Soft, MySpace, Namco, Napster, NetEase, Netflix, Netmarble, Niantic Labs, Nokia, Oasys Mobile, Oculus, OnLive, Origin, Patreon, Playfish, Qualcomm, Quickspin, Samsung, Sanders Associates, Sega, Sierra On-Line, SpawnApps, Supercell, Suzhou Snail Digital Technology, Tencent, Twitter, Valve, Warner Bros, Zenimax Media.

Data & Interactive Forecast

Juniper Research’s highly granular interactive Excels (IFxls) enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions by using the Interactive Scenario Tool, and compare select markets and sectors side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.
The forecast suite includes:
  • Country level splits for US, Canada, Germany, UK, Japan, and South Korea as well as 8 key regions.
  • Market split by platform:
    • Smartphones
    • Featurephones
    • Tablets
    • PCs/Laptops
    • Console
    • Handheld
    • VR (Virtual Reality)
    • Cloud
  • Market split by Service Type:
    • Pay per Download
    • In-app Purchases
    • Subscription & Advertising
  • Mobile & Tablet Games market split by genres:
    • Action & Arcade
    • Social & Casual
    • Racing & Sports
    • RPG & Strategy
  • Interactive Scenario Tool allowing users to manipulate Juniper’s data for 24 different metrics.
  • Access to the full set of forecast data of 269 tables and over 24,000 data points.

Research Options

All research reports now come with an enterprise-wide licence

Worldwide Digital Games Market: 2015-2020

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Juniper’s Digital Games research gives a comprehensive analysis of the latest trends and developments, including the methods of content delivery, new technologies and monetisation strategies. Featuring expert market analysis allied to a combination of new and updated forecasts, this report is an essential guide for any digital games stakeholder.

The research suite includes:
  1. Executive Summary - Slide deck summarising key trends, competitive analysis and market forecasts, allied to a series of strategic recommendations for players across the value chain (PPT).
  2. Market Trends & Competitive Landscape - Strategic analysis of market dynamics, drivers and trends, together with Juniper’s Digital Games player capability assessment and matrix (PDF).
  3. Market Sizing & Forecasts - Regional and sector prospects analysis together with 5 year forecasts for key metrics, including user data and revenue (PDF).
  4. Interactive Forecast Excel – Highly granular dataset comprising of more than 24,000 datapoints, allied to an Interactive Scenario tool giving user the ability to manipulate Juniper’s data (Interactive XL).
Download a summary of the table of contents and forecasts above, or request a detailed list of every table and chart via

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Research Details

Lauren Foye
Content & Applications
8 Key Regions - includes North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East
Canada, Germany, Japan, South Korea, UK

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