Report Overview

Juniper Research’s Video Games market research provides a cutting-edge analysis into this vital digital entertainment sector. It evaluates all platforms for video gaming, as well as the impact and market size of this increasingly prominent ecosystem.

The latest research presents the different ways in which video games can be monetised by stakeholders, with a focus on how new business models, from subscription services to cloud gaming, will change the space across all gaming platforms. The impact of this is analysed for the cloud gaming, mobile, console, PC and standalone VR device segments.

The research covers a wide variety of monetisation models, including:
  • Video games purchase revenue
  • In-game purchases & loot boxes
  • Game-based and platform-based subscriptions, including cloud gaming
This research suite includes:
  • Market Trends & Vendor Strategies (PDF)
  • 5-year Market Sizing & Forecast Spreadsheet (Excel)
  • 12 months' access to harvest online data platform
Key Market Statistics
Market size in 2020: $18.6bn
Market size in 2025: $21.7bn
2020 to 2025 CAGR: 3.09%

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Key Features

  • Market Landscape: Assessment of the types of games and monetisation in the market, including discussion of the impact of COVID-19 and other macro trends that will affect the future of the video games.
  • Value Chain Analysis: Analysis of each component of the video games value chain, showing how business models are evolving and incorporating a wider range of monetisation practices. Includes discussion of the following monetisation models:
    • Game purchase and digital storefronts
    • In-game purchases
    • Subscription revenues
    • Advertising spend
  • Video Games Leaderboard: Analyses 15 key video games publishers, including commentary on each player’s strategy. Scored vendors include:
    • Activision-Blizzard
    • Apple
    • Electronic Arts
    • Epic Games
    • Gog.com
    • Google
    • King Digital Entertainment
    • Microsoft
    • NVIDIA
    • Sony
    • Supercell
    • Tencent
    • Ubisoft
    • Valve
    • Zenimax Media
  • Benchmark Industry Forecasts: Market segment forecasts for key video games sectors, including:
    • Cloud Gaming
    • Console Gaming
    • Mobile Gaming
    • PC Gaming

Key Questions Answered

  1. Which monetisation models are most likely to succeed in the modern games market?
  2. How successful will cloud gaming offerings be?
  3. Who will benefit most from cloud gaming and Games-as-a-Service?
  4. What role does hardware have to play in modern games?
  5. Where can mobile games and other platforms benefit each other?

Companies Referenced

Case Studied: Electronic Arts, Epic Games, Google, Niantic, Nintendo, The Pokémon Company.
 
Included in Juniper Research Leaderboard: Activision-Blizzard, Apple, Electronic Arts, Epic Games, GOG.com, Google, King Media Entertainment, Microsoft, NVIDIA, Sony, Supercell, Tencent, Ubisoft, Valve, Zenimax Media.
 
Mentioned: Activision, Inc, Amazon, Apple, Asus, Azure, Blade, Capcom, Chet Faliszek, Disney, the Dutch Gaming Authority, ESPN, Eververse, Facebook, the Gambling Commission, GameFly, Gamesight, GameSpot, GDC (Game Developers Conference), GlobalWebIndex, Hagenuk, the House of Lords, HTC, Hulu, Humble Choice, IGN, Industrial Toys, Kolibri, Konami, LendEU, Lion Studios, LucasArts, McArthur Law, NBA, NFL, Netflix, Next Games, Nokia, OnePlus, Pan European Game Information (PEGI), Razer, Riot Games, Samsung, Sega, Sensor Tower, SIE Worldwide Studios, SK Telecom, Spotify, Steam, Stray Bombay, the Advertising Standards Authority, the University of York, the Wall Street Journal, T-Mobile, Twitch, Ubisoft, Valve, Variety, Verizon, Vivendi Games, Vodafone, Vortex, Walmart, WeGame, WeHype, YouTube, ZhanQi TV.
 

Data & Interactive Forecast

Juniper Research’s latest Video Games forecast includes:
  • PC Gaming forecasts, including:
    • PC platform subscription revenues (including cloud gaming)
    • PC game-based subscription revenues
    • PC in-game content revenue
    • PC game purchase revenue
    • Number of PC games and platform subscribers
    • Number of PC games bought
    • Number of PC games used
    • Number of PCs used for gaming
  • Console Gaming forecasts, including:
    • Number of consoles in use
    • Number of consoles shipped
    • Number of console games used
    • Number of console games bought
    • Number of console games and platform subscribers
    • Console game purchase revenue
    • Console hardware purchase revenue
    • Console in-game content revenue
    • Console game-based subscription revenues
    • Console platform subscription revenues (including cloud gaming)
  • Mobile Gaming forecasts, including
    • Number of smartphones and tablets used for gaming
    • Number of mobile games downloaded
    • Number of mobile games played
    • Number of Pay-Per-Download mobile games downloaded
    • Number of mobile game platform subscribers
    • Mobile game purchase revenue
    • Mobile in-app content revenue
    • Mobile platform subscription revenues (including cloud gaming)
    • Mobile advertising spend
  • Standalone VR gaming forecasts, including:
    • Number of standalone VR headsets in use
    • Number of standalone VR games played
    • Number of standalone VR games bought
    • Standalone VR games purchase revenue
    • Standalone VR games in-game purchase revenue
  • Access to the full set of forecast data of 165 tables and over 40,000 datapoints.
  • Interactive Excel Scenario tool allowing users the ability to manipulate Juniper Research’s data for 50 different metrics.

Geographical splits: 26 countries

Harvest: Our online data platform, harvest, contains the very latest market data and is updated throughout the year. This is a fully featured platform enabling clients to better understand key data trends and manipulate charts and tables, overlaying different forecasts within the one chart - using the comparison tool. Empower your business with our market intelligence centre, and get alerted whenever your data is updated.

Interactive Excels (IFxl): Our IFxl tool enables clients to manipulate both forecast data and charts, within an Excel environment, to test their own assumptions using the Interactive Scenario Tool and compare selected markets side by side in customised charts and tables. IFxls greatly increase a clients’ ability to both understand a particular market and to integrate their own views into the model.

Forecast Summary

We expect the video games market to be worth over $200 billion in 2023; growing at a CAGR of 18% between 2020 and 2023.
  • Cloud gaming will remain under 25% of overall subscription revenue generated in the forecast period. Despite a strong start, we do not expect cloud-based subscriptions to overtake non-cloud subscriptions within the forecast period, because the latter has far freer access to markets which do not have a strong Internet infrastructure, when compared with cloud gaming. In addition, present cloud gaming models are priced higher than their non-cloud counterparts; making them less attractive outside of the affluent regions of North America and Europe. We do however expect that to change as cheaper models become available in China.
  • Overall video game subscriptions will grow at an average rate of 11% per year; reaching over $8 billion in annual revenue in 2023. However, this will not immediately compensate for declining purchase revenue.
  • We anticipate mobile cloud gaming revenue to grow at an average of 11% per annum, as large technology firms join existing specialists in this area. We expect most of the revenue from this growth to go to players like Apple and Google, but it will become more evenly spread throughout the forecast period, as existing games companies enter this space.

Video Games Reports

Date
Price

Full Research Suite

  • Market trends, strategies and forecasts report (pdf)
  • Market data & forecasts - All topic data and interactivity (xls)
  • harvest market data platform (12 months’ online access)  - find out more

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Sep 2020

$3654

€3621

£2990

Research Details

Publisher:
Juniper Research
Published:
07/09/2020
Author(s):
Nicholas Hunt, James Moar
Category:
Innovation & Disruption
Regions:
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
Countries:
Australia, Brazil, Canada, China, Croatia, Denmark, France, Germany, India, Italy, Japan, South Korea, Mexico, Netherlands, New Zealand, Norway, Poland, Portugal, Russian Federation, Saudi Arabia, Singapore, South Africa, Spain, Sweden, UK, USA

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