世界のゲーミング市場予測 2025-2032年

出版社 Inkwood Research
出版年月 2025年3月

GLOBAL GAMING MARKET FORECAST 2025-2032

世界のゲーミング市場予測 2025-2032年
Global Gaming Market by Type (Online, Offline) Market by Component (Software, Hardware) Market by Platform (Console Gaming, Mobile Gaming, PC Gaming, Cloud Gaming) Market by Genre (Adventure/Role Playing Games, Puzzle Games, Social Games, Strategy Games, Simulation Games, Other Genres) Market by Monetization Model (In-App Advertising, Subscriptions, In-Game Purchases, Free-to-Play (F2P)) Market by Age Demographic (Children (Under 18), Adults (18 – 44), Seniors (45+)) Market by Distribution Channel (Physical Retail, Digital Distribution) by Geography

The global gaming market was valued at $230.96 billion in 2024 and is expected to reach $349.89 billion by 2032, growing at a CAGR of 5.39% during the forecast period 2025-2032. The base year considered for the study is 2024, and the estimated period is between 2025 and 2032.

世界のゲーミング市場は 2024 年に 2,309.6 億ドルと評価され、2032 年までに 3,498.9 億ドルに達すると予想されており、2025 年から 2032 年の予測期間中に 5.39% の CAGR で成長します。調査の基準年は 2024 年で、推定期間は 2025 年から 2032 年の間です。

The gaming industry has transformed into a dynamic and innovative sector fueled by technological advancements and a rapidly expanding global user base. From its roots in simple arcade games, the industry has evolved into immersive, high-definition experiences powered by cutting-edge hardware, cloud computing, and artificial intelligence.

ゲーム業界は、技術の進歩と急速に拡大する世界的なユーザー基盤に支えられ、ダイナミックで革新的な分野へと変貌を遂げました。シンプルなアーケードゲームから始まったゲーム業界は、最先端のハードウェア、クラウドコンピューティング、人工知能を活用した没入感のある高解像度の体験へと進化しました。

世界のゲーミング市場予測 2025-2032年
gaming-market-growth-inkwood-research

The widespread adoption of mobile gaming has further democratized access, bringing games to billions of users worldwide. The rise of eSports has introduced a competitive gaming culture with a massive global audience, creating new revenue streams and professional opportunities.

Emerging technologies like virtual reality (VR), augmented reality (AR), and blockchain are reshaping the gaming landscape, providing personalized, immersive, and secure experiences.

Opportunities are emerging in untapped markets, cross-platform gaming ecosystems, and the expansion of gaming into social and educational sectors. This ongoing growth highlights the industry’s ability to adapt and engage diverse audiences, solidifying its position as a key player in the global entertainment landscape.

REPORT SYNOPSIS

REPORT SCOPE DETAILS
Market Forecast Years 2025-2032
Base Year 2024
Market Historical Years 2018-2023
Forecast Units Revenue ($ Billion)
Segments Analyzed Type, Component, Platform, Genre, Monetization Model, Age Demographic, and Distribution Channel
Geographies Analyzed North America, Europe, Asia-Pacific, and Rest of World
Companies Analyzed Bethesda Softworks LLC, Electronic Arts Inc, Gameloft SE (Acquired by Vivendi), Microsoft Corporation, Nexon Co Ltd, Nintendo Co Ltd, NVIDIA, Rockstar Games Inc, Sega Corporation, Sony Interactive Entertainment, Square Enix Holdings Co Ltd, Ubisoft Entertainment SA, Zynga

Global Gaming Industry | Top Market Trends

  • The rise of indie game development has contributed to gaming sector growth, driven by the accessibility of crowdfunding platforms like Kickstarter, Indiegogo, and Patreon.
  • These platforms enable independent developers to secure funding directly from the gaming community, bypassing traditional publishing channels and accelerating industry expansion.
  • Indie developers often concentrate on innovative and niche gaming genres, crafting unique experiences that appeal to specific audience segments. For instance, the game Hollow Knight successfully raised funding through Kickstarter and went on to become a critically acclaimed title.
  • On the other hand, the growing emphasis on cross-platform gaming is reshaping user experiences, enabling players to access their favorite titles across multiple gaming platforms seamlessly.
  • By bridging gaps between console gaming, PCs, and mobile devices, this approach enhances user engagement and fosters a sense of community within both eSports and casual gaming.
  • For example, games like Fortnite and Call of Duty: Warzone have adopted cross-platform play, allowing players across different systems to compete and collaborate. The development of unified cloud-based gaming solutions reinforces this trend, enabling gamers to seamlessly transition between devices without losing progress.

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タイトル Single User Price (USD)
世界のゲーミング市場予測 2025-2032年 GLOBAL GAMING MARKET FORECAST 2025-2032 USD 2,900
ブラジルのゲーミング市場予測 2025-2032年 BRAZIL GAMING MARKET FORECAST 2025-2032 USD 1,100
インドネシアのゲーミング市場予測 2025-2032年 INDONESIA GAMING MARKET FORECAST 2025-2032 USD 1,100
日本のゲーミング市場予測 2025-2032年 JAPAN GAMING MARKET FORECAST 2025-2032 USD 1,100
北米のゲーミング市場予測 2025-2032年 NORTH AMERICA GAMING MARKET FORECAST 2025-2032 USD 1,600
欧州のゲーミング市場予測 2025-2032年 EUROPE GAMING MARKET FORECAST 2025-2032 USD 1,600
アジア太平洋地域のゲーミング市場予測 2025-2032年 ASIA-PACIFIC GAMING MARKET FORECAST 2025-2032 USD 1,600