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The major players covered in the report are Aeria Games GmbH, Electronic Arts, Blizzard Entertainment, Inc., Tencent Holdings, NetEase, Zhejiang Century Huatong Group

DOUGLAS, ISLE OF MAN, Nov. 16, 2022 / — Entertainment Games Market Size Analysis:

The global entertainment games market is estimated to be worth around USD** Billion in 2020 and is projected to reach a value of USD** Billion by 2028, growing at a CAGR of **% during the forecast period. The entertainment games market depends on factors such as the popularity of digital games and the number of platforms to play them.

Companies in the entertainment and gaming industries operate by producing, selling, and primarily catering products such as PC games, portable gaming software, and gaming devices to distributors or retailers. The global entertainment and gaming industry has grown into a massive industry that generates huge revenue while contributing to the global economy and providing entertainment to consumers. Essentially, the global gaming and entertainment market is directly influenced by the growing number of users who consider gaming as their top priority and the best entertainment and leisure tool. Since advanced technology has made a big difference, consumers today want an exciting world of interactive entertainment at their fingertips, which has led to the strong growth of the industry.

Here are some of the key findings of the report:

The entertainment games market is expected to reach USD**. ** billion by 2028.

• The market is driven by factors such as the growing popularity of mobile games, the increasing number of casual gamers and the availability of free games.
• North America is expected to have the largest market for entertainment games, followed by Europe and Asia-Pacific.
• Major players in the entertainment games market include Electronic Arts, King Digital Entertainment, Nintendo, Activision Blizzard and Zynga.

COVID-19 scenario:

As the COVID-19 pandemic continues, the entertainment games market is expected to grow. The growing popularity of mobile and online games is one of the main drivers of this growth. Additionally, the growing number of people working from home and spending more time indoors is also driving the market growth.

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The following segments are covered in the report:

By type
• Single person
• Multi-person machine for one person
• Lots of people and lots of machines

By request
• PC games
• Mobile games
• Television games
• Others

Regional shares:

The North American entertainment gaming market is driven by factors such as the availability of high-speed internet connections, increasing disposable incomes, and the presence of a large number of gaming companies in the region. Additionally, the region has a large base of early adopters of new technologies, which has led to significant growth in the number of players in recent years.

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Key Players Profiled in the Market Report:

The report provides an in-depth analysis of major market players, including their business overview, product offerings, and recent developments. Some of the major players profiled in the report include Aeria Games GmbH, Electronic Arts, Inc., Blizzard Entertainment, Inc., Tencent Holdings, NetEase, Zhejiang Century Huatong Group, 37 Interactive Entertainment, PopCap Games, Inc., Activision Blizzard, Inc. ., Behavior Interactive, Inc., DeNA Co., Ltd., Supercell, Konami Holdings Corporation, Peak Games, Etermax, Supercell, Rovio Entertainment Corporation, SYBO Game, GREE, Inc., Pretty Simple, Miniclip SA, Perfect World, YOUZU Interactive, Giant Network Group, Hubei Century Network Technology, Shanghai yaoji technology, Electronic Soul Interactive Technology, Playtech plc, Social Point, Wooga GmbH, Zynga, Inc., King Digital Entertainment plc, Nintendo Co. Ltd., Riot Games, Inc., Sega Holdings Co., Ltd., Apple, Inc., Google LLC

This report provides answers to important questions:

• Analysis of the impact of COVID-19 on the global entertainment games industry
• What are the current market trends and dynamics in the entertainment games market, and what are the exciting opportunities for emerging players?
• What is driving the entertainment games market?
• What are the main challenges to market growth?
• Which segment represents the fastest CAGR during the forecast period?
• Which product type segment has the largest market share and why?
• Are low- and middle-income economies investing in the entertainment games market?
• Key growth pockets based on regions, types, applications, and end-users
• What is the market trend and dynamics in emerging markets such as Asia-Pacific, Latin America, Middle East and Africa?

Separate data points from this report:

• Statistics on entertainment games and spending worldwide
• Recent trends in different regions in terms of adoption of entertainment games across industries
• Notable developments are taking place in the industry.
• Attractive investment proposals for segments as well as geography
• Comparative scenario for all segments for the years 2018 (actual) and 2028 (forecast)


1 Presentation of the report
1.1 Scope of the study
1.2 Market Analysis by Type
1.2.1 Global Entertainment Games Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
1.2.2 Single person
1.2.3 Individual machine for several people
1.2.4 Many people and many machines
1.3 Market by Application
1.3.1 Global Entertainment Games Market Share by Application: 2017 VS 2021 VS 2028
1.3.2 PC games
1.3.3 Mobile games
1.3.4 Game shows
1.3.5 Others
1.4 Objectives of the study
1.5 years considered

2 Global Growth Trends
2.1 Global Entertainment Games Market Outlook (2017-2028)
2.2 Entertainment Game Growth Trends by Regions
2.2.1 Entertainment Games Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Video Game Historic Market Size by Regions (2017-2022)
2.2.3 Forecasted Market Size of Video Games by Regions (2023-2028)
2.3 Entertainment Games Market Dynamics
2.3.1 Entertainment Games Industry Trends
2.3.2 Entertainment Games Market Drivers
2.3.3 Entertainment Games Market Challenges
2.3.4 Entertainment Games Market Constraints

3 Competition Landscape by Key Players
3.1 Global Top Entertainment Game Players by Revenue
3.1.1 Global Top Entertainment Game Players by Revenue (2017-2022)
3.1.2 Global Entertainment Game Revenue Market Share by Players (2017-2022)
3.2 Global Entertainment Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Gamers Covered: Ranking by Entertainment Games Revenue
3.4 Global Video Games Market Concentration Ratio
3.4.1 Global Entertainment Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Entertainment Games Revenue in 2021
3.5 Entertainment Games Key Players Head office and Area Served
3.6 Key Players Entertainment Game Product Solution and Service
3.7 Date of Enter into Entertainment Games Market
3.8 Mergers and acquisitions, expansion plans

4 Entertainment Games Breakdown Data by Type
4.1 Global Video Game Historic Market Size by Type (2017-2022)
4.2 Global Entertainment Games Market Size Forecast by Type (2023-2028)

5 Entertainment Games Breakdown Data by Application
5.1 Global Entertainment Games Historic Market Size by Application (2017-2022)
5.2 Global Entertainment Games Market Size Forecast by Application (2023-2028)

6 North America
6.1 North America Video Game Market Size (2017-2028)
6.2 North America Video Game Market Size by Country (2017-2022)
6.3 North America Video Game Market Size by Country (2023-2028)
6.4 United States
6.5 Canada

7.1 Europe Video Game Market Size (2017-2028)
7.2 Europe Video Game Market Size by Country (2017-2022)
7.3 Europe Video Game Market Size by Country (2023-2028)
7.4 Germany
7.6 United Kingdom
7.7 Italy
7.8 Russia
7.9 Nordic countries

*More companies can be added in the detailed report.

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