Market Research Report

Global Video Game Publisher Market Insights, Size, and Forecast By Game Genre (Action, Adventure, Role-Playing Game, Simulation, Sports), By Target Audience (Children, Teenagers, Adults), By Platform (Console, PC, Mobile, Cloud), By Publishing Model (Full Price Retail, Freemium, Subscription, Free-to-Play), By Region (North America, Europe, Asia-Pacific, Latin America, Middle East and Africa), Key Companies, Competitive Analysis, Trends, and Projections for 2026-2035

Report ID:71300
Published Date:Jan 2026
No. of Pages:229
Base Year for Estimate:2025
Format:
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Key Market Insights

Global Video Game Publisher Market is projected to grow from USD 255.8 Billion in 2025 to USD 472.1 Billion by 2035, reflecting a compound annual growth rate of 8.7% from 2026 through 2035. The global video game publisher market encompasses the development, marketing, distribution, and monetization of video games across various platforms and genres. This dynamic industry is driven by several key factors including the increasing global internet penetration, the widespread adoption of smartphones and high-speed mobile internet, and continuous advancements in gaming technology such as virtual reality, augmented reality, and cloud gaming. The market is also propelled by the growing popularity of esports and live streaming, which significantly expands game visibility and player engagement. Furthermore, the rise of free to play models coupled with in game purchases and subscriptions has democratized access to gaming, attracting a broader audience. Important trends shaping the market include the consolidation of publishing houses through mergers and acquisitions, the strategic focus on live service games for sustained revenue, and the increasing emphasis on cross platform playability to maximize reach. Additionally, the development of localized content to cater to diverse cultural preferences and the integration of artificial intelligence for enhanced game development and player experience are notable trends. However, the market faces restraints such as intense competition from established and indie developers, increasing game development costs, and challenges related to intellectual property infringement and piracy. Regulatory scrutiny over data privacy and in game monetization practices also poses a restraint.

Global Video Game Publisher Market Value (USD Billion) Analysis, 2025-2035

maklogo
8.7%
CAGR from
2025 - 2035
Source:
www.makdatainsights.com

Despite these challenges, significant opportunities exist for market expansion. The emergence of new markets in developing regions, particularly through mobile gaming, presents a substantial growth avenue. The continuous innovation in hardware, like next generation consoles and powerful gaming PCs, fuels demand for cutting edge titles. Furthermore, the convergence of gaming with other entertainment industries, such as film and music, opens new cross promotional and revenue generation possibilities. The increasing adoption of subscription based gaming services offers predictable revenue streams and expands the player base by making a wide library of games accessible. The Asia Pacific region stands as the dominant force in the global video game publisher market, driven by its vast population, high smartphone penetration, and a strong cultural affinity for gaming, particularly mobile gaming. Countries within this region have a robust ecosystem for game development and a highly engaged player base.

The Middle East and Africa is projected to be the fastest growing region in the market. This rapid growth is attributed to increasing internet penetration, a burgeoning youth population with disposable income, and rising investment in digital infrastructure. The region is witnessing a significant uptake in mobile gaming and a growing interest in competitive esports, attracting major publishers to localize content and expand their presence. Key players in this highly competitive market include Activision Blizzard, Electronic Arts, Sony Interactive Entertainment, Tencent, Ubisoft, Square Enix, Bandai Namco Entertainment, SEGA, CI Games, and Riot Games. These companies employ various strategies to maintain their market leadership, including acquiring successful development studios, investing heavily in research and development for new game engines and technologies, and forming strategic partnerships to expand their distribution networks. They also focus on developing strong intellectual properties, leveraging data analytics for personalized player experiences, and actively participating in the esports ecosystem to build brand loyalty and visibility. Furthermore, publishers are increasingly adopting diversified monetization strategies, including battle passes, season passes, and premium content, to cater to varied player preferences and maximize revenue.

Quick Stats

  • Market Size (2025):

    USD 255.8 Billion
  • Projected Market Size (2035):

    USD 472.1 Billion
  • Leading Segment:

    Mobile (51.2% Share)
  • Dominant Region (2025):

    Asia Pacific (48.2% Share)
  • CAGR (2026-2035):

    8.7%

What are the Key Drivers Shaping the Global Video Game Publisher Market

Expanding Digital Distribution & Monetization Models

Publishers are aggressively diversifying how games reach players and generate revenue. Gone are the days of relying solely on physical game sales. Digital storefronts like Steam, PlayStation Store, and Xbox Marketplace offer direct distribution, cutting out intermediaries and increasing profit margins. Subscription services such as Xbox Game Pass and PlayStation Plus provide recurring revenue streams and attract broader audiences with vast libraries. Furthermore, in game purchases, battle passes, and downloadable content offer ongoing monetization opportunities long after initial game release. This multi faceted approach maximizes reach, enhances player engagement, and creates sustainable income streams crucial for sustained growth in the dynamic global video game market.

Rise of Mobile Gaming & Emerging Markets

The ascendance of mobile gaming, particularly within burgeoning economies, represents a powerful growth driver for global video game publishers. Smartphones have become ubiquitous, offering an accessible and often free entry point into gaming for vast populations who may not own traditional consoles or PCs. This widespread adoption, fueled by improving internet infrastructure and affordable devices in regions like Southeast Asia, Latin America, and Africa, unlocks immense untapped player bases. Publishers are capitalizing on this by developing free to play mobile titles supported by in app purchases, localized content, and culturally relevant experiences. The sheer volume of potential new players and the proven monetization strategies inherent in the mobile free to play model are significantly expanding the overall market and publisher revenue opportunities worldwide. This demographic shift and platform preference are fundamental to future industry expansion.

Innovation in Game Development & Cross-Platform Play

Game publishers are increasingly driven to invest in groundbreaking technologies and creative gameplay experiences to capture player attention within the growing video game market. This innovation extends to developing new game genres, refining existing ones with fresh mechanics, and leveraging artificial intelligence for enhanced realism and emergent gameplay. A crucial aspect is enabling seamless play across diverse devices, including PCs, consoles, mobile phones, and cloud platforms. By offering cross-platform compatibility, publishers significantly broaden their potential player base, making their titles accessible to a wider audience regardless of their preferred gaming hardware. This strategy fosters greater player engagement and retention, ultimately contributing to sustained revenue growth and market share expansion for publishers who successfully adapt.

Global Video Game Publisher Market Restraints

Licensing & IP Control

Licensing and IP control presents a significant barrier in the global video game publishing market. Publishers often find themselves constrained by the need to acquire costly licenses for popular intellectual properties, characters, or established franchises. This process involves complex negotiations, substantial upfront payments, and ongoing royalty obligations, directly impacting profit margins. Furthermore, even when developing original IP, publishers face the challenge of protecting their creations from infringement across various platforms and international jurisdictions. Maintaining control over their proprietary content is crucial but resource intensive, requiring legal teams and constant vigilance. This dual pressure of acquiring external licenses and safeguarding internal IP limits flexibility and innovation, making market entry harder for smaller entities and hindering rapid expansion for larger ones.

Platform Exclusivity & Distribution Barriers

Platform exclusivity and distribution barriers significantly restrict the global video game publisher market. Major platform holders like Sony, Microsoft, and Nintendo leverage their established ecosystems to secure exclusive game titles. This practice forces consumers to purchase specific consoles or subscribe to particular digital storefronts to access desired games, creating a walled garden effect. Publishers lacking their own strong distribution channels or a widely adopted platform are heavily reliant on these gatekeepers. They face substantial fees, restrictive terms, service requirements, and limited control over pricing or marketing, hindering their reach and competitive potential. This fragmentation of the market stifles innovation and limits consumer choice.

Global Video Game Publisher Market Opportunities

Unlocking Untapped Revenue Streams in Emerging Gaming Markets

Global video game publishers can capitalize on a significant opportunity by strategically penetrating and expanding within burgeoning emerging markets, notably the Middle East and Africa. These regions harbor substantial untapped revenue streams awaiting activation. The core strategy involves profound localization, ensuring game content, narratives, and user interfaces culturally resonate with diverse local audiences. Publishers must adapt monetization models to align with regional payment preferences and economic conditions, often favoring free to play options and local payment gateways. Prioritizing mobile first experiences is vital, given widespread smartphone adoption. Building strong local communities through targeted marketing and influencer collaborations fosters deep player engagement and loyalty. This proactive approach allows publishers to diversify their income sources, attract a new wave of enthusiastic players, and establish a dominant foothold in markets poised for considerable expansion. Unlocking these regions translates directly into sustained growth and market leadership.

Building Direct-to-Consumer Ecosystems for Enhanced Player Lifetime Value

Global video game publishers can significantly enhance player lifetime value by cultivating robust direct to consumer ecosystems. This involves establishing owned platforms for game distribution, community engagement, and direct player communication, bypassing traditional third party storefronts. By controlling the entire player journey, publishers gain invaluable first party data on preferences, spending habits, and engagement patterns. This data empowers highly personalized content delivery, tailored marketing, and bespoke in game experiences that deeply resonate with individual players. Reduced reliance on platform intermediaries also significantly boosts revenue margins per sale and allows for more flexible monetization models, including subscriptions and exclusive content. A strong direct relationship fosters deeper brand loyalty, strengthens community bonds, and provides immediate feedback loops for continuous improvement. This approach transforms players into long term brand advocates, driving sustained engagement and increasing their overall spending across a publisher's game portfolio.

Global Video Game Publisher Market Segmentation Analysis

Key Market Segments

By Game Genre

  • Action
  • Adventure
  • Role-Playing Game
  • Simulation
  • Sports

By Platform

  • Console
  • PC
  • Mobile
  • Cloud

By Publishing Model

  • Full Price Retail
  • Freemium
  • Subscription
  • Free-to-Play

By Target Audience

  • Children
  • Teenagers
  • Adults

Segment Share By Game Genre

Share, By Game Genre, 2025 (%)

  • Action
  • Adventure
  • Role-Playing Game
  • Simulation
  • Sports
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$255.8BGlobal Market Size, 2025
Source:
www.makdatainsights.com

Why is Mobile dominating the Global Video Game Publisher Market?

Mobile reigns as the dominant platform segment, commanding over half of the market share due to its unparalleled accessibility and reach. Smartphones are ubiquitous, allowing a vast and diverse global audience to engage with games without needing specialized hardware. This widespread availability fosters casual gaming and makes titles easily discoverable through app stores. Furthermore, mobile gaming benefits from innovative publishing models like Freemium and Free to Play, lowering entry barriers and attracting millions of users who can then choose to make in-app purchases, driving substantial revenue.

How do various publishing models influence growth across the Global Video Game Publisher Market?

Publishing models are pivotal in shaping market dynamics. Freemium and Free to Play models are particularly impactful, especially on mobile and PC platforms, by allowing players to access core content without an upfront cost. This strategy significantly expands user bases, with revenue generated through in-game transactions, advertisements, or premium content unlocks. In contrast, Full Price Retail and Subscription models, while still strong on console and PC, typically cater to a more dedicated player base willing to invest upfront for premium experiences or ongoing access to a content library.

How do diverse target audiences influence game genre development in the Global Video Game Publisher Market?

The varied target audience segments — Children, Teenagers, and Adults — profoundly influence game genre development and publishing strategies. Publishers tailor specific genres to resonate with these groups. Children's games often focus on educational or simple casual experiences, while Teenagers are frequently drawn to Action, Adventure, and Role Playing Game titles offering complex narratives and competitive play. Adults, meanwhile, engage with a broader spectrum, including sophisticated Simulation games, strategic Role Playing Games, and competitive Sports titles, ensuring a wide array of content is consistently developed to meet demand across all demographics.

Global Video Game Publisher Market Regulatory and Policy Environment Analysis

The global video game publishing market navigates a diverse and increasingly complex regulatory landscape. Content approval and censorship vary significantly by region, with China imposing particularly strict requirements on game themes and visuals, impacting market access. Age rating systems like PEGI, ESRB, and CERO are standard globally, often influencing marketing and distribution. Data privacy regulations, including GDPR and similar frameworks worldwide, demand robust player data protection and transparent usage policies. Consumer protection is a growing focus, with intense scrutiny on monetization practices such as loot boxes and microtransactions, which some jurisdictions classify as gambling or predatory. Intellectual property rights remain critical for combating piracy and protecting original content. Additionally, anti money laundering efforts and digital services taxes further add to compliance overheads, creating a mosaic of national and regional legal frameworks that publishers must constantly monitor and adhere to.

Which Emerging Technologies Are Driving New Trends in the Market?

The global video game publisher market is experiencing significant expansion, propelled by transformative innovations. Cloud gaming continues to redefine accessibility, broadening player bases by eliminating hardware constraints and fostering subscription model growth. Artificial intelligence is revolutionizing game development, enhancing procedural content generation, crafting more dynamic NPC behaviors, and powering hyper personalized player experiences. Publishers leverage AI for predictive analytics, optimizing monetization strategies and live service content delivery.

Emerging technologies like extended reality VR, AR, XR are opening new immersive gameplay paradigms, pushing boundaries for interactive storytelling and social engagement. Blockchain and Web3 integration promise new ownership models for digital assets and decentralized economies, though adoption remains cautious. Cross platform play and persistent metaverse environments are also key, fostering deeper community connections and extending game lifespans. These advancements collectively empower publishers to innovate content, engage audiences, and explore novel revenue streams in an evolving digital landscape.

Global Video Game Publisher Market Regional Analysis

Global Video Game Publisher Market

Trends, by Region

Largest Market
Fastest Growing Market
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48.2%

Asia-Pacific Market
Revenue Share, 2025

Source:
www.makdatainsights.com

Dominant Region

Asia Pacific · 48.2% share

Asia Pacific stands as the unequivocal dominant region in the global video game publisher market, commanding a substantial 48.2% market share. This robust performance is primarily driven by several key factors. The region boasts a massive and ever growing gaming population, particularly in countries like China, Japan, and South Korea, which are hubs for both development and consumption. Mobile gaming, a significant segment of the market, has seen explosive growth and innovation originating from Asia Pacific publishers. Furthermore, a strong internet infrastructure, high disposable incomes in key markets, and a cultural affinity for gaming contribute to this dominance. The presence of numerous leading publishers headquartered in the region further solidifies its top position.

Fastest Growing Region

Middle East and Africa · 11.4% CAGR

The Middle East and Africa region is poised for significant growth in the global video game publisher market, projected to expand at a robust CAGR of 11.4% from 2026 to 2035. This accelerated expansion is driven by a confluence of factors. Increasing internet penetration and smartphone adoption across the region are creating a larger addressable market for mobile gaming, a dominant segment. Furthermore, a burgeoning youth population with growing disposable incomes is fueling demand for entertainment, including video games. Localized content development and esports initiatives are also gaining traction, further engaging players and attracting investment. Government support for digital infrastructure and creative industries is additionally contributing to this rapid regional uplift.

Impact of Geopolitical and Macroeconomic Factors

Escalating geopolitical tensions are impacting supply chains for hardware dependent publishers and increasing the risk of cyberattacks targeting intellectual property. Regulatory scrutiny over data privacy and monetization of digital content is intensifying, potentially leading to higher compliance costs and limitations on player engagement strategies. Regional protectionism and diverging content censorship policies across key markets create complexities for global content distribution and localization efforts. Political instability in emerging markets poses revenue volatility risks.

Globally, inflation and interest rate hikes are impacting consumer discretionary spending on games and subscription services, while also increasing operational costs for publishers. Currency fluctuations between major markets can significantly affect revenue recognition and profitability for multi national publishers. Labor market tightness, particularly for specialized tech and creative talent, is driving up compensation costs. Macroeconomic slowdowns could further depress advertising revenues within games and impact in app purchase growth.

Recent Developments

  • March 2025

    Sony Interactive Entertainment announced a strategic partnership with CI Games to co-develop a new AAA action-RPG title. This collaboration aims to leverage CI Games' expertise in the genre and Sony's global publishing reach to create a PlayStation exclusive.

  • January 2025

    Tencent completed the acquisition of a controlling stake in SEGA, significantly expanding its footprint in the Japanese and global console markets. This move grants Tencent access to SEGA's extensive IP library and development studios, bolstering its competitive position.

  • November 2024

    Ubisoft launched its new subscription service, 'Ubisoft Plus Premium,' offering day-one access to new releases and a rotating library of classic titles across PC and consoles. This strategic initiative aims to drive recurring revenue and increase player engagement with its extensive catalog.

  • February 2025

    Riot Games announced a major product launch for 'Project F,' its highly anticipated co-op dungeon crawler set in the League of Legends universe. This new title diversifies Riot's portfolio beyond MOBAs and aims to attract a broader audience to its popular IP.

Key Players Analysis

Leading publishers like Tencent, Sony, and Activision Blizzard dominate the global video game market through diverse portfolios spanning PC, console, and mobile. They leverage advanced game engines, cloud gaming, and AI for development, employing strategic acquisitions, esports investments, and subscription models. Market growth is driven by expanding gamer demographics, technological advancements, and the lucrative free to play model.

List of Key Companies:

  1. CI Games
  2. Riot Games
  3. Ubisoft
  4. Square Enix
  5. Bandai Namco Entertainment
  6. Activision Blizzard
  7. Electronic Arts
  8. Sony Interactive Entertainment
  9. SEGA
  10. Tencent
  11. NetEase
  12. Microsoft
  13. TakeTwo Interactive
  14. Bethesda Softworks
  15. Epic Games

Report Scope and Segmentation

Report ComponentDescription
Market Size (2025)USD 255.8 Billion
Forecast Value (2035)USD 472.1 Billion
CAGR (2026-2035)8.7%
Base Year2025
Historical Period2020-2025
Forecast Period2026-2035
Segments Covered
  • By Game Genre:
    • Action
    • Adventure
    • Role-Playing Game
    • Simulation
    • Sports
  • By Platform:
    • Console
    • PC
    • Mobile
    • Cloud
  • By Publishing Model:
    • Full Price Retail
    • Freemium
    • Subscription
    • Free-to-Play
  • By Target Audience:
    • Children
    • Teenagers
    • Adults
Regional Analysis
  • North America
  • • United States
  • • Canada
  • Europe
  • • Germany
  • • France
  • • United Kingdom
  • • Spain
  • • Italy
  • • Russia
  • • Rest of Europe
  • Asia-Pacific
  • • China
  • • India
  • • Japan
  • • South Korea
  • • New Zealand
  • • Singapore
  • • Vietnam
  • • Indonesia
  • • Rest of Asia-Pacific
  • Latin America
  • • Brazil
  • • Mexico
  • • Rest of Latin America
  • Middle East and Africa
  • • South Africa
  • • Saudi Arabia
  • • UAE
  • • Rest of Middle East and Africa

Table of Contents:

1. Introduction
1.1. Objectives of Research
1.2. Market Definition
1.3. Market Scope
1.4. Research Methodology
2. Executive Summary
3. Market Dynamics
3.1. Market Drivers
3.2. Market Restraints
3.3. Market Opportunities
3.4. Market Trends
4. Market Factor Analysis
4.1. Porter's Five Forces Model Analysis
4.1.1. Rivalry among Existing Competitors
4.1.2. Bargaining Power of Buyers
4.1.3. Bargaining Power of Suppliers
4.1.4. Threat of Substitute Products or Services
4.1.5. Threat of New Entrants
4.2. PESTEL Analysis
4.2.1. Political Factors
4.2.2. Economic & Social Factors
4.2.3. Technological Factors
4.2.4. Environmental Factors
4.2.5. Legal Factors
4.3. Supply and Value Chain Assessment
4.4. Regulatory and Policy Environment Review
4.5. Market Investment Attractiveness Index
4.6. Technological Innovation and Advancement Review
4.7. Impact of Geopolitical and Macroeconomic Factors
4.8. Trade Dynamics: Import-Export Assessment (Where Applicable)
5. Global Video Game Publisher Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
5.1. Market Analysis, Insights and Forecast, 2020-2035, By Game Genre
5.1.1. Action
5.1.2. Adventure
5.1.3. Role-Playing Game
5.1.4. Simulation
5.1.5. Sports
5.2. Market Analysis, Insights and Forecast, 2020-2035, By Platform
5.2.1. Console
5.2.2. PC
5.2.3. Mobile
5.2.4. Cloud
5.3. Market Analysis, Insights and Forecast, 2020-2035, By Publishing Model
5.3.1. Full Price Retail
5.3.2. Freemium
5.3.3. Subscription
5.3.4. Free-to-Play
5.4. Market Analysis, Insights and Forecast, 2020-2035, By Target Audience
5.4.1. Children
5.4.2. Teenagers
5.4.3. Adults
5.5. Market Analysis, Insights and Forecast, 2020-2035, By Region
5.5.1. North America
5.5.2. Europe
5.5.3. Asia-Pacific
5.5.4. Latin America
5.5.5. Middle East and Africa
6. North America Video Game Publisher Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
6.1. Market Analysis, Insights and Forecast, 2020-2035, By Game Genre
6.1.1. Action
6.1.2. Adventure
6.1.3. Role-Playing Game
6.1.4. Simulation
6.1.5. Sports
6.2. Market Analysis, Insights and Forecast, 2020-2035, By Platform
6.2.1. Console
6.2.2. PC
6.2.3. Mobile
6.2.4. Cloud
6.3. Market Analysis, Insights and Forecast, 2020-2035, By Publishing Model
6.3.1. Full Price Retail
6.3.2. Freemium
6.3.3. Subscription
6.3.4. Free-to-Play
6.4. Market Analysis, Insights and Forecast, 2020-2035, By Target Audience
6.4.1. Children
6.4.2. Teenagers
6.4.3. Adults
6.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
6.5.1. United States
6.5.2. Canada
7. Europe Video Game Publisher Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
7.1. Market Analysis, Insights and Forecast, 2020-2035, By Game Genre
7.1.1. Action
7.1.2. Adventure
7.1.3. Role-Playing Game
7.1.4. Simulation
7.1.5. Sports
7.2. Market Analysis, Insights and Forecast, 2020-2035, By Platform
7.2.1. Console
7.2.2. PC
7.2.3. Mobile
7.2.4. Cloud
7.3. Market Analysis, Insights and Forecast, 2020-2035, By Publishing Model
7.3.1. Full Price Retail
7.3.2. Freemium
7.3.3. Subscription
7.3.4. Free-to-Play
7.4. Market Analysis, Insights and Forecast, 2020-2035, By Target Audience
7.4.1. Children
7.4.2. Teenagers
7.4.3. Adults
7.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
7.5.1. Germany
7.5.2. France
7.5.3. United Kingdom
7.5.4. Spain
7.5.5. Italy
7.5.6. Russia
7.5.7. Rest of Europe
8. Asia-Pacific Video Game Publisher Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
8.1. Market Analysis, Insights and Forecast, 2020-2035, By Game Genre
8.1.1. Action
8.1.2. Adventure
8.1.3. Role-Playing Game
8.1.4. Simulation
8.1.5. Sports
8.2. Market Analysis, Insights and Forecast, 2020-2035, By Platform
8.2.1. Console
8.2.2. PC
8.2.3. Mobile
8.2.4. Cloud
8.3. Market Analysis, Insights and Forecast, 2020-2035, By Publishing Model
8.3.1. Full Price Retail
8.3.2. Freemium
8.3.3. Subscription
8.3.4. Free-to-Play
8.4. Market Analysis, Insights and Forecast, 2020-2035, By Target Audience
8.4.1. Children
8.4.2. Teenagers
8.4.3. Adults
8.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
8.5.1. China
8.5.2. India
8.5.3. Japan
8.5.4. South Korea
8.5.5. New Zealand
8.5.6. Singapore
8.5.7. Vietnam
8.5.8. Indonesia
8.5.9. Rest of Asia-Pacific
9. Latin America Video Game Publisher Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
9.1. Market Analysis, Insights and Forecast, 2020-2035, By Game Genre
9.1.1. Action
9.1.2. Adventure
9.1.3. Role-Playing Game
9.1.4. Simulation
9.1.5. Sports
9.2. Market Analysis, Insights and Forecast, 2020-2035, By Platform
9.2.1. Console
9.2.2. PC
9.2.3. Mobile
9.2.4. Cloud
9.3. Market Analysis, Insights and Forecast, 2020-2035, By Publishing Model
9.3.1. Full Price Retail
9.3.2. Freemium
9.3.3. Subscription
9.3.4. Free-to-Play
9.4. Market Analysis, Insights and Forecast, 2020-2035, By Target Audience
9.4.1. Children
9.4.2. Teenagers
9.4.3. Adults
9.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
9.5.1. Brazil
9.5.2. Mexico
9.5.3. Rest of Latin America
10. Middle East and Africa Video Game Publisher Market Analysis, Insights 2020 to 2025 and Forecast 2026-2035
10.1. Market Analysis, Insights and Forecast, 2020-2035, By Game Genre
10.1.1. Action
10.1.2. Adventure
10.1.3. Role-Playing Game
10.1.4. Simulation
10.1.5. Sports
10.2. Market Analysis, Insights and Forecast, 2020-2035, By Platform
10.2.1. Console
10.2.2. PC
10.2.3. Mobile
10.2.4. Cloud
10.3. Market Analysis, Insights and Forecast, 2020-2035, By Publishing Model
10.3.1. Full Price Retail
10.3.2. Freemium
10.3.3. Subscription
10.3.4. Free-to-Play
10.4. Market Analysis, Insights and Forecast, 2020-2035, By Target Audience
10.4.1. Children
10.4.2. Teenagers
10.4.3. Adults
10.5. Market Analysis, Insights and Forecast, 2020-2035, By Country
10.5.1. South Africa
10.5.2. Saudi Arabia
10.5.3. UAE
10.5.4. Rest of Middle East and Africa
11. Competitive Analysis and Company Profiles
11.1. Market Share of Key Players
11.1.1. Global Company Market Share
11.1.2. Regional/Sub-Regional Company Market Share
11.2. Company Profiles
11.2.1. CI Games
11.2.1.1. Business Overview
11.2.1.2. Products Offering
11.2.1.3. Financial Insights (Based on Availability)
11.2.1.4. Company Market Share Analysis
11.2.1.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.1.6. Strategy
11.2.1.7. SWOT Analysis
11.2.2. Riot Games
11.2.2.1. Business Overview
11.2.2.2. Products Offering
11.2.2.3. Financial Insights (Based on Availability)
11.2.2.4. Company Market Share Analysis
11.2.2.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.2.6. Strategy
11.2.2.7. SWOT Analysis
11.2.3. Ubisoft
11.2.3.1. Business Overview
11.2.3.2. Products Offering
11.2.3.3. Financial Insights (Based on Availability)
11.2.3.4. Company Market Share Analysis
11.2.3.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.3.6. Strategy
11.2.3.7. SWOT Analysis
11.2.4. Square Enix
11.2.4.1. Business Overview
11.2.4.2. Products Offering
11.2.4.3. Financial Insights (Based on Availability)
11.2.4.4. Company Market Share Analysis
11.2.4.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.4.6. Strategy
11.2.4.7. SWOT Analysis
11.2.5. Bandai Namco Entertainment
11.2.5.1. Business Overview
11.2.5.2. Products Offering
11.2.5.3. Financial Insights (Based on Availability)
11.2.5.4. Company Market Share Analysis
11.2.5.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.5.6. Strategy
11.2.5.7. SWOT Analysis
11.2.6. Activision Blizzard
11.2.6.1. Business Overview
11.2.6.2. Products Offering
11.2.6.3. Financial Insights (Based on Availability)
11.2.6.4. Company Market Share Analysis
11.2.6.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.6.6. Strategy
11.2.6.7. SWOT Analysis
11.2.7. Electronic Arts
11.2.7.1. Business Overview
11.2.7.2. Products Offering
11.2.7.3. Financial Insights (Based on Availability)
11.2.7.4. Company Market Share Analysis
11.2.7.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.7.6. Strategy
11.2.7.7. SWOT Analysis
11.2.8. Sony Interactive Entertainment
11.2.8.1. Business Overview
11.2.8.2. Products Offering
11.2.8.3. Financial Insights (Based on Availability)
11.2.8.4. Company Market Share Analysis
11.2.8.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.8.6. Strategy
11.2.8.7. SWOT Analysis
11.2.9. SEGA
11.2.9.1. Business Overview
11.2.9.2. Products Offering
11.2.9.3. Financial Insights (Based on Availability)
11.2.9.4. Company Market Share Analysis
11.2.9.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.9.6. Strategy
11.2.9.7. SWOT Analysis
11.2.10. Tencent
11.2.10.1. Business Overview
11.2.10.2. Products Offering
11.2.10.3. Financial Insights (Based on Availability)
11.2.10.4. Company Market Share Analysis
11.2.10.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.10.6. Strategy
11.2.10.7. SWOT Analysis
11.2.11. NetEase
11.2.11.1. Business Overview
11.2.11.2. Products Offering
11.2.11.3. Financial Insights (Based on Availability)
11.2.11.4. Company Market Share Analysis
11.2.11.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.11.6. Strategy
11.2.11.7. SWOT Analysis
11.2.12. Microsoft
11.2.12.1. Business Overview
11.2.12.2. Products Offering
11.2.12.3. Financial Insights (Based on Availability)
11.2.12.4. Company Market Share Analysis
11.2.12.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.12.6. Strategy
11.2.12.7. SWOT Analysis
11.2.13. TakeTwo Interactive
11.2.13.1. Business Overview
11.2.13.2. Products Offering
11.2.13.3. Financial Insights (Based on Availability)
11.2.13.4. Company Market Share Analysis
11.2.13.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.13.6. Strategy
11.2.13.7. SWOT Analysis
11.2.14. Bethesda Softworks
11.2.14.1. Business Overview
11.2.14.2. Products Offering
11.2.14.3. Financial Insights (Based on Availability)
11.2.14.4. Company Market Share Analysis
11.2.14.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.14.6. Strategy
11.2.14.7. SWOT Analysis
11.2.15. Epic Games
11.2.15.1. Business Overview
11.2.15.2. Products Offering
11.2.15.3. Financial Insights (Based on Availability)
11.2.15.4. Company Market Share Analysis
11.2.15.5. Recent Developments (Product Launch, Mergers and Acquisition, etc.)
11.2.15.6. Strategy
11.2.15.7. SWOT Analysis

List of Figures

List of Tables

Table 1: Global Video Game Publisher Market Revenue (USD billion) Forecast, by Game Genre, 2020-2035

Table 2: Global Video Game Publisher Market Revenue (USD billion) Forecast, by Platform, 2020-2035

Table 3: Global Video Game Publisher Market Revenue (USD billion) Forecast, by Publishing Model, 2020-2035

Table 4: Global Video Game Publisher Market Revenue (USD billion) Forecast, by Target Audience, 2020-2035

Table 5: Global Video Game Publisher Market Revenue (USD billion) Forecast, by Region, 2020-2035

Table 6: North America Video Game Publisher Market Revenue (USD billion) Forecast, by Game Genre, 2020-2035

Table 7: North America Video Game Publisher Market Revenue (USD billion) Forecast, by Platform, 2020-2035

Table 8: North America Video Game Publisher Market Revenue (USD billion) Forecast, by Publishing Model, 2020-2035

Table 9: North America Video Game Publisher Market Revenue (USD billion) Forecast, by Target Audience, 2020-2035

Table 10: North America Video Game Publisher Market Revenue (USD billion) Forecast, by Country, 2020-2035

Table 11: Europe Video Game Publisher Market Revenue (USD billion) Forecast, by Game Genre, 2020-2035

Table 12: Europe Video Game Publisher Market Revenue (USD billion) Forecast, by Platform, 2020-2035

Table 13: Europe Video Game Publisher Market Revenue (USD billion) Forecast, by Publishing Model, 2020-2035

Table 14: Europe Video Game Publisher Market Revenue (USD billion) Forecast, by Target Audience, 2020-2035

Table 15: Europe Video Game Publisher Market Revenue (USD billion) Forecast, by Country/ Sub-region, 2020-2035

Table 16: Asia Pacific Video Game Publisher Market Revenue (USD billion) Forecast, by Game Genre, 2020-2035

Table 17: Asia Pacific Video Game Publisher Market Revenue (USD billion) Forecast, by Platform, 2020-2035

Table 18: Asia Pacific Video Game Publisher Market Revenue (USD billion) Forecast, by Publishing Model, 2020-2035

Table 19: Asia Pacific Video Game Publisher Market Revenue (USD billion) Forecast, by Target Audience, 2020-2035

Table 20: Asia Pacific Video Game Publisher Market Revenue (USD billion) Forecast, by Country/ Sub-region, 2020-2035

Table 21: Latin America Video Game Publisher Market Revenue (USD billion) Forecast, by Game Genre, 2020-2035

Table 22: Latin America Video Game Publisher Market Revenue (USD billion) Forecast, by Platform, 2020-2035

Table 23: Latin America Video Game Publisher Market Revenue (USD billion) Forecast, by Publishing Model, 2020-2035

Table 24: Latin America Video Game Publisher Market Revenue (USD billion) Forecast, by Target Audience, 2020-2035

Table 25: Latin America Video Game Publisher Market Revenue (USD billion) Forecast, by Country/ Sub-region, 2020-2035

Table 26: Middle East & Africa Video Game Publisher Market Revenue (USD billion) Forecast, by Game Genre, 2020-2035

Table 27: Middle East & Africa Video Game Publisher Market Revenue (USD billion) Forecast, by Platform, 2020-2035

Table 28: Middle East & Africa Video Game Publisher Market Revenue (USD billion) Forecast, by Publishing Model, 2020-2035

Table 29: Middle East & Africa Video Game Publisher Market Revenue (USD billion) Forecast, by Target Audience, 2020-2035

Table 30: Middle East & Africa Video Game Publisher Market Revenue (USD billion) Forecast, by Country/ Sub-region, 2020-2035

Frequently Asked Questions

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