Video Games - Worldwide
Worldwide- Revenue in the Video Games Market is projected to reach US$6.38bn in 2025.
- Revenue is expected to show an annual growth rate (CAGR 2025-2030) of -3.11%, resulting in a projected market volume of US$5.44bn by 2030.
- With a projected market volume of US$2.04bn in 2025, most revenue is generated United States.
- In the Video Games Market, the number of users is expected to amount to 462.8m users by 2030.
- User penetration will be 6.5% in 2025 and is expected to hit 6.5% by 2030.
- The average revenue per user (ARPU) is expected to amount to US$16.42.
Definition:
The eCommerce Video Games market refers to online sales of games in physical format, such as discs or cartridges. These games are typically sold by online retailers or marketplaces, delivered to final consumers and played on various gaming consoles or computers.
Additional information:
The eCommerce Video Games market comprises revenues, users, average revenue per user, and penetration rates. Revenues are derived from annual filings, national statistical offices, Google- and Alibaba-Trends and industry knowledge. Sales Channels show online and offline revenue shares, as well as, desktop and mobile sales distribution. Revenues are including VAT. The market only displays B2C revenues and users for the above-mentioned markets, hence C2C, B2B and reCommerce is not included.
Key players in the market are companies, such as GOG.com, gamestop.com and Amazon.
Market numbers for the total market sizes (online + offline) can also be found on the respective pages of the Advertising & Media Market Insights.
- DVDs and Blu-ray discs
- Computer/console games such as Sony Playstation games
- Digital Video Games
- Downloaded Games
- Browser-based Games
Revenue
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update:
Source: Statista Market Insights
Most recent update:
Source: Statista Market Insights
Analyst Opinion
The Video Games eCommerce Market is witnessing mild growth globally, influenced by factors such as the rising popularity of gaming platforms, changing consumer preferences, and the expansion of digital distribution channels, which enhance accessibility and convenience for players.
Customer preferences: Consumers are increasingly gravitating towards immersive gaming experiences that prioritize community engagement and social interaction, reflecting a shift in how games are perceived as a form of entertainment. The rise of multiplayer online games and live streaming platforms has fostered a cultural shift towards collaborative play, appealing particularly to younger demographics. Additionally, the integration of virtual reality and augmented reality technologies is reshaping expectations, as players seek innovative and dynamic experiences that enhance their gaming lifestyle.
Trends in the market: In the global Video Games eCommerce market, the surge in subscriptions to cloud gaming services is transforming how players access and experience games. In Asia, the popularity of mobile gaming continues to climb, with developers focusing on microtransactions and in-game purchases to enhance player engagement. In North America, the rise of esports and competitive gaming is driving sales for gaming accessories and merchandise. In Europe, the growing demand for downloadable content (DLC) reflects a shift towards personalized gaming experiences, compelling developers to innovate continuously.
Local special circumstances: In the United States, the Video Games eCommerce market is fueled by a strong esports culture and significant investment in streaming platforms, creating a competitive landscape for merchandise and accessories. Japan's unique blend of traditional gaming and innovative mobile experiences drives high engagement, with local developers leveraging cultural icons in their games. France emphasizes regulatory support for game localization, enhancing accessibility and player connection. Meanwhile, the United Kingdom's focus on inclusivity and diversity in gaming content is reshaping player demographics and fostering community-driven platforms.
Underlying macroeconomic factors: The Video Games eCommerce market is significantly influenced by macroeconomic factors such as rising disposable incomes, increasing internet penetration, and the growing importance of digital payment solutions. Countries with robust economic growth and stable fiscal policies tend to see higher consumer spending on gaming products and accessories. Additionally, fluctuating currency exchange rates can impact pricing strategies for international developers and retailers. Global trends, such as the shift towards remote work and digital entertainment, further accelerate the demand for immersive gaming experiences, while regional economic disparities shape market accessibility and competition.
Sales Channels
Most recent update:
Source: Statista Market Insights
Users
Most recent update:
Source: Statista Market Insights
Global Comparison
Most recent update:
Source: Statista Market Insights
Methodology
Data coverage:
Data refers to B2C enterprises. Figures are based on the sale of physical goods via a digital channel to a private end consumer. This definition encompasses purchases via desktop computers (including notebooks and laptops) as well as purchases via mobile devices (e.g., smartphones and tablets). The following are not included in the eCommerce market: digitally distributed services (see instead: eServices), digital media downloads or streams, digitally distributed goods in B2B markets, and the digital purchase or resale of used, defective, or repaired goods (reCommerce and C2C). All monetary figures refer to the annual gross revenue and do not factor in shipping costs.Modeling approach / Market size:
Market sizes are determined by a combined top-down and bottom-up approach, based on a specific rationale for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Statista Global Consumer Survey), data on shopping behavior (e.g., Google Trends, Alibaba Trends), and performance factors (e.g., user penetration, price/product). Furthermore, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration, and population. This data helps us estimate the market size for each country individually.Forecasts:
In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, internet penetration, and population.Additional Notes:
The market is updated twice per year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The impact of the Russia/Ukraine war is considered at a country-specific level.Key Market Indicators
Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update:
Source: Statista Market Insights
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