video games

May 26, 2018
Toys and games growth has been performing well recently, with video games growing by 15% in 2017 and traditional toys and games growing by 3% in the year. Traditional toys were hampered by slow growth in developed markets, while video games enjoyed growth due to the release of the Nintendo Switch. Watch on YouTube
Euromonitor Research
January 1, 2018
China leads video game sales amongst top three Asia Pacific markets China led video games’ growth amongst Asia Pacific countries, with software as its driving factor. This was due to mobile games, which in 2016 overtook online games in value terms, with sales rising by 60% due to the large number of new game launches. […]
November 14, 2017
23 November 2017 will mark the beginning of Black Friday shopping, where retailers offer significant discounts across the store following Thanksgiving in the US. The event is primarily a US occasion, although retailers around the world have started to embrace the post-Thanksgiving holiday due to high foot traffic it can produce. Numerous industries rely on […]
July 3, 2017
There is an ongoing shift among Swedish consumers from traditional toys and games towards video games. Video games accounted for approximately 60 percent of total value sales on the market in 2016. The user base of smartphone games is expanding – it’s no longer just younger Swedes playing games on their phones, but also people […]
June 20, 2017
The Electronic Entertainment Expo (E3) was held 13-15 June and once more hosted some of the biggest video game companies, giving them a platform to unveil their latest and upcoming products and developments. While there were numerous announcements made at the show, presentations and information given by Sony, Microsoft, and Nintendo all appear to have […]
June 5, 2017
New research published on 22 May revealed that video games continued to see strong retail value sales growth in 2016, with sales up by 7% globally at fixed exchange rates. 2016 was marked by a slew of new VR headset launches, including the Oculus Rift, HTC Vive, and PlayStation VR, promising to bring virtual reality to […]
May 29, 2017
  2016 was a crucial test for consumer-ready virtual reality gaming with a number of high-end headsets entering the market. However, high prices combined with a limited selection of games kept high end devices like Oculus Rift and HTC Vive from mainstream gamers. PlayStation VR along with mobile-based VR devices like Samsung Gear VR accounted […]
Mykola Golovko
January 23, 2017
While 2016 will be remembered as a year of technological advancement in video games, with the release of a slew of VR headsets, 2017 will determine the commercial viability of virtual reality gaming. With costs associated with the platform decreasing and rising game availability, we expect global volume sales of AR/VR headsets to reach 10.7 […]

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