Video Game Engine Market Key Players Analysis 2031
A video game engine is a software development environment used by the developers to develop videogames for consoles. Advancements in technologies and the growing popularity of high-end video game are the major factors that are expected to drive the growth of the video game engine market. The increasing popularity of mobile gaming is anticipated to provide opportunities for the companies operating in the video game engine market to gain a bigger market share.
MARKET DYNAMICS
The increasing popularity of high-end gaming, the growing number of mobile game applications and advancements in technologies are the significant factors that are expected to drive the growth of the video game engine market. However, the high cost of the software is the significant factors that might hinder the growth of video game engine market.
MARKET SCOPE
The "Global Video Game Engine Market Analysis to 2031" is a specialized and in-depth study of the video game engine industry with a special focus on the global market trend analysis. The report aims to provide an overview of video game engine market with detailed market segmentation by rendering type, game type and geography. The global video game engine market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading video game engine market players and offers key trends and opportunities in the video game engine market.
MARKET SEGMENTATION
The global video game engine market is segmented on the basis of rendering type and game type. Based on rendering type, the market is segmented as 2D, 2.5D, and 3D. On the basis of the game type the market is segmented as PC games, mobile games, console games, and others.
REGIONAL FRAMEWORK
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global video game engine market based on various segments. It also provides market size and forecast estimates from year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The video game engine market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.
The report analyzes factors affecting video game engine market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the video game engine market in these regions.
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The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global video game engine market based on various segments. It also provides market size and forecast estimates from year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The video game engine market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.
The report analyzes factors affecting video game engine market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the video game engine market in these regions.
MARKET PLAYERS
The reports cover key developments in the video game engine market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market payers from video game engine market are anticipated to lucrative growth opportunities in the future with the rising demand for video game engine in the global market. Below mentioned is the list of few companies engaged in the video game engine market.
The report also includes the profiles of key video game engine companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.
- CHUKONG TECHNOLOGIES
- CRYTEK GMBH
- EPIC GAMES INC
- HEROENGINE
- LEADWERKS SOFTWARE
- SCIRRA LTD.
- THE GAME CREATORS LTD.
- UNITY TECHNOLOGIES
- VALVE CORPORATION
- YOYO GAMES
- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
- Request discounts available for Start-Ups & Universities
Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends
Segment Covered
This text is related
to segments covered.
Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country Scope
This text is related
to country scope.
1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Video Game Engine Market - By Rendering Type
1.3.2 Video Game Engine Market - By Game Type
1.3.3 Video Game Engine Market - By Region
1.3.3.1 By Country
2. KEY TAKEWAYS
3. RESEARCH METHODOLOGY
4. VIDEO GAME ENGINE MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PEST ANALYSIS
4.2.1 North America - Pest Analysis
4.2.2 Europe - Pest Analysis
4.2.3 Asia-Pacific - Pest Analysis
4.2.4 Middle East and Africa - Pest Analysis
4.2.5 South and Central America - Pest Analysis
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS
5. VIDEO GAME ENGINE MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS, RESTRAINTS & EXPECTED INFLUENCE OF COVID-19 PANDEMIC
6. VIDEO GAME ENGINE MARKET - GLOBAL MARKET ANALYSIS
6.1. VIDEO GAME ENGINE - GLOBAL MARKET OVERVIEW
6.2. VIDEO GAME ENGINE - GLOBAL MARKET AND FORECAST TO 2028
6.3. MARKET POSITIONING/MARKET SHARE
7. VIDEO GAME ENGINE MARKET - REVENUE AND FORECASTS TO 2028 - RENDERING TYPE
7.1. OVERVIEW
7.2. RENDERING TYPE MARKET FORECASTS AND ANALYSIS
7.3. 2D
7.3.1. Overview
7.3.2. 2D Market Forecast and Analysis
7.4. 2.5D
7.4.1. Overview
7.4.2. 2.5D Market Forecast and Analysis
7.5. 3D
7.5.1. Overview
7.5.2. 3D Market Forecast and Analysis
8. VIDEO GAME ENGINE MARKET - REVENUE AND FORECASTS TO 2028 - GAME TYPE
8.1. OVERVIEW
8.2. GAME TYPE MARKET FORECASTS AND ANALYSIS
8.3. PC GAMES
8.3.1. Overview
8.3.2. PC Games Market Forecast and Analysis
8.4. MOBILE GAMES
8.4.1. Overview
8.4.2. Mobile Games Market Forecast and Analysis
8.5. CONSOLE GAMES
8.5.1. Overview
8.5.2. Console Games Market Forecast and Analysis
8.6. OTHERS
8.6.1. Overview
8.6.2. Others Market Forecast and Analysis
9. VIDEO GAME ENGINE MARKET REVENUE AND FORECASTS TO 2028 - GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1 North America Video Game Engine Market Overview
9.1.2 North America Video Game Engine Market Forecasts and Analysis
9.1.3 North America Video Game Engine Market Forecasts and Analysis - By Rendering Type
9.1.4 North America Video Game Engine Market Forecasts and Analysis - By Game Type
9.1.5 North America Video Game Engine Market Forecasts and Analysis - By Countries
9.1.5.1 United States Video Game Engine Market
9.1.5.1.1 United States Video Game Engine Market by Rendering Type
9.1.5.1.2 United States Video Game Engine Market by Game Type
9.1.5.2 Canada Video Game Engine Market
9.1.5.2.1 Canada Video Game Engine Market by Rendering Type
9.1.5.2.2 Canada Video Game Engine Market by Game Type
9.1.5.3 Mexico Video Game Engine Market
9.1.5.3.1 Mexico Video Game Engine Market by Rendering Type
9.1.5.3.2 Mexico Video Game Engine Market by Game Type
9.2. EUROPE
9.2.1 Europe Video Game Engine Market Overview
9.2.2 Europe Video Game Engine Market Forecasts and Analysis
9.2.3 Europe Video Game Engine Market Forecasts and Analysis - By Rendering Type
9.2.4 Europe Video Game Engine Market Forecasts and Analysis - By Game Type
9.2.5 Europe Video Game Engine Market Forecasts and Analysis - By Countries
9.2.5.1 Germany Video Game Engine Market
9.2.5.1.1 Germany Video Game Engine Market by Rendering Type
9.2.5.1.2 Germany Video Game Engine Market by Game Type
9.2.5.2 France Video Game Engine Market
9.2.5.2.1 France Video Game Engine Market by Rendering Type
9.2.5.2.2 France Video Game Engine Market by Game Type
9.2.5.3 Italy Video Game Engine Market
9.2.5.3.1 Italy Video Game Engine Market by Rendering Type
9.2.5.3.2 Italy Video Game Engine Market by Game Type
9.2.5.4 United Kingdom Video Game Engine Market
9.2.5.4.1 United Kingdom Video Game Engine Market by Rendering Type
9.2.5.4.2 United Kingdom Video Game Engine Market by Game Type
9.2.5.5 Russia Video Game Engine Market
9.2.5.5.1 Russia Video Game Engine Market by Rendering Type
9.2.5.5.2 Russia Video Game Engine Market by Game Type
9.2.5.6 Rest of Europe Video Game Engine Market
9.2.5.6.1 Rest of Europe Video Game Engine Market by Rendering Type
9.2.5.6.2 Rest of Europe Video Game Engine Market by Game Type
9.3. ASIA-PACIFIC
9.3.1 Asia-Pacific Video Game Engine Market Overview
9.3.2 Asia-Pacific Video Game Engine Market Forecasts and Analysis
9.3.3 Asia-Pacific Video Game Engine Market Forecasts and Analysis - By Rendering Type
9.3.4 Asia-Pacific Video Game Engine Market Forecasts and Analysis - By Game Type
9.3.5 Asia-Pacific Video Game Engine Market Forecasts and Analysis - By Countries
9.3.5.1 Australia Video Game Engine Market
9.3.5.1.1 Australia Video Game Engine Market by Rendering Type
9.3.5.1.2 Australia Video Game Engine Market by Game Type
9.3.5.2 China Video Game Engine Market
9.3.5.2.1 China Video Game Engine Market by Rendering Type
9.3.5.2.2 China Video Game Engine Market by Game Type
9.3.5.3 India Video Game Engine Market
9.3.5.3.1 India Video Game Engine Market by Rendering Type
9.3.5.3.2 India Video Game Engine Market by Game Type
9.3.5.4 Japan Video Game Engine Market
9.3.5.4.1 Japan Video Game Engine Market by Rendering Type
9.3.5.4.2 Japan Video Game Engine Market by Game Type
9.3.5.5 South Korea Video Game Engine Market
9.3.5.5.1 South Korea Video Game Engine Market by Rendering Type
9.3.5.5.2 South Korea Video Game Engine Market by Game Type
9.3.5.6 Rest of Asia-Pacific Video Game Engine Market
9.3.5.6.1 Rest of Asia-Pacific Video Game Engine Market by Rendering Type
9.3.5.6.2 Rest of Asia-Pacific Video Game Engine Market by Game Type
9.4. MIDDLE EAST AND AFRICA
9.4.1 Middle East and Africa Video Game Engine Market Overview
9.4.2 Middle East and Africa Video Game Engine Market Forecasts and Analysis
9.4.3 Middle East and Africa Video Game Engine Market Forecasts and Analysis - By Rendering Type
9.4.4 Middle East and Africa Video Game Engine Market Forecasts and Analysis - By Game Type
9.4.5 Middle East and Africa Video Game Engine Market Forecasts and Analysis - By Countries
9.4.5.1 South Africa Video Game Engine Market
9.4.5.1.1 South Africa Video Game Engine Market by Rendering Type
9.4.5.1.2 South Africa Video Game Engine Market by Game Type
9.4.5.2 Saudi Arabia Video Game Engine Market
9.4.5.2.1 Saudi Arabia Video Game Engine Market by Rendering Type
9.4.5.2.2 Saudi Arabia Video Game Engine Market by Game Type
9.4.5.3 U.A.E Video Game Engine Market
9.4.5.3.1 U.A.E Video Game Engine Market by Rendering Type
9.4.5.3.2 U.A.E Video Game Engine Market by Game Type
9.4.5.4 Rest of Middle East and Africa Video Game Engine Market
9.4.5.4.1 Rest of Middle East and Africa Video Game Engine Market by Rendering Type
9.4.5.4.2 Rest of Middle East and Africa Video Game Engine Market by Game Type
9.5. SOUTH AND CENTRAL AMERICA
9.5.1 South and Central America Video Game Engine Market Overview
9.5.2 South and Central America Video Game Engine Market Forecasts and Analysis
9.5.3 South and Central America Video Game Engine Market Forecasts and Analysis - By Rendering Type
9.5.4 South and Central America Video Game Engine Market Forecasts and Analysis - By Game Type
9.5.5 South and Central America Video Game Engine Market Forecasts and Analysis - By Countries
9.5.5.1 Brazil Video Game Engine Market
9.5.5.1.1 Brazil Video Game Engine Market by Rendering Type
9.5.5.1.2 Brazil Video Game Engine Market by Game Type
9.5.5.2 Argentina Video Game Engine Market
9.5.5.2.1 Argentina Video Game Engine Market by Rendering Type
9.5.5.2.2 Argentina Video Game Engine Market by Game Type
9.5.5.3 Rest of South and Central America Video Game Engine Market
9.5.5.3.1 Rest of South and Central America Video Game Engine Market by Rendering Type
9.5.5.3.2 Rest of South and Central America Video Game Engine Market by Game Type
10. INDUSTRY LANDSCAPE
10.1. MERGERS AND ACQUISITIONS
10.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3. NEW PRODUCT LAUNCHES
10.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS
11. VIDEO GAME ENGINE MARKET, KEY COMPANY PROFILES
11.1. CHUKONG TECHNOLOGIES
11.1.1. Key Facts
11.1.2. Business Description
11.1.3. Products and Services
11.1.4. Financial Overview
11.1.5. SWOT Analysis
11.1.6. Key Developments
11.2. CRYTEK GMBH
11.2.1. Key Facts
11.2.2. Business Description
11.2.3. Products and Services
11.2.4. Financial Overview
11.2.5. SWOT Analysis
11.2.6. Key Developments
11.3. EPIC GAMES INC.
11.3.1. Key Facts
11.3.2. Business Description
11.3.3. Products and Services
11.3.4. Financial Overview
11.3.5. SWOT Analysis
11.3.6. Key Developments
11.4. HEROENGINE
11.4.1. Key Facts
11.4.2. Business Description
11.4.3. Products and Services
11.4.4. Financial Overview
11.4.5. SWOT Analysis
11.4.6. Key Developments
11.5. LEADWERKS SOFTWARE
11.5.1. Key Facts
11.5.2. Business Description
11.5.3. Products and Services
11.5.4. Financial Overview
11.5.5. SWOT Analysis
11.5.6. Key Developments
11.6. SCIRRA LTD.
11.6.1. Key Facts
11.6.2. Business Description
11.6.3. Products and Services
11.6.4. Financial Overview
11.6.5. SWOT Analysis
11.6.6. Key Developments
11.7. THE GAME CREATORS LTD.
11.7.1. Key Facts
11.7.2. Business Description
11.7.3. Products and Services
11.7.4. Financial Overview
11.7.5. SWOT Analysis
11.7.6. Key Developments
11.8. UNITY TECHNOLOGIES
11.8.1. Key Facts
11.8.2. Business Description
11.8.3. Products and Services
11.8.4. Financial Overview
11.8.5. SWOT Analysis
11.8.6. Key Developments
11.9. VALVE CORPORATION
11.9.1. Key Facts
11.9.2. Business Description
11.9.3. Products and Services
11.9.4. Financial Overview
11.9.5. SWOT Analysis
11.9.6. Key Developments
11.10. YOYO GAMES
11.10.1. Key Facts
11.10.2. Business Description
11.10.3. Products and Services
11.10.4. Financial Overview
11.10.5. SWOT Analysis
11.10.6. Key Developments
12. APPENDIX
12.1. ABOUT THE INSIGHT PARTNERS
12.2. GLOSSARY OF TERMS
1. CHUKONG TECHNOLOGIES
2. CRYTEK GMBH
3. EPIC GAMES INC
4. HEROENGINE
5. LEADWERKS SOFTWARE
6. SCIRRA LTD.
7. THE GAME CREATORS LTD.
8. UNITY TECHNOLOGIES
9. VALVE CORPORATION
10. YOYO GAMES
The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.
- Data Collection and Secondary Research:
As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.
Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.
- Primary Research:
The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.
For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.
A typical research interview fulfils the following functions:
- Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
- Validates and strengthens in-house secondary research findings
- Develops the analysis team’s expertise and market understanding
Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:
- Industry participants: VPs, business development managers, market intelligence managers and national sales managers
- Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.
Below is the breakup of our primary respondents by company, designation, and region:
Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.
- Data Analysis:
Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.
- 3.1 Macro-Economic Factor Analysis:
We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.
- 3.2 Country Level Data:
Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.
- 3.3 Company Profile:
The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.
- 3.4 Developing Base Number:
Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.
- Data Triangulation and Final Review:
The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.
We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.
We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.