Video games are no longer about leisure anymore, it is a multibillion-dollar business and an international subculture. Sold-out esports stadiums all the way to mega-game releases that rival Hollywood blockbusters are impressive. Grand Theft Auto 6, the upcoming release of Rockstar, which happens in 2026, already makes engagement records.
By 2025 the world video games market is expected to produce 522-46 billion dollars in console, PC, mobile, online gaming, hardware, including VR headsets, and accessories. Revenue will increase to 733.22 billion by 2030 with an annual growth rate of 7.01 per cent (2025-2030). By this time, the gamer base will have surpassed 3 billion with the penetration of the user increasing to 27.6 per cent in 2025. The average revenue per user (ARPU) is projected to be at 1840.

First is the United States, estimated to reach 141.84billion in 2025 and China presents the next close with 137.8 billion. The two markets are likely to reach nearly 200 billion each in a span of five years. The top five is occupied by Japan, the UK and South Korea.
India is next, and is one of the fastest growing gaming markets worldwide. India has become one of the centres of gaming development starting with LAN cafes and replica consoles more than 20 years ago. Fortune found that the online gaming industry in the country experienced a 28 per cent CAGR in FY2020-2023 with an increase in revenues growing 23 per cent annually to $3.8 billion in FY24. It is estimated to exceed $9.2 billion by FY29, and reach 15 billion by 2030.
Mobile gaming is one of the strongest devices in India with the largest number of downloads in the world (15 billion a year). The prize pools in esports have grown more than ten times within a period of five years and the government has finally recognised esports as a multi sporting event and professional gamers are in the same level as other athletes. The audience is also becoming more heterogeneous-42 per cent of the 590 million gamers in India (246 million) are women and the community has never been more welcoming.
This is being driven by cheap data, extensive use of smartphones, cloud computing and artificial intelligence. As it grows so fast, worldwide and within India, here is a preview of the Top 10 gaming markets in the world by revenue in 2025:
Top 8 gaming countries in the world (2025, by revenue)
Rank | Country | Revenue in 2025 (in Billion USD) | Revenue in 2030 (in Billion USD) |
1. | United States | 141.8 | 199.3 |
2. | China | 137.8 | 196.5 |
3. | Japan | 50.9 | 64.8 |
4. | United Kingdom | 17.7 | 25.4 |
5. | South Korea | 14.6 | 20.0 |
6. | Germany | 13.1 | 18.1 |
7. | India | 10.1 | 15.9 |
8. | France | 9.9 | 13.3 |
Source: Statista
About Video Games

Video games entail communication with an user interface or input device to produce visual feedback. Video games can be played in an arcade; on a console, personal computer or mobile device; on a virtual or augmented reality platform; or remotely via the cloud.
Other than entertaining, video games of the right-designed type can have an educational quality. Certain video games can also be beneficial in mental health or be utilized in a therapy.
Nonetheless, mental health experts have expressed concerns that video games can be addictive and that violent video games can make some users play those violent games go out and commit the same act.
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