Top 10 Biggest Video Game Companies in The World

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Last year, the video game business as a whole set yet another sales record, reaching a value of over 130 billion US dollars. The Top 10 largest video game ... read more...

  1. Top 1

    Sony

    From the start, Sony recognized the critical relevance of tangential spillover effects in the game business and was very savvy in capitalizing on them: Prior to the PlayStation's introduction, Sony founded Sony Computer Entertainment, a professional organization tasked with contributing to the PlayStation's game and system development. Additionally, they signed 240 video game makers to produce a large library of titles on the platform, providing gamers with an abundance of choices from the start.


    According to most developers’ opinions, the PlayStation was functionally better and much more appealing than its rivals. Due to the CD-ROM and 3D graphics capabilities, programmers were able to produce much more complex apps than for its competitors' systems, with improved visuals and far greater storage space. After generating six games for Nintendo, Final Fantasy, the most popular video game sagas of all time, switched to PlayStation. The primary reason for this was that their next release, Final Fantasy VII, would not fit on the Nintendo 64's tiny capacity cartridges.


    Numerous game reviewers consider this incident as a primary reason for Sony's triumph in the gaming business, referring to Final Fantasy 7 as "the game that launched the PlayStation."


    Founded in: 1946

    Headquarters: Tokyo, Japan

    Revenue: $25 billion

    Website: https://www.sie.com/en/index.html

    Source: Best Buy
    Source: Best Buy
    Source: NotebookCheck
    Source: NotebookCheck

  2. If you exclude video game console manufacturers and focus just on video game producers, Chinese internet behemoth Tencent will be the world's top video game firm in 2021, with an astonishing $13.9 billion in gaming revenue.


    Tencent's primary concentration is on web and mobile smart phones and tablets, such as Honor of Kings, the company's mobile flagship title. However, Tencent has established a strong presence on the big screen of video games via the several video game companies it owns worldwide.


    Tencent is most known for owning Riot Games, the US gaming company behind League of Legends, a famous online combat arena game played by millions and millions of people worldwide, including professionals. Tencent also holds stakes in many other video game firms, including Epic Games (40.5%) and Activision Blizzards (5%) in the United States, South Korean Kraft-on Gaming Unions (11.5%) in South Korea, and French game studio Ubisoft in France (6%).


    Founded in: 1998

    Headquarters: Guangdong, China

    Revenue: $13.9 billion

    Website: https://www.tencent.com

    Source: Niko Partners
    Source: Niko Partners
    Source: Sensor Tower
    Source: Sensor Tower
  3. Nintendo has always dominated the game industry, eclipsing any rivals. However, what is it about these games that makes them so successful? The solution is found inside the Nintendo systems. Nintendo has long been adamant about allowing its games to run on other systems, as well as imitating or copying rivals. Whereas Sony and Microsoft have traditionally concentrated on extracting the most amount of juice from their systems, beefing up their horsepower (even gradually) to extract droplets of visual candy for shooter and fighting games, Nintendo has prioritized gaming experiences.


    While current publishers and consoles have succeeded in separating players and passing discrete multiplayer sessions off as multiplayer gaming, Nintendo has succeeded in bringing people together to have pleasure with Wii (or possibly catching and begrudging Pokemons at schools, dorms, and even during work lunch breaks!)


    On the one side, we have the Microsoft/Sony business strategy of distributing horsepower to the public and providing a one-size-fits-all platform into which any company may innovate. More along the lines of conventional input controllers on low-cost 'PC-type' alternatives.


    Founded in: 1889

    Headquarters: Kyoto, Japan

    Revenue: $12.1 billion

    Website: https://www.nintendo.com/

    Source: Nintendo
    Source: Nintendo
    Source: Nintendo
    Source: Nintendo
  4. For years, the prospect of video game stock consolidation has been looming. The online distribution of video games for PC, smartphone, and console platforms has diminished the significance of previous popular titles, while the introduction of monthly subscriptions from Microsoft (MSFT 0.92 percent) and Apple has allowed a fresh era of free games. As a consequence, the way studios, console manufacturers, and digital distributors generate money has changed.


    Microsoft's purchase of Activision Blizzard (ATVI 0.53 percent) for $68.7 billion cemented the company's dominance in gaming. Microsoft is the market leader in Xbox consoles, has 25 million Game Pass users, would control 30 firms if the acquisition is completed, and operates one of the world's largest cloud systems. This combination creates a formidable force capable of dominating any market.


    What makes Microsoft's acquisition and in-house gaming businesses unique is the business strategy flexibility they provide.


    Founded in: 1975

    Headquarters: Washington, US

    Revenue: $11.6 billion

    Website: https://www.microsoft.com/

    Source: PC Mag
    Source: PC Mag
    Source: Amazon
    Source: Amazon
  5. Over the last decade, the gaming industry has seen unprecedented growth. Gaming is fast establishing itself as a major type of entertainment, owing to exponential breakthroughs in computer power, more complex video game layouts, and billions in investment. Activision Blizzard (ATVI) had constantly established itself as one of the gaming industry's most powerful companies. Though Activision Blizzard did encounter challenges over the last year, the business looks to be on track after a strong quarter in which it posted sales of $1.28 billion.


    Few, if any, gaming businesses can match Activision Blizzard's fan following. Indeed, with legendary titles like Diablo, Call of Duty, the corporation transformed several gaming genres. Although competition has intensified dramatically in recent years as a result of the rise of extremely successful games such as Fortnite and LOL, Activision Blizzard's existing brands continue to have great influence in the industry. Additionally, the company's pipelines are brimming with high-profile titles such as Diablo 4.


    Activision Blizzard is well-positioned for growth, given the company's strong presence in key growth areas and rising presence in Esports.


    Founded in: 2008

    Headquarters: California, US

    Revenue: $8.1 billion

    Website: https://www.activisionblizzard.com/

    Source: Quartz
    Source: Quartz
    Source: Polygon
    Source: Polygon
  6. Electronic Arts (EA) Sports has been the dominant producer of football games for most of the twenty-first century, having established its supremacy in the early 1990s. EA today has a well-deserved reputation as the leading brand in sports gaming across several markets and significant geographical regions.


    Regardless of what many naysayers have to comment about FIFA, EA Sports' football brand has been a resounding success. Year after year, the most recent edition of FIFA generally outsells its predecessor. FIFA is today regarded to be among the crème of the crop, thanks to the massively successful FIFA Ultimate Team and subsequent development into a true e-Sports discipline.


    Electronic Arts Sports essentially eliminated any real competition from Konami's PES by gaining the sole rights to portray the Europa League and Champions League. For nearly a decade, 2K Studios has dominated the basketball landscape, in part owing to a time of little competition.


    Founded in: 1982

    Headquarters: California, US

    Revenue: $5.5 billion

    Website: https://www.ea.com/

    FIFA 2021. Source: Games Reviews
    FIFA 2021. Source: Games Reviews
    FIFA 2021. Source: Youtube, Face of Fifa
    FIFA 2021. Source: Youtube, Face of Fifa
  7. Epic Games, the creator of the video game series Fortnite, reported in May 2021 that it had secured $1 billion in fundraising, valuing the firm at $28.7 billion. Sony, the maker of the PlayStation video game system, committed $200 million, Epic stated, while other investors included Appaloosa Management, Baillie Gifford, and Fidelity Management. Epic's most recent investment round occurred last summer, when the business received $1.78 billion for a $17.3 billion valuation. Sony made a $250 million investment at the time.


    Epic, headquartered in Cary, North Carolina, was established in 1991 by Timothy Sweeney, its company's CEO. It achieved popularity in the mid-2000s through Unreal Engine, a framework for other developers to make games, and the Gears of War game franchise. Tencent, China's internet behemoth, controls 40% of the firm.


    Epic Games made their breakthrough in 2017 with the debut of Fortnite. The animated battle royal title has grown in popularity and sparked a new age of livestreaming. It elevated players who streamed their Fortnite gameplay, such as Tyler Blevins — dubbed Ninja — to celebrity status.


    Founded in: 1991

    Headquarters: Carolina, US

    Revenue: $4.2 billion

    Website: https://www.epicgames.com/

    Source: Wallpaper Abyss - Alpha Coders
    Source: Wallpaper Abyss - Alpha Coders
    Source: Wallpapersden
    Source: Wallpapersden
  8. Take-Two Interactive, developers of iconic games like Grand Theft and BioShock, is one video game stock that has undoubtedly given many of its investors wealth. The stock has returned around 344 percent over the previous five years, substantially surpassing the market as a whole.


    If you're considering investing in the business, it's critical that you understand how it operates. Take-Two Interactive categorizes its income into two segments: consoles and PC and other. Approximately 85.1 percent of the company's net income came from console players over the first 9 months of fiscal year 2019, while 14.9 percent came from PCs and other platforms.


    Take-Two Interactive thus distinguishes itself from two publicly listed competitors, Electronic Arts and Activision-Blizzard. EA is also console-centric, although only 70% of its income came from consoles in its most recent financial year; the remaining came from mobile computing and the PC sector. Activision-platform Blizzard's distribution is really pretty even across PCs, smartphones, and portable gaming.


    Founded in: 1993

    Headquarters: New York, US

    Revenue: $3.1 billion

    Website: https://www.take2games.com/

    Source: The Hollywood Reporter
    Source: The Hollywood Reporter
    Source: Games Radar
    Source: Games Radar
  9. Sega Sammy Incorporated is among the world's major manufacturers of in-home videos and ground arcade games, as well as a supplier of "pachinko and pachislot" products to locations around the country. Additionally, the heavyweight owns the Phoenix Seagaia Complex on Kyushu's southern island, as well as a 45 percent investment in South Korea's Paradise City hybrid casino resort.


    Sega Sammy Holdings Incorporated, a Japanese gaming giant, allegedly revealed its financial statistics for the three months ended June 30, revealing that its net profit increased by more than 189 percent year on year to around $26.7 million.


    As per The Inside Asian Games, the positive outcome comes after the Yokohama-based company posted a $29.9 million loss during the same 3-month period last year due to the devastating effects of the coronavirus outbreak. According to the source, the most current number also represents an increase of around 1.5 percent when the company's $26.3 million profit margin for the first 3 months of 2021 is excluded.


    Founded in: 2004

    Headquarters: Tokyo, Japan

    Revenue: $2.3 billion

    Website: https://www.segasammy.co.jp/

    Source: steam
    Source: steam
    Source: Youtube, Total War
    Source: Youtube, Total War
  10. Bandai Namco is no doubt one of the largest video gaming businesses in Japan, with worldwide recognized brands. And yet, Bandai Namco's quest to establish a significant presence in the Western hemisphere has been a bit hit or miss. Since acquiring Atari's distribution company and establishing a European footprint, the firm has been signing games and co-publishing Western-developed titles. This year marks the 11th anniversary of the company's publication of Ninja Theory's superb Enslaved: Odyssey to the West.


    Things have increased in recent years. The label established a strategy in which 50% of its library would originate in the West, and it has also discovered its first major Western breakout success with Little Nightmares. Then, in August, the company won a slew of awards at the Gamescom Awards, including Best Line-Up.


    "That was really satisfying as a result of our approach," says Hervé Hoerdt, Bandai Namco Europe's SVP of Digital, Marketing, and Content. "That is an approach we began three or four years ago, to varying degrees of success, most notably with Little Nightmares, as well as with some difficulty with other games. This takes a great deal of time and effort to accomplish."


    Founded in: 2005

    Headquarters: Tokyo, Japan

    Revenue: $2.2 billion

    Website: https://www.bandainamcoent.com/

    Source: VG247
    Source: VG247
    Source: Attack of The Fanboy
    Source: Attack of The Fanboy



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