Global Online Gaming
Market Report
2025
The Online Gaming Market is estimated to be valued at USD 138.14 Billion in 2022 and is expected to reach USD 402.52 Billion by 2030, registering a CAGR of 14% in the forecast period.
The base year for the calculation is 2023 and 2019 to 2023 will be historical period. The year 2024 will be estimated one while the forecasted data will be from year 2025 to 2031. When we deliver the report that time we updated report data till the purchase date.
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The Online Gaming Market is estimated to be valued at USD 138.14 Billion in 2022 and is expected to reach USD 402.52 Billion by 2030, registering a CAGR of 14% in the forecast period.
Base Year | 2023 |
Historical Data Time Period | 2019-2023 |
Forecast Period | 2024-2031 |
Global Online Gaming Market Sales Revenue 2022 | $ 138.14 |
Global Online Gaming Market Sales Revenue 2030 | $ 402.52 |
Global Online Gaming Market Compound Annual Growth Rate (CAGR) for 2024 to 2031 | 14% |
Market Split by Type |
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Market Split by Business Model |
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Market Split by Platform |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Report scope is customizable as we have a huge database of Online Gaming industry. We can deliver an exclusive report Edition/Consultation as per your data requirements. Request for your Free Sample Pages.
Online Gaming Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
Online gaming is an electronic game played using a computer network. The online gaming platform has earned billions of dollars with players all over the world buying, selling, fighting, and crafting in various online environments. Online gaming is played on a wide range of gadgets consisting of laptops, mobile phones, and PCs, and the recent development in cloud technology had positively affected and transformed cloud gaming. Users with small mobile phone storage devices gains from the server that maintains the games that include the task game logic processing, video encoding & streaming, and game rendering when the games are played on the cloud. The adoption of online games by youth is increasing, and mobile users’ inclination toward online gaming is boosting the market in the forecast period.
Globally, youth increasingly play video games in their free time, which is contributing to expanding the market growth. For instance, according to the World Economic Forum mobile users form an immense 85% of the business, PC users are 11% and followed by tablets 4% which is spiking the growth of the global online gaming market.
Additionally, the rising tendency of mobile users towards online gaming is increasing market growth. With the penetration of 4G connection in phones social media games are getting more demand on phones all over the world. Thus, online games are fascinating the players from various regions over the globe. For instance, according to the World Economic Forum Asian countries make up 40% of the world’s top 10 video gaming markets.
The increasing adoption of e-sports by gamers is spiking the market growth in the forecast period. E-sports have massive demand in the market and are increasing in expansion in India and over the world. Popular multiplayer online games such as Halo, Call of Duty, and Counter-Strike are used in e-sport tournaments, and the winners get cash or hardware. Many firms are developing graphics and plots for their games in order to appeal to players and be compatible with a wide range of devices. Businesses are developing consoles to improve the gaming experience for their customers. Because of the cloud gaming service that online gaming companies have launched, gamers can now find games from a variety of publishers, including Arcade and Stadia, which is attracting gamers to online gaming more. In addition, the low-cost 4G connectivity and data plans and the development of 5G infrastructure will boost the global online gaming market in the forecast period. With existing headgear and smartphones becoming capable of matching the quality of consoles and PCs, augmented reality virtual reality gaming is projected to hold the highest share of the market in the forecast period.
The gamers getting addicted to gaming intensely to hinder the growth of the market. The increasing number of gamers who are extremely playing games, especially children and youth often get addicted, which is hampering their studies, they stop socializing and often plays online game rather than outdoor games which gives rise to social anxiety. Therefore, such conditions resist parents to purchase the games. Additionally, the addiction to video games may even cause mental health problems which are resisting people to purchase the games, which is hampering the global online gaming market growth.
The COVID-19 outbreak has positively affected the online gaming market. The increasing demand for casual gaming and social may contribute to the millions of people who turned on gaming due to the boredom and isolation in the lockdown, therefore, this boosts the online gaming market exponentially. During the lockdown number of gamers, experienced and initially, binge on games. Some games were having the advantage of precise time launch.
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The major players in the market are concentrating on manufacturing a virtual reality gaming system, these systems are likely to impact positively the market growth, also focusing on acquisition, partnership, and new product launching to increase their product portfolio and strengthen their footprint in the global online gaming market. In addition, the major players are also focusing on developing the graphics and displays of video games for many devices. For instance, on February 2022, Sony announced a collaboration in the auditory AR field for headphones with Niantic, a developer, and provider of AR mobile games.
April 2022
Sony Group Corporation today announced that it has entered into a definitive agreement to execute an additional strategic investment of approximately 1 billion U.S. dollars in Epic through its wholly-owned subsidiary, Sony Corporation of America. This additional investment is subject to customary closing conditions, including regulatory approvals.
January 2022,
Microsoft announced its acquisition of Activision Blizzard with three billion people actively playing games today and fuelled by a new generation steeped in the joys of interactive entertainment, gaming is now the largest and fastest-growing form of entertainment. Today, Microsoft Corp. announced plans to acquire Activision Blizzard Inc. a leader in game development and interactive entertainment content publisher. This acquisition will accelerate the growth in Microsoft’s gaming business across mobile, PC, console, and cloud and will provide building blocks for the metaverse.
Top Companies Market Share in Online Gaming Industry: (In no particular order of Rank)
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Regionally, North America holds the highest revenue share of the Global Online Gaming Market.
Owing to advanced technology, like VR and cloud gaming, has generated new chances for game developers to generate mesmeric and inventive gaming experiences. The increasing number of users of mobile phones and gamers using their smartphones and tablets for gaming is augmenting the market growth in the region. The gamers who are very passionate about their hobby to play games are in a large community in the region with strong gaming culture generating massive growth opportunities for the market in the region.
Additionally, Asia Pacific is projected to show the fastest-growing region in the forecast period. The increasing population, growing access to high-speed connectivity, and increasing number of users of smartphones and youth adopting gaming are expected to augment the global online gaming market in the forecast period. The growing popularity of e-sports in the region with large tournaments and professionals is attracting a million gamers and creating the highest revenue. This has generated new chances or opportunities for manufacturers, e-sports companies, and publishers and is projected to help the regional growth of the market in the forecast period.
The current report Scope analyzes Online Gaming Market on 5 major region Split (In case you wish to acquire a specific region edition (more granular data) or any country Edition data then please write us on info@cognitivemarketresearch.com
The above graph is for illustrative purposes only.
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Global Online Gaming Market Report 2024 Edition talks about crucial market insights with the help of segments and sub-segments analysis. In this section, we reveal an in-depth analysis of the key factors influencing Online Gaming Industry growth. Online Gaming market has been segmented with the help of its Type, Business Model Platform, and others. Online Gaming market analysis helps to understand key industry segments, and their global, regional, and country-level insights. Furthermore, this analysis also provides information pertaining to segments that are going to be most lucrative in the near future and their expected growth rate and future market opportunities. The report also provides detailed insights into factors responsible for the positive or negative growth of each industry segment.
Advanced technology such as virtual reality and augmented reality are improving gaming which is fuelling the segment growth in the global online gaming market. The action & adventure games are in high demand due to the mesmeric storyline and gameplay which makes the players occupied for hours.
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This report forecasts revenue growth at the global, regional, and country levels and provides an analysis of the latest industry trends and opportunities for each application of Online Gaming from 2019 to 2031. This will also help to analyze the demand for Online Gaming across different end-use industries. Our research team will also help acquire additional data such as Value Chain, Patent analysis, Company Evaluation Quadrant (Matrix), and much more confidential analysis and data insights.
Some of the key Business Model of Online Gaming are:
The above Graph is for representation purposes only. This chart does not depict actual Market share.
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The mobile segment is projected to witness the highest market share of the Global Online Gaming Market.
The increasing popularity of smartphones and the increasing number of users worldwide is fuelling the segment growth in the market. The games on mobile phones are easily available through the app store, and many various gaming apps are accessible, by numerous users and preferences. Mobile games are more popular due to social networking features such as multiplayer possibilities, leaderboards, and social media integration.
Senior Analyst at Cognitive Market Research
I am working as a Senior Analyst with Cognitive Market Research in the areas of Industry Survey and Market Research/Analytics. I collaborate with CXOs, VPs, and other senior executives to understand their data needs and provide solutions and business strategy building.
I am working as a Senior Analyst with Cognitive Market Research in the areas of Industry Survey and Market Research/Analytics. I collaborate with CXOs, VPs, and other senior executives to understand their data needs and provide solutions and business strategy building. I fulfill data requirements with thorough research and analytics. ME and My research team provide intelligence on industry stats, market structure, company profiles/Competition Analysis, Forecast Mapping, and Recently started providing the COVID-19 Impact Analysis.
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Our study will explain complete manufacturing process along with major raw materials required to manufacture end-product. This report helps to make effective decisions determining product position and will assist you to understand opportunities and threats around the globe.
The Global Online Gaming Market is witnessing significant growth in the near future.
In 2023, the Action & Adventure segment accounted for noticeable share of global Online Gaming Market and is projected to experience significant growth in the near future.
The Free-to-play segment is expected to expand at the significant CAGR retaining position throughout the forecast period.
Some of the key companies Activision Blizzard Inc. , Apple Inc. and others are focusing on its strategy building model to strengthen its product portfolio and expand its business in the global market.
Please note, we have not disclose, all the sources consulted/referred during a market study due to confidentiality and paid service concern. However, rest assured that upon purchasing the service or paid report version, we will release the comprehensive list of sources along with the complete report and we also provide the data support where you can intract with the team of analysts who worked on the report.
1.Getting to a new level in India’s online gaming sector
2.Unlocking India’s potential: The economic, entertainment and learning power of online gaming
NetEase and Microsoft have announced intentions to reintroduce iconic titles such as "World of Warcraft" to China following the developer's 15-year cooperation. Beginning this summer, the two firms are collaborating to bring online games from Blizzard Entertainment, an Activision Blizzard subsidiary, back to the world's second-largest economy. Between 2008 and 2023, NetEase published Blizzard games in China. Blizzard Entertainment President Johanna Faries expressed thanks for their teams' work and stated that their goal is to provide legendary gaming experiences to players in China. NetEase and Microsoft have also agreed to collaborate on delivering NetEase titles to Microsoft's Xbox and other gaming platforms. This decision might have a greater impact on NetEase, which is looking to expand its international presence. The extended publishing arrangement includes Blizzard's biggest games, "World of Warcraft" and "Hearthstone," as well as other titles in the "Warcraft," "Overwatch," "Diablo," and "StarCraft" genres. Morningstar analyst Ivan Su predicts that NetEase will reclaim distribution rights to Blizzard's games, resulting in a 2% increase in earnings.
Symbolica, an artificial intelligence firm, has secured $31 million in a Series A investment headed by Khosla Ventures. The business, which creates foundation models in competition with ChatGPT inventor OpenAI, has built a framework for developing alternatives to the "transformer" deep learning architecture. Symbolica CEO George Morgan emphasised that the company's initial product, a coding assistant, will not be available until early 2025 due to the requirement to employ and educate its model. The argument about AI's potential to maintain its quick performance with increased computational power and training data is continuing. Symbolica's first product, a coding helper, will be available in early 2025.
Nazara Technologies plans to buy the intellectual property rights for Ultimate Teen Patti, a free casual card game that debuted in 2015. Players cannot earn real money in the game, which was released in 2015. The acquisition will be made through an assignment from Games24x7's subsidiary, U Games Private Limited, for a total value of Rs 10 crore, including relevant taxes. Rs 9 crore has been paid out of the entire price, with the remaining amount expected to be paid following the completion of certain operations for service transfer and backend integrations relating to the UTP IP Assets. The transaction is scheduled to be completed within 90 days. The purchase will broaden Nextwave's services in the casual freemium gaming segment.
https://www.epa.gov/regulatory-information-sector/construction-sector-naics-23
https://www.usace.army.mil/Missions/Civil-Works/Engineering-and-Construction/
https://www.abs.gov.au/statistics/industry/building-and-construction
https://business.gov.au/planning/industry-information/construction-industry
https://www.usitc.gov/research_and_analysis/tradeshifts/2021/footwear
Disclaimer:
Type | Action & Adventure, Sports, Puzzle, Racing Games, Others |
Business Model | Free-to-play, Play-to-play, Subscription-based, Others |
Platform | PC, Console, Mobile, Others |
List of Competitors | Activision Blizzard Inc., Amazon.com (Luna), Apple Inc., Bandai Namco Entertainment Inc., Electronic Arts Inc., Epic Games, Gameloft SE, Krafton Inc., Leyou Technologies Holdings Ltd., Microsoft Corp. (Xbox Game Studios), NetEase (China), Netmarble Corp., Nintendo Co., Ltd., NXC Corp., Rockstar Games, Rovio Entertainment Oyj, Sega Corp., Sony Interactive Entertainment Inc., Square Enix Co., Ltd., Take-Two Interactive Software Tencent Holdings Ltd., THQ Nordic GmbH (Embracer Group AB), Ubisoft Entertainment SA, Valve Corp., Wargaming Group Ltd., Warner Bros. Entertainment Inc., Zhejiang Century Huatong Group Co., Ltd. |
This chapter will help you gain GLOBAL Market Analysis of Online Gaming. Further deep in this chapter, you will be able to review Global Online Gaming Market Split by various segments and Geographical Split.
Chapter 1 Global Market Analysis
Global Market has been segmented on the basis 5 major regions such as North America, Europe, Asia-Pacific, Middle East & Africa, and Latin America.
You can purchase only the Executive Summary of Global Market (2019 vs 2024 vs 2031)
Global Market Dynamics, Trends, Drivers, Restraints, Opportunities, Only Pointers will be deliverable
This chapter will help you gain North America Market Analysis of Online Gaming. Further deep in this chapter, you will be able to review North America Online Gaming Market Split by various segments and Country Split.
Chapter 2 North America Market Analysis
This chapter will help you gain Europe Market Analysis of Online Gaming. Further deep in this chapter, you will be able to review Europe Online Gaming Market Split by various segments and Country Split.
Chapter 3 Europe Market Analysis
This chapter will help you gain Asia Pacific Market Analysis of Online Gaming. Further deep in this chapter, you will be able to review Asia Pacific Online Gaming Market Split by various segments and Country Split.
Chapter 4 Asia Pacific Market Analysis
This chapter will help you gain South America Market Analysis of Online Gaming. Further deep in this chapter, you will be able to review South America Online Gaming Market Split by various segments and Country Split.
Chapter 5 South America Market Analysis
This chapter will help you gain Middle East and Africa Market Analysis of Online Gaming. Further deep in this chapter, you will be able to review Middle East and Africa Online Gaming Market Split by various segments and Country Split.
Chapter 6 Middle East and Africa Market Analysis
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Chapter 7 Top 10 Countries Analysis (Only Available with Corporate User License)
This chapter provides an in-depth analysis of the market share among key competitors of Online Gaming. The analysis highlights each competitor's position in the market, growth trends, and financial performance, offering insights into competitive dynamics, and emerging players.
Chapter 8 Competitor Analysis (Subject to Data Availability (Private Players))
(Subject to Data Availability (Private Players))
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
This chapter would comprehensively cover market drivers, trends, restraints, opportunities, and various in-depth analyses like industrial chain, PESTEL, Porter’s Five Forces, and ESG, among others. It would also include product life cycle, technological advancements, and patent insights.
Chapter 9 Qualitative Analysis (Subject to Data Availability)
Segmentation Type Analysis 2019 -2031, will provide market size split by Type. This Information is provided at Global Level, Regional Level and Top Countries Level The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 10 Market Split by Type Analysis 2019 -2031
The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 11 Market Split by Business Model Analysis 2019 -2031
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Chapter 12 Market Split by Platform Analysis 2019 -2031
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global Online Gaming market
Chapter 13 Research Findings
Here the analyst will summarize the content of entire report and will share his view point on the current industry scenario and how the market is expected to perform in the near future. The points shared by the analyst are based on his/her detailed in-depth understanding of the market during the course of this report study. You will be provided exclusive rights to interact with the concerned analyst for unlimited time pre purchase as well as post purchase of the report.
Why Action & Adventure have a significant impact on Online Gaming market? |
What are the key factors affecting the Action & Adventure and Sports of Online Gaming Market? |
What is the CAGR/Growth Rate of Free-to-play during the forecast period? |
By type, which segment accounted for largest share of the global Online Gaming Market? |
Which region is expected to dominate the global Online Gaming Market within the forecast period? |
Segmentation Level Customization |
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Global level Data Customization |
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Region level Data Customization |
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Country level Data Customization |
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Company Level |
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Additional Data Analysis |
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Additional Qualitative Data |
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Additional Quantitative Data |
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Service Level Customization |
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Report Format Alteration |
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