The web3 gaming market size is expected to see exponential growth in the next few years. It will grow to $108.08 billion in 2030 at a compound annual growth rate (CAGR) of 22.1%. The growth in the forecast period can be attributed to mainstream acceptance of web3 gaming platforms, regulatory clarity for digital assets, integration of cross-chain gaming ecosystems, growth of metaverse-linked games, increasing investor funding in blockchain gaming studios. Major trends in the forecast period include decentralized in-game asset ownership, play-to-earn monetization expansion, community-driven game development, interoperable gaming ecosystems, tokenized virtual economies.
The growing interest in blockchain-based gaming is expected to fuel the expansion of the Web3 gaming market. Blockchain-based gaming leverages blockchain technology to provide players with true ownership of in-game assets through secure and transparent transactions. This allows players to buy, sell, and trade digital items as non-fungible tokens (NFTs), creating new opportunities for earning and engagement. The growth of blockchain-based gaming is largely driven by play-to-earn models, which reward players with real-world value for their in-game activities, attracting users seeking both entertainment and income. Web3 gaming supports this ecosystem by offering decentralized platforms that ensure secure asset ownership and transparent transactions, enabling smooth integration of blockchain features and fostering community-driven virtual environments. For example, in July 2024, DappRadar, a US-based Web3 analytics company, reported that Q2 2024 was the strongest quarter since Q3 2022 for blockchain gaming investments, raising $1.1 billion, a 314% increase compared to the previous quarter. Thus, the rising interest in blockchain-based gaming is driving the growth of the Web3 gaming market.
Leading companies in the Web3 gaming market are emphasizing the adoption of innovative technologies, such as Ethereum’s Layer-2 solutions, to boost scalability, lower transaction costs, and enhance the overall gaming experience while ensuring seamless asset interoperability across decentralized platforms. Ethereum’s Layer-2 technology comprises scaling solutions built atop the Ethereum mainnet that process transactions off-chain or in batches, increasing speed, reducing fees, and maintaining network security. For example, in January 2024, Immutable Pty Ltd, an Australia-based cryptocurrency company, launched a zkEVM blockchain designed to deliver scalable, gas-free gaming experiences while remaining fully compatible with Ethereum. This platform allows developers to create high-performance Web3 games with smooth user onboarding. Immutable’s zkEVM blockchain supports gas-free player transactions, full Ethereum compatibility, and integration with popular game development tools such as Unity and Unreal Engine. It also provides smart contract functionality optimized for gaming logic, enabling faster and more scalable deployment of games on Layer 2.
In January 2023, Mythical Inc., a US-based Web3 game development company, acquired DMarket Ltd. for an undisclosed sum. This acquisition enables Mythical Inc. to broaden its ecosystem, strengthen its Web3 gaming capabilities, and accelerate the adoption of player-owned economies. DMarket Ltd., also based in the US, specializes in blockchain-based solutions for virtual item trading, NFT marketplaces, and digital asset monetization within the gaming industry.
Major companies operating in the web3 gaming market are Wemade Co. Ltd., Animoca Brands Corporation Limited, Mythical Inc., Immutable Pty Ltd., Dapper Labs Inc., Illuvium Pty Ltd., The Sandbox, Decentraland Foundation, Gala Games Inc., Sky Mavis Pte. Ltd., Enjin Pte. Ltd., Vulcan Forged Ltd., Nakamoto Games Ltd., Big Time Gaming Inc., Ultra Stiftung, Fractal Gaming Inc., Planetarium Labs Inc., Treasure DAO, Axie Infinity Studios, Sorare SAS, Splinterlands Inc., Guild of Guardians Pty Ltd., Gods Unchained Studios, Star Atlas Inc., Ember Sword ApS.
North America was the largest region in the web3 gaming market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the web3 gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the web3 gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The web3 gaming market includes revenues earned by entities through blockchain integration, non-fungible token minting and marketplaces, play-to-earn mechanics, smart contract development, and wallet integration and management. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The web3 gaming market include of sales of products such as crypto wallets, NFTs (non-fungible tokens), game tokens, decentralized identity systems, and analytics and tracking tools. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Web3 Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses web3 gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for web3 gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The web3 gaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Game Type: Puzzle and Trivia Games; Role-Playing Games (RPGs); Sports and Racing Games; Strategy Games; Virtual Worlds; Other Game Types2) By Mode: Play-to-Earn (P2E); Free-to-Play (F2P); Subscription-Based; Hybrid Models
3) By Device Type: Personal Computer (PC) or Desktop; Mobile; Consoles; Virtual Reality (VR) or Augmented Reality (AR)
4) By in-Game Purchase: U.S. Dollar (USD); Ethereum; USD Coin (USDC); Other in-Game Purchases
5) By End-Use: Casual Gamers; Hardcore Gamers; Investors or Speculators; Collectors; Community Builders
Subsegments:
1) By Puzzle and Trivia Games: Word Games; Quiz-Based Games; Logic Puzzle Games; Memory Games; Sudoku-Style Games; Blockchain-Based Trivia Contests2) By Role-Playing Games (RPGs): Massively Multiplayer Online Role-Playing Games (MMORPGs); Action Role-Playing Games (RPGs); Turn-Based Role-Playing Games (RPGs); Blockchain-Based Fantasy Role-Playing Games (RPGs); Non-Fungible Token (NFT) Character-Based Games; Sci-Fi Role-Playing Games (RPGs)
3) By Sports and Racing Games: Fantasy Sports Games; Non-Fungible Token (NFT)-Based Football Games; Blockchain Racing Simulators; Play-to-Earn Car Racing Games; Cricket and Basketball Web3 Games; eSports-Integrated Games
4) By Strategy Games: Real-Time Strategy Games (RTS); Turn-Based Strategy; Tower Defense Games; War and Empire Building Games; Blockchain Chess or Board Strategy Games; Resource Management Games
5) By Virtual Worlds: Metaverse Platforms; Sandbox Gaming Worlds; Non-Fungible Token (NFT) Land Ownership Games; Social Interaction Worlds; Digital Real Estate Games; Open-World Blockchain Simulators
6) By Other Game Types: Card Games; Casino and Gambling Games; Music and Rhythm Games; Horror-Themed Blockchain Games; Educational Games; Mixed-Genre Non-Fungible Token (NFT) Games
Companies Mentioned: Wemade Co. Ltd.; Animoca Brands Corporation Limited; Mythical Inc.; Immutable Pty Ltd.; Dapper Labs Inc.; Illuvium Pty Ltd.; the Sandbox; Decentraland Foundation; Gala Games Inc.; Sky Mavis Pte. Ltd.; Enjin Pte. Ltd.; Vulcan Forged Ltd.; Nakamoto Games Ltd.; Big Time Gaming Inc.; Ultra Stiftung; Fractal Gaming Inc.; Planetarium Labs Inc.; Treasure DAO; Axie Infinity Studios; Sorare SAS; Splinterlands Inc.; Guild of Guardians Pty Ltd.; Gods Unchained Studios; Star Atlas Inc.; Ember Sword ApS
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Web3 Gaming market report include:- Wemade Co. Ltd.
- Animoca Brands Corporation Limited
- Mythical Inc.
- Immutable Pty Ltd.
- Dapper Labs Inc.
- Illuvium Pty Ltd.
- The Sandbox
- Decentraland Foundation
- Gala Games Inc.
- Sky Mavis Pte. Ltd.
- Enjin Pte. Ltd.
- Vulcan Forged Ltd.
- Nakamoto Games Ltd.
- Big Time Gaming Inc.
- Ultra Stiftung
- Fractal Gaming Inc.
- Planetarium Labs Inc.
- Treasure DAO
- Axie Infinity Studios
- Sorare SAS
- Splinterlands Inc.
- Guild of Guardians Pty Ltd.
- Gods Unchained Studios
- Star Atlas Inc.
- Ember Sword ApS
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 48.55 Billion |
| Forecasted Market Value ( USD | $ 108.08 Billion |
| Compound Annual Growth Rate | 22.1% |
| Regions Covered | Global |
| No. of Companies Mentioned | 26 |


