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Gaming Global Market Report 2024

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    Report

  • 200 Pages
  • February 2024
  • Region: Global
  • The Business Research Company
  • ID: 5783082
The global gaming market has grown rapidly in recent years. It will grow from $256.41 billion in 2023 to $286.61 billion in 2024 at a compound annual growth rate (CAGR) of 11.8%. The growth observed in the historical period can be attributed to the expansion of gaming platforms, the surge in popularity of esports, the development of gaming communities, the boom in mobile gaming, and the proliferation of gaming conventions and events.

The global gaming market is expected to see rapid growth in the next few years. It will grow to $453.74 billion in 2028 at a compound annual growth rate (CAGR) of 12.2%. The projected growth in the forecast period can be attributed to innovations in game design, a broader inclusion of casual gamers, the implementation of sustainability and eco-friendly initiatives, a heightened focus on social impact and diversity in gaming, and increased government support and recognition. Key trends expected in the forecast period encompass the rise of cloud gaming, the popularity of subscription gaming services, the integration of augmented reality (AR) and virtual reality (VR) experiences, the emphasis on user-generated content and game modding, the continued dominance of mobile gaming, and advancements in next-gen consoles and hardware.

The expanding prevalence of mobile phones is anticipated to be a major catalyst for the gaming market's advancement. Mobile phones, characterized by their portable electronic nature and cellular connectivity, play a pivotal role in the gaming sector's expansion. These devices contribute to the market by providing performance boosters, improved display quality, and top-tier specifications. Notably, in October 2021, The Economic Times reported that India exhibited the world's highest monthly average mobile data consumption per user, with 12 gigabytes. Additionally, the consistent addition of 25 million new smartphone users each quarter in India underscores the substantial growth potential driven by mobile phone proliferation.

The upward trajectory of internet penetration is poised to propel the gaming market further. Internet penetration, denoting the percentage of a population with internet access, is integral to gaming experiences, enabling seamless connections among players. This connectivity facilitates gaming activities such as connecting, competing, exploring, and expanding horizons. A case in point is the UK, where internet users increased by 224 thousand (+0.3 percent) from 2022 to 2023, reaching a total of 66.11 million users. This surge in internet users underscores the role of rising internet penetration in driving the growth of the gaming market.

Major players in the gaming market are strategically developing innovative games to capitalize on popular trends, as exemplified by EA Sports F1 22. Released in June 2022, this game serves as the official video game for the 2022 Formula One World Championship. Available on multiple platforms, including Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S, the game encompasses all official teams, drivers, and circuits from the 2022 season. Featuring a new career mode, diverse multiplayer options, and an innovative element known as F1 Life, the game demonstrates a strategic approach to leveraging Formula One's popularity for gaming market success.

Leading companies in the gaming industry are strategically pursuing partnerships to enrich their offerings and provide a comprehensive gaming experience. Strategic partnerships involve leveraging mutual strengths and resources for shared benefits. A noteworthy example is Electronic Arts Inc.'s collaboration with Middle-earth Enterprises, a US-based film production and licensing company. This partnership aims to create a new, free-to-play mobile game, The Lord of the Rings Heroes of Middle-earth. Positioned as a collectible role-playing game (RPG), it offers both new and dedicated fans a socially competitive experience, seamlessly blending fantasy and adventure from the beloved franchise. This strategic partnership reflects a concerted effort to enhance gaming experiences and diversify product offerings.

In February 2022, Tencent Holdings Ltd., a leading Chinese internet and technology company, successfully acquired 1C Entertainment for an undisclosed sum. This strategic move signifies Tencent's support for 1C Entertainment's vision and enthusiasm, aligning with its commitment to engage with creative minds within its global gaming ecosystem. The acquisition provides 1C Entertainment, a Polish business specializing in services for video game creators, game production, and distribution, with a unique opportunity to collaborate with Tencent and other notable entities within its expansive worldwide network.

Major companies operating in the gaming market report are Microsoft Corporation, Nintendo Co. Ltd., Rovio Entertainment Corporation, Nvidia Corporation, Electronic Arts Inc., Sony Corporation, Apple Inc., Google LLC, Bandai Namco Entertainment Inc., Take-Two Interactive Software Inc., Nexon Company, Activision Blizzard Inc., Ubisoft Entertainment SA, Square Enix Holdings Co. Ltd., ZeptoLab OOO, Tencent Holdings Ltd., Sega Games Co. Ltd., Capcom Co. Ltd., NetEase Inc., Interactive Entertainment Beijing Kunlun Technology Co. Ltd., Bandai Namco Holdings Inc., Konami Holdings Corporation, Zynga Inc., GungHo Online Entertainment Inc., NCSoft Corporation, Kakao Games Corp., Smilegate Holdings Inc., Gravity Co. Ltd., Pearl Abyss Corp., Com2uS Corp., LINE Corporation, and Wargaming Group Limited.

Asia-Pacific was the largest region in the gaming market in 2023. The regions covered in the gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The main types of gaming include action, shooter, role-playing, sports, and various other game genres. Action games involve players overcoming obstacles through physical techniques, such as precision aiming and rapid reaction times. These games can be played on a variety of devices, including consoles, mobile phones, and computers. They can be acquired through different methods, such as box/CD game purchases, in-app purchases, shareware, freeware, and others. Gaming experiences are accessible through both online and offline platforms, offering a diverse range of options for players.

This report provides gaming market statistics, including the gaming industry's global market size, regional shares, competitors with a gaming market share, detailed gaming market segments, market trends and opportunities, and any further data you may need to thrive in the gaming industry. This gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The gaming market includes revenues earned by entities by simulation games, puzzlers, and party games. 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 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

1. Executive Summary2. Gaming Market Characteristics3. Gaming Market Trends and Strategies
4. Gaming Market - Macro Economic Scenario
4.1. Impact of High Inflation on the Market
4.2. Ukraine-Russia War Impact on the Market
4.3. COVID-19 Impact on the Market
5. Global Gaming Market Size and Growth
5.1. Global Gaming Market Drivers and Restraints
5.1.1. Drivers of the Market
5.1.2. Restraints of the Market
5.2. Global Gaming Historic Market Size and Growth, 2018-2023, Value ($ Billion)
5.3. Global Gaming Forecast Market Size and Growth, 2023-2028, 2033F, Value ($ Billion)
6. Gaming Market Segmentation
6.1. Global Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Action
  • Shooter
  • Role-Playing
  • Sports
  • Other Game Types
6.2. Global Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Console
  • Mobile
  • Computer
6.3. Global Gaming Market, Segmentation by Purchase Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Box/CD Game Purchase
  • in-App Purchase-based
  • Shareware
  • Freeware
  • Other Purchase Types
6.4. Global Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Online
  • Offline
7. Gaming Market Regional and Country Analysis
7.1. Global Gaming Market, Split by Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
7.2. Global Gaming Market, Split by Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8. Asia-Pacific Gaming Market
8.1. Asia-Pacific Gaming Market Overview
Region Information, Impact of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8.3. Asia-Pacific Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8.4. Asia-Pacific Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
9. China Gaming Market
9.1. China Gaming Market Overview
9.2. China Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
9.3. China Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
9.4. China Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
10. India Gaming Market
10.1. India Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
10.2. India Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
10.3. India Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11. Japan Gaming Market
11.1. Japan Gaming Market Overview
11.2. Japan Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11.3. Japan Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11.4. Japan Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12. Australia Gaming Market
12.1. Australia Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12.2. Australia Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12.3. Australia Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13. Indonesia Gaming Market
13.1. Indonesia Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13.2. Indonesia Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13.3. Indonesia Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14. South Korea Gaming Market
14.1. South Korea Gaming Market Overview
14.2. South Korea Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14.3. South Korea Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14.4. South Korea Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15. Western Europe Gaming Market
15.1. Western Europe Gaming Market Overview
15.2. Western Europe Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15.3. Western Europe Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15.4. Western Europe Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16. UK Gaming Market
16.1. UK Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16.2. UK Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16.3. UK Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17. Germany Gaming Market
17.1. Germany Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17.2. Germany Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17.3. Germany Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18. France Gaming Market
18.1. France Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18.2. France Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18.3. France Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19. Italy Gaming Market
19.1. Italy Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19.2. Italy Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19.3. Italy Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20. Spain Gaming Market
20.1. Spain Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20.2. Spain Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20.3. Spain Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21. Eastern Europe Gaming Market
21.1. Eastern Europe Gaming Market Overview
21.2. Eastern Europe Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21.3. Eastern Europe Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21.4. Eastern Europe Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22. Russia Gaming Market
22.1. Russia Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22.2. Russia Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22.3. Russia Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23. North America Gaming Market
23.1. North America Gaming Market Overview
23.2. North America Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23.3. North America Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23.4. North America Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24. USA Gaming Market
24.1. USA Gaming Market Overview
24.2. USA Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24.3. USA Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24.4. USA Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25. Canada Gaming Market
25.1. Canada Gaming Market Overview
25.2. Canada Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25.3. Canada Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25.4. Canada Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26. South America Gaming Market
26.1. South America Gaming Market Overview
26.2. South America Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26.3. South America Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26.4. South America Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27. Brazil Gaming Market
27.1. Brazil Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27.2. Brazil Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27.3. Brazil Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28. Middle East Gaming Market
28.1. Middle East Gaming Market Overview
28.2. Middle East Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28.3. Middle East Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28.4. Middle East Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29. Africa Gaming Market
29.1. Africa Gaming Market Overview
29.2. Africa Gaming Market, Segmentation by Gaming Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29.3. Africa Gaming Market, Segmentation by Device, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29.4. Africa Gaming Market, Segmentation by Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
30. Gaming Market Competitive Landscape and Company Profiles
30.1. Gaming Market Competitive Landscape
30.2. Gaming Market Company Profiles
30.2.1. Microsoft Corporation
30.2.1.1. Overview
30.2.1.2. Products and Services
30.2.1.3. Strategy
30.2.1.4. Financial Performance
30.2.2. Nintendo Co. Ltd.
30.2.2.1. Overview
30.2.2.2. Products and Services
30.2.2.3. Strategy
30.2.2.4. Financial Performance
30.2.3. Rovio Entertainment Corporation
30.2.3.1. Overview
30.2.3.2. Products and Services
30.2.3.3. Strategy
30.2.3.4. Financial Performance
30.2.4. Nvidia Corporation
30.2.4.1. Overview
30.2.4.2. Products and Services
30.2.4.3. Strategy
30.2.4.4. Financial Performance
30.2.5. Electronic Arts Inc.
30.2.5.1. Overview
30.2.5.2. Products and Services
30.2.5.3. Strategy
30.2.5.4. Financial Performance
31. Global Gaming Market Competitive Benchmarking32. Global Gaming Market Competitive Dashboard33. Key Mergers and Acquisitions in the Gaming Market
34. Gaming Market Future Outlook and Potential Analysis
34.1 Gaming Market in 2028 - Countries Offering Most New Opportunities
34.2 Gaming Market in 2028 - Segments Offering Most New Opportunities
34.3 Gaming Market in 2028 - Growth Strategies
34.3.1 Market Trend-based Strategies
34.3.2 Competitor Strategies
35. Appendix
35.1. Abbreviations
35.2. Currencies
35.3. Historic and Forecast Inflation Rates
35.4. Research Inquiries
35.5. The Analyst
35.6. Copyright and Disclaimer

Executive Summary

This report provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on 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.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.

Report Scope

Markets Covered:

1) By Game Type: Action; Shooter; Role-Playing; Sports; Other Game Types
2) By Device: Console; Mobile; Computer
3) By Purchase Type: Box/CD Game Purchase; In-App Purchase Based; Shareware; Freeware; Other Purchase Types
4) By Platform: Online; Offline

Key Companies Mentioned: Microsoft Corporation; Nintendo Co. Ltd.; Rovio Entertainment Corporation; Nvidia Corporation; Electronic Arts Inc

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain

Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Microsoft Corporation
  • Nintendo Co. Ltd.
  • Rovio Entertainment Corporation
  • Nvidia Corporation
  • Electronic Arts Inc.
  • Sony Corporation
  • Apple Inc.
  • Google LLC
  • Bandai Namco Entertainment Inc.
  • Take-Two Interactive Software Inc.
  • Nexon Company
  • Activision Blizzard Inc.
  • Ubisoft Entertainment SA
  • Square Enix Holdings Co. Ltd.
  • ZeptoLab OOO
  • Tencent Holdings Ltd.
  • Sega Games Co. Ltd.
  • Capcom Co. Ltd.
  • NetEase Inc.
  • Interactive Entertainment Beijing Kunlun Technology Co. Ltd.
  • Bandai Namco Holdings Inc.
  • Konami Holdings Corporation
  • Zynga Inc.
  • GungHo Online Entertainment Inc.
  • NCSoft Corporation
  • Kakao Games Corp.
  • Smilegate Holdings Inc.
  • Gravity Co. Ltd.
  • Pearl Abyss Corp.
  • Com2uS Corp.
  • LINE Corporation
  • Wargaming Group Limited

Methodology

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