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Global Online Gaming Market Report by Type, Platform, Gamer Type, Age Group, Region and Company Analysis 2024-2032

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    Report

  • 130 Pages
  • April 2024
  • Region: Global
  • Renub Research
  • ID: 5952065
The Global Online Gaming Market was valued at US$ 137.60 Billion in 2023 and is projected to reach US$ 348.85 Billion by 2032, growing at a CAGR of 10.89% from 2024 to 2032.

Online gaming involves player to playing video games over the internet, allowing multiple players to interact virtually. This genre encompasses various game types, from puzzles to MMOs, enabling real-time interaction and competition among players from different locations.

The online gaming market is rapidly growing around the world, fueled by high revenue and user engagement. Key drivers include widespread high-speed internet, smartphone proliferation, and the rise of esports and streaming services. Esports, featuring popular games like Counter-Strike and Call of Duty, offer lucrative rewards, boosting industry expansion worldwide. Game developers focus on graphics and plots tailored to diverse devices, with smartphones driving sales. Companies innovate with consoles and cloud gaming services like Arcade and Stadia, making games more accessible. Future growth will be driven by increased online service investments and 5G infrastructure. VR, AR, and AI advancements will enhance gaming experiences, while 5G networks will accelerate mobile and cloud-based gaming delivery.

Online Gaming Market Surveys

  • Worldwide, the video gaming community has around 3.09 Billion active participants.
  • By 2024, the global gaming community is anticipated to reach approximately 3.32 Billion individuals.
  • In the United States, there are more than 3,000 esports competitors.
  • Nearly 1.5 Billion gamers reside in Asia.
  • Gaming encompasses 55% of the male population.

At least one gaming service is subscribed to by 52% of gamers.

  • According to the Mobile Economy 2022 report by GSMA Intelligence, nearly 7.5 Billion smartphone connections, constituting over four-fifths of all mobile connections, are projected to be in place by 2025.

Asia Pacific Online Gaming Market

The gaming industry in the Asia-Pacific (APAC) region is expansive and diverse, encompassing a wide range of gaming preferences. With 1.5 Billion identified gamers, individuals vary from hyper-casual to hardcore gamers. They tend to spend more time gaming compared to the global average and demonstrate the highest levels of engagement. In recent years, the Asia gaming industry has attracted the attention of investors, developers, and analysts. Within Asia, Japan, South Korea, India, and China are the leading markets. The rapid expansion of cheap smartphones with high performance and the rise of female gamers are key drivers behind the booming online gaming market. APAC's gaming future, Google commissioned leading games analytics experts at Newzoo to research the forces shaping gaming markets in mainland China, India, Japan, South Korea, Taiwan, and Vietnam. The research covers players in the Asian gaming market who are aged 18 to 65. In February 2022, AdColony, a Digital Turbine company, launched Game Academy, a free online skills masterclass and qualification focused on marketing solutions in gaming.

Online Gaming Market Key Company

Activision Blizzard Inc., Apple Inc., Capcom Co Ltd, Electronic Arts Inc., Microsoft Corporation, Nintendo Co Ltd, Sony Interactive Entertainment Inc., and Tencent Holdings Ltd are important players in the online gaming industry.

Online Gaming Company News

In March 2023, Microsoft Corp. and Boosteroid signed a 10-year deal to bring Xbox PC titles to Boosteroid's cloud gaming platform. Boosteroid, a leading cloud gaming provider with its development team in Ukraine, boasts over 4 million users globally, making it the largest independent cloud gaming provider. With Microsoft's acquisition of Activision Blizzard, Boosteroid users gain access to streaming PC games from Activision Blizzard.

In February 2023, NCSOFT and Amazon Games partnered to launch THRONE AND LIBERTY, a highly anticipated MMORPG, in South America, North America, Europe, and Japan. Amazon Games will publish the game, which will be accessible on PlayStation 5, PC, and Xbox Series X|S, enabling cross-platform play.

In April 2023, Sony Interactive Entertainment LLC (SIE) acquired Firewalk Studios as part of its initiative to bring new live gaming service experiences to PlayStation gamers. This acquisition aligns with SIE's collaboration with other top-tier development teams, such as Haven Interactive Studios and Bungie.

Type - Global Online Gaming Market break into 5 viewpoints

1. Action
2. Adventure
3. Puzzle
4. Arcade
5. Others

Platform - Global Online Gaming Market break into 4 viewpoints

1. Mobile Phone
2. PCs
3. Console
4. Others

Gamer Type - Global Online Gaming Market into 3 viewpoints

1. Social Gamers
2. Serious Gamers
3. Core Gamers

Age Group - Global Online Gaming Market is breakup into 4 viewpoints

1. Below 10 Years
2. 11-24 Years
3. 25-44 Years
4. 45 and Above Years

Country - Global Online Gaming Market of 25 Countries

1. North America
1.1 United States
1.2 Canada
2. Europe
2.1 France
2.2 Germany
2.3 Italy
2.4 Spain
2.5 United Kingdom
2.6 Belgium
2.7 Netherlands
2.8 Turkey
3. Asia Pacific
3.1 China
3.2 Japan
3.3 India
3.4 South Korea
3.5 Thailand
3.6 Malaysia
3.7 Indonesia
3.8 Australia
3.9 New Zealand
4. Latin America
4.1 Brazil
4.2 Mexico
4.3 Argentina
5. Middle East & Africa
5.1 Saudi Arabia
5.2 UAE
5.3 South Africa

All the key players have been covered from 3 viewpoints:

  • Overview
  • Recent Development
  • Revenue Analysis

Company Analysis:

1. Activision Blizzard, Inc.
2. Apple Inc.
3. Capcom Co., Ltd.
4. Electronic Arts Inc.
5. Microsoft Corporation
6. Nintendo Co., Ltd.
7. Sony Interactive Entertainment Inc.
8. Tencent Holdings Ltd.

Table of Contents

1. Introduction2. Research Methodology3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. Global Online Gaming Market
6. Market Share
6.1 Type
6.2 Platform
6.3 Gamer Type
6.4 Age Group
6.5 Country
7. Type
7.1 Action
7.2 Adventure
7.3 Puzzle
7.4 Arcade
7.5 Others
8. Platform
8.1 Mobile Phone
8.2 PCs
8.3 Console
8.4 Others
9. Gamer Type
9.1 Social Gamers
9.2 Serious Gamers
9.3 Core Gamers
10. Age Group
10.1 Below 10 Years
10.2 11-24 Years
10.3 25-44 Years
10.4 45 and Above Years
11. Country
11.1 North America
11.1.1 United States
11.1.2 Canada
11.2 Europe
11.2.1 France
11.2.2 Germany
11.2.3 Italy
11.2.4 Spain
11.2.5 United Kingdom
11.2.6 Belgium
11.2.7 Netherlands
11.2.8 Turkey
11.3 Asia Pacific
11.3.1 China
11.3.2 Japan
11.3.3 India
11.3.4 South Korea
11.3.5 Thailand
11.3.6 Malaysia
11.3.7 Indonesia
11.3.8 Australia
11.3.9 New Zealand
11.4 Latin America
11.4.1 Brazil
11.4.2 Mexico
11.4.3 Argentina
11.5 Middle East & Africa
11.5.1 Saudi Arabia
11.5.2 UAE
11.5.3 South Africa
12. Porter’s Five Analysis
12.1 Bargaining Power of Buyers
12.2 Bargaining Power of Suppliers
12.3 Degree of Rivalry
12.4 Threat of New Entrants
12.5 Threat of Substitutes
13. SWOT Analysis
13.1 Strength
13.2 Weakness
13.3 Opportunity
13.4 Threat
14. Key Players
14.1 Activision Blizzard, Inc.
14.1.1 Overview
14.1.2 Recent Development
14.1.3 Revenue
14.2 Apple Inc.
14.2.1 Overview
14.2.2 Recent Development
14.2.3 Revenue
14.3 Capcom Co., Ltd.
14.3.1 Overview
14.3.2 Recent Development
14.3.3 Revenue
14.4 Electronic Arts Inc
14.4.1 Overview
14.4.2 Recent Development
14.4.3 Revenue
14.5 Microsoft Corporation
14.5.1 Overview
14.5.2 Recent Development
14.5.3 Revenue
14.6 Nintendo Co., Ltd.
14.6.1 Overview
14.6.2 Recent Development
14.6.3 Revenue
14.7 Sony Interactive Entertainment Inc
14.7.1 Overview
14.7.2 Recent Development
14.7.3 Revenue
14.8 Tencent Holdings Ltd.
14.8.1 Overview
14.8.2 Recent Development
14.8.3 Revenue
List of Figures
Figure 01: Global - Online Gaming Market (Billion US$), 2019-2023
Figure 02: Global - Forecast for Online Gaming Market (Billion US$), 2024-2032
Figure 03: Type - Action Market (Million US$), 2019-2023
Figure 04: Type - Forecast for Action Market (Million US$), 2024-2032
Figure 05: Type - Adventure Market (Million US$), 2019-2023
Figure 06: Type - Forecast for Adventure Market (Million US$), 2024-2032
Figure 07: Type - Puzzle Market (Million US$), 2019-2023
Figure 08: Type - Forecast for Puzzle Market (Million US$), 2024-2032
Figure 09: Type - Arcade Market (Million US$), 2019-2023
Figure 10: Type - Forecast for Arcade Market (Million US$), 2024-2032
Figure 11: Type - Others Market (Million US$), 2019-2023
Figure 12: Type - Forecast for Others Market (Million US$), 2024-2032
Figure 13: Platform - Mobile Phone Market (Million US$), 2019-2023
Figure 14: Platform - Forecast for Mobile Phone Market (Million US$), 2024-2032
Figure 15: Platform - PCs Market (Million US$), 2019-2023
Figure 16: Platform - Forecast for PCs Market (Million US$), 2024-2032
Figure 17: Platform - Console Market (Million US$), 2019-2023
Figure 18: Platform - Forecast for Console Market (Million US$), 2024-2032
Figure 19: Platform - Others Market (Million US$), 2019-2023
Figure 20: Platform - Forecast for Others Market (Million US$), 2024-2032
Figure 21: Gamer Type - Social Gamers Market (Million US$), 2019-2023
Figure 22: Gamer Type - Forecast for Social Gamers Market (Million US$), 2024-2032
Figure 23: Gamer Type - Serious Gamers Market (Million US$), 2019-2023
Figure 24: Gamer Type - Forecast for Serious Gamers Market (Million US$), 2024-2032
Figure 25: Gamer Type - Core Gamers Market (Million US$), 2019-2023
Figure 26: Gamer Type - Forecast for Core Gamers Market (Million US$), 2024-2032
Figure 27: Age Group - Below 10 Years Market (Million US$), 2019-2023
Figure 28: Age Group - Forecast for Below 10 Years Market (Million US$), 2024-2032
Figure 29: Age Group - 11-24 Years Market (Million US$), 2019-2023
Figure 30: Age Group - Forecast for 11-24 Years Market (Million US$), 2024-2032
Figure 31: Age Group - 25-44 Years Market (Million US$), 2019-2023
Figure 32: Age Group - Forecast for 25-44 Years Market (Million US$), 2024-2032
Figure 33: Age Group - 45 and Above Years Market (Million US$), 2019-2023
Figure 34: Age Group - Forecast for 45 and Above Years Market (Million US$), 2024-2032
Figure 35: United States - Online Gaming Market (Million US$), 2019-2023
Figure 36: United States - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 37: Canada - Online Gaming Market (Million US$), 2019-2023
Figure 38: Canada - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 39: France - Online Gaming Market (Million US$), 2019-2023
Figure 40: France - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 41: Germany - Online Gaming Market (Million US$), 2019-2023
Figure 42: Germany - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 43: Italy - Online Gaming Market (Million US$), 2019-2023
Figure 44: Italy - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 45: Spain - Online Gaming Market (Million US$), 2019-2023
Figure 46: Spain - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 47: United Kingdom - Online Gaming Market (Million US$), 2019-2023
Figure 48: United Kingdom - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 49: Belgium - Online Gaming Market (Million US$), 2019-2023
Figure 50: Belgium - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 51: Netherlands - Online Gaming Market (Million US$), 2019-2023
Figure 52: Netherlands - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 53: Turkey - Online Gaming Market (Million US$), 2019-2023
Figure 54: Turkey - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 55: China - Online Gaming Market (Million US$), 2019-2023
Figure 56: China - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 57: Japan - Online Gaming Market (Million US$), 2019-2023
Figure 58: Japan - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 59: India - Online Gaming Market (Million US$), 2019-2023
Figure 60: India - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 61: South Korea - Online Gaming Market (Million US$), 2019-2023
Figure 62: South Korea - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 63: Thailand - Online Gaming Market (Million US$), 2019-2023
Figure 64: Thailand - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 65: Malaysia - Online Gaming Market (Million US$), 2019-2023
Figure 66: Malaysia - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 67: Indonesia - Online Gaming Market (Million US$), 2019-2023
Figure 68: Indonesia - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 69: Australia - Online Gaming Market (Million US$), 2019-2023
Figure 70: Australia - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 71: New Zealand - Online Gaming Market (Million US$), 2019-2023
Figure 72: New Zealand - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 73: Brazil - Online Gaming Market (Million US$), 2019-2023
Figure 74: Brazil - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 75: Mexico - Online Gaming Market (Million US$), 2019-2023
Figure 76: Mexico - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 77: Argentina - Online Gaming Market (Million US$), 2019-2023
Figure 78: Argentina - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 79: Saudi Arabia - Online Gaming Market (Million US$), 2019-2023
Figure 80: Saudi Arabia - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 81: UAE - Online Gaming Market (Million US$), 2019-2023
Figure 82: UAE - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 83: South Africa - Online Gaming Market (Million US$), 2019-2023
Figure 84: South Africa - Forecast for Online Gaming Market (Million US$), 2024-2032
Figure 85: Activision Blizzard, Inc. - Global Revenue (Million US$), 2019-2023
Figure 86: Activision Blizzard, Inc. - Forecast for Global Revenue (Million US$), 2024-2032
Figure 87: Apple Inc. - Global Revenue (Million US$), 2019-2023
Figure 88: Apple Inc. - Forecast for Global Revenue (Million US$), 2024-2032
Figure 89: Capcom Co., Ltd. - Global Revenue (Million US$), 2019-2023
Figure 90: Capcom Co., Ltd. - Forecast for Global Revenue (Million US$), 2024-2032
Figure 91: Electronic Arts Inc - Global Revenue (Million US$), 2019-2023
Figure 92: Electronic Arts Inc - Forecast for Global Revenue (Million US$), 2024-2032
Figure 93: Microsoft Corporation - Global Revenue (Million US$), 2019-2023
Figure 94: Microsoft Corporation - Forecast for Global Revenue (Million US$), 2024-2032
Figure 95: Nintendo Co., Ltd. - Global Revenue (Million US$), 2019-2023
Figure 96: Nintendo Co., Ltd. - Forecast for Global Revenue (Million US$), 2024-2032
Figure 97: Sony Interactive Entertainment Inc - Global Revenue (Million US$), 2019-2023
Figure 98: Sony Interactive Entertainment Inc - Forecast for Global Revenue (Million US$), 2024-2032
Figure 99: Tencent Holdings Ltd. - Global Revenue (Million US$), 2019-2023
Figure 100: Tencent Holdings Ltd. - Forecast for Global Revenue (Million US$), 2024-2032
List of Tables
Table 01: Global - Online Gaming Market Share by Type (Percent), 2019-2023
Table 02: Global - Forecast for Online Gaming Market Share by Type (Percent), 2024-2032
Table 03: Global - Online Gaming Market Share by Platform (Percent), 2019-2023
Table 04: Global - Forecast for Online Gaming Market Share by Platform (Percent), 2024-2032
Table 05: Global - Online Gaming Market Share by Gamer Type (Percent), 2019-2023
Table 06: Global - Forecast for Online Gaming Market Share by Gamer Type (Percent), 2024-2032
Table 07: Global - Online Gaming Market Share by Age Group (Percent), 2019-2023
Table 08: Global - Forecast for Online Gaming Market Share by Age Group (Percent), 2024-2032
Table 09: Global - Online Gaming Market Share by Countries (Percent), 2019-2023
Table 10: Global - Forecast for Online Gaming Market Share by Countries (Percent), 2024-2032

Companies Mentioned

  • Activision Blizzard, Inc.
  • Apple Inc.
  • Capcom Co., Ltd.
  • Electronic Arts Inc.
  • Microsoft Corporation
  • Nintendo Co., Ltd.
  • Sony Interactive Entertainment Inc.
  • Tencent Holdings Ltd.

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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