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Online Gaming Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2027

  • Report

  • 100 Pages
  • December 2021
  • Region: Global
  • Infinium Global Research
  • ID: 5518082
The report on the global online gaming market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global online gaming market to grow with a CAGR of 16.9% over the forecast period from 2021-2027. The study on online gaming market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.



The report on online gaming market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global online gaming market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global online gaming market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings


1) Drivers

  • Rise of game streaming on YouTube and twitch
  • Rising high speed internet penetration

2) Restraints

  • High cost of technology and games

3) Opportunities

  • Growth in market players offering cloud gaming services

Research Methodology


A) Primary Research


Our primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry

Our primary research respondents typically include

1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.

B) Secondary Research


Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include

1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies

Segment Covered

The global online gaming market is segmented on the basis of age group, type, platform type, and revenue stream.

The Global Online Gaming Market by Age Group

  • Child
  • Adult

The Global Online Gaming Market by Type

  • Cloud
  • Downloaded

The Global Online Gaming Market by Platform Type

  • Mobile and Tablets
  • PC and Laptop
  • Console

The Global Online Gaming Market by Revenue Stream

  • Game
  • Sponsorship
  • In-game Purchase
  • Advertising
  • Subscription

Company Profiles


The companies covered in the report include
  • Sony Corporation
  • Nintendo Co., Ltd.
  • Tencent Holdings, Inc.
  • Microsoft Corporation
  • Electronic Arts Inc.
  • Garena International
  • Activision Publishing, Inc.
  • NVIDIA Corporation
  • Google, Inc.
  • Valve Corporation

What does this Report Deliver?

1. Comprehensive analysis of the global as well as regional markets of the online gaming market.
2. Complete coverage of all the segments in the online gaming market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global online gaming market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

This product will be delivered within 1-3 business days.

Table of Contents

1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. Online Gaming Market Highlights
2.2. Online Gaming Market Projection
2.3. Online Gaming Market Regional Highlights
3. Global Online Gaming Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Analysis of COVID-19 impact on the Online Gaming Market
3.4. Porter's Five Forces Analysis
3.5. Growth Matrix Analysis
3.5.1. Growth Matrix Analysis by Age Group
3.5.2. Growth Matrix Analysis by Type
3.5.3. Growth Matrix Analysis by Platform Type
3.5.4. Growth Matrix Analysis by Revenue Stream
3.5.5. Growth Matrix Analysis by Region
3.6. Value Chain Analysis of Online Gaming Market
4. Online Gaming Market Macro Indicator Analysis
5. Global Online Gaming Market by Age Group
5.1. Child
5.2. Adult
6. Global Online Gaming Market by Type
6.1. Cloud
6.2. Downloaded
7. Global Online Gaming Market by Platform Type
7.1. Mobile and Tablets
7.2. PC and Laptop
7.3. Console
8. Global Online Gaming Market by Revenue Stream
8.1. Game
8.2. Sponsorship
8.3. In-game Purchase
8.4. Advertising
8.5. Subscription
9. Global Online Gaming Market by Region 2021-2027
9.1. North America
9.1.1. North America Online Gaming Market by Age Group
9.1.2. North America Online Gaming Market by Type
9.1.3. North America Online Gaming Market by Platform Type
9.1.4. North America Online Gaming Market by Revenue Stream
9.1.5. North America Online Gaming Market by Country
9.2. Europe
9.2.1. Europe Online Gaming Market by Age Group
9.2.2. Europe Online Gaming Market by Type
9.2.3. Europe Online Gaming Market by Platform Type
9.2.4. Europe Online Gaming Market by Revenue Stream
9.2.5. Europe Online Gaming Market by Country
9.3. Asia-Pacific
9.3.1. Asia-Pacific Online Gaming Market by Age Group
9.3.2. Asia-Pacific Online Gaming Market by Type
9.3.3. Asia-Pacific Online Gaming Market by Platform Type
9.3.4. Asia-Pacific Online Gaming Market by Revenue Stream
9.3.5. Asia-Pacific Online Gaming Market by Country
9.4. RoW
9.4.1. RoW Online Gaming Market by Age Group
9.4.2. RoW Online Gaming Market by Type
9.4.3. RoW Online Gaming Market by Platform Type
9.4.4. RoW Online Gaming Market by Revenue Stream
9.4.5. RoW Online Gaming Market by Sub-region
10. Company Profiles and Competitive Landscape
10.1. Competitive Landscape in the Global Online Gaming Market
10.2. Companies Profiled
10.2.1. Sony Corporation
10.2.2. Nintendo Co., Ltd.
10.2.3. Tencent Holdings, Inc.
10.2.4. Microsoft Corporation
10.2.5. Electronic Arts Inc.
10.2.6. Garena International
10.2.7. Activision Publishing, Inc.
10.2.8. NVIDIA Corporation
10.2.9. Google, Inc.
10.2.10. Valve Corporation

Companies Mentioned

  • Sony Corporation
  • Nintendo Co., Ltd.
  • Tencent Holdings, Inc.
  • Microsoft Corporation
  • Electronic Arts Inc.
  • Garena International
  • Activision Publishing, Inc.
  • NVIDIA Corporation
  • Google, Inc.
  • Valve Corporation

Table Information