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Gaming Market Overview, 2025-30

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  • 115 Pages
  • June 2025
  • Region: Global
  • Bonafide Research
  • ID: 6103121
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Players today seek more than traditional gameplay they want live service models, real-time multiplayer interactions, user-generated content, and virtual economies. This shift in demand has led to the rise of innovations such as cloud gaming, artificial intelligence (AI)-powered NPCs, haptic feedback in controllers, and integration with virtual and augmented reality (VR/AR). People experienced worry, anxiety, and terror as a result of the pandemic. In addition, social gatherings and outdoor activities were prohibited. All of these factors worked together to boost gaming, which is known to provide relief from a range of mental conditions. According to the World Economic Forum, in September 2020, gaming sales in the U.S.

increased dramatically by 37% to reach USD 3.3 billion. These factors supported market expansion during the pandemic. Early games focused primarily on mechanical challenges and limited storylines, while modern titles offer expansive universes, diverse character development, and seamless integration of cinematic elements. Due to the increasing adoption of 4G connectivity in smartphones, interactive social media games are becoming more and more popular on mobile devices around the world. Therefore, these games are attracting players from a variety of demographics globally.

For instance, in May 2020, data presented by the World Economic Forum.Org mentions that around 48% of the video games industry is contributed by mobile games. Likewise, the booming mobile cellular subscription has also significantly spiked the demand for mobile games. According to data published by the International Telecommunication Union (ITU), in 2022, average global active broadband mobile subscriptions reached 87 per 100 habitats, compared to 78 in 2020.

According to the research report, "Global Gaming Market Overview, 2030," the Global Gaming market was valued at more than USD 254.91 Billion in 2024, with the CAGR of 9.68% from 2025-2030. The growing popularity of playing championship tournaments in online games will likely increase consumer spending on these games, uplifting the industry’s revenues globally. According to Esports’ data, in 2020, the League of Legends Championship gained a viewership of 3.8 million. In addition, the high price money offered by the video game championship encouraged more people to play a video game, which also acts as a gaming industry trend.

For instance, in August 2020, Times Now News declared that PUBG Mobile Global Championship had offered a prize pool of USD 2 million. The standout features of the market are its diversity in content and accessibility, catering to various demographics and regions. Games now range from hyper casual mobile games to expansive AAA titles with cinematic storylines and real-time multiplayer capabilities. Factors such as rapid technological advancement, increased internet penetration, smartphone adoption, and the emergence of 5G networks have significantly enhanced gaming accessibility and performance, fueling growth worldwide.

Social integration is another defining feature; multiplayer online games, esports tournaments, and live streaming platforms like Twitch and YouTube Gaming have turned gaming into a social and spectator driven experience. For instance, in March 2024, Virtuix, the developer of the “Omni One” full-body virtual reality (VR) treadmill and gaming system announced a lineup of 35 games for the Omni One’s consumer launch in the late quarter second of 2024.

Omni One is a complete entertainment system that features a proprietary 360-degree treadmill that enables players to physically run around inside virtual reality games while remaining in the same spot in their play space. The system also comes with a customized Pico 4 Enterprise headset, as well as a dedicated game store with titles optimized for Omni One. This is expected to enhance the gaming market forecast over the coming years.

Market Drivers

  • Technological Advancements (Cloud Gaming, AI, and VR/AR): One of the major forces driving the global gaming market is rapid technological innovation, particularly in cloud gaming, virtual and augmented reality (VR/AR), and artificial intelligence (AI). Cloud gaming services like NVIDIA GeForce Now and Xbox Cloud Gaming allow users to stream high-end games without needing expensive hardware, expanding accessibility. Meanwhile, AI is being used to enhance game design, player behavior modeling, and in-game realism. AR and VR are pushing immersive experiences in games, with titles like Half-Life: Alyx or Pokémon Go setting new standards. These technologies are attracting a broader audience while allowing developers to offer more engaging and interactive gameplay, thereby fueling global market growth.
  • Rise in Mobile Gaming and Freemium Business Models: The global expansion of smartphones and affordable internet access has made mobile gaming a massive contributor to market growth. Mobile platforms now dominate user engagement due to their convenience, accessibility, and increasingly console-like graphics and gameplay. Furthermore, the "freemium" model - where games are free to play but monetized through in-app purchases and ads - has proven highly lucrative, especially in markets like India, China, and Southeast Asia. Games like PUBG Mobile, Clash of Clans, and Genshin Impact have set benchmarks in monetization through this approach, significantly increasing revenue streams and global user bases.

Market Challenges

  • Regulatory and Ethical Concerns: The global gaming market is increasingly facing scrutiny over issues like data privacy, loot boxes (which mimic gambling mechanics), violent content, and excessive screen time - especially among minors. Various governments are enacting regulations to control or limit certain gaming behaviors. For example, China has imposed restrictions on the amount of time minors can spend gaming. These interventions can impact user engagement and revenue, particularly for companies heavily dependent on young audiences or specific geographic markets. Ethical concerns over addiction and monetization tactics also pose reputational risks for developers and publishers.
  • High Development Costs and Market Saturation: As gamers demand higher-quality visuals, deeper narratives, and immersive gameplay, the cost and time required to develop AAA titles have skyrocketed. Studios often invest tens or even hundreds of millions of dollars in a single title, making the industry highly risky. Additionally, the market is becoming saturated, with thousands of games released each year across platforms. This makes it difficult for even high-quality titles to stand out without substantial marketing budgets. Indie developers, in particular, face challenges in gaining visibility and sustaining profitability in such a competitive environment.

Market Trends

  • Esports and Game Streaming Boom: The global esports ecosystem has rapidly evolved into a mainstream entertainment segment. Tournaments for games like League of Legends, Counter-Strike, and Valorant now draw millions of viewers worldwide, often rivaling traditional sports events in viewership. The growth of platforms like Twitch, YouTube Gaming, and Kick has also turned gaming into a spectator sport, with professional gamers and influencers becoming global celebrities. This trend is not only driving audience engagement but also opening up new revenue channels through sponsorships, advertising, and merchandise.
  • Cross-Platform Play and Metaverse Integration: Cross-platform compatibility is becoming a standard expectation, allowing users on consoles, PCs, and mobile devices to play together. This trend increases player bases and enhances community engagement. Simultaneously, the concept of the metaverse is increasingly influencing the gaming industry, with platforms like Roblox, Fortnite, and The Sandbox acting as proto-metaverses where users can socialize, create, and transact using virtual assets. These immersive, persistent digital worlds are expected to redefine user engagement, blurring the lines between gaming, social media, and virtual economies.
Cloud gaming is the fastest-growing platform type in the global gaming industry due to its ability to provide high-quality gaming experiences across devices without the need for expensive hardware, making gaming more accessible and scalable worldwide.

Cloud gaming, also known as game streaming, is experiencing rapid growth in the global gaming industry because it fundamentally redefines how games are accessed and played, offering unprecedented convenience, affordability, and accessibility. Traditionally, high-end gaming required powerful consoles or PCs with expensive hardware, which acted as a barrier to entry for many users, especially in emerging economies. Cloud gaming removes that barrier by hosting the game on powerful remote servers and streaming it directly to users' devices, allowing anyone with a stable internet connection to enjoy graphically intensive games on smartphones, tablets, smart TVs, or even low-spec laptops.

This technological breakthrough aligns perfectly with the global trend of increasing mobile device adoption, better internet infrastructure (like 5G), and consumer preference for on-demand, subscription-based content. Platforms like NVIDIA GeForce Now, Xbox Cloud Gaming, PlayStation Now, and emerging services like Amazon Luna and Google’s former Stadia have proven the feasibility and appeal of the model. Furthermore, cloud gaming provides flexibility, as gamers are no longer tied to one device or location, enabling cross-platform play and seamless user experience. Developers and publishers also benefit by reducing piracy risks and improving game monetization through cloud-based delivery.

Game updates and patches occur server-side, ensuring that users always play the latest version without long downloads or storage concerns. Moreover, the subscription-based business model, akin to Netflix for games, is increasingly attractive to users seeking variety without committing to full-price game purchases. As environmental concerns and the need for space-saving digital solutions grow, cloud gaming also offers an energy-efficient and low-footprint alternative to traditional gaming setups.

The Battle Royale genre is the fastest-growing in the global gaming industry due to its highly engaging, competitive, and socially interactive gameplay that appeals to a wide demographic across free-to-play and cross-platform models.

The meteoric rise of the Battle Royale genre in the global gaming industry can be attributed to its uniquely thrilling gameplay mechanics, social appeal, and accessibility, which have redefined multiplayer gaming in recent years. At its core, the genre offers a survival-based, last-person-standing experience that blends high-intensity action with strategic play, capturing the excitement and unpredictability of competitive encounters. Titles like Fortnite, PUBG, Apex Legends, and Call of Duty: Warzone have set the benchmark by offering large-scale, fast-paced matches where players are dropped into expansive maps and must scavenge for resources, eliminate opponents, and outlast others in a shrinking play zone.

This formula ensures no two matches are the same, keeping the gameplay fresh and replayable. One of the key drivers behind its explosive growth is the genre’s ability to foster real-time social interaction through team-based formats, voice communication, and streaming, making it a popular choice for content creators and esports tournaments. The rise of live-streaming platforms like Twitch and YouTube Gaming has further amplified Battle Royale games' visibility and community engagement, turning them into spectator-friendly phenomena.

Additionally, the free-to-play monetization strategy adopted by many of these titles, combined with in-game cosmetic purchases and battle passes, has made them highly accessible while generating massive revenues for developers. Cross-platform compatibility - allowing players on PC, console, and mobile to compete together - has expanded the player base and facilitated global reach.

The genre also thrives on frequent content updates, seasonal events, collaborations with celebrities and pop culture franchises, and constantly evolving gameplay, which keeps players engaged long-term. Moreover, the format aligns well with mobile gaming trends, particularly in regions like Asia-Pacific, Latin America, and the Middle East, where mobile-first users are looking for competitive and cooperative experiences on the go.

The Free-to-Play (F2P) with In-App Purchases (IAP) revenue model is the fastest-growing in the global gaming industry because it maximizes user acquisition by eliminating upfront costs while generating sustained revenue through optional purchases.

The Free-to-Play (F2P) model with In-App Purchases (IAP) has emerged as the fastest-growing revenue model in the global gaming industry due to its ability to attract massive user bases while sustaining high-profit margins through microtransactions. By removing the barrier of an upfront purchase, F2P games invite a wider, more diverse audience - including casual gamers and those in price-sensitive markets - to download and engage with games at no initial cost. Once players are immersed, developers monetize through IAPs, which can include cosmetic upgrades, battle passes, boosters, additional content, or game progression enhancements.

This model has proven particularly effective across mobile platforms, where impulse-driven and low-cost purchases dominate user behavior. Popular games like Genshin Impact, Clash of Clans, Candy Crush Saga, Call of Duty: Mobile, and Fortnite showcase how well this system works - drawing in millions of players and generating billions in revenue through optional in-game purchases.

Additionally, this model thrives on engagement strategies like limited-time offers, personalized recommendations, and seasonal content, which encourage continuous spending over time rather than a one-time transaction. The F2P + IAP model also supports frequent content updates and live service mechanisms that retain user interest and extend game lifecycles significantly.

With real-time analytics, developers can constantly adjust monetization strategies, targeting spending patterns effectively. The rise of digital payment solutions, cross-platform compatibility, and global internet penetration, especially in regions like Southeast Asia, Latin America, and Africa, further boosts the adoption of this model. Social features, competitive multiplayer modes, and community-driven gameplay enhance engagement and incentivize players to invest in personalization and progression.

The under-18 age group is the fastest-growing segment in the global gaming industry due to early digital exposure, mobile accessibility, and the increasing integration of gaming into youth culture, education, and social interaction.

The global gaming industry's fastest-growing user demographic - those under 18 years of age - is expanding rapidly due to a combination of technological, cultural, and behavioral shifts that have made gaming a central part of youth life. This generation, often referred to as digital natives, is growing up with unprecedented access to smartphones, tablets, and internet connectivity, often starting their gaming journey as early as preschool. The widespread availability of free-to-play games on mobile platforms - such as Roblox, Minecraft, Among Us, and Clash Royale - has made gaming not only more accessible but also deeply embedded in daily routines and social circles.

Unlike older generations who might view games as a pastime, younger users engage with gaming as a primary mode of communication, creativity, and identity-building. Many platforms now offer immersive, sandbox-style environments where players can build, explore, and interact with others, blurring the line between gaming, learning, and social networking. Moreover, educational institutions and parents are increasingly recognizing the developmental benefits of gaming, including problem-solving, teamwork, and digital literacy, further legitimizing screen time for gameplay.

The explosive growth of YouTube Gaming, Twitch, and TikTok has also contributed to the trend, with younger audiences consuming gaming content passively and actively, aspiring to be part of gamer communities or even content creators themselves. The gamification of content across platforms, as well as branded collaborations between gaming companies and entertainment franchises, keeps this age group engaged and constantly returning for more. Additionally, parental controls, age-appropriate content filtering, and kid-friendly gaming ecosystems have improved safety and accessibility, encouraging greater adoption among families. The proliferation of gaming-focused toys, apparel, and merchandise also plays a role in reinforcing gaming as a lifestyle from an early age.

The female gender is the fastest-growing segment in the global gaming industry due to the increasing availability of diverse, accessible, and inclusive games that cater to varied interests across mobile, casual, and social gaming platforms.

The female demographic has become the fastest-growing segment in the global gaming industry, driven by a significant shift in game design, platform diversity, and social inclusivity that has broadened the appeal of gaming beyond its traditional male-dominated audience. Historically, video games were marketed primarily to young males, often featuring hyper-masculine narratives and gameplay styles. However, the modern gaming landscape has evolved dramatically, embracing more inclusive storytelling, diverse character representation, and a broader range of genres that resonate with female players.

The rise of casual, mobile, and social games - such as Candy Crush, Animal Crossing, The Sims, Roblox, and Genshin Impact - has played a pivotal role in attracting female gamers. These titles often prioritize creativity, strategy, social interaction, and personalization over violence and competition, aligning better with a wider range of gaming preferences. The accessibility of mobile platforms has further lowered entry barriers, allowing women of all ages to engage with games without needing expensive consoles or PCs.

In addition, the growing presence of female streamers, esports athletes, developers, and influencers has contributed to the normalization and visibility of women in gaming spaces, fostering a more welcoming and supportive environment. Social media and community-driven platforms have also empowered women to share their gaming experiences, connect with like-minded players, and shape the culture around their favorite titles.

Gaming companies are increasingly recognizing this opportunity and intentionally designing experiences that appeal to female audiences, both through inclusive content and proactive measures against online toxicity and harassment. The expansion of genres such as narrative-driven games, puzzle and simulation titles, and lifestyle games has further contributed to this growth.

The Middle East and Africa (MEA) is the fastest-growing region in the global gaming industry primarily due to rapid digital infrastructure development, rising youth population, and increasing smartphone and internet penetration.

The Middle East and Africa (MEA) region has emerged as the fastest-growing segment in the global gaming industry, driven by a convergence of socio-economic and technological factors that are reshaping consumer behavior and entertainment preferences. A central driver of this growth is the explosive rise in mobile connectivity and internet penetration across the region. Countries such as Saudi Arabia, the United Arab Emirates, Egypt, Nigeria, and South Africa have significantly expanded their digital infrastructure, leading to wider access to online services, faster mobile networks, and cheaper smartphones, which in turn have made gaming more accessible to the broader population.

This trend is amplified by MEA’s large and youthful demographic - over 60% of the population in many MEA nations is under the age of 25, representing a tech-savvy and highly engaged consumer base with a strong affinity for digital entertainment. This young generation is not only playing games but is also actively participating in gaming communities, streaming, and even aspiring toward careers in esports, which has gained strong traction particularly in the Gulf region. Governments in countries like Saudi Arabia and the UAE are also strategically investing in gaming and esports as part of their national economic diversification plans, with dedicated regulatory frameworks, gaming hubs, and hosting of international esports tournaments.

Meanwhile, the cultural shift towards online entertainment, especially post-pandemic, has further accelerated the adoption of gaming as a primary leisure activity. Furthermore, local game developers and publishers are increasingly creating region-specific content in Arabic and African languages, which helps build a culturally resonant experience and widen appeal. International gaming companies are also expanding their footprint in the MEA market, seeing immense untapped potential and a high return on investment in user acquisition.
  • March 2025: Morrocco and France launched the ‘Video Game Incubator’ program, aiming to support nine video game startups in the industry. During the span of five months, the startup incubator program will offer an extensive training course covering key subjects such as business administration, production supervision, brand and marketing strategies, video game testing, and financial and commercial planning.
  • March 2025: AMD’s latest Zen 5 Ryzen 9000 3D V-Cache gaming processors, the Ryzen 9 9950X3D and Ryzen 9 9900X3D, will be commercially available from March 12, 2025. These new chips are an improved version of the 9800X3D, which is generally regarded as the most advanced gaming CPU. The latest models also boast second-generation 3D V-Cache technologies and 16 Zen 5 cores.
  • February 2025: HP released its most recent Victus 15 gaming laptop in India. The novel laptop is equipped with improved AI features to enhance overall performance and functioning. Additionally, the laptop's AMD Ryzen 9 Hawkpoint 8945HS NPU processor promises intelligent adaptability, along with increased speeds, for the best possible gaming experience.
  • January 2025: Acer launched its new Nitro V line in a range of screen sizes, displaying a potent portfolio of entry-level laptops for gaming in order to increase the accessibility of AI-driven gaming. The Nitro V laptops combine outstanding flexibility, stutter-free graphics, and abundant storage, making them perfect for students, developers, and serious gamers looking for enhanced comprehensive performance.
  • October 2024: SuperGaming, a leading video game developer based in India, announced the release of its new warfare game for mobiles, Indus. With its double winning condition, Indus Battle Royale will give the classic battle royale gaming genre a distinctive twist. Moreover, the game is also equipped with a new in-game feature, ‘Grudge,’ that will enable players to find competitors who have previously defeated them.

Considered in this report

  • Historic Year: 2019
  • Base year: 2024
  • Estimated year: 2025
  • Forecast year: 2030

Aspects covered in this report

  • Gaming Market with its value and forecast along with its segments
  • Various drivers and challenges
  • On-going trends and developments
  • Top profiled companies
  • Strategic recommendation

By Platform

  • Mobile Gaming (Smartphones & Tablets)
  • PC Gaming
  • Console Gaming
  • Cloud Gaming / Game Streaming

By Revenue Model

  • Free-to-Play (F2P) with In-App Purchases (IAP)
  • Pay-to-Play (Full Game Purchase)
  • Ad-Supported Gaming
  • Others

By Age Group

  • Less than 18
  • 19-35
  • 36 and above

By Gender

  • Male
  • Female

The approach of the report:

This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and listing out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, annual report of companies, analyzing the government generated reports and databases.

After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducted trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers in regional aspects, tier aspects, age group, and gender. Once we have primary data with us we have started verifying the details obtained from secondary sources.

Intended audience

This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to this industry, government bodies and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.

Table of Contents

1. Executive Summary
2. Market Dynamics
2.1. Market Drivers & Opportunities
2.2. Market Restraints & Challenges
2.3. Market Trends
2.4. Supply chain Analysis
2.5. Policy & Regulatory Framework
2.6. Industry Experts Views
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. Market Structure
4.1. Market Considerate
4.2. Assumptions
4.3. Limitations
4.4. Abbreviations
4.5. Sources
4.6. Definitions
5. Economic /Demographic Snapshot
6. Global Gaming Market Outlook
6.1. Market Size By Value
6.2. Market Share By Region
6.3. Market Size and Forecast, By Geography
6.4. Market Size and Forecast, By Platform
6.5. Market Size and Forecast, By Genre
6.6. Market Size and Forecast, By Revenue Model
6.7. Market Size and Forecast, By Age Group
6.8. Market Size and Forecast, By Gender
7. North America Gaming Market Outlook
7.1. Market Size By Value
7.2. Market Share By Country
7.3. Market Size and Forecast, By Platform
7.4. Market Size and Forecast, By Genre
7.5. Market Size and Forecast, By Revenue Model
7.6. Market Size and Forecast, By Age Group
7.7. Market Size and Forecast, By Gender
8. Europe Gaming Market Outlook
8.1. Market Size By Value
8.2. Market Share By Country
8.3. Market Size and Forecast, By Platform
8.4. Market Size and Forecast, By Genre
8.5. Market Size and Forecast, By Revenue Model
8.6. Market Size and Forecast, By Age Group
8.7. Market Size and Forecast, By Gender
9. Asia-Pacific Gaming Market Outlook
9.1. Market Size By Value
9.2. Market Share By Country
9.3. Market Size and Forecast, By Platform
9.4. Market Size and Forecast, By Genre
9.5. Market Size and Forecast, By Revenue Model
9.6. Market Size and Forecast, By Age Group
9.7. Market Size and Forecast, By Gender
10. South America Gaming Market Outlook
10.1. Market Size By Value
10.2. Market Share By Country
10.3. Market Size and Forecast, By Platform
10.4. Market Size and Forecast, By Genre
10.5. Market Size and Forecast, By Revenue Model
10.6. Market Size and Forecast, By Age Group
10.7. Market Size and Forecast, By Gender
11. Middle East & Africa Gaming Market Outlook
11.1. Market Size By Value
11.2. Market Share By Country
11.3. Market Size and Forecast, By Platform
11.4. Market Size and Forecast, By Genre
11.5. Market Size and Forecast, By Revenue Model
11.6. Market Size and Forecast, By Age Group
11.7. Market Size and Forecast, By Gender
12. Competitive Landscape
12.1. Competitive Dashboard
12.2. Business Strategies Adopted by Key Players
12.3. Key Players Market Share Insights and Analysis, 2024
12.4. Key Players Market Positioning Matrix
12.5. Porter's Five Forces
12.6. Company Profile
12.6.1. Microsoft Corporation
12.6.1.1. Company Snapshot
12.6.1.2. Company Overview
12.6.1.3. Financial Highlights
12.6.1.4. Geographic Insights
12.6.1.5. Business Segment & Performance
12.6.1.6. Product Portfolio
12.6.1.7. Key Executives
12.6.1.8. Strategic Moves & Developments
12.6.2. Nvidia Corporation
12.6.3. Tencent Holdings Ltd.
12.6.4. Ubisoft Entertainment SA
12.6.5. Take-Two Interactive Software, Inc.
12.6.6. Krafton, Inc.
12.6.7. Sony Group Corporation
12.6.8. Nintendo Co., Ltd.
12.6.9. Bandai Namco Holdings Inc.
12.6.10. NetEase, Inc.
13. Strategic Recommendations
14. Annexure
14.1. FAQ`s
14.2. Notes
14.3. Related Reports
15. Disclaimer
List of Figures
Figure 1: Global Gaming Market Size (USD Billion) By Region, 2024 & 2030
Figure 2: Market attractiveness Index, By Region 2030
Figure 3: Market attractiveness Index, By Segment 2030
Figure 4: Global Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 5: Global Gaming Market Share By Region (2024)
Figure 6: North America Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 7: North America Gaming Market Share By Country (2024)
Figure 8: Europe Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 9: Europe Gaming Market Share By Country (2024)
Figure 10: Asia-Pacific Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 11: Asia-Pacific Gaming Market Share By Country (2024)
Figure 12: South America Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 13: South America Gaming Market Share By Country (2024)
Figure 14: Middle East & Africa Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 15: Middle East & Africa Gaming Market Share By Country (2024)
Figure 16: Porter's Five Forces of Global Gaming Market
List pf Tables
Table 1: Global Gaming Market Snapshot, By Segmentation (2024 & 2030) (in USD Billion)
Table 2: Influencing Factors for Gaming Market, 2024
Table 3: Top 10 Counties Economic Snapshot 2022
Table 4: Economic Snapshot of Other Prominent Countries 2022
Table 5: Average Exchange Rates for Converting Foreign Currencies into U.S. Dollars
Table 6: Global Gaming Market Size and Forecast, By Geography (2019 to 2030F) (In USD Million)
Table 7: Global Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 8: Global Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 9: Global Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 10: Global Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 11: Global Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 12: North America Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 13: North America Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 14: North America Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 15: North America Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 16: North America Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 17: Europe Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 18: Europe Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 19: Europe Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 20: Europe Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 21: Europe Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 22: Asia-Pacific Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 23: Asia-Pacific Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 24: Asia-Pacific Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 25: Asia-Pacific Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 26: Asia-Pacific Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 27: South America Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 28: South America Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 29: South America Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 30: South America Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 31: South America Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 32: Middle East & Africa Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 33: Middle East & Africa Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 34: Middle East & Africa Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 35: Middle East & Africa Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 36: Middle East & Africa Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 37: Competitive Dashboard of top 5 players, 2024
Table 38: Key Players Market Share Insights and Anaylysis for Gaming Market 2024

Companies Mentioned (Partial List)

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

  • Microsoft Corporation
  • Nvidia Corporation
  • Tencent Holdings Ltd.
  • Ubisoft Entertainment SA
  • Take-Two Interactive Software, Inc.
  • Krafton, Inc.
  • Sony Group Corporation
  • Nintendo Co., Ltd.
  • Bandai Namco Holdings Inc.
  • NetEase, Inc.