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Gaming Market Outlook, 2030

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    Report

  • 205 Pages
  • June 2025
  • Region: Global
  • Bonafide Research
  • ID: 6103349
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The global gaming industry has evolved from a niche subculture into one of the most powerful and profitable sectors in entertainment. What was once confined to arcade machines and 8-bit consoles has now expanded into a sprawling ecosystem encompassing mobile gaming, esports, virtual reality (VR), and cross-platform experiences that connect billions of people worldwide. Today, gaming is not just a pastime it is a cultural phenomenon, a career path, a social network, and a key driver of technological advancement. The industry continues to grow at an unprecedented pace, fueled by rapid advancements in hardware, internet infrastructure, and changing consumer behavior.

With the proliferation of smartphones and affordable internet, mobile gaming has become the most widely consumed form of gaming, especially in emerging economies such as India, Brazil, and Southeast Asia. Games like PUBG Mobile, Call of Duty: Mobile, and Free Fire have amassed hundreds of millions of downloads, transforming casual users into engaged players. This mobile-first wave has also opened doors for indie developers, allowing smaller studios to compete with industry giants on app stores. The low barrier to entry has democratized gaming and brought in a diverse audience across age groups, gender, and geography.

Unlike the early days, today’s gamer could be anyone from a teenager streaming gameplay to a senior citizen solving puzzles on a tablet. In addition to entertainment, the gaming industry is increasingly intersecting with technology and education. Game engines like Unreal and Unity are not only powering video games but are also being used in simulations for architecture, medicine, and automotive design. Virtual and augmented reality, though still developing, offer new ways to interact with digital environments, with applications in therapy, training, and collaborative workspaces.

According to the research report “Global Gaming Market Outlook, 2030” the global Gaming market is projected to reach market size of USD 438.78 Billion by 2030 increasing from USD 254.91 Billion in 2024, growing with 9.68% CAGR by 2025-30. PC and console gaming remain robust pillars of the industry, continuing to push the boundaries of immersive storytelling, cinematic graphics, and complex gameplay mechanics. Major titles such as The Witcher 3, Red Dead Redemption 2, and Elden Ring exemplify how video games can rival Hollywood productions in budget, scope, and narrative depth.

The rise of online multiplayer platforms like Fortnite, Minecraft, and Roblox has further turned gaming into a communal activity, blurring the line between creator and consumer. These platforms encourage user-generated content and in-game economies, paving the way for the “metaverse” concepts where virtual and real-world interactions converge. This fusion of gaming with social media and virtual spaces is a sign of the industry’s evolution into a broader digital lifestyle. Esports is another rapidly growing segment that has elevated gaming into a legitimate spectator sport. Competitive gaming tournaments now fill arenas and attract millions of online viewers, often rivaling traditional sports in popularity.

Titles like League of Legends, Dota 2, and Valorant have given rise to professional players, franchise teams, and multimillion-dollar sponsorships. Esports has also become a viable career path, with players, coaches, casters, and content creators finding success and recognition. Moreover, educational institutions have begun to incorporate esports programs, reflecting the seriousness and potential of this field. With global brands, streaming platforms, and even governments investing in esports infrastructure, the ecosystem is set to grow even further. Games are being used in classrooms to teach subjects like history, mathematics, and coding, proving that they can be more than just a leisure activity.

Market Drivers

  • Cloud Gaming and Game Streaming: Cloud gaming services like NVIDIA GeForce NOW, Xbox Cloud Gaming, and PlayStation Now are redefining how games are accessed and played. Instead of relying on high-end consoles or gaming PCs, players can stream games directly on low-spec devices using the internet. This eliminates hardware limitations, expands global reach, and creates new monetization models like subscription-based gaming.
  • Cross-Platform Integration and Interoperability: Players increasingly demand seamless gaming experiences across mobile, console, and PC. Games like Fortnite and Genshin Impact exemplify how cross-platform compatibility increases engagement, widens player base, and enhances community interaction. This approach is driving innovation in network infrastructure and real-time game development tools.

Market Challenges

  • Monetization Ethics and Regulation: Loot boxes, pay-to-win mechanics, and microtransactions especially in games targeted at younger audiences have led to regulatory scrutiny. Countries like Belgium have already banned certain game mechanics seen as gambling. Developers face the challenge of creating fair, engaging monetization strategies without alienating players or violating consumer protection laws.
  • Cybersecurity and Data Privacy Risks: With the explosion of online gaming, esports, and in-game purchases, personal and financial data has become a major target for cybercriminals. High-profile hacks, DDoS attacks on esports tournaments, and cheating scandals raise concerns about data protection, account safety, and competitive fairness requiring constant innovation in cybersecurity protocols.

Market Trends

  • Gamification Beyond Entertainment: Gaming mechanics are increasingly being used in non-gaming sectors like education (edtech), fitness (e.g., Ring Fit Adventure, Zwift), corporate training, and mental health (e.g., anxiety therapy games). This expansion of gaming principles into everyday life shows the growing cultural influence and versatility of the medium.
  • AI-Generated Content and Dynamic Game Worlds: With advances in generative AI and procedural content generation, developers are now creating vast, ever-changing game worlds. AI can help design levels, NPC behaviors, and storylines tailored to individual play styles, reducing production costs while boosting creativity and replayability. This trend is expected to revolutionize both indie and AAA game development.
Mobile gaming leads the global gaming market due to its unparalleled accessibility and convenience, allowing users to play anytime, anywhere without the need for specialized hardware.

The dominance of mobile gaming in the global market is largely driven by its exceptional accessibility, making it the most inclusive and widespread form of gaming ever. Unlike consoles or high-end gaming PCs that require significant financial investment and space, smartphones and tablets are already owned by billions of people worldwide, effectively turning every device into a potential gaming platform. This convenience allows users to play on the go during commutes, breaks, or at home breaking the traditional constraints of time and location associated with gaming. Additionally, mobile games typically offer easy-to-learn mechanics, shorter play sessions, and a wide variety of genres, catering to both casual and serious gamers.

The low barrier to entry, often supported by free-to-play models with in-app purchases, draws in a massive and diverse audience that includes children, adults, and even seniors. Moreover, mobile platforms are continuously improving in terms of graphics, processing power, and online connectivity, narrowing the gap between handheld and traditional gaming experiences. Coupled with app store ecosystems, social media integration, and local language availability, mobile gaming has become not just a trend but a cultural shift, particularly in emerging markets like India, Southeast Asia, and Latin America, where it is driving the next wave of gaming growth.

Action/Adventure games lead the gaming market because they offer immersive storytelling combined with dynamic gameplay, creating emotionally engaging and interactive experiences that appeal to a broad audience.

Action/Adventure games dominate the gaming market because they masterfully blend narrative depth with adrenaline-fueled gameplay, delivering a cinematic and interactive experience that few other genres can match. These games typically place players in richly developed worlds with compelling characters, emotionally charged storylines, and varied gameplay mechanics such as exploration, combat, puzzle-solving, and stealth. This genre satisfies a wide spectrum of player preferences from those seeking fast-paced action to those drawn to complex narratives and character development.

The popularity of blockbuster franchises like The Legend of Zelda, God of War, Uncharted, and Assassin’s Creed underscores the universal appeal of action/adventure titles. These games often push technological boundaries in graphics, animation, and world-building, setting new standards for visual and emotional immersion. They also encourage player investment through character progression, open-world exploration, and meaningful choices that affect outcomes, enhancing replayability and community engagement. With high entertainment value and broad demographic reach, action/adventure games consistently attract both casual and hardcore gamers, making the genre a flagship segment for major studios and a top choice for players worldwide.

Free-to-Play (F2P) games with In-App Purchases (IAP) dominate the gaming market because they eliminate the entry barrier for players while generating massive revenue through optional spending on customization, progression, and exclusive content.

The Free-to-Play (F2P) model with In-App Purchases (IAP) has surged to the forefront of the gaming industry by perfectly balancing accessibility with monetization. By removing the upfront cost of entry, F2P games attract a vast and diverse user base across all demographics and regions, especially in mobile markets where affordability is key. Players can download and start playing without spending a single penny, which significantly increases user acquisition rates and the potential for virality through word-of-mouth and social sharing. Once players are engaged, game developers offer in-app purchases for cosmetic upgrades, extra lives, boosters, virtual currency, exclusive items, and faster progression.

This strategy not only personalizes the gaming experience but also caters to a wide spectrum of spending behavior from non-spenders to “whales” who invest heavily in premium content. The F2P + IAP model is highly scalable and data-driven, allowing developers to continuously optimize offerings based on player behavior. Moreover, live events, seasonal updates, and limited-time offers keep players engaged and willing to spend over time. Successful examples like Clash of Clans, Candy Crush, Genshin Impact, and Fortnite demonstrate how this model not only maximizes reach but also sustains long-term profitability making it the most effective and dominant business strategy in today’s global gaming ecosystem.

The 19-35 age group leads the gaming market because they possess the perfect mix of digital fluency, financial independence, and cultural engagement, making them the most active and lucrative demographic for game developers.

The 19-35 age group dominates the gaming market due to their deep-rooted familiarity with digital technology, discretionary income, and active participation in gaming culture. Growing up during the rapid evolution of gaming from early consoles to sophisticated online platforms this generation has seamlessly adapted to new gaming trends and technologies. Unlike older age groups, they are comfortable with both traditional gaming hardware and newer platforms like smartphones, PCs, and VR devices. At the same time, unlike teenagers, they have greater spending power and are more willing to pay for games, subscriptions, in-app purchases, and hardware upgrades.

They are also highly engaged socially, often forming online communities, following gaming influencers, participating in esports, and contributing to game-related content creation on platforms like Twitch, YouTube, and Discord. Moreover, this age group spans life stages from college students to working professionals creating demand for a wide variety of genres and experiences, including casual mobile games, competitive shooters, open-world adventures, and cooperative multiplayer games. Game developers and marketers specifically target this group with tailored content, monetization strategies, and cultural references because of their consistent engagement, trendsetting behavior, and influence on broader market dynamics.

Males lead the gaming market primarily due to historical industry targeting, cultural stereotypes, and early exposure to technology, which have collectively shaped gaming as a male-dominated activity over the years.

The predominance of males in the gaming market is largely a result of decades of gendered marketing, social norms, and early access to gaming technology that positioned gaming as a male-oriented activity. Since the 1980s and 1990s, video games were heavily marketed towards boys and young men, with themes of combat, competition, and fantasy adventure genres that were stereotypically associated with male interests. This not only influenced the types of games developed but also the gaming culture, which often alienated or excluded female players.

Additionally, boys were more likely to be encouraged to explore computers, consoles, and tech-related hobbies, giving them early exposure to gaming platforms and skills that contributed to long-term engagement. As a result, males formed the initial core consumer base, and game developers continued to prioritize their preferences in design and content.

Today, while female gamers make up a significant and rapidly growing portion of the player base especially in mobile and casual gaming males still dominate the market in terms of hours played, spending on games, and participation in competitive or hardcore gaming segments. Esports, action-heavy franchises, and online multiplayer communities are still largely male-skewed, reinforcing the demographic gap.

Asia-Pacific leads the global gaming market due to its massive population base, rapid mobile internet penetration, and the cultural integration of gaming as both entertainment and social engagement.

The Asia-Pacific region dominates the global gaming market because it combines sheer population scale with fast-growing digital infrastructure and a deeply ingrained gaming culture. Countries like China, India, Japan, and South Korea collectively account for billions of potential and active gamers, creating an enormous user base that drives both demand and revenue. Mobile internet penetration in the region has skyrocketed over the past decade, making smartphones the primary gaming device for millions especially in emerging economies where consoles and gaming PCs remain less accessible.

Free-to-play models, paired with in-app purchases, have found tremendous success in Asia, with regional giants like Tencent, NetEase, and Garena developing games that are finely tuned to local tastes, monetization habits, and social behaviors. Moreover, gaming in Asia-Pacific is not just a personal activity but a social one platforms like WeChat, LINE, and Discord are deeply embedded in gameplay, encouraging community building and peer engagement. Countries like South Korea and Japan have also pioneered esports and competitive gaming, turning it into a national phenomenon with institutional support and mainstream popularity. Meanwhile, India and Southeast Asia are experiencing exponential growth, with young, tech-savvy populations and increasing investments in local game development.
  • In 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.
  • In 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.
  • In 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.
  • In 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.
  • In October 2024, Paramount Game Studios and Saber Interactive are developing a new AAA action RPG titled Avatar Legends, set in the Avatar, The Last Airbender universe. This game will introduce players to an all-new Avatar set thousands of years in the past, allowing them to master the four elements and engage in dynamic combat.

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
7.8. United States Gaming Market Outlook
7.8.1. Market Size by Value
7.8.2. Market Size and Forecast By Platform
7.8.3. Market Size and Forecast By Revenue Model
7.8.4. Market Size and Forecast By Age Group
7.8.5. Market Size and Forecast By Gender
7.9. Canada Gaming Market Outlook
7.9.1. Market Size by Value
7.9.2. Market Size and Forecast By Platform
7.9.3. Market Size and Forecast By Revenue Model
7.9.4. Market Size and Forecast By Age Group
7.9.5. Market Size and Forecast By Gender
7.10. Mexico Gaming Market Outlook
7.10.1. Market Size by Value
7.10.2. Market Size and Forecast By Platform
7.10.3. Market Size and Forecast By Revenue Model
7.10.4. Market Size and Forecast By Age Group
7.10.5. 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
8.8. Germany Gaming Market Outlook
8.8.1. Market Size by Value
8.8.2. Market Size and Forecast By Platform
8.8.3. Market Size and Forecast By Revenue Model
8.8.4. Market Size and Forecast By Age Group
8.8.5. Market Size and Forecast By Gender
8.9. United Kingdom (UK) Gaming Market Outlook
8.9.1. Market Size by Value
8.9.2. Market Size and Forecast By Platform
8.9.3. Market Size and Forecast By Revenue Model
8.9.4. Market Size and Forecast By Age Group
8.9.5. Market Size and Forecast By Gender
8.10. France Gaming Market Outlook
8.10.1. Market Size by Value
8.10.2. Market Size and Forecast By Platform
8.10.3. Market Size and Forecast By Revenue Model
8.10.4. Market Size and Forecast By Age Group
8.10.5. Market Size and Forecast By Gender
8.11. Italy Gaming Market Outlook
8.11.1. Market Size by Value
8.11.2. Market Size and Forecast By Platform
8.11.3. Market Size and Forecast By Revenue Model
8.11.4. Market Size and Forecast By Age Group
8.11.5. Market Size and Forecast By Gender
8.12. Spain Gaming Market Outlook
8.12.1. Market Size by Value
8.12.2. Market Size and Forecast By Platform
8.12.3. Market Size and Forecast By Revenue Model
8.12.4. Market Size and Forecast By Age Group
8.12.5. Market Size and Forecast By Gender
8.13. Russia Gaming Market Outlook
8.13.1. Market Size by Value
8.13.2. Market Size and Forecast By Platform
8.13.3. Market Size and Forecast By Revenue Model
8.13.4. Market Size and Forecast By Age Group
8.13.5. 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
9.8. China Gaming Market Outlook
9.8.1. Market Size by Value
9.8.2. Market Size and Forecast By Platform
9.8.3. Market Size and Forecast By Revenue Model
9.8.4. Market Size and Forecast By Age Group
9.8.5. Market Size and Forecast By Gender
9.9. Japan Gaming Market Outlook
9.9.1. Market Size by Value
9.9.2. Market Size and Forecast By Platform
9.9.3. Market Size and Forecast By Revenue Model
9.9.4. Market Size and Forecast By Age Group
9.9.5. Market Size and Forecast By Gender
9.10. India Gaming Market Outlook
9.10.1. Market Size by Value
9.10.2. Market Size and Forecast By Platform
9.10.3. Market Size and Forecast By Revenue Model
9.10.4. Market Size and Forecast By Age Group
9.10.5. Market Size and Forecast By Gender
9.11. Australia Gaming Market Outlook
9.11.1. Market Size by Value
9.11.2. Market Size and Forecast By Platform
9.11.3. Market Size and Forecast By Revenue Model
9.11.4. Market Size and Forecast By Age Group
9.11.5. Market Size and Forecast By Gender
9.12. South Korea Gaming Market Outlook
9.12.1. Market Size by Value
9.12.2. Market Size and Forecast By Platform
9.12.3. Market Size and Forecast By Revenue Model
9.12.4. Market Size and Forecast By Age Group
9.12.5. 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
10.8. Brazil Gaming Market Outlook
10.8.1. Market Size by Value
10.8.2. Market Size and Forecast By Platform
10.8.3. Market Size and Forecast By Revenue Model
10.8.4. Market Size and Forecast By Age Group
10.8.5. Market Size and Forecast By Gender
10.9. Argentina Gaming Market Outlook
10.9.1. Market Size by Value
10.9.2. Market Size and Forecast By Platform
10.9.3. Market Size and Forecast By Revenue Model
10.9.4. Market Size and Forecast By Age Group
10.9.5. Market Size and Forecast By Gender
10.10. Colombia Gaming Market Outlook
10.10.1. Market Size by Value
10.10.2. Market Size and Forecast By Platform
10.10.3. Market Size and Forecast By Revenue Model
10.10.4. Market Size and Forecast By Age Group
10.10.5. 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
11.8. United Arab Emirates (UAE) Gaming Market Outlook
11.8.1. Market Size by Value
11.8.2. Market Size and Forecast By Platform
11.8.3. Market Size and Forecast By Revenue Model
11.8.4. Market Size and Forecast By Age Group
11.8.5. Market Size and Forecast By Gender
11.9. Saudi Arabia Gaming Market Outlook
11.9.1. Market Size by Value
11.9.2. Market Size and Forecast By Platform
11.9.3. Market Size and Forecast By Revenue Model
11.9.4. Market Size and Forecast By Age Group
11.9.5. Market Size and Forecast By Gender
11.10. South Africa Gaming Market Outlook
11.10.1. Market Size by Value
11.10.2. Market Size and Forecast By Platform
11.10.3. Market Size and Forecast By Revenue Model
11.10.4. Market Size and Forecast By Age Group
11.10.5. 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.
12.6.11. Sega Sammy Holdings Inc.
12.6.12. The Walt Disney Company
12.6.13. Electronic Arts Inc
12.6.14. Capcom Co., Ltd.
12.6.15. Square Enix Holdings Co., Ltd.
12.6.16. Rovio Entertainment Ltd.
12.6.17. CD Projekt S.A.
12.6.18. Boosteroid
12.6.19. Epic Games, Inc.
12.6.20. Valve Corporation
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: US Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 9: Canada Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 10: Mexico Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 11: Europe Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 12: Europe Gaming Market Share By Country (2024)
Figure 13: Germany Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 14: United Kingdom (UK) Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 15: France Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 16: Italy Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 17: Spain Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 18: Russia Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 19: Asia-Pacific Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 20: Asia-Pacific Gaming Market Share By Country (2024)
Figure 21: China Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 22: Japan Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 23: India Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 24: Australia Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 25: South Korea Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 26: South America Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 27: South America Gaming Market Share By Country (2024)
Figure 28: Brazil Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 29: Argentina Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 30: Colombia Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 31: Middle East & Africa Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 32: Middle East & Africa Gaming Market Share By Country (2024)
Figure 33: United Arab Emirates (UAE) Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 34: Saudi Arabia Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 35: South Africa Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 36: 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: United States Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 18: United States Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 19: United States Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 20: United States Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 21: Canada Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 22: Canada Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 23: Canada Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 24: Canada Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 25: Mexico Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 26: Mexico Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 27: Mexico Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 28: Mexico Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 29: Europe Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 30: Europe Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 31: Europe Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 32: Europe Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 33: Europe Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 34: Germany Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 35: Germany Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 36: Germany Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 37: Germany Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 38: United Kingdom (UK) Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 39: United Kingdom (UK) Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 40: United Kingdom (UK) Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 41: United Kingdom (UK) Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 42: France Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 43: France Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 44: France Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 45: France Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 46: Italy Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 47: Italy Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 48: Italy Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 49: Italy Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 50: Spain Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 51: Spain Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 52: Spain Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 53: Spain Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 54: Russia Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 55: Russia Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 56: Russia Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 57: Russia Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 58: Asia-Pacific Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 59: Asia-Pacific Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 60: Asia-Pacific Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 61: Asia-Pacific Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 62: Asia-Pacific Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 63: China Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 64: China Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 65: China Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 66: China Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 67: Japan Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 68: Japan Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 69: Japan Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 70: Japan Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 71: India Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 72: India Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 73: India Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 74: India Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 75: Australia Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 76: Australia Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 77: Australia Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 78: Australia Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 79: South Korea Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 80: South Korea Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 81: South Korea Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 82: South Korea Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 83: South America Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 84: South America Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 85: South America Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 86: South America Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 87: South America Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 88: Brazil Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 89: Brazil Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 90: Brazil Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 91: Brazil Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 92: Argentina Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 93: Argentina Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 94: Argentina Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 95: Argentina Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 96: Colombia Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 97: Colombia Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 98: Colombia Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 99: Colombia Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 100: Middle East & Africa Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 101: Middle East & Africa Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 102: Middle East & Africa Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 103: Middle East & Africa Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 104: Middle East & Africa Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 105: United Arab Emirates (UAE) Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 106: United Arab Emirates (UAE) Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 107: United Arab Emirates (UAE) Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 108: United Arab Emirates (UAE) Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 109: Saudi Arabia Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 110: Saudi Arabia Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 111: Saudi Arabia Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 112: Saudi Arabia Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 113: South Africa Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 114: South Africa Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 115: South Africa Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 116: South Africa Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 117: Competitive Dashboard of top 5 players, 2024
Table 118: 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.
  • Sega Sammy Holdings Inc.
  • The Walt Disney Company
  • Electronic Arts Inc
  • Capcom Co., Ltd.
  • Square Enix Holdings Co., Ltd.
  • Rovio Entertainment Ltd.
  • CD Projekt S.A.
  • Boosteroid
  • Epic Games, Inc.
  • Valve Corporation

Table Information