The gaming market size is expected to see rapid growth in the next few years. It will grow to $618.82 billion in 2030 at a compound annual growth rate (CAGR) of 12.5%. The growth in the forecast period can be attributed to increasing adoption of subscription-based gaming models, rising demand for immersive gaming environments, expansion of metaverse-based gaming platforms, growing investments in game development studios, increasing focus on user-generated content. Major trends in the forecast period include increasing adoption of cloud-based gaming platforms, rising demand for cross-platform game experiences, expansion of immersive ar and vr gaming content, growing integration of ai-driven game mechanics, enhanced focus on multiplayer and social gaming.
The upward trajectory of internet penetration is poised to propel the gaming market further. Internet penetration, denoting the percentage of a population with internet access, is integral to gaming experiences, enabling seamless connections among players. This connectivity facilitates gaming activities such as connecting, competing, exploring, and expanding horizons. A case in point is the UK, where internet users increased by 224 thousand (+0.3 percent) from 2022 to 2023, reaching a total of 66.11 million users. This surge in internet users underscores the role of rising internet penetration in driving the growth of the gaming market.
Major companies operating in the gaming market are focusing on developing innovative solutions, such as integrating cloud gaming into connected entertainment devices, to deliver console-free, high-quality gaming experiences streamed directly to televisions and streaming boxes. Cloud gaming integration involves using remote cloud servers to run games and stream them in real time to users’ devices, eliminating the need for dedicated gaming hardware or local installations. For example, in December 2025, Comcast Corporation, a U.S.-based provider of broadband, media, and entertainment services, partnered with Amazon, a U.S.-based provider of e-commerce, cloud computing, and digital services, to launch Amazon Luna cloud gaming on Xfinity entertainment devices. This rollout enables Xfinity customers using X1 and Xumo Stream Box devices to access Amazon Luna directly through their TV interface, offering instant gameplay without consoles, seamless controller compatibility, and access to an expanding library of cloud-streamed games, thereby increasing gaming accessibility and strengthening the convergence of cloud computing, entertainment, and interactive media.
In November 2024, Nodwin Gaming Private Limited, an India-based provider of esports event management, competitive gaming experiences, and youth entertainment services - and a material subsidiary of Nazara Technologies Limited - acquired Trinity Gaming India Private Limited for ₹24 crore (approximately $2.8 million). Through this acquisition, NODWIN Gaming enhanced its content and creator ecosystem by incorporating Trinity’s creator service provider (CSP) and multi-channel network (MCN) capabilities, extending its reach in influencer-driven gaming content and brand partnerships across India. Trinity Gaming India Private Limited is an India-based gaming agency and MCN/CSP platform that manages more than 1,000 creators on platforms such as YouTube and Meta and collaborates with brands including Samsung, Realme, iQOO, and Krafton to drive digital engagement and content creation.
Major companies operating in the gaming market are Microsoft Corporation, Nintendo Co. Ltd., Rovio Entertainment Corporation, Electronic Arts Inc., Sony Corporation, Apple Inc., Google LLC, Bandai Namco Entertainment Inc., Take-Two Interactive Software Inc., Nexon Company, Activision Blizzard Inc., Ubisoft Entertainment SA, Square Enix Holdings Co. Ltd., ZeptoLab OOO, Tencent Holdings Ltd., Sega Games Co. Ltd., Capcom Co. Ltd., NetEase Inc., Interactive Entertainment Beijing Kunlun Technology Co. Ltd., Konami Holdings Corporation, Zynga Inc., GungHo Online Entertainment Inc., NCSoft Corporation, Kakao Games Corp., Smilegate Holdings Inc., Gravity Co. Ltd., Pearl Abyss Corp., Com2uS Corp., Wargaming Group Limited.
Asia-Pacific was the largest region in the gaming market in 2025. The regions covered in the gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The gaming market includes revenues earned by entities by simulation games, puzzlers, and party games. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The gaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Game Type: Action; Shooter; Role-Playing; Sports; Other Game Types2) By Device: Console; Mobile; Computer
3) By Purchase Type: Box or CD Game Purchase; in-App Purchase-Based; Freeware; Other Purchase Types
4) By Platform: Online; Offline
Subsegments:
1) By Action: Platformers; Fighting Games; Adventure Games2) By Shooter: First-Person Shooters; Third-Person Shooters; Battle Royale Games
3) By Role-Playing: Traditional RPGs; Action RPGs; Massively Multiplayer Online RPGs
4) By Sports: Simulation Sports; Arcade Sports; Racing Games
5) By Other Game Types: Puzzle Games; Strategy Games; Simulation Games; Casual Games
Companies Mentioned: Microsoft Corporation; Nintendo Co. Ltd.; Rovio Entertainment Corporation; Electronic Arts Inc.; Sony Corporation; Apple Inc.; Google LLC; Bandai Namco Entertainment Inc.; Take-Two Interactive Software Inc.; Nexon Company; Activision Blizzard Inc.; Ubisoft Entertainment SA; Square Enix Holdings Co. Ltd.; ZeptoLab OOO; Tencent Holdings Ltd.; Sega Games Co. Ltd.; Capcom Co. Ltd.; NetEase Inc.; Interactive Entertainment Beijing Kunlun Technology Co. Ltd.; Konami Holdings Corporation; Zynga Inc.; GungHo Online Entertainment Inc.; NCSoft Corporation; Kakao Games Corp.; Smilegate Holdings Inc.; Gravity Co. Ltd.; Pearl Abyss Corp.; Com2uS Corp.; Wargaming Group Limited
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Gaming market report include:- Microsoft Corporation
- Nintendo Co. Ltd.
- Rovio Entertainment Corporation
- Electronic Arts Inc.
- Sony Corporation
- Apple Inc.
- Google LLC
- Bandai Namco Entertainment Inc.
- Take-Two Interactive Software Inc.
- Nexon Company
- Activision Blizzard Inc.
- Ubisoft Entertainment SA
- Square Enix Holdings Co. Ltd.
- ZeptoLab OOO
- Tencent Holdings Ltd.
- Sega Games Co. Ltd.
- Capcom Co. Ltd.
- NetEase Inc.
- Interactive Entertainment Beijing Kunlun Technology Co. Ltd.
- Konami Holdings Corporation
- Zynga Inc.
- GungHo Online Entertainment Inc.
- NCSoft Corporation
- Kakao Games Corp.
- Smilegate Holdings Inc.
- Gravity Co. Ltd.
- Pearl Abyss Corp.
- Com2uS Corp.
- Wargaming Group Limited
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 386.04 Billion |
| Forecasted Market Value ( USD | $ 618.82 Billion |
| Compound Annual Growth Rate | 12.5% |
| Regions Covered | Global |
| No. of Companies Mentioned | 30 |


