The gaming market size has grown rapidly in recent years. It will grow from $310.97 billion in 2024 to $345.34 billion in 2025 at a compound annual growth rate (CAGR) of 11.1%. The growth in the historic period can be attributed to expansion of gaming platforms, rise of esports, gaming communities, mobile gaming boom, gaming conventions and events.
The gaming market size is expected to see rapid growth in the next few years. It will grow to $562.87 billion in 2029 at a compound annual growth rate (CAGR) of 13%. The growth in the forecast period can be attributed to innovations in game design, inclusion of casual gamers, sustainability and eco-friendly initiatives, social impact and diversity in gaming, government support and recognition. Major trends in the forecast period include rise of cloud gaming, subscription gaming services, augmented reality (AR) and virtual reality (VR) experiences, user-generated content and game modding, mobile gaming dominance, next-gen consoles and hardware innovations.
The increasing proliferation of mobile phones is expected to drive the growth of the gaming market in the coming years. A mobile phone is a portable electronic device with cellular network capabilities. Mobile phones contribute to the growth of the gaming market by offering enhanced performance, better display quality, and high-end specifications tailored for gaming. For example, in March 2023, a report by Cybercrew, a UK-based provider of cybersecurity solutions, revealed that 91.43% of UK households were using smartphones in 2021, with this figure projected to rise to 93.8% by 2026. Consequently, the growing adoption of mobile phones is fueling the expansion of the gaming market.
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 players in the gaming market are strategically developing innovative games to capitalize on popular trends, as exemplified by EA Sports F1 22. Released in June 2022, this game serves as the official video game for the 2022 Formula One World Championship. Available on multiple platforms, including Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S, the game encompasses all official teams, drivers, and circuits from the 2022 season. Featuring a new career mode, diverse multiplayer options, and an innovative element known as F1 Life, the game demonstrates a strategic approach to leveraging Formula One's popularity for gaming market success.
Leading companies in the gaming industry are strategically pursuing partnerships to enrich their offerings and provide a comprehensive gaming experience. Strategic partnerships involve leveraging mutual strengths and resources for shared benefits. For instance, in May 2022, Electronic Arts Inc.'s collaboration with Middle-earth Enterprises, a US-based film production and licensing company. This partnership aims to create a new, free-to-play mobile game, The Lord of the Rings Heroes of Middle-earth. Positioned as a collectible role-playing game (RPG), it offers both new and dedicated fans a socially competitive experience, seamlessly blending fantasy and adventure from the beloved franchise. This strategic partnership reflects a concerted effort to enhance gaming experiences and diversify product offerings.
In February 2022, Tencent Holdings Ltd., a leading Chinese internet and technology company, successfully acquired 1C Entertainment for an undisclosed sum. This strategic move signifies Tencent's support for 1C Entertainment's vision and enthusiasm, aligning with its commitment to engage with creative minds within its global gaming ecosystem. The acquisition provides 1C Entertainment, a Polish business specializing in services for video game creators, game production, and distribution, with a unique opportunity to collaborate with Tencent and other notable entities within its expansive worldwide network.
Major companies operating in the gaming market are Microsoft Corporation, Nintendo Co. Ltd., Rovio Entertainment Corporation, Nvidia 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., LINE Corporation, Wargaming Group Limited.
Asia-Pacific was the largest region in the gaming market in 2024. The regions covered in the gaming market report are Asia-Pacific, 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, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Gaming refers to the activity of playing games that are designed not only for entertainment but also to educate or assist in problem-solving, such as in military or corporate environments. It is widely used for recreation, social interaction, skill development, and education, offering both enjoyment and cognitive advantages. Through gaming, players can engage in challenging scenarios that enhance strategic thinking, decision-making, and problem-solving skills, while also fostering social connections and personal growth.
The main types of gaming include action, shooter, role-playing, sports, and various other game genres. Action games involve players overcoming obstacles through physical techniques, such as precision aiming and rapid reaction times. These games can be played on a variety of devices, including consoles, mobile phones, and computers. They can be acquired through different methods, such as box/CD game purchases, in-app purchases, shareware, freeware, and others. Gaming experiences are accessible through both online and offline platforms, offering a diverse range of options for players.
The gaming market research report is one of a series of new reports that provides gaming market statistics, including the gaming industry's global market size, regional shares, competitors with a gaming market share, detailed gaming market segments, market trends and opportunities, and any further data you may need to thrive in the gaming industry. This gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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.
This product will be delivered within 3-5 business days.
The gaming market size is expected to see rapid growth in the next few years. It will grow to $562.87 billion in 2029 at a compound annual growth rate (CAGR) of 13%. The growth in the forecast period can be attributed to innovations in game design, inclusion of casual gamers, sustainability and eco-friendly initiatives, social impact and diversity in gaming, government support and recognition. Major trends in the forecast period include rise of cloud gaming, subscription gaming services, augmented reality (AR) and virtual reality (VR) experiences, user-generated content and game modding, mobile gaming dominance, next-gen consoles and hardware innovations.
The increasing proliferation of mobile phones is expected to drive the growth of the gaming market in the coming years. A mobile phone is a portable electronic device with cellular network capabilities. Mobile phones contribute to the growth of the gaming market by offering enhanced performance, better display quality, and high-end specifications tailored for gaming. For example, in March 2023, a report by Cybercrew, a UK-based provider of cybersecurity solutions, revealed that 91.43% of UK households were using smartphones in 2021, with this figure projected to rise to 93.8% by 2026. Consequently, the growing adoption of mobile phones is fueling the expansion of the gaming market.
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 players in the gaming market are strategically developing innovative games to capitalize on popular trends, as exemplified by EA Sports F1 22. Released in June 2022, this game serves as the official video game for the 2022 Formula One World Championship. Available on multiple platforms, including Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S, the game encompasses all official teams, drivers, and circuits from the 2022 season. Featuring a new career mode, diverse multiplayer options, and an innovative element known as F1 Life, the game demonstrates a strategic approach to leveraging Formula One's popularity for gaming market success.
Leading companies in the gaming industry are strategically pursuing partnerships to enrich their offerings and provide a comprehensive gaming experience. Strategic partnerships involve leveraging mutual strengths and resources for shared benefits. For instance, in May 2022, Electronic Arts Inc.'s collaboration with Middle-earth Enterprises, a US-based film production and licensing company. This partnership aims to create a new, free-to-play mobile game, The Lord of the Rings Heroes of Middle-earth. Positioned as a collectible role-playing game (RPG), it offers both new and dedicated fans a socially competitive experience, seamlessly blending fantasy and adventure from the beloved franchise. This strategic partnership reflects a concerted effort to enhance gaming experiences and diversify product offerings.
In February 2022, Tencent Holdings Ltd., a leading Chinese internet and technology company, successfully acquired 1C Entertainment for an undisclosed sum. This strategic move signifies Tencent's support for 1C Entertainment's vision and enthusiasm, aligning with its commitment to engage with creative minds within its global gaming ecosystem. The acquisition provides 1C Entertainment, a Polish business specializing in services for video game creators, game production, and distribution, with a unique opportunity to collaborate with Tencent and other notable entities within its expansive worldwide network.
Major companies operating in the gaming market are Microsoft Corporation, Nintendo Co. Ltd., Rovio Entertainment Corporation, Nvidia 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., LINE Corporation, Wargaming Group Limited.
Asia-Pacific was the largest region in the gaming market in 2024. The regions covered in the gaming market report are Asia-Pacific, 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, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Gaming refers to the activity of playing games that are designed not only for entertainment but also to educate or assist in problem-solving, such as in military or corporate environments. It is widely used for recreation, social interaction, skill development, and education, offering both enjoyment and cognitive advantages. Through gaming, players can engage in challenging scenarios that enhance strategic thinking, decision-making, and problem-solving skills, while also fostering social connections and personal growth.
The main types of gaming include action, shooter, role-playing, sports, and various other game genres. Action games involve players overcoming obstacles through physical techniques, such as precision aiming and rapid reaction times. These games can be played on a variety of devices, including consoles, mobile phones, and computers. They can be acquired through different methods, such as box/CD game purchases, in-app purchases, shareware, freeware, and others. Gaming experiences are accessible through both online and offline platforms, offering a diverse range of options for players.
The gaming market research report is one of a series of new reports that provides gaming market statistics, including the gaming industry's global market size, regional shares, competitors with a gaming market share, detailed gaming market segments, market trends and opportunities, and any further data you may need to thrive in the gaming industry. This gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Gaming Market Characteristics3. Gaming Market Trends and Strategies4. Gaming Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market32. Global Gaming Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Gaming Market34. Recent Developments in the Gaming Market
5. Global Gaming Growth Analysis and Strategic Analysis Framework
6. Gaming Market Segmentation
7. Gaming Market Regional and Country Analysis
8. Asia-Pacific Gaming Market
9. China Gaming Market
10. India Gaming Market
11. Japan Gaming Market
12. Australia Gaming Market
13. Indonesia Gaming Market
14. South Korea Gaming Market
15. Western Europe Gaming Market
16. UK Gaming Market
17. Germany Gaming Market
18. France Gaming Market
19. Italy Gaming Market
20. Spain Gaming Market
21. Eastern Europe Gaming Market
22. Russia Gaming Market
23. North America Gaming Market
24. USA Gaming Market
25. Canada Gaming Market
26. South America Gaming Market
27. Brazil Gaming Market
28. Middle East Gaming Market
29. Africa Gaming Market
30. Gaming Market Competitive Landscape and Company Profiles
31. Gaming Market Other Major and Innovative Companies
35. Gaming Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Gaming Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on 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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- All data from the report will also be delivered in an excel dashboard format.
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? 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, competitive landscape, market shares, 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.
- 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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- 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. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
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; Shareware; 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
Key Companies Mentioned: Microsoft Corporation; Nintendo Co. Ltd.; Rovio Entertainment Corporation; Nvidia Corporation; Electronic Arts Inc.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard.
Companies Mentioned
Some of the major companies featured in this Gaming market report include:- Microsoft Corporation
- Nintendo Co. Ltd.
- Rovio Entertainment Corporation
- Nvidia 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.
- LINE Corporation
- Wargaming Group Limited
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | February 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 345.34 Billion |
Forecasted Market Value ( USD | $ 562.87 Billion |
Compound Annual Growth Rate | 13.0% |
Regions Covered | Global |
No. of Companies Mentioned | 32 |