+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Online Gaming Market By Type, By Platform, By Gamer Type: Global Opportunity Analysis and Industry Forecast, 2023-2032

  • PDF Icon

    Report

  • 280 Pages
  • October 2023
  • Region: Global
  • Allied Market Research
  • ID: 5916299
The global online gaming market is anticipated to reach $231.4 million by 2032, growing from $85.9 million in 2022 at a CAGR of 11.1% from 2023 to 2032.

Online games are those that are played over a computer network, most commonly the Internet. Online games can range from simple text-based games to games with intricate graphics and virtual worlds populated by multiple players at the same time.

The rising popularity of e-sports is one of the primary factors driving the online gaming market expansion. Some of the e-sports championships that give live broadcasts are the League of Legends World Championship and the Federation International de Football Association (FIFA) Interactive World Cup. E-sports tournaments draw a large number of people from all around the world to compete in video game competitions.. Many individuals throughout the world watch the tournaments live online. For instance, The League of Legends World Championship Finals drew 43 million viewers, while the NBA final game drew 31 million. With the growing popularity of e-sports, more vendors are likely to offer e-sports services, driving the global online gaming market growth during the forecast period.

The growing prevalence of addiction among gamers is a key impediment to the expansion of the online gaming sector. As online gaming becomes more popular, there is growing concern about excessive and compulsive gaming behavior leading to addiction. Individuals, particularly the younger generation, are affected by this issue, which has an impact on their physical and emotional well-being, social interactions, and academic or professional success. The surge in addiction instances has led to an increase in awareness among regulators, legislators, and parents, leading to requests for responsible gaming practices and the introduction of anti-addiction measures. Addiction treatment is critical for the long-term growth and sustainability of the online gaming sector.

Advent of novel technologies such as 5G, cloud gaming, virtual and augmented reality are expected to create opportunities in the online gaming industry in the upcoming years. The rollout of 5G networks has dramatically improved the speed and reliability of Internet connections. This has reduced latency, making online gaming more responsive and enjoyable. Gamers can now play high-definition games on their mobile devices without noticeable lag. Cloud gaming services like Google Stadia, NVIDIA GeForce Now, and Xbox Cloud Gaming (formerly known as Project xCloud) have gained popularity in recent times. These platforms allow gamers to stream games from remote servers, eliminating the need for high-end gaming hardware. Players can enjoy AAA titles on lower-end devices, opening up gaming to a wider audience. VR technology has made gaming more immersive than ever. With VR headsets like Oculus Rift, HTC Vive, and PlayStation VR, players can step into virtual worlds and interact with the environment in a whole new way. Games designed for VR offer a level of immersion that traditional gaming cannot match.

The spread of COVID-19 had a favorable impact on the online gaming business. People turned to Internet entertainment, particularly gaming, for leisure and social connection as a result of the lockdowns and movement limitations. Therefore, the number of active players increased, as did gaming revenue. During the pandemic, online gaming platforms saw increased user engagement. Furthermore, the closure of real entertainment facilities and the cancellation of live events led to an increase in demand for virtual gaming experiences. The pandemic has accelerated the acceptance of online gaming as a preferred source of entertainment, altering the business and bringing up new avenues for growth and innovation.

The key players profiled in this report include Tencent Holdings Ltd., Microsoft Corporation, Apple Inc., Sony Interactive Entertainment Inc., Activision Blizzard, Inc., Electronic Arts Inc., Nintendo Co., Ltd., Capcom Co., Ltd., SEGA, and Rovio Entertainment Corporation.

Key Benefits For Stakeholders

  • This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the online gaming market analysis from 2022 to 2032 to identify the prevailing online gaming market opportunities.
  • The market research is offered along with information related to key drivers, restraints, and opportunities.
  • Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
  • In-depth analysis of the online gaming market segmentation assists to determine the prevailing market opportunities.
  • Major countries in each region are mapped according to their revenue contribution to the global market.
  • Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
  • The report includes the analysis of the regional as well as global online gaming market trends, key players, market segments, application areas, and market growth strategies.

Additional benefits you will get with this purchase are:

  • Quarterly Update and* (only available with a corporate license, on listed price)
  • 5 additional Company Profile of client Choice pre- or Post-purchase, as a free update.
  • Free Upcoming Version on the Purchase of Five and Enterprise User License.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Five and Enterprise User License. (Excel version of the report)
  • Free Updated report if the report is 6-12 months old or older.
  • 24-hour priority response*
  • Free Industry updates and white papers.

Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)

  • Product Benchmarking / Product specification and applications
  • Technology Trend Analysis
  • Go To Market Strategy
  • Market share analysis of players by products/segments
  • New Product Development/ Product Matrix of Key Players
  • Patient/epidemiology data at country, region, global level
  • Additional company profiles with specific to client's interest
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles
  • Historic market data
  • Key player details (including location, contact details, supplier/vendor network etc. in excel format)
  • Market share analysis of players at global/region/country level
  • SWOT Analysis

Key Market Segments

By Type

  • Action
  • Adventure
  • Arcade
  • Sports
  • Others
  • Puzzle

By Platform

  • Mobile Phone
  • PCs
  • Consoles
  • Others

By Gamer Type

  • Social Gamers
  • Serious Gamers
  • Core Gamers

By Region

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • UK
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • United Arab Emirates
  • South Africa
  • Rest of LAMEA
  • Key Market Players
  • Tencent Holdings Ltd.
  • Microsoft Corporation
  • Apple Inc. (US)
  • Sony Interactive Entertainment Inc.
  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Nintendo Co., Ltd.
  • Capcom Co., Ltd.
  • Sega
  • Rovio Entertainment Corporation

 

Please note:

  • Online Access price format is valid for 60 days access. Printing is not enabled.
  • PDF Single and Enterprise price formats enable printing.

 

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research methodology
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.3. Porter’s five forces analysis
3.4. Market dynamics
3.5. Average Selling Price
3.6. Market Share Analysis
3.7. Brand Share Analysis
3.8. Trade Data Analysis
3.9. Product Consumption
3.10. Value Chain Analysis
3.11. Key Regulation Analysis
3.12. Patent Landscape
3.13. Regulatory Guidelines
3.14. Reimbursement Scenario
CHAPTER 4: ONLINE GAMING MARKET, BY TYPE
4.1. Overview
4.2. Puzzle
4.3. Action
4.4. Adventure
4.5. Arcade
4.6. Sports
4.7. Others
CHAPTER 5: ONLINE GAMING MARKET, BY PLATFORM
5.1. Overview
5.2. Mobile Phone
5.3. PCs
5.4. Consoles
5.5. Others
CHAPTER 6: ONLINE GAMING MARKET, BY GAMER TYPE
6.1. Overview
6.2. Social Gamers
6.3. Serious Gamers
6.4. Core Gamers
CHAPTER 7: ONLINE GAMING MARKET, BY REGION
7.1. Overview
7.2. North America
7.3. Europe
7.4. Asia-Pacific
7.5. LAMEA
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product mapping of top 10 player
8.4. Competitive dashboard
8.5. Competitive heatmap
8.6. Top player positioning, 2022
CHAPTER 9: COMPANY PROFILES
9.1. Tencent Holdings Ltd.
9.2. Microsoft Corporation
9.3. Apple Inc. (US)
9.4. Sony Interactive Entertainment Inc.
9.5. Activision Blizzard, Inc.
9.6. Electronic Arts Inc.
9.7. Nintendo Co., Ltd.
9.8. Capcom Co., Ltd.
9.9. Sega
9.10. Rovio Entertainment Corporation
List of Tables
Table 01. Global Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 02. Online Gaming Market for Puzzle, by Region, 2022-2032 ($Billion)
Table 03. Online Gaming Market for Action, by Region, 2022-2032 ($Billion)
Table 04. Online Gaming Market for Adventure, by Region, 2022-2032 ($Billion)
Table 05. Online Gaming Market for Arcade, by Region, 2022-2032 ($Billion)
Table 06. Online Gaming Market for Sports, by Region, 2022-2032 ($Billion)
Table 07. Online Gaming Market for Others, by Region, 2022-2032 ($Billion)
Table 08. Global Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 09. Online Gaming Market for Mobile Phone, by Region, 2022-2032 ($Billion)
Table 10. Online Gaming Market for Pcs, by Region, 2022-2032 ($Billion)
Table 11. Online Gaming Market for Consoles, by Region, 2022-2032 ($Billion)
Table 12. Online Gaming Market for Others, by Region, 2022-2032 ($Billion)
Table 13. Global Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 14. Online Gaming Market for Social Gamers, by Region, 2022-2032 ($Billion)
Table 15. Online Gaming Market for Serious Gamers, by Region, 2022-2032 ($Billion)
Table 16. Online Gaming Market for Core Gamers, by Region, 2022-2032 ($Billion)
Table 17. Online Gaming Market, by Region, 2022-2032 ($Billion)
Table 18. North America Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 19. North America Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 20. North America Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 21. North America Online Gaming Market, by Country, 2022-2032 ($Billion)
Table 22. U.S. Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 23. U.S. Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 24. U.S. Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 25. Canada Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 26. Canada Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 27. Canada Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 28. Mexico Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 29. Mexico Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 30. Mexico Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 31. Europe Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 32. Europe Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 33. Europe Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 34. Europe Online Gaming Market, by Country, 2022-2032 ($Billion)
Table 35. Germany Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 36. Germany Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 37. Germany Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 38. UK Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 39. UK Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 40. UK Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 41. France Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 42. France Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 43. France Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 44. Spain Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 45. Spain Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 46. Spain Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 47. Italy Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 48. Italy Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 49. Italy Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 50. Rest of Europe Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 51. Rest of Europe Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 52. Rest of Europe Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 53. Asia-Pacific Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 54. Asia-Pacific Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 55. Asia-Pacific Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 56. Asia-Pacific Online Gaming Market, by Country, 2022-2032 ($Billion)
Table 57. China Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 58. China Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 59. China Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 60. Japan Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 61. Japan Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 62. Japan Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 63. India Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 64. India Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 65. India Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 66. South Korea Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 67. South Korea Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 68. South Korea Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 69. Australia Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 70. Australia Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 71. Australia Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 72. Rest of Asia-Pacific Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 73. Rest of Asia-Pacific Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 74. Rest of Asia-Pacific Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 75. LAMEA Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 76. LAMEA Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 77. LAMEA Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 78. LAMEA Online Gaming Market, by Country, 2022-2032 ($Billion)
Table 79. Brazil Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 80. Brazil Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 81. Brazil Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 82. Saudi Arabia Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 83. Saudi Arabia Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 84. Saudi Arabia Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 85. United Arab Emirates Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 86. United Arab Emirates Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 87. United Arab Emirates Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 88. South Africa Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 89. South Africa Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 90. South Africa Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 91. Rest of LAMEA Online Gaming Market, by Type, 2022-2032 ($Billion)
Table 92. Rest of LAMEA Online Gaming Market, by Platform, 2022-2032 ($Billion)
Table 93. Rest of LAMEA Online Gaming Market, by Gamer Type, 2022-2032 ($Billion)
Table 94. Tencent Holdings Ltd.: Key Executives
Table 95. Tencent Holdings Ltd.: Company Snapshot
Table 96. Microsoft Corporation: Key Executives
Table 97. Microsoft Corporation: Company Snapshot
Table 98. Apple Inc. (US): Key Executives
Table 99. Apple Inc. (US): Company Snapshot
Table 100. Sony Interactive Entertainment Inc.: Key Executives
Table 101. Sony Interactive Entertainment Inc.: Company Snapshot
Table 102. Activision Blizzard, Inc.: Key Executives
Table 103. Activision Blizzard, Inc.: Company Snapshot
Table 104. Electronic Arts Inc.: Key Executives
Table 105. Electronic Arts Inc.: Company Snapshot
Table 106. Nintendo Co. Ltd.: Key Executives
Table 107. Nintendo Co. Ltd.: Company Snapshot
Table 108. Capcom Co. Ltd.: Key Executives
Table 109. Capcom Co. Ltd.: Company Snapshot
Table 110. Sega: Key Executives
Table 111. Sega: Company Snapshot
Table 112. Rovio Entertainment Corporation: Key Executives
Table 113. Rovio Entertainment Corporation: Company Snapshot
List of Figures
Figure 01. Online Gaming Market, 2022-2032
Figure 02. Segmentation of Online Gaming Market, 2022-2032
Figure 03. Top Impacting Factors in Online Gaming Market
Figure 04. Top Investment Pockets in Online Gaming Market (2023-2032)
Figure 05. Bargaining Power of Suppliers
Figure 06. Bargaining Power of Buyers
Figure 07. Threat of Substitution
Figure 08. Threat of Substitution
Figure 09. Competitive Rivalry
Figure 10. Global Online Gaming Market: Drivers, Restraints and Opportunities
Figure 11. Impact of Key Regulation: Online Gaming Market
Figure 12. Patent Analysis by Company
Figure 13. Patent Analysis by Country
Figure 14. Regulatory Guidelines: Online Gaming Market
Figure 15. Online Gaming Market, by Type, 2022 and 2032 (%)
Figure 16. Comparative Share Analysis of Online Gaming Market for Puzzle, by Country 2022 and 2032 (%)
Figure 17. Comparative Share Analysis of Online Gaming Market for Action, by Country 2022 and 2032 (%)
Figure 18. Comparative Share Analysis of Online Gaming Market for Adventure, by Country 2022 and 2032 (%)
Figure 19. Comparative Share Analysis of Online Gaming Market for Arcade, by Country 2022 and 2032 (%)
Figure 20. Comparative Share Analysis of Online Gaming Market for Sports, by Country 2022 and 2032 (%)
Figure 21. Comparative Share Analysis of Online Gaming Market for Others, by Country 2022 and 2032 (%)
Figure 22. Online Gaming Market, by Platform, 2022 and 2032 (%)
Figure 23. Comparative Share Analysis of Online Gaming Market for Mobile Phone, by Country 2022 and 2032 (%)
Figure 24. Comparative Share Analysis of Online Gaming Market for Pcs, by Country 2022 and 2032 (%)
Figure 25. Comparative Share Analysis of Online Gaming Market for Consoles, by Country 2022 and 2032 (%)
Figure 26. Comparative Share Analysis of Online Gaming Market for Others, by Country 2022 and 2032 (%)
Figure 27. Online Gaming Market, by Gamer Type, 2022 and 2032 (%)
Figure 28. Comparative Share Analysis of Online Gaming Market for Social Gamers, by Country 2022 and 2032 (%)
Figure 29. Comparative Share Analysis of Online Gaming Market for Serious Gamers, by Country 2022 and 2032 (%)
Figure 30. Comparative Share Analysis of Online Gaming Market for Core Gamers, by Country 2022 and 2032 (%)
Figure 31. Online Gaming Market by Region, 2022 and 2032 (%)
Figure 32. U.S. Online Gaming Market, 2022-2032 ($Billion)
Figure 33. Canada Online Gaming Market, 2022-2032 ($Billion)
Figure 34. Mexico Online Gaming Market, 2022-2032 ($Billion)
Figure 35. Germany Online Gaming Market, 2022-2032 ($Billion)
Figure 36. UK Online Gaming Market, 2022-2032 ($Billion)
Figure 37. France Online Gaming Market, 2022-2032 ($Billion)
Figure 38. Spain Online Gaming Market, 2022-2032 ($Billion)
Figure 39. Italy Online Gaming Market, 2022-2032 ($Billion)
Figure 40. Rest of Europe Online Gaming Market, 2022-2032 ($Billion)
Figure 41. China Online Gaming Market, 2022-2032 ($Billion)
Figure 42. Japan Online Gaming Market, 2022-2032 ($Billion)
Figure 43. India Online Gaming Market, 2022-2032 ($Billion)
Figure 44. South Korea Online Gaming Market, 2022-2032 ($Billion)
Figure 45. Australia Online Gaming Market, 2022-2032 ($Billion)
Figure 46. Rest of Asia-Pacific Online Gaming Market, 2022-2032 ($Billion)
Figure 47. Brazil Online Gaming Market, 2022-2032 ($Billion)
Figure 48. Saudi Arabia Online Gaming Market, 2022-2032 ($Billion)
Figure 49. United Arab Emirates Online Gaming Market, 2022-2032 ($Billion)
Figure 50. South Africa Online Gaming Market, 2022-2032 ($Billion)
Figure 51. Rest of LAMEA Online Gaming Market, 2022-2032 ($Billion)
Figure 52. Product Mapping of Top 10 Players
Figure 53. Competitive Dashboard
Figure 54. Competitive Heatmap: Online Gaming Market
Figure 55. Top Player Positioning, 2022

Executive Summary

According to the report, the online gaming market was valued at $85.90 billion in 2022, and is estimated to reach $231.4 billion by 2032, growing at a CAGR of 11.1% from 2023 to 2032.

Online gaming is simply the act of playing a video game over the Internet. Online games can be accessed via a variety of devices, including specialized video game consoles such as PlayStations, Xboxes, and Nintendo Switches, as well as PCs, laptops, and mobile phones. Mobile gaming has been critical to the expansion of the online gaming industry. Users can now easily access online gaming services owing to the rising use of smartphones and tablets. People can access online gaming platforms from anywhere and at any time due to the rising adoption of smartphones. The number of gamers participating in online gaming has expanded as a result of this convenience. Mobile gaming apps and websites optimized for smaller screens and touch-based interfaces have been developed by online gaming companies. Players may easily explore and enjoy a flawless gaming experience on their mobile devices due to these user-friendly devices. There are variety of games available for a diverse audience with varying gaming preferences, significantly broadening the industry's reach. All of these factors are expected to boost the expansion of the online gaming market.

A large number of games have some type of violent material. Such content can have severe negative consequences for children (and even adults), such as desensitization to violence and aggressive conduct, which can lead to mass shootings and serial homicides. Excessive time spent playing online games can result in physical health problems such as bad posture, carpal tunnel syndrome, migraines, and eye strain. It can also lead to mental health problems such as anxiety disorders and depression. All these factors are anticipated to restraint the online gaming market growth during the forecast years.

Mobile gaming has evolved as a major force in the gaming industry, with significant income, cross-platform play, and improved audience reach for online gaming businesses. In-app purchases, adverts, and premium content are all prominent methods of monetization in mobile games. Online gaming companies can utilize these strategies to generate revenue and keep their games operational as live services. Mobile devices offer a large worldwide user base, allowing online game companies to access a larger and more diverse audience. This has the potential to boost player engagement and revenue. Furthermore, certain online games provide cross-platform play, which allows mobile gamers to engage with players on other platforms such as PC or console. This can help to develop a lively and engaged player community. All these are major factors projected to create several growth opportunities in the market during the forecast period.

The online gaming market share is segmented on the basis of type, platform, gamer type, and region. By type, it is classified into puzzle, action, adventure, arcade, sports, and others. By platform, it is classified into mobile phone, pcs, consoles, and others. By gamer type, it is classified into serious gamers, social gamers, and core gamers. By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in the online gaming market report include Tencent Holdings Ltd., Microsoft Corporation, Apple Inc., Sony Interactive Entertainment Inc., Activision Blizzard, Inc., Electronic Arts Inc., Nintendo Co., Ltd., Capcom Co., Ltd., SEGA, and Rovio Entertainment Corporation.

The report offers a comprehensive analysis of the global online gaming market trends by thoroughly studying different aspects of the market including major segments, market statistics, market dynamics, regional market outlook, investment opportunities, and top players working towards the growth of the market. The report also highlights on the present scenario and upcoming trends & developments that are contributing toward the growth of the market. Moreover, restraints and challenges that hold power to obstruct the market growth are also profiled in the report along with the Porter’s five forces analysis of the market to elucidate factors such as competitive landscape, bargaining power of buyers and suppliers, threats of new players, and emergence of substitutes in the market.

Impact of COVID-19 on the Global Online Gaming Industry

The COVID-19 pandemic had a huge influence on the online gaming business. As people around the world were compelled to stay at home owing to lockdowns and social distancing measures, online gaming demand increased. The number of online gamers expanded rapidly as more individuals stayed at home.

The pandemic resulted in a pool of new players, particularly among casual gamers and non-traditional gaming groups. People who were not previously interested in gaming became involved in games during this time.

Esports gained more attention during the pandemic as traditional sports were canceled or postponed. Esports events were conducted online, and the viewership of esports tournaments and streaming platforms like Twitch and YouTube Gaming increased significantly.

Many gaming companies reported increased sales and in-game purchases during the pandemic. Popular games and platforms like Steam, PlayStation Network, Xbox Live, and mobile app stores saw record numbers in terms of game sales and virtual item purchases.

Key Findings of the Study

Based on type, the adventure sub-segment emerged as the global leader in 2022 and the action sub-segment is anticipated to be the fastest growing during the forecast period.

Based on platform, the mobile phone sub-segment emerged as the global leader in 2022 and is predicted to show the fastest growth in the upcoming years.

Based on gamer type, the serious gamers sub-segment emerged as the global leader in 2022 and is predicted to show the fastest growth in the upcoming years.

Based on region, Asia-Pacific registered the highest market share in 2022 and is projected to maintain its position during the forecast period.

Companies Mentioned

  • Tencent Holdings Ltd.
  • Microsoft Corporation
  • Apple Inc. (US)
  • Sony Interactive Entertainment Inc.
  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Nintendo Co., Ltd.
  • Capcom Co., Ltd.
  • Sega
  • Rovio Entertainment Corporation

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

Loading
LOADING...