Online gaming involves player to playing video games over the internet, allowing multiple players to interact virtually. This genre encompasses various game types, from puzzles to MMOs, enabling real-time interaction and competition among players from different locations.
The online gaming market is rapidly growing around the world, fueled by high revenue and user engagement. Key drivers include widespread high-speed internet, smartphone proliferation, and the rise of esports and streaming services. Esports, featuring popular games like Counter-Strike and Call of Duty, offer lucrative rewards, boosting industry expansion worldwide. Game developers focus on graphics and plots tailored to diverse devices, with smartphones driving sales. Companies innovate with consoles and cloud gaming services like Arcade and Stadia, making games more accessible. Future growth will be driven by increased online service investments and 5G infrastructure. VR, AR, and AI advancements will enhance gaming experiences, while 5G networks will accelerate mobile and cloud-based gaming delivery.
Online Gaming Market Surveys
- Worldwide, the video gaming community has around 3.09 Billion active participants.
- By 2024, the global gaming community is anticipated to reach approximately 3.32 Billion individuals.
- In the United States, there are more than 3,000 esports competitors.
- Nearly 1.5 Billion gamers reside in Asia.
- Gaming encompasses 55% of the male population.
At least one gaming service is subscribed to by 52% of gamers.
- According to the Mobile Economy 2022 report by GSMA Intelligence, nearly 7.5 Billion smartphone connections, constituting over four-fifths of all mobile connections, are projected to be in place by 2025.
Asia Pacific Online Gaming Market
The gaming industry in the Asia-Pacific (APAC) region is expansive and diverse, encompassing a wide range of gaming preferences. With 1.5 Billion identified gamers, individuals vary from hyper-casual to hardcore gamers. They tend to spend more time gaming compared to the global average and demonstrate the highest levels of engagement. In recent years, the Asia gaming industry has attracted the attention of investors, developers, and analysts. Within Asia, Japan, South Korea, India, and China are the leading markets. The rapid expansion of cheap smartphones with high performance and the rise of female gamers are key drivers behind the booming online gaming market. APAC's gaming future, Google commissioned leading games analytics experts at Newzoo to research the forces shaping gaming markets in mainland China, India, Japan, South Korea, Taiwan, and Vietnam. The research covers players in the Asian gaming market who are aged 18 to 65. In February 2022, AdColony, a Digital Turbine company, launched Game Academy, a free online skills masterclass and qualification focused on marketing solutions in gaming.Online Gaming Market Key Company
Activision Blizzard Inc., Apple Inc., Capcom Co Ltd, Electronic Arts Inc., Microsoft Corporation, Nintendo Co Ltd, Sony Interactive Entertainment Inc., and Tencent Holdings Ltd are important players in the online gaming industry.Online Gaming Company News
In March 2023, Microsoft Corp. and Boosteroid signed a 10-year deal to bring Xbox PC titles to Boosteroid's cloud gaming platform. Boosteroid, a leading cloud gaming provider with its development team in Ukraine, boasts over 4 million users globally, making it the largest independent cloud gaming provider. With Microsoft's acquisition of Activision Blizzard, Boosteroid users gain access to streaming PC games from Activision Blizzard.In February 2023, NCSOFT and Amazon Games partnered to launch THRONE AND LIBERTY, a highly anticipated MMORPG, in South America, North America, Europe, and Japan. Amazon Games will publish the game, which will be accessible on PlayStation 5, PC, and Xbox Series X|S, enabling cross-platform play.
In April 2023, Sony Interactive Entertainment LLC (SIE) acquired Firewalk Studios as part of its initiative to bring new live gaming service experiences to PlayStation gamers. This acquisition aligns with SIE's collaboration with other top-tier development teams, such as Haven Interactive Studios and Bungie.
Type - Global Online Gaming Market break into 5 viewpoints
1. Action2. Adventure
3. Puzzle
4. Arcade
5. Others
Platform - Global Online Gaming Market break into 4 viewpoints
1. Mobile Phone2. PCs
3. Console
4. Others
Gamer Type - Global Online Gaming Market into 3 viewpoints
1. Social Gamers2. Serious Gamers
3. Core Gamers
Age Group - Global Online Gaming Market is breakup into 4 viewpoints
1. Below 10 Years2. 11-24 Years
3. 25-44 Years
4. 45 and Above Years
Country - Global Online Gaming Market of 25 Countries
1. North America1.1 United States
1.2 Canada
2. Europe
2.1 France
2.2 Germany
2.3 Italy
2.4 Spain
2.5 United Kingdom
2.6 Belgium
2.7 Netherlands
2.8 Turkey
3. Asia Pacific
3.1 China
3.2 Japan
3.3 India
3.4 South Korea
3.5 Thailand
3.6 Malaysia
3.7 Indonesia
3.8 Australia
3.9 New Zealand
4. Latin America
4.1 Brazil
4.2 Mexico
4.3 Argentina
5. Middle East & Africa
5.1 Saudi Arabia
5.2 UAE
5.3 South Africa
All the key players have been covered from 3 viewpoints:
- Overview
- Recent Development
- Revenue Analysis
Company Analysis:
1. Activision Blizzard, Inc.2. Apple Inc.
3. Capcom Co., Ltd.
4. Electronic Arts Inc.
5. Microsoft Corporation
6. Nintendo Co., Ltd.
7. Sony Interactive Entertainment Inc.
8. Tencent Holdings Ltd.
Table of Contents
Companies Mentioned
- Activision Blizzard, Inc.
- Apple Inc.
- Capcom Co., Ltd.
- Electronic Arts Inc.
- Microsoft Corporation
- Nintendo Co., Ltd.
- Sony Interactive Entertainment Inc.
- Tencent Holdings Ltd.
Methodology
In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.
Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.
Primary Research
The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:
- Validates and improves the data quality and strengthens research proceeds
- Further develop the analyst team’s market understanding and expertise
- Supplies authentic information about market size, share, growth, and forecast
The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:
- Chief executives and VPs of leading corporations specific to the industry
- Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
- Key opinion leaders (KOLs)
Secondary Research
The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:
- Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
- Patent and regulatory databases for understanding of technical & legal developments
- Scientific and technical writings for product information and related preemptions
- Regional government and statistical databases for macro analysis
- Authentic new articles, webcasts, and other related releases for market evaluation
- Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
LOADING...
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 130 |
Published | April 2024 |
Forecast Period | 2023 - 2032 |
Estimated Market Value ( USD | $ 137.6 Billion |
Forecasted Market Value ( USD | $ 348.85 Billion |
Compound Annual Growth Rate | 10.8% |
Regions Covered | Global |
No. of Companies Mentioned | 8 |