Online Gaming Market (By Gaming Type: Action & Adventure Games, Racing Games, Simulation Games, Strategy Games, Sports Games, Others; By Platform: PC, Console, Mobile, Others; By Business Model: Free-to-play, Pay-to-play, Subscription-based, Play-to-earn) - Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2032

The global online gaming market size was exhibited at USD 204.65 billion in 2022 and is projected to hit around USD 441.01 billion by 2032, growing at a CAGR of 7.98% during the forecast period 2023 to 2032.

Key Pointers:

  • North America held the largest revenue share in 2022.
  • Asia-Pacific is expected to expand at the fastest CAGR from 2023 to 2032.
  • By Game Type, the action & adventure games segment held the maximum revenue share in 2022.
  • By Platform, the mobile segment is expected to expand at a significant CAGR from 2023 to 2032.

Online Gaming Market Report Scope

Report Coverage

Details

Market Size in 2023

USD 220.98 Billion

Market Size by 2032

USD 441.01 Billion

Growth Rate From 2023 to 2032

CAGR of 7.98%

Base Year

2022

Forecast Period

2023 to 2032

Segments Covered

By Gaming Type, By Platform, and By Business Model

Market Analysis (Terms Used)

Value (US$ Million/Billion) or (Volume/Units)

Regional Scope

North America; Europe; Asia Pacific; Central and South America; the Middle East and Africa

Key Companies Profiled

Tencent Holding Limited, Activision Blizzard, Inc., Nintendo of America Inc., Microsoft Corporation, Valve Corporation, Electronic Arts Inc., Sony Corporation, Take-Two Interactive Software, Inc., Square Enix Holdings Co., Ltd., Amazon.com, Inc., Gameloft SE, King Digital Entertainment Ltd., and Others.

 

The growth of this market is driven by the rise in popularity of online gaming, a surge in the use of smartphones for online gaming, and the gradual establishment of internet infrastructure in developing countries. However, a lack of standards and regulations restrains the growth of this market. In addition, the creation of new monetization models and in-game advertisements and sponsorships are expected to offer significant opportunities for the growth of this market.

The online gaming market is segmented by model, genre, revenue stream, platform, and streaming. The study also evaluates industry competitors and analyzes the market at the region/country level.

Based on model, the global online gaming market is segmented into free-to-play games and pay-to-play games. In 2023, the free-to-play segment is expected to account for the larger share of the global online gaming market. The growth of this segment is attributed to increasing digital entertainment media, the rise in the number of smartphone users and the increasing usage of the internet across the globe. However, the pay-to-play segment is expected to register the highest CAGR during the forecasted period.

Based on genre, the global online gaming market is segmented into action/adventure, sandbox, simulation and sports, role-playing, player vs. player, multiplayer online battle arena, real-time strategy, shooters, racing, puzzlers and party games, survival horror and other genres. In 2023, the action-adventure segment is expected to account for the largest share of the global online gaming market. The large market share of this segment is attributed to technologies like VR and AR to improve the gaming experience. However, the shooters segment is projected to register the highest CAGR during the forecast period.

Based on revenue stream, the global online gaming market is segmented into advertisements & sponsorships, game publisher fees, media & broadcasting rights, ticket sales and merchandise sales. In 2023, the advertisement & sponsorships segment is expected to account for the largest share of the global online gaming market. The large market share of this segment is mainly attributed to the rising number of video gamers, increasing collaborations between game publishers and advertisers, and increasing engagement in digital products since the COVID-19 pandemic. However, the game publisher fees segment is expected to register the highest CAGR during the forecast period.

Based on platform, the global online gaming market is segmented into mobile platforms, PCs, consoles, and other platforms. In 2023, the mobile platforms segment is expected to account for the largest share of the global online gaming market and is slated to register the highest CAGR during the forecast period. The rise in the growing penetration of high-performance smartphones; availability of high-speed internet connectivity; development of free-to-play online games; and the growing availability of phones with better screen resolution, refresh rate, and touch sampling rate boost the segment growth.

Based on streaming, the global online gaming market is segmented into live streaming and on-demand streaming. In 2023, the live streaming segment is expected to account for the larger share of the global online gaming market. The large market share of this segment is attributed to the rising popularity of live-streaming technology for better brand engagement and reach to consumers and the growing popularity of e-sports and video games. However, the on-demand streaming segment is slated to register the highest CAGR during the forecast period.

Some of the prominent players in the Online Gaming Market include:

  • Tencent Holding Limited
  • Activision Blizzard, Inc.
  • Nintendo of America Inc.
  • Microsoft Corporation
  • Valve Corporation
  • Electronic Arts Inc.
  • Sony Corporation
  • Take-Two Interactive Software, Inc.
  • Square Enix Holdings Co., Ltd.
  • Amazon.com, Inc.
  • Gameloft SE
  • King Digital Entertainment Ltd.

Segments Covered in the Report

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2032. For this study, Nova one advisor, Inc. has segmented the global Online Gaming market.

By Gaming Type

  • Action & Adventure Games
  • Racing Games
  • Simulation Games
  • Strategy Games
  • Sports Games
  • Others

By Platform

  • PC
  • Console
  • Mobile
  • Others

By Business Model

  • Free-to-play
  • Pay-to-play
  • Subscription-based
  • Play-to-earn

By Region

  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East & Africa (MEA)

Frequently Asked Questions

The global online gaming market size was exhibited at USD 204.65 billion in 2022 and is projected to hit around USD 441.01 billion by 2032

The global online gaming market will register growth rate of 7.98% between 2023 and 2032.

The major players operating in the online gaming market are Tencent Holding Limited, Activision Blizzard, Inc., Nintendo of America Inc., Microsoft Corporation, Valve Corporation, Electronic Arts Inc., Sony Corporation, Take-Two Interactive Software, Inc., Square Enix Holdings Co., Ltd., Amazon.com, Inc., Gameloft SE, King Digital Entertainment Ltd., and Others.

North America region will lead the global online gaming market during the forecast period 2023 to 2032.

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Online Gaming Market 

5.1. COVID-19 Landscape: Online Gaming Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Online Gaming Market, By Gaming Type

8.1. Online Gaming Market, by Gaming Type, 2023-2032

8.1.1 Action & Adventure Games

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Racing Games

8.1.2.1. Market Revenue and Forecast (2020-2032)

8.1.3. Simulation Games

8.1.3.1. Market Revenue and Forecast (2020-2032)

8.1.4. Strategy Games

8.1.4.1. Market Revenue and Forecast (2020-2032)

8.1.5. Sports Games

8.1.5.1. Market Revenue and Forecast (2020-2032)

8.1.6. Others

8.1.6.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global Online Gaming Market, By Platform

9.1. Online Gaming Market, by Platform, 2023-2032

9.1.1. PC

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. Console

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Mobile

9.1.3.1. Market Revenue and Forecast (2020-2032)

9.1.4. Others

9.1.4.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global Online Gaming Market, By Business Model 

10.1. Online Gaming Market, by Business Model, 2023-2032

10.1.1. Free-to-play

10.1.1.1. Market Revenue and Forecast (2020-2032)

10.1.2. Pay-to-play

10.1.2.1. Market Revenue and Forecast (2020-2032)

10.1.3. Subscription-based

10.1.3.1. Market Revenue and Forecast (2020-2032)

10.1.4. Play-to-earn

10.1.4.1. Market Revenue and Forecast (2020-2032)

Chapter 11. Global Online Gaming Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.1.2. Market Revenue and Forecast, by Platform (2020-2032)

11.1.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.1.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.1.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.1.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.1.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.6.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.7.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.6.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.7.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.6.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.7.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.5.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.5.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.5.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.5.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

Chapter 12. Company Profiles

12.1. Tencent Holding Limited

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Activision Blizzard, Inc.

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Nintendo of America Inc.

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Microsoft Corporation

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Valve Corporation

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Electronic Arts Inc.

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Sony Corporation

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Take-Two Interactive Software, Inc.

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Square Enix Holdings Co., Ltd.

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Amazon.com, Inc.

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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