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:
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:
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
By Platform
By Business Model
By Region
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