Product Code: A06410
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
- 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
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
- 1.4.1. Primary research
- 1.4.2. Secondary research
- 1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
CHAPTER 3: MARKET OVERVIEW
- 3.1. Market definition and scope
- 3.2. Key findings
- 3.2.1. Top impacting factors
- 3.2.2. Top investment pockets
- 3.3. Porter's five forces analysis
- 3.4. Market dynamics
- 3.4.1. Drivers
- 3.4.2. Restraints
- 3.4.3. Opportunities
- 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
- 4.1.1. Market size and forecast
- 4.2. Puzzle
- 4.2.1. Key market trends, growth factors and opportunities
- 4.2.2. Market size and forecast, by region
- 4.2.3. Market share analysis by country
- 4.3. Action
- 4.3.1. Key market trends, growth factors and opportunities
- 4.3.2. Market size and forecast, by region
- 4.3.3. Market share analysis by country
- 4.4. Adventure
- 4.4.1. Key market trends, growth factors and opportunities
- 4.4.2. Market size and forecast, by region
- 4.4.3. Market share analysis by country
- 4.5. Arcade
- 4.5.1. Key market trends, growth factors and opportunities
- 4.5.2. Market size and forecast, by region
- 4.5.3. Market share analysis by country
- 4.6. Sports
- 4.6.1. Key market trends, growth factors and opportunities
- 4.6.2. Market size and forecast, by region
- 4.6.3. Market share analysis by country
- 4.7. Others
- 4.7.1. Key market trends, growth factors and opportunities
- 4.7.2. Market size and forecast, by region
- 4.7.3. Market share analysis by country
CHAPTER 5: ONLINE GAMING MARKET, BY PLATFORM
- 5.1. Overview
- 5.1.1. Market size and forecast
- 5.2. Mobile Phone
- 5.2.1. Key market trends, growth factors and opportunities
- 5.2.2. Market size and forecast, by region
- 5.2.3. Market share analysis by country
- 5.3. PCs
- 5.3.1. Key market trends, growth factors and opportunities
- 5.3.2. Market size and forecast, by region
- 5.3.3. Market share analysis by country
- 5.4. Consoles
- 5.4.1. Key market trends, growth factors and opportunities
- 5.4.2. Market size and forecast, by region
- 5.4.3. Market share analysis by country
- 5.5. Others
- 5.5.1. Key market trends, growth factors and opportunities
- 5.5.2. Market size and forecast, by region
- 5.5.3. Market share analysis by country
CHAPTER 6: ONLINE GAMING MARKET, BY GAMER TYPE
- 6.1. Overview
- 6.1.1. Market size and forecast
- 6.2. Social Gamers
- 6.2.1. Key market trends, growth factors and opportunities
- 6.2.2. Market size and forecast, by region
- 6.2.3. Market share analysis by country
- 6.3. Serious Gamers
- 6.3.1. Key market trends, growth factors and opportunities
- 6.3.2. Market size and forecast, by region
- 6.3.3. Market share analysis by country
- 6.4. Core Gamers
- 6.4.1. Key market trends, growth factors and opportunities
- 6.4.2. Market size and forecast, by region
- 6.4.3. Market share analysis by country
CHAPTER 7: ONLINE GAMING MARKET, BY REGION
- 7.1. Overview
- 7.1.1. Market size and forecast By Region
- 7.2. North America
- 7.2.1. Key market trends, growth factors and opportunities
- 7.2.2. Market size and forecast, by Type
- 7.2.3. Market size and forecast, by Platform
- 7.2.4. Market size and forecast, by Gamer Type
- 7.2.5. Market size and forecast, by country
- 7.2.5.1. U.S.
- 7.2.5.1.1. Market size and forecast, by Type
- 7.2.5.1.2. Market size and forecast, by Platform
- 7.2.5.1.3. Market size and forecast, by Gamer Type
- 7.2.5.2. Canada
- 7.2.5.2.1. Market size and forecast, by Type
- 7.2.5.2.2. Market size and forecast, by Platform
- 7.2.5.2.3. Market size and forecast, by Gamer Type
- 7.2.5.3. Mexico
- 7.2.5.3.1. Market size and forecast, by Type
- 7.2.5.3.2. Market size and forecast, by Platform
- 7.2.5.3.3. Market size and forecast, by Gamer Type
- 7.3. Europe
- 7.3.1. Key market trends, growth factors and opportunities
- 7.3.2. Market size and forecast, by Type
- 7.3.3. Market size and forecast, by Platform
- 7.3.4. Market size and forecast, by Gamer Type
- 7.3.5. Market size and forecast, by country
- 7.3.5.1. Germany
- 7.3.5.1.1. Market size and forecast, by Type
- 7.3.5.1.2. Market size and forecast, by Platform
- 7.3.5.1.3. Market size and forecast, by Gamer Type
- 7.3.5.2. UK
- 7.3.5.2.1. Market size and forecast, by Type
- 7.3.5.2.2. Market size and forecast, by Platform
- 7.3.5.2.3. Market size and forecast, by Gamer Type
- 7.3.5.3. France
- 7.3.5.3.1. Market size and forecast, by Type
- 7.3.5.3.2. Market size and forecast, by Platform
- 7.3.5.3.3. Market size and forecast, by Gamer Type
- 7.3.5.4. Spain
- 7.3.5.4.1. Market size and forecast, by Type
- 7.3.5.4.2. Market size and forecast, by Platform
- 7.3.5.4.3. Market size and forecast, by Gamer Type
- 7.3.5.5. Italy
- 7.3.5.5.1. Market size and forecast, by Type
- 7.3.5.5.2. Market size and forecast, by Platform
- 7.3.5.5.3. Market size and forecast, by Gamer Type
- 7.3.5.6. Rest of Europe
- 7.3.5.6.1. Market size and forecast, by Type
- 7.3.5.6.2. Market size and forecast, by Platform
- 7.3.5.6.3. Market size and forecast, by Gamer Type
- 7.4. Asia-Pacific
- 7.4.1. Key market trends, growth factors and opportunities
- 7.4.2. Market size and forecast, by Type
- 7.4.3. Market size and forecast, by Platform
- 7.4.4. Market size and forecast, by Gamer Type
- 7.4.5. Market size and forecast, by country
- 7.4.5.1. China
- 7.4.5.1.1. Market size and forecast, by Type
- 7.4.5.1.2. Market size and forecast, by Platform
- 7.4.5.1.3. Market size and forecast, by Gamer Type
- 7.4.5.2. Japan
- 7.4.5.2.1. Market size and forecast, by Type
- 7.4.5.2.2. Market size and forecast, by Platform
- 7.4.5.2.3. Market size and forecast, by Gamer Type
- 7.4.5.3. India
- 7.4.5.3.1. Market size and forecast, by Type
- 7.4.5.3.2. Market size and forecast, by Platform
- 7.4.5.3.3. Market size and forecast, by Gamer Type
- 7.4.5.4. South Korea
- 7.4.5.4.1. Market size and forecast, by Type
- 7.4.5.4.2. Market size and forecast, by Platform
- 7.4.5.4.3. Market size and forecast, by Gamer Type
- 7.4.5.5. Australia
- 7.4.5.5.1. Market size and forecast, by Type
- 7.4.5.5.2. Market size and forecast, by Platform
- 7.4.5.5.3. Market size and forecast, by Gamer Type
- 7.4.5.6. Rest of Asia-Pacific
- 7.4.5.6.1. Market size and forecast, by Type
- 7.4.5.6.2. Market size and forecast, by Platform
- 7.4.5.6.3. Market size and forecast, by Gamer Type
- 7.5. LAMEA
- 7.5.1. Key market trends, growth factors and opportunities
- 7.5.2. Market size and forecast, by Type
- 7.5.3. Market size and forecast, by Platform
- 7.5.4. Market size and forecast, by Gamer Type
- 7.5.5. Market size and forecast, by country
- 7.5.5.1. Brazil
- 7.5.5.1.1. Market size and forecast, by Type
- 7.5.5.1.2. Market size and forecast, by Platform
- 7.5.5.1.3. Market size and forecast, by Gamer Type
- 7.5.5.2. Saudi Arabia
- 7.5.5.2.1. Market size and forecast, by Type
- 7.5.5.2.2. Market size and forecast, by Platform
- 7.5.5.2.3. Market size and forecast, by Gamer Type
- 7.5.5.3. United Arab Emirates
- 7.5.5.3.1. Market size and forecast, by Type
- 7.5.5.3.2. Market size and forecast, by Platform
- 7.5.5.3.3. Market size and forecast, by Gamer Type
- 7.5.5.4. South Africa
- 7.5.5.4.1. Market size and forecast, by Type
- 7.5.5.4.2. Market size and forecast, by Platform
- 7.5.5.4.3. Market size and forecast, by Gamer Type
- 7.5.5.5. Rest of LAMEA
- 7.5.5.5.1. Market size and forecast, by Type
- 7.5.5.5.2. Market size and forecast, by Platform
- 7.5.5.5.3. Market size and forecast, by Gamer Type
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.
- 9.1.1. Company overview
- 9.1.2. Key executives
- 9.1.3. Company snapshot
- 9.2. Microsoft Corporation
- 9.2.1. Company overview
- 9.2.2. Key executives
- 9.2.3. Company snapshot
- 9.3. Apple Inc. (US)
- 9.3.1. Company overview
- 9.3.2. Key executives
- 9.3.3. Company snapshot
- 9.4. Sony Interactive Entertainment Inc.
- 9.4.1. Company overview
- 9.4.2. Key executives
- 9.4.3. Company snapshot
- 9.5. Activision Blizzard, Inc.
- 9.5.1. Company overview
- 9.5.2. Key executives
- 9.5.3. Company snapshot
- 9.6. Electronic Arts Inc.
- 9.6.1. Company overview
- 9.6.2. Key executives
- 9.6.3. Company snapshot
- 9.7. Nintendo Co., Ltd.
- 9.7.1. Company overview
- 9.7.2. Key executives
- 9.7.3. Company snapshot
- 9.8. Capcom Co., Ltd.
- 9.8.1. Company overview
- 9.8.2. Key executives
- 9.8.3. Company snapshot
- 9.9. Sega
- 9.9.1. Company overview
- 9.9.2. Key executives
- 9.9.3. Company snapshot
- 9.10. Rovio Entertainment Corporation
- 9.10.1. Company overview
- 9.10.2. Key executives
- 9.10.3. Company snapshot