デフォルト表紙
市場調査レポート
商品コード
1396991

オンラインゲーム市場:タイプ別、プラットフォーム別、ゲーマータイプ別:2023年~2032年の世界機会分析と産業予測

Online Gaming Market By Type (Puzzle, Action, Adventure, Arcade, Sports, Others), Platform (Mobile Phone, PCs, Consoles, Others), Gamer Type (Social Gamers, Serious Gamers, Core Gamers): Global Opportunity Analysis & Industry Forecast, 2023-2032

出版日: | 発行: Allied Market Research | ページ情報: 英文 280 Pages | 納期: 2~3営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.14円
オンラインゲーム市場:タイプ別、プラットフォーム別、ゲーマータイプ別:2023年~2032年の世界機会分析と産業予測
出版日: 2023年10月31日
発行: Allied Market Research
ページ情報: 英文 280 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のオンラインゲーム市場は、2023年から2032年までのCAGR11.1%で、2022年の8,590万米ドルから成長し、2032年には2億3,140万米ドルに達すると予測されています。

オンライン・ゲームとは、コンピュータ・ネットワーク(最も一般的なのはインターネット)上でプレイするゲームのことです。オンラインゲームには、テキストベースのシンプルなものから、複雑なグラフィックや複数のプレイヤーが同時にプレイする仮想世界を持つものまで、さまざまなものがあります。

eスポーツの人気の高まりは、オンライン・ゲーム市場の拡大を促す主な要因の一つです。ライブ放送が行われるeスポーツ選手権には、リーグ・オブ・レジェンド世界選手権や国際サッカー連盟(FIFA)インタラクティブ・ワールドカップなどがあります。eスポーツ大会には、世界中から多くの人々がビデオゲーム競技に参加するために集まります。世界中の多くの人がオンラインライブでトーナメントを観戦します。例えば、リーグ・オブ・レジェンドの世界選手権決勝戦は4,300万人の視聴者を集め、NBAの決勝戦は3,100万人を動員しました。eスポーツの人気が高まるにつれ、eスポーツ・サービスを提供するベンダーも増え、予測期間中の世界オンライン・ゲーム市場の成長を牽引することになりそうです。

ゲーマーの間で依存症が蔓延していることが、オンラインゲーム分野の拡大を妨げる主な要因となっています。オンラインゲームが普及するにつれ、過剰で強迫的なゲーム行動が依存症につながることへの懸念が高まっています。個人、特に若い世代がこの問題の影響を受けており、肉体的・精神的な幸福、社会的交流、学業や仕事の成功に影響を及ぼしています。依存症患者の急増は、規制当局、立法者、保護者の意識の高まりにつながり、責任あるゲーム慣行の要請や依存症対策の導入につながっています。依存症治療は、オンラインゲーム分野の長期的な成長と持続可能性にとって極めて重要です。

5G、クラウド・ゲーミング、仮想現実、拡張現実といった斬新な技術の登場は、今後数年間、オンライン・ゲーム業界にビジネスチャンスをもたらすと予想されます。5Gネットワークの展開は、インターネット接続の速度と信頼性を劇的に向上させました。これにより、待ち時間が短縮され、オンラインゲームのレスポンスと楽しさが向上しました。ゲーマーはモバイル端末で高解像度のゲームを、目立った遅延なしにプレイできるようになっています。Google Stadia、NVIDIA GeForce Now、Xbox Cloud Gaming(旧称Project xCloud)などのクラウド・ゲーミング・サービスは、最近人気を博しています。これらのプラットフォームでは、ゲーマーがリモートサーバーからゲームをストリーミングできるため、ハイエンドのゲームハードウェアが不要になります。プレイヤーは低価格のデバイスでAAAタイトルを楽しむことができ、より多くの人々にゲームを開放しています。VR技術は、ゲームをこれまで以上に没入感のあるものにしました。Oculus Rift、HTC Vive、PlayStation VRなどのVRヘッドセットを使えば、プレイヤーは仮想世界に入り込み、まったく新しい方法で環境と対話することができます。VR用に設計されたゲームは、従来のゲームにはない没入感を提供します。

COVID-19の普及はオンラインゲームビジネスに好影響を与えました。ロックダウンや移動制限の結果、人々はレジャーや社会とのつながりを求めてインターネット・エンターテインメント、特にゲームに目を向けた。そのため、アクティブプレイヤー数が増加し、ゲーム収益も増加しました。パンデミックの間、オンラインゲームプラットフォームはユーザーのエンゲージメントを増加させました。さらに、リアルエンターテインメント施設の閉鎖やライブイベントの中止により、バーチャルゲーム体験の需要が増加しました。パンデミックは、オンラインゲームが好まれている娯楽源として受け入れられるのを加速させ、ビジネスを変化させ、成長と革新のための新たな道をもたらしました。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場概要

  • 市場の定義と範囲
  • 主な調査結果
    • 影響要因
    • 主な投資機会
  • ポーターのファイブフォース分析
  • 市場力学
    • 促進要因
    • 抑制要因
    • 機会
  • 平均販売価格
  • 市場シェア分析
  • ブランドシェア分析
  • 貿易データ分析
  • 製品消費
  • バリューチェーン分析
  • 主要規制分析
  • 特許情勢
  • 規制ガイドライン
  • 償還シナリオ

第4章 オンラインゲーム市場:タイプ別

  • 概要
  • パズル
  • アクション
  • アドベンチャー
  • アーケード
  • スポーツ
  • その他

第5章 オンラインゲーム市場:プラットフォーム別

  • 概要
  • 携帯電話
  • パソコン
  • コンソール
  • その他

第6章 オンラインゲーム市場:ゲーマータイプ別

  • 概要
  • ソーシャルゲーマー
  • シリアスゲーマー
  • コアゲーマー

第7章 オンラインゲーム市場:地域別

  • 概要
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • フランス
    • スペイン
    • イタリア
    • その他
  • アジア太平洋
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
    • その他
  • ラテンアメリカ・中東・アフリカ
    • ブラジル
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ
    • その他

第8章 競争情勢

  • イントロダクション
  • 主要成功戦略
  • 主要10社の製品マッピング
  • 競合ダッシュボード
  • 競合ヒートマップ
  • 主要企業のポジショニング、2022年

第9章 企業プロファイル

  • 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
図表

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
目次
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
    • 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

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

  • 2.1. CXO Perspective

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