Product Code: GVR-2-68038-289-1
Gaming Market Growth & Trends:
The global gaming market size is estimated to reach USD 505.17 billion by 2030, registering to grow at a CAGR of 8.7% from 2025 to 2030 according to a new report by Grand View Research, Inc. growth prospects can be credited to the increasing popularity of mobile gaming, esports and online streaming of games. Multiplayer gaming has enhanced the gaming experience as it allows players to interact with each other and has fueled the growth of the gaming industry.
COVID-19 boosted the gaming adoption owing to lockdown. The gaming offered an appealing distraction for people at home eyeing social interaction. The companies experienced massive growth in gaming time and sales in lockdown. For instance, in 2020, Tencent Holdings Ltd. witnessed 31% growth in its online gaming segment compared to 2019. Animal Crossing: New Horizons managed to sell 1.88 million copies on its opening three days in Japan; despite the COVID-19 pandemic, the company sold 392 000 consoles in Japan.
The increasing demand for consoles has encouraged marketers to provide technologically advanced and affordable consoles in the market. For instance, in November 2020, Sony Interactive Entertainment LLC launched PlayStation 5; the features include 4K/120 gameplay, 8K/60 support, AMD Zen 2 CPU, PS plus collection, revolutionary controller haptics, fast new UI, and super-fast SSD for faster load times. Sony Interactive Entertainment LLC had sold 17.3 million units of PlayStation 5 by the end of December 2021.
The technological developments in virtual reality (VR) and augmented reality (AR) have offered various opportunities to enhance the gaming experience. The increasing demand for free-to-play and multiplayer gaming is attracting youth towards gaming. Institutes and universities have started providing professional courses so that students can consider gaming as a professional career. For instance, the University of Hertfordshire offers MA in Games Art and Design, and the course can be studied on-campus or online.
The Asia Pacific is expected to emerge as a significant region due to considerable gaming countries such as China, Japan, South Korea, and India. The gaming industry in these countries is rising due to increasing smartphone penetration, esports events, mobile gaming, and an increase in the digital ecosystem. The market in the Asia Pacific region is expected to increase with an approximately 9% CAGR from 2025 to 2030 in the forecasted period.
Gaming Market Report Highlights:
- The mobile segment recorded the largest revenue share of over 46% in 2024. This surge is fueled by the widespread adoption of smartphones and tablets, coupled with advancements in mobile internet connectivity, particularly 5G technology.
- The offline segment accounted for the largest revenue share in 2024. The segment benefits from a loyal customer base that appreciates single-player experiences or local multiplayer games without the need for an internet connection.
- North America gaming market dominated globally with a revenue share of 23% in 2024.
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation & Scope
- 1.2. Market Definitions
- 1.3. Information Procurement
- 1.3.1. Information analysis
- 1.3.2. Market formulation & data visualization
- 1.3.3. Data validation & publishing
- 1.4. 1.4 Research Scope and Assumptions
- 1.4.1. List to Data Sources
Chapter 2. Executive Summary
- 2.1. Gaming Market Snapshot
- 2.2. Gaming Market- Segment Snapshot (1/2)
- 2.3. Gaming Market- Segment Snapshot (2/2)
- 2.4. Gaming Market- Competitive Landscape Snapshot
Chapter 3. Gaming Market - Industry Outlook
- 3.1. Market Lineage Outlook
- 3.2. Industry Value Chain Analysis
- 3.3. Market Dynamics
- 3.3.1. Market Driver Analysis
- 3.3.2. Market Restraint Analysis
- 3.3.3. Industry Challenges
- 3.3.4. Industry Opportunities
- 3.4. Industry Analysis Tools
- 3.4.1. Porter's five forces analysis
- 3.4.2. Macroeconomic analysis
- 3.5. Gaming Market - Regulatory Scenario
Chapter 4. Gaming Market: Device Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. Gaming Market: Component Movement Analysis, 2024 & 2030 (USD Billion)
- 4.3. Console
- 4.3.1. Console Market Revenue Estimates and Forecasts, 2018 - 2030 (USD billion)
- 4.4. Mobile
- 4.4.1. Mobile Market Revenue Estimates and Forecasts, 2018 - 2030 (USD billion)
- 4.5. Computer
- 4.5.1. Computer Market Revenue Estimates and Forecasts, 2018 - 2030 (USD billion)
Chapter 5. Gaming Market: Type Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. Gaming Market: Type Movement Analysis, 2024 & 2030 (USD Billion)
- 5.3. Online
- 5.3.1. Online Market Revenue Estimates and Forecasts, 2018 - 2030 (USD billion)
- 5.4. Offline
- 5.4.1. Offline Market Revenue Estimates and Forecasts, 2018 - 2030 (USD billion)
Chapter 6. Regional Estimates & Trend Analysis
- 6.1. Gaming Market by Region, 2024 & 2030
- 6.2. North America
- 6.2.1. North America Gaming Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
- 6.2.2. U.S.
- 6.2.2.1. U.S. Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.2.3. Canada
- 6.2.3.1. Canada Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.2.4. Mexico
- 6.2.4.1. Mexico Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.3. Europe
- 6.3.1. Europe Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.3.2. U.K.
- 6.3.2.1. U.K. Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.3.3. Germany
- 6.3.3.1. Germany Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.3.4. France
- 6.3.4.1. France Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.4. Asia Pacific
- 6.4.1. Asia Pacific Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.4.2. China
- 6.4.2.1. China Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.4.3. Japan
- 6.4.3.1. Japan Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.4.4. India
- 6.4.4.1. India Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.4.5. South Korea
- 6.4.5.1. South Korea Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.4.6. Australia
- 6.4.6.1. Australia Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.5. Latin America
- 6.5.1. Latin America Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.5.2. Brazil
- 6.5.2.1. Brazil Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.6. Middle East and Africa
- 6.6.1. Middle East and Africa Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.6.2. UAE
- 6.6.2.1. UAE Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.6.3. Saudi Arabia
- 6.6.3.1. Saudi Arabia Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.6.4. Egypt
- 6.6.4.1. Egypt Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
- 6.6.5. Jordan
- 6.6.5.1. Jordan Gaming Market Estimates and Forecasts, 2018 - 2030 (USD billion)
Chapter 7. Gaming Market - Competitive Landscape
- 7.1. Company Categorization
- 7.2. Company Market Positioning
- 7.3. Company Heat Map Analysis
- 7.4. Company Profiles/Listing
- 7.4.1. Activison Blizzard, Inc.
- 7.4.1.1. Participant's Overview
- 7.4.1.2. Financial Performance
- 7.4.1.3. Product Benchmarking
- 7.4.1.4. Recent Developments
- 7.4.2. Apple, Inc.
- 7.4.2.1. Participant's Overview
- 7.4.2.2. Financial Performance
- 7.4.2.3. Product Benchmarking
- 7.4.2.4. Recent Developments
- 7.4.3. The Walt Disney Company
- 7.4.3.1. Participant's Overview
- 7.4.3.2. Financial Performance
- 7.4.3.3. Product Benchmarking
- 7.4.3.4. Recent Developments
- 7.4.4. Electronic Arts, Inc.
- 7.4.4.1. Participant's Overview
- 7.4.4.2. Financial Performance
- 7.4.4.3. Product Benchmarking
- 7.4.4.4. Recent Developments
- 7.4.5. Microsoft Corporation
- 7.4.5.1. Participant's Overview
- 7.4.5.2. Financial Performance
- 7.4.5.3. Product Benchmarking
- 7.4.5.4. Recent Developments
- 7.4.6. Nintendo Co., Ltd
- 7.4.6.1. Participant's Overview
- 7.4.6.2. Financial Performance
- 7.4.6.3. Product Benchmarking
- 7.4.6.4. Recent Developments
- 7.4.7. Rovio Entertainment Corporation
- 7.4.7.1. Participant's Overview
- 7.4.7.2. Financial Performance
- 7.4.7.3. Product Benchmarking
- 7.4.7.4. Recent Developments
- 7.4.8. Sega Enterprises, Inc.
- 7.4.8.1. Participant's Overview
- 7.4.8.2. Financial Performance
- 7.4.8.3. Product Benchmarking
- 7.4.8.4. Recent Developments
- 7.4.9. Sony Corporation
- 7.4.9.1. Participant's Overview
- 7.4.9.2. Financial Performance
- 7.4.9.3. Product Benchmarking
- 7.4.9.4. Recent Developments
- 7.4.10. Tencent Holdings Ltd.
- 7.4.10.1. Participant's Overview
- 7.4.10.2. Financial Performance
- 7.4.10.3. Product Benchmarking
- 7.4.10.4. Recent Developments