デフォルト表紙
市場調査レポート
商品コード
1694664

オンラインゲームの世界市場レポート 2025

Online Gaming Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=144.06円
オンラインゲームの世界市場レポート 2025
出版日: 2025年03月04日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

オンラインゲーム市場規模は、今後数年間で力強い成長が見込まれます。2029年の年間平均成長率(CAGR)は9.8%で、1,594億9,000万米ドルに成長します。予測期間の成長は、メタバースと仮想世界の出現、拡張現実(AR)と仮想現実(VR)の革新、パーソナライゼーションと動的コンテンツ、ビデオゲームの世界化に起因しています。予測期間における主な動向としては、クラウドゲームサービス、クロスプラットフォームプレイ、esportsと対戦型ゲーム、ブロックチェーンとNFTSの統合、メタバース探索などが挙げられます。

モバイルデバイスの利用拡大が、今後のオンラインゲーム市場の成長を促進すると予想されます。モバイル機器とは、移動用に設計され、さまざまなタスクを実行できるコンパクトで持ち運び可能な電子ガジェットを指します。モバイル機器の利用が増加している背景には、モバイル機器が提供する比類のない利便性、接続性、手頃な価格、社会的・文化的要因など、さまざまな要因があります。オンラインゲームに使用されるモバイルデバイスは、オンラインゲームにおいて幅広い嗜好やプレイスタイルを提供し、多様な体験をもたらします。例えば、米国の国際金融機関である世界銀行データによると、世界の人口100人あたりの携帯電話契約数は、2021年に107であったものが、2022年には108と報告されています。そのため、モバイル機器の利用が増加しており、オンラインゲーム市場の成長を牽引しています。

オンラインゲーム市場で事業を展開する主要企業は、プレイヤーを引き付け、競争力を維持し、ゲーマーの進化する要求に応えるために、PvP戦略オンラインゲームなどの革新的な開発に注力しています。このオンラインゲームは、プレイヤー同士が戦略的な戦いや紛争で直接競い合うビデオゲームのジャンルを指します。ゲームプレイの主な焦点は、コンピューター制御の対戦相手ではなく、他の人間プレイヤーとの対決です。例えば、2023年8月、韓国を拠点とするビデオゲームのパブリッシャー兼持ち株会社であるKrafton Inc.は、インドで「Road to Valor Empires」と呼ばれる新しいオンラインモバイルゲームを開始しました。このゲームはリアルタイムPVP戦略ゲームで、プレイヤーは神話の神々や獣、英雄を指揮しながら、世界中のプレイヤーと競い合うことができます。また、このゲームでは古代と神話の要素が衝突し、プレイヤーは独自の戦略を立て、自分だけの神話軍団を編成し、リアルなグラフィックで大規模な戦闘を繰り広げることができます。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- 金利、インフレ、地政学、コロナ、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界オンラインゲームPESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のオンラインゲーム市場:成長率分析
  • 世界のオンラインゲーム市場の実績:規模と成長, 2019-2024
  • 世界のオンラインゲーム市場の予測:規模と成長, 2024-2029, 2034F
  • 世界オンラインゲーム総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のオンラインゲーム市場:タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • アクション
  • アドベンチャー
  • アーケード
  • スポーツ
  • パズル
  • その他のタイプ
  • 世界のオンラインゲーム市場ゲーマータイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ソーシャルゲーマー
  • 真剣なゲーマー
  • コアゲーマー
  • 世界のオンラインゲーム市場:年齢層別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 10年未満
  • 11~24歳
  • 25~44歳
  • 45歳以上
  • 世界のオンラインゲーム市場:プラットフォーム別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 携帯電話
  • パーソナルコンピュータ(PC)
  • コンソール
  • その他のプラットフォーム
  • 世界のオンラインゲーム市場、アクションのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • シューティングゲーム
  • 格闘ゲーム
  • プラットフォームゲーム
  • 世界のオンラインゲーム市場、アドベンチャーのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 物語主導型ゲーム
  • 探検ゲーム
  • 世界のオンラインゲーム市場、アーケードのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • クラシックアーケードゲーム
  • カジュアルゲーム
  • 世界のオンラインゲーム市場、スポーツの種類別のサブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • シミュレーションスポーツ
  • レースゲーム
  • 世界のオンラインゲーム市場、パズルのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • マッチ3ゲーム
  • ロジックパズル
  • 世界のオンラインゲーム市場、その他のタイプのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ロールプレイングゲーム(RPG)
  • 戦略ゲーム
  • マルチプレイヤーオンラインバトルアリーナ(MOBA)

第7章 地域別・国別分析

  • 世界のオンラインゲーム市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のオンラインゲーム市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • オンラインゲーム市場:競合情勢
  • オンラインゲーム市場:企業プロファイル
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Tencent Holdings Limited Overview, Products and Services, Strategy and Financial Analysis
    • Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Valve Corporation
  • Bandai Namco Entertainment Inc.
  • Activision Blizzard Inc.
  • Epic Games Inc.
  • Electronic Arts Inc.
  • Take-Two Interactive Software Inc.
  • Zynga Inc.
  • Nexon Co. Ltd.
  • Square Enix Holdings Co. Ltd.
  • Ubisoft Entertainment SA
  • Konami Holdings Corporation
  • NCSoft Corporation
  • Riot Games Inc.
  • Unity Technologies SF
  • GungHo Online Entertainment Inc.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • オンラインゲーム市場2029:新たな機会を提供する国
  • オンラインゲーム市場2029:新たな機会を提供するセグメント
  • オンラインゲーム市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r28641

Online gaming refers to video games that are played over the internet, either on a computer, console, or mobile device. This form of gaming allows individuals to connect and interact with each other in a virtual environment, engaging in competitive or cooperative gameplay.

The main types of online gaming are action, adventure, arcade, sports, puzzles, and others. Action games refer to a broad genre of video games characterized by fast-paced gameplay, dynamic challenges, and a focus on player reflexes and hand-eye coordination. It can be played by various gamer types, including social gamers, serious gamers, and core gamers, and it is used by various age groups, including less than 10 years, 11-24 years, 25-44 years, and 45 years and older. These are played on various platforms such as mobile phones, personal computers (PCs), consoles, and others.

The main types of online gaming are action, adventure, arcade, sports, puzzles, and others. Action games refer to a broad genre of video games characterized by fast-paced gameplay, dynamic challenges, and a focus on player reflexes and hand-eye coordination. It can be played by various gamer types, including social gamers, serious gamers, and core gamers, and it is used by various age groups, including less than 10 years, 11-24 years, 25-44 years, and 45 years and older. These are played on various platforms such as mobile phones, personal computers (PCs), consoles, and others.

The online gaming market size has grown rapidly in recent years. It will grow from $98.6 billion in 2024 to $109.68 billion in 2025 at a compound annual growth rate (CAGR) of 11.2%. The growth in the historic period can be attributed to advancements in mobile gaming, digital distribution platforms, expanding gaming demographics, free-to-play models.

The online gaming market size is expected to see strong growth in the next few years. It will grow to $159.49 billion in 2029 at a compound annual growth rate (CAGR) of 9.8%. The growth in the forecast period can be attributed to emergence of metaverse and virtual worlds, innovation in augmented reality (AR) and virtual reality (VR), personalization and dynamic content, globalizations of video games. Major trends in the forecast period include cloud gaming services, cross-platform play, esports and competitive gaming, integration of blockchain and NFTS, metaverse exploration.

Rising usage of mobile devices is expected to propel the growth of the online gaming market going forward. Mobile devices refer to compact, portable electronic gadgets that are designed for mobility and can perform various tasks. The increasing usage of mobile devices is driven by a variety of factors, including the unparalleled convenience offered by mobile devices, connectivity, affordability, and social and cultural factors. Mobile devices used for online gaming offer a wide range of preferences and playstyles in online gaming, providing diverse experiences. For instance, according to World Bank Data, a US-based international financial institution, the number of mobile cellular subscriptions per 100 people worldwide was reported at 108 in 2022, which was reported 107 in 2021. Therefore, the rising usage of mobile devices is driving the growth of the online gaming market.

Major companies operating in the online gaming market are concentrating on innovative development, such as PvP strategy online games, to attract players, stay competitive, and meet the evolving demands of gamers. This online game refers to a genre of video games where players compete against each other directly in strategic battles or conflicts. The primary focus of the gameplay involves facing off against other human players rather than computer-controlled opponents. For instance, in August 2023, Krafton Inc., a South Korea-based video game publisher and holding company, launched a new online mobile game, called Road to Valor Empires, in India. It is a real-time PVP strategy game where players can compete with others globally while commanding mythical gods, beasts, and heroes. Additionally, the game features a clash of ancient and mythical elements, allowing players to create their own strategy, form their own mythical army, and engage in massive battles with realistic graphics.

In February 2024, OneVerse, an US-based gaming tech company, acquired Spartan Poker for an undisclosed amount. This strategic acquisition move signifies commitment to shaping the future of online gaming and allows OneVerse to push the boundaries of innovation, delivering unparalleled gaming experiences to users in India and worldwide. Spartan Poker is an India-based online gaming hub providing a world-class online gaming platform to gaming enthusiasts.

Major companies operating in the online gaming market are Microsoft Corporation, Sony Corporation, Tencent Holdings Limited, Nintendo Co. Ltd., NetEase Inc., Valve Corporation, Bandai Namco Entertainment Inc., Activision Blizzard Inc., Epic Games Inc., Electronic Arts Inc., Take-Two Interactive Software Inc., Zynga Inc., Nexon Co. Ltd., Square Enix Holdings Co. Ltd., Ubisoft Entertainment SA, Konami Holdings Corporation, NCSoft Corporation, Riot Games Inc., Unity Technologies SF, GungHo Online Entertainment Inc., Capcom Co. Ltd., Supercell Oy, GREE Inc., Gameloft SE, CD Projekt S.A., Miniclip SA

Asia-Pacific was the largest region in the online gaming market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the online gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the online gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The online gaming market consists of revenues earned by entities by providing services such as matchmaking services, game hosting, chat and communication, tournaments and events, streaming and broadcasting, and customer support. The market value includes the value of related goods sold by the service provider or included within the service offering. The online gaming market also includes sales of gaming consoles, gaming peripherals, gaming accessories, virtual reality (VR) headsets, and game development tools. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Online Gaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on online gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for online gaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The online gaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Action; Adventure; Arcade; Sports; Puzzle; Other Type
  • 2) By Gamer Type: Social Gamers; Serious Gamers; Core Gamers
  • 3) By Age group: Less Than 10 Years; 11-24 Years; 25-44 Years; 45 Years And Older
  • 4) By Platform: Mobile Phone; Personal Computer (PCs); Consoles; Other Platforms
  • Subsegments:
  • 1) By Action: Shooter Games; Fighting Games; Platformers
  • 2) By Adventure: Narrative-Driven Games; Exploration Games
  • 3) By Arcade: Classic Arcade Games; Casual Games
  • 4) By Sports: Simulation Sports; Racing Games
  • 5) By Puzzle: Match-3 Games; Logic Puzzles
  • 6) By Other Type: Role-Playing Games (RPG); Strategy Games; Multiplayer Online Battle Arena (MOBA)
  • Companies Mentioned: Microsoft Corporation; Sony Corporation; Tencent Holdings Limited; Nintendo Co. Ltd.; NetEase Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Online Gaming Market Characteristics

3. Online Gaming Market Trends And Strategies

4. Online Gaming Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Online Gaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Online Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Online Gaming Market Growth Rate Analysis
  • 5.4. Global Online Gaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Online Gaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Online Gaming Total Addressable Market (TAM)

6. Online Gaming Market Segmentation

  • 6.1. Global Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Action
  • Adventure
  • Arcade
  • Sports
  • Puzzle
  • Other Type
  • 6.2. Global Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Social Gamers
  • Serious Gamers
  • Core Gamers
  • 6.3. Global Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Less Than 10 Years
  • 11-24 Years
  • 25-44 Years
  • 45 Years And Older
  • 6.4. Global Online Gaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mobile Phone
  • Personal Computer (PCs)
  • Consoles
  • Other Platforms
  • 6.5. Global Online Gaming Market, Sub-Segmentation Of Action, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Shooter Games
  • Fighting Games
  • Platformers
  • 6.6. Global Online Gaming Market, Sub-Segmentation Of Adventure, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Narrative-Driven Games
  • Exploration Games
  • 6.7. Global Online Gaming Market, Sub-Segmentation Of Arcade, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Classic Arcade Games
  • Casual Games
  • 6.8. Global Online Gaming Market, Sub-Segmentation Of Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation Sports
  • Racing Games
  • 6.9. Global Online Gaming Market, Sub-Segmentation Of Puzzle, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Match-3 Games
  • Logic Puzzles
  • 6.10. Global Online Gaming Market, Sub-Segmentation Of Other Type, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Role-Playing Games (RPG)
  • Strategy Games
  • Multiplayer Online Battle Arena (MOBA)

7. Online Gaming Market Regional And Country Analysis

  • 7.1. Global Online Gaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Online Gaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Online Gaming Market

  • 8.1. Asia-Pacific Online Gaming Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Online Gaming Market

  • 9.1. China Online Gaming Market Overview
  • 9.2. China Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Online Gaming Market

  • 10.1. India Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Online Gaming Market

  • 11.1. Japan Online Gaming Market Overview
  • 11.2. Japan Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Online Gaming Market

  • 12.1. Australia Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Online Gaming Market

  • 13.1. Indonesia Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Online Gaming Market

  • 14.1. South Korea Online Gaming Market Overview
  • 14.2. South Korea Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Online Gaming Market

  • 15.1. Western Europe Online Gaming Market Overview
  • 15.2. Western Europe Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Online Gaming Market

  • 16.1. UK Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Online Gaming Market

  • 17.1. Germany Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Online Gaming Market

  • 18.1. France Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Online Gaming Market

  • 19.1. Italy Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Online Gaming Market

  • 20.1. Spain Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Online Gaming Market

  • 21.1. Eastern Europe Online Gaming Market Overview
  • 21.2. Eastern Europe Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Online Gaming Market

  • 22.1. Russia Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Online Gaming Market

  • 23.1. North America Online Gaming Market Overview
  • 23.2. North America Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Online Gaming Market

  • 24.1. USA Online Gaming Market Overview
  • 24.2. USA Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Online Gaming Market

  • 25.1. Canada Online Gaming Market Overview
  • 25.2. Canada Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Online Gaming Market

  • 26.1. South America Online Gaming Market Overview
  • 26.2. South America Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Online Gaming Market

  • 27.1. Brazil Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Online Gaming Market

  • 28.1. Middle East Online Gaming Market Overview
  • 28.2. Middle East Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Online Gaming Market

  • 29.1. Africa Online Gaming Market Overview
  • 29.2. Africa Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Online Gaming Market Competitive Landscape And Company Profiles

  • 30.1. Online Gaming Market Competitive Landscape
  • 30.2. Online Gaming Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Tencent Holdings Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Online Gaming Market Other Major And Innovative Companies

  • 31.1. Valve Corporation
  • 31.2. Bandai Namco Entertainment Inc.
  • 31.3. Activision Blizzard Inc.
  • 31.4. Epic Games Inc.
  • 31.5. Electronic Arts Inc.
  • 31.6. Take-Two Interactive Software Inc.
  • 31.7. Zynga Inc.
  • 31.8. Nexon Co. Ltd.
  • 31.9. Square Enix Holdings Co. Ltd.
  • 31.10. Ubisoft Entertainment SA
  • 31.11. Konami Holdings Corporation
  • 31.12. NCSoft Corporation
  • 31.13. Riot Games Inc.
  • 31.14. Unity Technologies SF
  • 31.15. GungHo Online Entertainment Inc.

32. Global Online Gaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Online Gaming Market

34. Recent Developments In The Online Gaming Market

35. Online Gaming Market High Potential Countries, Segments and Strategies

  • 35.1 Online Gaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Online Gaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Online Gaming Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer