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Being a part of the total global gaming market, online gaming is the major contributor to the entire gaming market. The continuous innovations across various technologies in computers, smartphones, and systems such as processors, graphics, and other hardware, software have led to the growth of the online gaming market. In addition, constant improvements in network connectivity are also driving the demand for online gaming. Moreover, its ability to allow different players from different places to play together in real-time is the major factor contributing the market growth.
The global online gaming market size is expected to reach USD 79 Billion by 2025. This can be attributed to the increased spending on online games and the growing penetration of smartphones & tablets. In addition, increasing the availability of high speed and reliable network is also one of the key factors fueling the demand for online gaming solutions and services.
The increase in investments, support by the government as well as large and SME organizations is driving the growth of the online gaming market. For example, China, UAE, India, Germany, and other countries are investing in online gaming technologies to provide advanced gaming capabilities to players worldwide.
Key Segments of the Global Online gaming
Device Type Overview, 2018-2025 (USD Billion)
Gaming Type Overview, 2018-2025 (USD Billion)
Age Group Overview, 2018-2025 (USD Billion)
Regional Overview, 2018-2025 (USD Billion)
Reasons for the study
What does the report include?
Who should buy this report?
This study is suitable for industry participants and stakeholders in the global online gaming. The report will benefit:
The emergence of the internet of things (IoT) and due to shifting digitization landscape, the online gaming market is experiencing huge demand across all the globe. In addition, swelling penetration of smartphones in countries such as India, China, Japan, and others is resulting in increased demand for online gaming. Moreover, with added premium functionalities or contents, mobile games are becoming popular and attracting players worldwide. For example, Fortnite, PUBG, PokemonGo are some of the major examples of online games that boosted market growth in recent years. Furthermore, numerous major players functioning in the Information & Communication Technology (ICT) sector are investing heavily in advanced gaming technologies, as the demand for online games is escalating globally.
Device Type Segment
On the basis of device type, the market is categorized into mobile devices, digital console, computer, and others. The mobile devices segment dominated the overall online gaming which occupied a 34% share in 2019 and is expected to maintain its position over the forecast period 2020 -2025. Moreover, the digital console segment is anticipated to garner the highest CAGR of 12% during the forecast period.
Gaming Type Segment
In the gaming type, the market is segmented into casual gaming, MMO gaming, and social gaming. In 2019, the market for MMO gaming had the highest revenue in 2019 valuing at 21 Billion and is expected to dominate the online gaming market throughout the forecast period.
Age Group Segment
On the basis of age group, the market is bifurcated into below 18 years, 19-25 years, 26-35 years, 36-45 years, and over 46 years. In 2019, the 19-25 years segment had the highest revenue and it is anticipated to dominate the online gaming market throughout the forecast period.
Based on the geographical front, Asia-Pacific dominated the global online gaming market in 2019 and is expected to dominate the market throughout the forecast period 2020–2025. It is expected to have the largest market revenue with 22 Billion in 2019. The growth of this region is mainly accredited to the swelling penetration of smartphones and booming numbers of internet users. In addition, the increasing trend for online gaming among teenagers and youngsters is also one of the prime reasons behind the propelled demand for online gaming in Asia-Pacific.
On the other hand, followed by Asia-Pacific, North America is anticipated to hold the major market share. The factors such as the growing adoption of online gaming among the young population and the increase in interest among youngsters to make gaming as a career are contributing to the market growth in this region.
The major players of the global Online gaming market are Ubisoft, Activision Blizzard, Zynga Inc., Microsoft, Betsson AB, Konami, Sega, Sony Corp., Tencent, and Wargaming. Moreover, the other potential players in the Online gaming market are Giant Interactive Group, King Digital Entertainment, NCSOFT, GungHo Online Entertainment, Take-Two Interactive Software, and others. As of 2019, the online gaming market is consolidated with the existence of established global and domestic players across the globe. In addition, the established companies are coming up with new innovative online gaming solutions and services. For instance, in July 2019 Tencent and Qualcomm announced a partnership to collaborate for their upcoming mobile gaming projects. In addition, with this partnership, Qualcomm will power Tencent's upcoming 5G gaming phone.
Being a part of the total global gaming market, online gaming is the major contributor to the entire gaming market. The continuous innovations across various technologies in computers, smartphones, and systems such as processors, graphics, and other hardware, software have led to the growth of the online gaming market. In addition, constant improvements in network connectivity are also driving the demand for online gaming. Moreover, its ability to allow different players from different places to play together in real-time is the major factor contributing the market growth.
The global online gaming market size is expected to reach USD 79 Billion by 2025. This can be attributed to the increased spending on online games and the growing penetration of smartphones & tablets. In addition, increasing the availability of high speed and reliable network is also one of the key factors fueling the demand for online gaming solutions and services.
The increase in investments, support by the government as well as large and SME organizations is driving the growth of the online gaming market. For example, China, UAE, India, Germany, and other countries are investing in online gaming technologies to provide advanced gaming capabilities to players worldwide.
Key Segments of the Global Online gaming
Device Type Overview, 2018-2025 (USD Billion)
Gaming Type Overview, 2018-2025 (USD Billion)
Age Group Overview, 2018-2025 (USD Billion)
Regional Overview, 2018-2025 (USD Billion)
Reasons for the study
What does the report include?
Who should buy this report?
This study is suitable for industry participants and stakeholders in the global online gaming. The report will benefit:
Chapter 1 Introduction
1.1 Introduction to the Study
1.2 Market Definition and Scope
1.3 Units, Currency, Conversions and Years Considered
1.4 Key Stakeholders
1.5 Key Questions Answered
Chapter 2 Research Methodology
2.1 Introduction
2.2 Data Capture Sources
2.2.1 Primary Sources
2.2.2 Secondary Sources
2.3 Market Size Estimation
2.4 Market Forecast
2.5 Data Triangulation
2.6 Assumptions and Limitations
Chapter 3 Executive Summary
Chapter 4 Market Outlook
4.1 Introduction
4.2 Value Chain Analysis
4.3 Market Dynamics
4.3.1 Drivers
4.3.1.1 Increased spending on online games
4.3.1.2 Rising penetration of smartphones and tablets
4.3.1.3 Increaing availability of high speed and reliable network
4.3.2 Market Restraints
4.3.2.1 Growing regulatory compliance standards
4.3.2.2 Online security is one of the major challenges for online gaming
4.3.3 Market opportunities
4.3.3.1 Advancements in AR, VR, and XR technologies
4.4 Porter’s Five Forces Analysis
4.5 PEST Analysis
Chapter 5 Online gaming Market by Device Type
5.1 Introduction
5.1.1 Mobile Devices
5.1.2 Digital Console
5.1.3 Computer
5.1.4 Others
Chapter 6 Online gaming Market by Gaming Type
6.1 Introduction
6.1.1 Casual Gaming
6.1.2 MMO Gaming
6.1.3 Social Gaming
Chapter 7 Online gaming Market by Age Group
7.1 Introduction
7.1.1 Below 18 Years
7.1.2 19-25 Years
7.1.3 26-35 Years
7.1.4 36-45 Years
7.1.5 Over 46 Years
Chapter 8 Online gaming Market By Region
8.1 Introduction
8.2 North America
8.2.1 U.S.
8.2.2 Canada
8.3 Europe
8.3.1 Germany
8.3.2 France
8.3.3 UK
8.3.4 Rest of Europe
8.4 Asia Pacific
8.4.1 China
8.4.2 Japan
8.4.3 India
8.4.4 Rest of Asia Pacific
8.5 Middle East & Africa
8.5.1 UAE
8.5.2 South Africa
8.5.3 Rest of Middle East & Africa
8.6 South America
8.6.1 Brazil
8.6.2 Argentina
8.6.3 Rest of South America
Chapter 9 Competitive Landscape
9.1 Overview
9.2 Strategic Initiatives
9.2.1 Mergers & Acquisitions
9.2.2 New Product Launch
9.2.3 Investments
9.2.4 Expansion
9.2.5 Others
Chapter 10 Company Profiles
10.1 Ubisoft
10.1.1 Overview
10.1.2 Products and Services Portfolio
10.1.3 Recent Initiatives
10.1.4 Company Financials
10.1.5 SWOT
10.2 Activision Blizzard
10.2.1 Overview
10.2.2 Products and Services Portfolio
10.2.3 Recent Initiatives
10.2.4 Company Financials
10.2.5 SWOT
10.3 Zynga Inc.
10.3.1 Overview
10.3.2 Products and Services Portfolio
10.3.3 Recent Initiatives
10.3.4 Company Financials
10.3.5 SWOT
10.4 Microsoft Corporation
10.4.1 Overview
10.4.2 Products and Services Portfolio
10.4.3 Recent Initiatives
10.4.4 Company Financials
10.4.5 SWOT
10.5 Betsson AB
10.5.1 Overview
10.5.2 Products and Services Portfolio
10.5.3 Recent Initiatives
10.5.4 Company Financials
10.5.5 SWOT
10.6 Konami
10.6.1 Overview
10.6.2 Products and Services Portfolio
10.6.3 Recent Initiatives
10.6.4 Company Financials
10.6.5 SWOT
10.7 Sega
10.7.1 Overview
10.7.2 Products and Services Portfolio
10.7.3 Recent Initiatives
10.7.4 Company Financials
10.7.5 SWOT
10.8 Sony Corp.
10.8.1 Overview
10.8.2 Products and Services Portfolio
10.8.3 Recent Initiatives
10.8.4 Company Financials
10.8.5 SWOT
10.9 Tencent
10.9.1 Overview
10.9.2 Products and Services Portfolio
10.9.3 Recent Initiatives
10.9.4 Company Financials
10.9.5 SWOT
10.10 Wargaming
10.10.1 Overview
10.10.2 Products and Services Portfolio
10.10.3 Recent Initiatives
10.10.4 Company Financials
10.10.5 SWOT
10.11 Other Companies
10.11.1 Giant Interactive Group
10.11.1.1 Overview
10.11.2 King Digital Entertainment
10.11.2.1 Overview
10.11.3 NCSOFT
10.11.3.1 Overview
10.11.4 GungHo Online Entertainment.
10.11.4.1 Overview
10.11.5 Take-Two Interactive Software
10.11.5.1 Overview