The Global Online Gaming Market Size accounted for USD 56 Billion in 2021 and will achieve a market size of USD 132 Billion by 2030, budding at a CAGR of 10.2%.
Online gaming is witnessing high growth among the young age group people. The latest games offer online interactions with other players along with actual transaction options. Increasing interest among youth due to rising international e-sports events such as Free Fire World Series 2021 Singapore, PUBG Mobile Global Championship, M3 World Championship, League of Legends World Championship, and Fortnite World Cup are boosting the online gaming market revenue. According to our online gaming industry analysis, the growing number of mobile games will generate numerous growth opportunities for the market from 2022 to 2030. Furthermore, the arrival of COVID-19 pandemic positively impacted the online gaming industry due to the regulations laid down by government to stay at home.
Global Online Gaming Market DRO’s:
Market Drivers:
- Growing demand among youth population
- Increasing technologically advanced electronic devices
- Improving platforms for online streaming
Market Restraints:
- High cost of online gaming subscriptions
- Issues related to data theft and privacy
Market Opportunities:
- Growth in number of competitive events across the world
- Massive investments in the online gaming industry
- Advent of novel technologies such as 5G, cloud gaming, virtual and augmented reality
Report Coverage
Market |
Online Gaming Market |
Market Size 2021 |
USD 56 Billion |
Market Forecast 2030 |
USD 132 Billion |
CAGR During 2022 - 2030 |
10.2% |
Analysis Period |
2018 - 2030 |
Base Year |
2021 |
Forecast Data |
2022 - 2030 |
Segments Covered |
By Type, By Age Group, And By Geography
|
Regional Scope |
North America, Europe, Asia Pacific, Latin America, and Middle East & Africa |
Key Companies Profiled |
Bwin, Electronics Arts, GungHo Online, Giant Interactive, Gree, Tencent, King Digital Entertainment, NCSOFT, Sony Corp., Peak Games, Playdom, Riot Games, and Zynga. |
Report Coverage
|
Market Trends, Drivers, Restraints, Competitive Analysis, Player Profiling, Regulation Analysis |
Customization Scope |
10 hrs of free customization and expert consultation
|
Online Gaming Market Dynamics
Online gaming is highly popular among people of all age group. Consumers spend a larger amount of time on gaming each year. Across the globe gamers spend an average eight hours each week playing games. Rapid technological advancement in electronic devices and introduction of mobile and tabs with more enhanced graphic making it compatible for gaming is resulting in people of young age inclining towards buying high end electronic devices. This factor considerably fuels the online gaming market value. Young age people from countries such as China, South Korea, and India are investing large amount of time on gaming. Organizations are establishing various contests and gaming competitions with some prize this is encouraging the players. According to the data published by the Korea Creative Content Agency, more than 64% of Korean people aged between 10-65 years old are playing games on a regular basis. In 2019, mobile games accounted for 90 percent of the total app revenue in Korea, an estimated US$ 6.3 billion in sales. In 2018, Playstation Plus subscribers an online gaming service reached to 34.2 million. These are major factors expected to drive the growth of global online gaming market.
Favorable government policy in order to support the augmentation of industry is expected to impact the online gaming market growth. In 2020, the government of Korea is focused on lowering the strictness on the gaming sector. It is focused on implementing flexible game ratings system, increasing a limit on the amount of money one can bet within games and promoting government led industry events. This is expected to help the industry flourish and increase revenue generation. Factors such as high charges of online gaming and issues related to data theft and privacy are major factors expected to hamper the global online gaming market share. In addition, complex and strict government regulations related to online gaming is expected to challenge the growth of target market. Barring online fantasy sports (OFS) games, most other modern day games face similar ambiguity. The government of Andhra Pradesh and Telangana has banned real money games altogether while Tamil Nadu permits skill games. Kerala has banned online rummy played for stakes. However, chancing government regulations, increasing transparency and enhanced care related to data privacy and high investment by major players in online competition are factors expected to create new opportunities for players operating in the online gaming market over the forecast period. In addition, introduction of new games is expected to attract new players this is expected to support the revenue transaction of the target market.
Online Gaming Market Segmentation
The worldwide online gaming market is split based on type, age group and geography. The global online gaming market is segmented into type and age group. The type segment is bifurcated into mobile games, pay-to-play games, free-to-play games, and pay-in-play games. Among type the mobile games segment is expected to account for major revenue share in the global online gaming market due to high penetration of smart phones with enhanced graphics. The age group segment is divided into below 10 years, 11-24 years, 25-44 years, and above 45 years.
Market by Type
- Mobile Games
- Free-To-Play Games
- Pay-To-Play Games
- Pay-In-Play Games
Market by Age Group
- Below 10 Years
- 11-24 Years
- 25-44 Years
- 45 and Above Years
Online Gaming Market Regional Outlook
North America
Europe
- U.K.
- Germany
- France
- Spain
- Rest of Europe
Latin America
- Mexico
- Brazil
- Rest of Latin America
Asia-Pacific
- India
- Japan
- China
- Australia
- South Korea
- Rest of Asia-Pacific
The Middle East & Africa (MEA)
- Gulf Cooperation Council (GCC)
- South Africa
- Rest of the Middle East & Africa
Growing number of youth playing online games in Asia-Pacific region, fuels the regional market growth
The market in Asia Pacific is expected to account for significant revenue share in the global online gaming market due to high penetration of high speed internet and increasing number of consumers spending time on gaming. Favorable business policies and presence of major gaming production houses and gaming device manufacturers operating in the countries such as Japan and South Korea are factors expected to support the growth of target market. Changing government policies and introduction of new online games is emerging economies is expected to attract consumers this is expected to augment the growth of regional market.
Online Gaming Market Players
Some of the top online gaming companies offered in the professional report includes Bwin, Electronics Arts, GungHo Online, Giant Interactive, Gree, Tencent, King Digital Entertainment, NCSOFT, Sony Corp., Peak Games, Playdom, Riot Games, and Zynga.
CHAPTER 1. Industry Overview of Online Gaming Market
1.1. Definition and Scope
1.1.1. Definition of Online Gaming
1.1.2. Market Segmentation
1.1.3. Years Considered for the Study
1.1.4. Assumptions and Acronyms Used
1.1.4.1. Market Assumptions and Market Forecast
1.1.4.2. Acronyms Used in Global Online Gaming Market
1.2. Summary
1.2.1. Executive Summary
1.2.2. Online Gaming Market By Type
1.2.3. Online Gaming Market By Age Group
1.2.4. Online Gaming Market By Region
CHAPTER 2. Research Approach
2.1. Methodology
2.1.1. Research Programs
2.1.2. Market Size Estimation
2.1.3. Market Breakdown and Data Triangulation
2.2. Data Source
2.2.1. Secondary Sources
2.2.2. Primary Sources
CHAPTER 3. Market Dynamics And Competition Analysis
3.1. Market Drivers
3.1.1. Driver 1
3.1.2. Driver 2
3.2. Restraints and Challenges
3.2.1. Restraint 1
3.2.2. Restraint 2
3.3. Growth Opportunities
3.3.1. Opportunity 1
3.3.2. Opportunity 2
3.4. Porter’s Five Forces Analysis
3.4.1. Bargaining Power of Suppliers
3.4.2. Bargaining Power of Buyers
3.4.3. Threat of Substitute
3.4.4. Threat of New Entrants
3.4.5. Degree of Competition
3.5. Market Concentration Ratio and Market Maturity Analysis of Online Gaming Market
3.5.1. Go To Market Strategy
3.5.1.1. Introduction
3.5.1.2. Growth
3.5.1.3. Maturity
3.5.1.4. Saturation
3.5.1.5. Possible Development
3.6. Technological Roadmap for Online Gaming Market
3.7. Value Chain Analysis
3.7.1. List of Key Manufacturers
3.7.2. List of Customers
3.7.3. Level of Integration
3.8. Regulatory Compliance
3.9. Competitive Landscape, 2021
3.9.1. Player Positioning Analysis
3.9.2. Key Strategies Adopted By Leading Players
CHAPTER 4. Online Gaming Market By Type
4.1. Introduction
4.2. Online Gaming Revenue (USD Billion) By Type
4.2.1. Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
4.2.2. Mobile Games
4.2.2.1. Mobile Games Market Revenue (USD Billion) and Growth Rate (%), 2018-2030
4.2.3. Pay-to-Play Games
4.2.3.1. Pay-to-Play Games Market Revenue (USD Billion) and Growth Rate (%), 2018-2030
4.2.4. Free-to-Play Games
4.2.4.1. Free-to-Play Games Market Revenue (USD Billion) and Growth Rate (%), 2018-2030
4.2.5. Pay-in-Play Games
4.2.5.1. Pay-in-Play Games Market Revenue (USD Billion) and Growth Rate (%), 2018-2030
CHAPTER 5. Online Gaming Market By Age Group
5.1. Introduction
5.2. Online Gaming Revenue (USD Billion) By Age Group
5.2.1. Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
5.2.2. Below 10 Years
5.2.2.1. Below 10 Years Market Revenue (USD Billion) and Growth Rate (%), 2018-2030
5.2.3. 11-24 Years
5.2.3.1. 11-24 Years Market Revenue (USD Billion) and Growth Rate (%), 2018-2030
5.2.4. 25-44 Years
5.2.4.1. 25-44 Years Market Revenue (USD Billion) and Growth Rate (%), 2018-2030
5.2.5. 45 and Above Years
5.2.5.1. 45 and Above Years Market Revenue (USD Billion) and Growth Rate (%), 2018-2030
CHAPTER 6. North America Online Gaming Market By Country
6.1. North America Online Gaming Overview
6.2. U.S.
6.2.1. U.S. Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
6.2.2. U.S. Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
6.3. Canada
6.3.1. Canada Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
6.3.2. Canada Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
6.4. North America PEST Analysis
CHAPTER 7. Europe Online Gaming Market By Country
7.1. Europe Online Gaming Overview
7.2. U.K.
7.2.1. U.K. Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
7.2.2. U.K. Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
7.3. Germany
7.3.1. Germany Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
7.3.2. Germany Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
7.4. France
7.4.1. France Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
7.4.2. France Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
7.5. Spain
7.5.1. Spain Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
7.5.2. Spain Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
7.6. Rest of Europe
7.6.1. Rest of Europe Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
7.6.2. Rest of Europe Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
7.7. Europe PEST Analysis
CHAPTER 8. Asia Pacific Online Gaming Market By Country
8.1. Asia Pacific Online Gaming Overview
8.2. China
8.2.1. China Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
8.2.2. China Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
8.3. Japan
8.3.1. Japan Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
8.3.2. Japan Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
8.4. India
8.4.1. India Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
8.4.2. India Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
8.5. Australia
8.5.1. Australia Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
8.5.2. Australia Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
8.6. South Korea
8.6.1. South Korea Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
8.6.2. South Korea Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
8.7. Rest of Asia-Pacific
8.7.1. Rest of Asia-Pacific Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
8.7.2. Rest of Asia-Pacific Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
8.8. Asia Pacific PEST Analysis
CHAPTER 9. Latin America Online Gaming Market By Country
9.1. Latin America Online Gaming Overview
9.2. Brazil
9.2.1. Brazil Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
9.2.2. Brazil Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
9.3. Mexico
9.3.1. Mexico Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
9.3.2. Mexico Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
9.4. Rest of Latin America
9.4.1. Rest of Latin America Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
9.4.2. Rest of Latin America Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
9.5. Latin America PEST Analysis
CHAPTER 10. Middle East & Africa Online Gaming Market By Country
10.1. Middle East & Africa Online Gaming Overview
10.2. GCC
10.2.1. GCC Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
10.2.2. GCC Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
10.3. South Africa
10.3.1. South Africa Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
10.3.2. South Africa Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
10.4. Rest of Middle East & Africa
10.4.1. Rest of Middle East & Africa Online Gaming Revenue (USD Billion) and Forecast By Type, 2018-2030
10.4.2. Rest of Middle East & Africa Online Gaming Revenue (USD Billion) and Forecast By Age Group, 2018-2030
10.5. Middle East & Africa PEST Analysis
CHAPTER 11. Player Analysis Of Online Gaming Market
11.1. Online Gaming Market Company Share Analysis
11.2. Competition Matrix
11.2.1. Competitive Benchmarking of key players by price, presence, market share, and R&D investment
11.2.2. New Product Launches and Product Enhancements
11.2.3. Mergers And Acquisition In Global Online Gaming Market
11.2.4. Partnership, Joint Ventures and Strategic Alliances/ Sales Agreements
CHAPTER 12. Company Profile
12.1. Bwin
12.1.1. Company Snapshot
12.1.2. Business Overview
12.1.3. Financial Overview
12.1.3.1. Revenue (USD Billion), 2021
12.1.3.2. Bwin 2021 Online Gaming Business Regional Distribution
12.1.4. Product/Service and Specification
12.1.5. Recent Developments & Business Strategy
12.1.6. Manufacturing Plant Footprint Analysis
12.2. Electronics Arts
12.3. GungHo Online
12.4. Giant Interactive
12.5. Gree
12.6. Tencent
12.7. King Digital Entertainment
12.8. NCSOFT
12.9. Sony Corp.
12.10. Peak Games
12.11. Playdom
12.12. Riot Games
12.13. Zynga