Market Size in 2023 | Market Forecast in 2032 | CAGR (in %) | Base Year |
---|---|---|---|
USD 276.99 Billion | USD 911.66 Billion | 12.7% | 2023 |
According to a report from Zion Market Research, the Global Gaming Market was valued at USD 276.99 Billion in 2023 and is projected to hit USD 911.66 Billion by 2032, with a compound annual growth rate (CAGR) of 12.7% during the forecast period 2024-2032.
This report explores market strengths, weakness, opportunities, and threats. It also provides valuable insights into the market's growth drivers, challenges, and the future prospects that may emerge in the Global Gaming Market industry over the next decade.
Gaming refers to a computer application that is playing with a specific number of regulations. It includes physical as well as mental alertness and offers entertainment and relaxation for the players as well as the spectators. Apparently, gaming is a tool that can assist spectators and help children develop life skills. It can help educationists and professionals to coin ways for complementing classroom teaching methods & modules. The launching of new graphic systems has brought a paradigm shift in the gaming industry in recent years. Games are played on smartphones, consoles, tablets, and laptops.
Burgeoning requirement for recreational, leisure, and entertainment activities is projected to result in humungous gaming market penetration across the globe over the ensuing years. A rise in per capita incomes, penetration of the internet in nooks & corner across the globe, and an increase in gamers in the range of 5-45 years age group is likely to drive the size of the gaming market in the years ahead. With the COVID-19 epidemic spreading rapidly across the globe, the focus has shifted from physical sports to online gaming, thereby driving market trends. Apparently, the social media trend among the youth as well as the adult population and the millennial is anticipated to have a favorable impact on the gaming market over the years to come.
Furthermore, the easy availability of games across various online platforms, as well as TV and by telecom subscribers or smartphone developers, will prop up the gaming market demand in the coming decade. Myriad genres like simulation, action, and strategy are attracting players across the globe to gaming activities and this, in turn, has enlarged the scope of the gaming industry in recent years.
Nonetheless, copyright violation, piracy, and infringement of patent rights as well as breach of privacy of the gamers can have a negative impact on the growth of the business in the foreseeable future. A prominent surge in the health problems arising due to sedentary & unhealthy lifestyles caused by video games will put brakes on the industry growth over the forthcoming years.
Report Attributes | Report Details |
---|---|
Report Name | Global Gaming Market |
Market Size in 2023 | USD 276.99 Billion |
Market Forecast in 2032 | USD 911.66 Billion |
Growth Rate | CAGR of 12.7% |
Number of Pages | 110 |
Key Companies Covered | GungHo Online Entertainment Inc., Electronic Arts Inc., The Walt Disney Co., Bandai Namco Entertainment Inc., Sony Corp., Activision Blizzard Inc., CyberAgent Inc., Microsoft Corp., NetEase Inc., and Tencent Holdings Ltd. |
Segments Covered | By Type, By end-user, and By Region |
Regions Covered | North America, Europe, Asia Pacific (APAC), Latin America, Middle East, and Africa (MEA) |
Base Year | 2023 |
Historical Year | 2018 to 2022 |
Forecast Year | 2024 - 2032 |
Customization Scope | Avail customized purchase options to meet your exact research needs. Request For Customization |
The expansion of the market in Asia Pacific over the forecast timeline is credited to the launching of next-gen game consoles along with the surging acceptance of gaming instruments in the Asia Pacific zone. Apparently, the rise in smartphone users in countries such as India and China will propel market growth in the region over the estimated period. In addition to this, the massive need for entertainment in homes due to lockdowns as a result of the COVID outbreak has resulted in massive market penetration across the region.
Focus on e-sports and multiplayer games in South Korea and streaming of various online games on YouTube and television like MTV in India has contributed massively toward regional market revenue in recent years. Citing an instance, in December 2019, NODWIN Gaming partnered with MTV India for streaming a weekly Indian esports show referred to as Esports Mania on TV in India. Reportedly, episodes were decided to be telecast on each Thursday of the week for nearly one hour at 10:00 PM on Indian Standard Time and included broadcasting of Esports 360, World of Esports, Documentaries, and Match of the Week.
The key players in the global gaming market include:
By Game Type
By Region
FrequentlyAsked Questions
Usually on a computer, console, mobile phone, or dedicated gaming system, gaming is the act of playing electronic or digital games. From casual smartphone games to more intense and fierce online multiplayer games, it covers a broad spectrum of interests and experiences.
Rising cloud gaming services—like Google Stadia and Xbox Cloud Gaming—allows players to stream games without requiring premium gear. This opens the game audience and reduces the entrance obstacle.
According to a report from Zion Market Research, the global Global Gaming Market was valued at USD 276.99 Billion in 2023 and is projected to hit USD 911.66 Billion by 2032.
According to a report from Zion Market Research, the global Global Gaming Market a compound annual growth rate (CAGR) of 12.7% during the forecast period 2024-2032.
The expansion of the market in Asia Pacific over the forecast timeline is credited to the launching of next-gen game consoles along with the surging acceptance of gaming instruments in the Asia Pacific zone.
Key players profiled in the study include GungHo Online Entertainment Inc., Electronic Arts Inc., The Walt Disney Co., Bandai Namco Entertainment Inc., Sony Corp., Activision Blizzard Inc., CyberAgent Inc., Microsoft Corp., NetEase Inc., and Tencent Holdings Ltd.
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