Online Gaming Market Size, Share, Trends, Value 2030

Online Gaming Market

Online Gaming Market Size- By Device Type (Mobile Devices, Digital Console, and Computer), By Gaming Type (Casual Gaming, MMO Gaming, and Social Gaming), and By Age Group (Below 18 Years, 19-25 Years, 26-35 Years, 36-45 Years, and Over 46 Years): Global Industry Perspective, Comprehensive Analysis, Size, Share, Growth, Segment, Trends And Forecast, 2022 – 2028

Category: Technology & Media Report Format : PDF Pages: 188 Report Code: ZMR-6997 Published Date: Apr-2022 Status : Published
Market Size in 2021 Market Forecast in 2028 CAGR (in %) Base Year
10.09 (USD Billion) 27.31 (USD Billion) 10.1% 2021

Global Online Gaming Market Size

The global Online Gaming Market size accrued earnings worth approximately 10.09(USD Billion) in 2021 and is predicted to gain revenue of about 27.31(USD Billion) by 2028, is set to record a CAGR of nearly 10.1% over the period from 2022 to 2028.

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The study provides assessment and analysis of the Online Gaming Industry on a global & regional level. It offers a comprehensive assessment of the market competition, constraints, revenue estimates, opportunities, evolving trends, and industry-validated data. The report provides historical data from 2018 to 2021 along with a forecast from 2022 to 2028 based on revenue (USD Billion).

Online Gaming Market: Overview

An online gaming is a kind of video gaming that is mainly played on smartphones, smart TVs, tablets, laptops, desktops, and think pads. Reportedly, online games are available on new gaming tools such as PCs and Consoles. With onset of new technologies and additional features available in smartphones, tablets, and laptops, online gaming sector is among fastest expanding sectors across globe. Furthermore, 5G network is set to accelerate pace of growth of online gaming industry in future. In addition to this, prominent breakthroughs in various technologies in smartphones, computers, processors, hardware, and graphics are anticipated to create new growth avenues for online gaming industry. Apart from this, cost-effectiveness of network connections and massive upsurge in use of smartphones will create humungous demand for online gaming activities in foreseeable future.

Online gaming industry is consistently bringing a paradigm shift in content, monetization, and business activities. With online gaming firms at forefront in creating wholesome immersive experiences for end-users, there is a deeper and significant integration of online gaming activities with evolving tools. This has culminated into tremendous of online gaming sector in recent years. Online gaming activities are providing engaging & culturally relevant content to users and thus trying to establish its strong foothold in emerging economies of Asia and Latin America through enhancement of customer experience & more user onboarding.

Online Gaming Market: Report Scope

Report Attributes Report Details
Report Name Online Gaming Market Research Report
Market Size in 2021 USD 10.09 Billion
Market Forecast in 2028 USD 27.31 Billion
Growth Rate CAGR of 10.1%
Number of Pages 210
Key Companies Covered Peak Games, Electronics Arts Inc., bwin Interactive Entertainment AG, King Digital Entertainment, Arkadium, Playdom, FUN Technologies, Riot Games, Inc., NCSoft Corporation, GungHo Online Entertainment, Inc., Giant Interactive, Zynga Inc., Wargaming Group Limited, Tencent Holdings Ltd., Microsoft Corporation, Sony Corp., Activision Blizzard, Inc., Ubisoft Entertainment SA, Sega Corporation, Konami Holdings Corporation, and Valve Corporation
Segments Covered By Device Type, By Gaming Type, By Age Group and By Region
Regions Covered North America, Europe, Asia Pacific (APAC), Latin America, Middle East, and Africa (MEA)
Base Year 2021
Historical Year 2016 to 2020
Forecast Year 2020 - 2028
Customization Scope Avail customized purchase options to meet your exact research needs. Request For Customization

Global Online Gaming Market: Growth Dynamics

Thriving e-sports activities have provided impetus to growth of online gaming industry. Easy access to online games along with large-scale creation of unique & engaging multi-player games will boost market trends.  With outbreak of COVID-19 resulting in lockdown & strict execution of social distancing norms, the popularity of online gaming has increased among persons belonging to different ages. This is likely to steer the growth of the online gaming industry. Apparently, online gaming content can also be studied in context of scientific domains, particularly; gamer interaction within virtual societies in relation to social scenarios within the virtual world, and this will expedite growth of online gaming market. However, online gaming activities can prompt cyber-bullying, gaming addiction, and xenophobia. This has resulted in concerns pertaining to online gaming, thereby creating obstacles in growth path of market.

Furthermore, onset of new technologies such as VR, AR, and cloud gaming has played a pivotal role in increasing intake of online gaming in last few years, thereby steering growth of online gaming industry. In addition to this, with rise in competition in gaming sector, it is likely that online gaming market will expand leaps & bounds over forecasting timeline. With prominent use of online streaming tools such as YouTube and esports mania on MTV channel, it is expected that online gaming market is set to gain traction in years to come. Use of effective graphics in online games has also influenced earnings of online gaming market.

Global Online Gaming Market: Competitive Landscape

Some of major participants have strongly impacted expansion of online gaming market and will continue to do so even in foreseeable future. They include Peak Games, Electronics Arts Inc., bwin Interactive Entertainment AG, King Digital Entertainment, Arkadium, Playdom, FUN Technologies, Riot Games, Inc., NCSoft Corporation, GungHo Online Entertainment, Inc., Giant Interactive, Zynga Inc., Wargaming Group Limited, Tencent Holdings Ltd., Microsoft Corporation, Sony Corp., Activision Blizzard, Inc., Ubisoft Entertainment SA, Sega Corporation, Konami Holdings Corporation, and Valve Corporation.

Online Gaming Market: Regional Dynamics

Asia Pacific Online Gaming Market To Record Lucrative Growth By 2028

Growth of online gaming industry in APAC over forecasting years is subject to countries such as India in which online gaming industry is thriving. For the record, online gaming industry in India was valued at nearly INR 13,700 Crore in FY21 and its revenue is set to increase over double in next four years and hit nearly INR 29,700 Crore by FY25.

Global Online Gaming Market SizeRequest Free Sample

Moreover, a prominent increase in use of smartphones in countries such as China and India and affordable net connection will enlarge scope of regional market growth in ensuing years.

Online Gaming Market: Competitive Space

The global Online Gaming market profiles key players such as:

  • Peak Games
  • Electronics Arts Inc
  • bwin Interactive Entertainment AG
  • King Digital Entertainment
  • Arkadium
  • Playdom
  • FUN Technologies
  • Riot Games, Inc
  • NCSoft Corporation
  • GungHo Online Entertainment, Inc
  • Giant Interactive
  • Zynga Inc
  • Wargaming Group Limited
  • Tencent Holdings Ltd
  • Microsoft Corporation
  • Sony Corp
  • Activision Blizzard, Inc
  • Ubisoft Entertainment SA
  • Sega Corporation
  • Konami Holdings Corporation
  • Valve Corporation

The global Online Gaming Industry is segmented as follows:

By Device Type

  • Mobile Devices
  • Digital Console
  • Computer

By Gaming Type

  • Casual Gaming
  • MMO Gaming
  • Social Gaming

By Age Group

  • Below 18 Years
  • 19-25 Years
  •  26-35 Years
  •  36-45 Years
  • Over 46 Years

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France 
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Content

Methodology

FrequentlyAsked Questions

Thriving e-sports activities have provided impetus to growth of online gaming market.

 

According to Zion market research report, The global Online Gaming Market accrued earnings worth approximately 10.09(USD Billion) in 2021 and is predicted to gain revenue of about 27.31(USD Billion) by 2028, is set to record a CAGR of nearly 10.1% over the period from 2022 to 2028.

Asia Pacific will contribute sizably towards the global industry revenue over the projected timeline. Growth of online gaming market in APAC over forecasting years is subject to countries such as India in which online gaming industry is thriving.

The key industry participants leveraging business space include Peak Games, Electronics Arts Inc., bwin Interactive Entertainment AG, King Digital Entertainment, Arkadium, Playdom, FUN Technologies, Riot Games, Inc., NCSoft Corporation, GungHo Online Entertainment, Inc., Giant Interactive, Zynga Inc., Wargaming Group Limited, Tencent Holdings Ltd., Microsoft Corporation, Sony Corp., Activision Blizzard, Inc., Ubisoft Entertainment SA, Sega Corporation, Konami Holdings Corporation, and Valve Corporation.

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