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Online Gaming Market Size, Growth, Demands Outlook and Forecasts to 2032

According to the research report, the global online gaming market size is expected to touch USD 440.89 Billion by 2032, from USD 204.63 Billion in 2022, growing with a significant CAGR of 7.97% from 2023 to 2032. 

Online Gaming Market Size 2023 To 2032

 

The online gaming report offers a comprehensive study of the current state expected at the major drivers, market strategies, and key vendors’ growth. The report presents energetic visions to conclude and study the market size, market hopes, and competitive surroundings. The research also focuses on the important achievements of the market, research & development, and regional growth of the leading competitors operating in the market. The current trends of the global online gaming in conjunction with the geographical landscape of this vertical have also been included in this report.

The report offers intricate dynamics about different aspects of the global online gaming market, which aids companies operating in the market in making strategic development decisions. The study also elaborates on significant changes that are highly anticipated to configure growth of the global online gaming during the forecast period. It also includes a key indicator assessment that highlights growth prospects of this market and estimates statistics related to growth of the market in terms of value (US$ Mn) and volume (tons).

Sample Link @ https://www.precedenceresearch.com/sample/2899

Report Scope of the Online Gaming Market:

Report Coverage Details
Market Size in 2023 USD 220.46 Billion
Market Size by 2032 USD 440.89 Billion
Growth Rate from 2023 to 2032 CAGR of 7.97%
Largest Market North America
Fastest Growing Market Asia-Pacific
Base Year 2022
Forecast Period 2023 to 2032
Segments Covered By Gaming Type, By Platform, and By Business Model
Regions Covered North America, Europe, Asia-Pacific, Latin America and Middle East & Africa

This study covers a detailed segmentation of the global online gaming market, along with key information and a competition outlook. The report mentions company profiles of players that are currently dominating the global online gaming market, wherein various developments, expansions, and winning strategies practiced and implemented by leading players have been presented in detail.

Key Players

  • Tencent Holding Limited
  • Activision Blizzard, Inc.
  • Nintendo of America Inc.
  • Microsoft Corporation
  • Valve Corporation
  • Electronic Arts Inc.
  • Sony Corporation
  • Take-Two Interactive Software, Inc.
  • Square Enix Holdings Co., Ltd.
  • Amazon.com, Inc.
  • Gameloft SE
  • King Digital Entertainment Ltd.

Market Segmentation

By Gaming Type

  • Action & Adventure Games
  • Racing Games
  • Simulation Games
  • Strategy Games
  • Sports Games
  • Others

By Platform

  • PC
  • Console
  • Mobile
  • Others

By Business Model

  • Free-to-play
  • Pay-to-play
  • Subscription-based
  • Play-to-earn

By Geography

  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • Middle East and Africa

Research Methodology

The research methodology adopted by analysts for compiling the global online gaming report is based on detailed primary as well as secondary research. With the help of in-depth insights of the market-affiliated information that is obtained and legitimated by market-admissible resources, analysts have offered riveting observations and authentic forecasts for the global market.

During the primary research phase, analysts interviewed market stakeholders, investors, brand managers, vice presidents, and sales and marketing managers. Based on data obtained through interviews of genuine resources, analysts have emphasized the changing scenario of the global market.

For secondary research, analysts scrutinized numerous annual report publications, white papers, market association publications, and company websites to obtain the necessary understanding of the global online gaming market.

TABLE OF CONTENT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Online Gaming Market 

5.1. COVID-19 Landscape: Online Gaming Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Online Gaming Market, By Gaming Type

8.1. Online Gaming Market, by Gaming Type, 2023-2032

8.1.1 Action & Adventure Games

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Racing Games

8.1.2.1. Market Revenue and Forecast (2020-2032)

8.1.3. Simulation Games

8.1.3.1. Market Revenue and Forecast (2020-2032)

8.1.4. Strategy Games

8.1.4.1. Market Revenue and Forecast (2020-2032)

8.1.5. Sports Games

8.1.5.1. Market Revenue and Forecast (2020-2032)

8.1.6. Others

8.1.6.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global Online Gaming Market, By Platform

9.1. Online Gaming Market, by Platform, 2023-2032

9.1.1. PC

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. Console

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Mobile

9.1.3.1. Market Revenue and Forecast (2020-2032)

9.1.4. Others

9.1.4.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global Online Gaming Market, By Business Model 

10.1. Online Gaming Market, by Business Model, 2023-2032

10.1.1. Free-to-play

10.1.1.1. Market Revenue and Forecast (2020-2032)

10.1.2. Pay-to-play

10.1.2.1. Market Revenue and Forecast (2020-2032)

10.1.3. Subscription-based

10.1.3.1. Market Revenue and Forecast (2020-2032)

10.1.4. Play-to-earn

10.1.4.1. Market Revenue and Forecast (2020-2032)

Chapter 11. Global Online Gaming Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.1.2. Market Revenue and Forecast, by Platform (2020-2032)

11.1.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.1.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.1.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.1.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.1.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2. Europe

11.2.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.6.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.2.7.2. Market Revenue and Forecast, by Platform (2020-2032)

11.2.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3. APAC

11.3.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.6.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.3.7.2. Market Revenue and Forecast, by Platform (2020-2032)

11.3.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4. MEA

11.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.6.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.6.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.4.7.2. Market Revenue and Forecast, by Platform (2020-2032)

11.4.7.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.5.4.2. Market Revenue and Forecast, by Platform (2020-2032)

11.5.4.3. Market Revenue and Forecast, by Business Model (2020-2032)

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Gaming Type (2020-2032)

11.5.5.2. Market Revenue and Forecast, by Platform (2020-2032)

11.5.5.3. Market Revenue and Forecast, by Business Model (2020-2032)

Chapter 12. Company Profiles

12.1. Tencent Holding Limited

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Activision Blizzard, Inc.

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Nintendo of America Inc.

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Microsoft Corporation

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Valve Corporation

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Electronic Arts Inc.

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Sony Corporation

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Take-Two Interactive Software, Inc.

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Square Enix Holdings Co., Ltd.

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Amazon.com, Inc.

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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