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Online Gaming Market by Model (Free-to-play, Pay-to-play), Genre, Revenue Stream (Media & Broadcasting Rights, Advertisement & Sponsorships, Others), Platform, Streaming (Live Streaming, On-demand Streaming) and Geography—Global Forecast to 2030
Online Gaming Market by Model (Free-to-play, Pay-to-play), Genre, Revenue Stream (Media & Broadcasting Rights, Advertisement & Sponsorships, Others), Platform, Streaming (Live Streaming, On-demand Streaming) and Geography—Global Forecast to 2030
Online Gaming Market by Model (Free-to-play, Pay-to-play), Genre, Revenue Stream (Media & Broadcasting Rights, Advertisement & Sponsorships, Others), Platform, Streaming (Live Streaming, On-demand Streaming) and Geography—Global Forecast to 2030
The research report titled, ‘Online Gaming Market by Model (Free-to-play, Pay-to-play), Genre, Revenue Stream (Media & Broadcasting Rights, Advertisement & Sponsorships, Others), Platform, Streaming (Live Streaming, On-demand Streaming) and Geography—Global Forecast to 2030’, provides in-depth analysis of online gaming market across five major geographies and emphasizes on the current market trends, market sizes, market shares, recent developments, and forecasts till 2030.
The global online gaming market is expected to reach $431.87 billion by 2030, at a CAGR of 19.6% during the forecast period of 2023–2030.
The growth of this market is attributed to the rise in popularity of online gaming, a surge in the use of smartphones for online gaming, and the gradual establishment of internet infrastructure in developing countries. In addition, new monetization models and in-game advertisements and sponsorships are expected to offer significant opportunities for the growth of this market. However, a lack of standards and regulations can restrain the market growth.
Based on model, the global online gaming market is segmented into free-to-play games and pay-to-play games. In 2023, the free-to-play segment is expected to account for the larger share of the global online gaming market. However, the pay-to-play segment is slated to register the highest CAGR during the forecasted period due to the increasing number of internet users and the growing spending on entertainment during the COVID-19 pandemic. In addition, the streamlining of the regulations instead of the prohibitions is expected to support the growth of this segment in the future.
Based on genre, the global online gaming market is segmented into simulation and sports, role-playing, player vs. player, multiplayer online battle arena, real-time strategy, shooters, racing, puzzlers and party games, survival horror and other genres. In 2023, the action-adventure segment is expected to account for the largest share of the global online gaming market. However, the shooters (FPS and TPS) segment is projected to register the highest CAGR during the forecast period due to increasing internet usage, live game streaming, and the wide range of open-source capture and broadcasting technologies.
Based on revenue stream, the global online gaming market is segmented into game publisher fees, media & broadcasting rights, tickets sales, advertisements & sponsorships, and merchandise sales. In 2023, the advertisements & sponsorships segment is expected to account for the largest share of the global online gaming market. However, the game publisher fees segment is expected to account for the highest CAGR during the forecasted period. The rising need for game production financing, a surge in marketing of finished games, and the growing number of gamers via various community blogs such as YouTube and other social media.
Based on platform, the global online gaming market is segmented into mobile platforms, PCs, consoles, and other platforms. In 20233, the mobile platforms segment is expected to account for the largest share of the global online gaming market and is slated to register the highest CAGR during the forecasted period. The growing penetration of high-performance smartphones; availability of high-speed internet connectivity; development of free-to-play online games; and the growing availability of phones with better screen resolution, refresh rate, and touch sampling rate.
Based on streaming, the global online gaming market is segmented into live streaming and on-demand streaming. In 2023, the live streaming segment is expected to account for the largest share of the global online gaming market. However, the on-demand streaming segment is slated to register the highest CAGR during the forecast period. The incorporation of advanced technologies in the digital media industry and the increasing adoption of smartphones boost the growth of this segment.
Based on geography, the online gaming market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa (MEA). In 2023, the Asia-Pacific region is expected to account for the largest share of the online gaming market. The large market share of Asia Pacific is mainly attributed to the high focus of gaming companies on game development in China, Japan, South Korea, and India and the deployment of multiple tactics and strategies by China’s game developers to attract users and integrate social media networks with games. In addition, eSports are a highly competitive and rapidly expanding form of video gaming, mainly among professional players. Asian countries have a massive presence in eSports. Asia-Pacific is rapidly becoming the world's most important eSports and online video gaming hub. The increasing number of smartphone users and high internet penetration in Asia-Pacific also contribute to the growth of the online gaming market in APAC
The key players operating in the global online gaming market are Microsoft Corporation (U.S.), Activision Blizzard, Inc. (U.S.), Apple Inc. (U.S.) , Electronic Arts Inc. (U.S.), Nintendo Co., Ltd. (Japan), Capcom Co., Ltd. (Japan), SEGA (U.S.), Rovio Entertainment Corporation (Finland), GungHo Online Entertainment (Japan), Ubisoft Entertainment (Japan), Sony Interactive Entertainment Inc. (Japan), SQUARE ENIX HOLDINGS CO., LTD. (Japan), Gameloft (France), iTechArt (U.S.), Amazon.Com, Inc. (U.S.), and Tencent Holdings Ltd. (China).
Key questions answered in the report:
Which are the high growth market segments in terms of model, genre, revenue stream, platform, streaming and countries?
What is the historical market for online gaming across the globe?
What are the market forecasts and estimates from 2023–2030?
What are the major drivers, restraints, and opportunities in the global online gaming market?
Who are the major players in the global online gaming market, and what shares of the market do they hold?
Who are the major players in various countries, and what shares of the market do they hold?
How is the competitive landscape?
What are the recent developments in the global online gaming market?
What are the different strategies adopted by the major players in the global online gaming market?
What are the geographical trends and high growth countries?
Who are the local emerging players in the global online gaming market and how do they compete with the other players?
Scope of the report:
Online gaming Market, by Model
Free-to-play Games
Pay-to-Play Games
Online gaming Market, by Genre
Action-Adventure
Sandbox
Simulation and Sports
Role-playing
Player VS. Player
Multiplayer Online Battle Arena
Real-time Strategy
Shooters
Racing
Puzzlers and Party Games
Survival Horror
Other Genres
Online gaming Market, by Revenue Stream
Advertisements & Sponsorships
Game Publisher Fees
Media & Broadcasting Rights
Ticket Sales
Merchandise Sales
Online gaming Market, by Platform
Mobile Platforms
Tablet Games
Smartphone Games
PCs
Browser PC Games
Boxed/Downloadable PC Games
Consoles
Other Platforms
Online gaming Market, by Streaming
Live Streaming
On-demand Streaming
Online gaming Market, by Geography
North America
U.S.
Canada
Europe
U.K.
Germany
France
Italy
Spain
Netherlands
Denmark
Rest of Europe
Asia-Pacific
China
Japan
India
Singapore
Malaysia
South Korea
Taiwan
Thailand
Vietnam
Philippines
Rest of Asia-Pacific
Latin America
Middle East & Africa Online Gaming MarketReport MetricsDetailsYears Considered2023 - 2030Base Year2021Forecast Period2023-2030Page Count253Units Referenced Value (USD Million)Segments/Key Topics Market by Model, Market by Genre, Market by Revenue Stream, Market by Platform, Market by Streaming, Market by GeographyKey Companies Mentioned Microsoft Corporation (U.S.), Activision Blizzard, Inc. (U.S.), Apple Inc. (U.S.), Electronic Arts Inc. (U.S.), Nintendo Co., Ltd. (Japan), Capcom Co., Ltd. (Japan), SEGA (U.S.), Rovio Entertainment Corporation (Finland), GungHo Online Entertainment (Japan), Ubisoft Entertainment (Japan), Sony Interactive Entertainment Inc. (Japan), SQUARE ENIX HOLDINGS CO., LTD. (Japan), Gameloft (France), iTechArt (U.S.) , Amazon.Com, Inc. (U.S.), and Tencent Holdings Ltd. (China)
FAQs About the Report
What is the value of revenue generated from online gaming across the globe? At what rate is their demand expected to grow for the next 5–7 years?
The global online gaming market is projected to reach USD 431.87 billion by 2030, at a CAGR of 19.6% during the forecast period.
Which model segment showcases high growth opportunities for the online gaming market players?
In 2023, the free-to-play segment is expected to account for the largest share of the global online gaming market. The growth of this segment is attributed to the growing demand for digital entertainment mediums, rising number of smartphone users, and the increasing usage of internet across the globe.
However, the pay-to-play segment is expected to grow at the highest CAGR during the forecast period due to the increasing number of internet users and the growing spending on entertainment during the COVID-19 pandemic. In addition, the streamlining of the regulations instead of prohibitions is expected to support the growth of this segment in the future.
Which genre segments of the market are projected to create more traction in the online gaming market?
In 2023, the action-adventure segment is expected to account for the largest share of the global online gaming market during the forecast period. The large market share of this segment is attributed to technologies like VR and AR to improve the gaming experience.
However, the shooters segment is projected to register the highest CAGR during the forecast period due to increasing internet usage, live game streaming, and the wide range of open-source capture and broadcasting technologies.
Which revenue stream segments of the market are projected to create more traction in the online gaming market?
In 2023, the advertisement & sponsorships segment is expected to account for the largest share of the global online gaming market. The large market share of this segment is mainly attributed to the rising number of video gamers, increasing collaborations between game publishers and advertisers, and increasing engagement in digital products since the COVID-19 pandemic.
However, the game publisher fees segment is expected to grow at the highest CAGR during the forecast period. Factors such as the rising need for game production financing, a surge in marketing of finished games, and the growing number of gamers via various community blogs such as YouTube and other social media are driving the growth of this segment.
Which platform segments of the market are projected to create more traction in the online gaming market?
In 2023, the mobile platforms segment is expected to account for the largest share of the global online gaming market and grow at the highest CAGR during the forecast period. Factors such as the rise in the growing penetration of high-performance smartphones; availability of high-speed internet connectivity; development of free-to-play online games; and the growing availability of phones with better screen resolution, refresh rate, and touch sampling rate are driving the growth of this segment.
Which streaming segments of the market are projected to create more traction in the online gaming market?
In 2023, the live-streaming segment is expected to account for the largest share of the global online gaming market. The segment's growth is attributed to factors such as the rising popularity of live-streaming technology for better brand engagement and reach to consumers and the growing popularity of e-sports and video games.
However, the on-demand streaming segment is expected to grow at the highest CAGR during the forecast period. Factors such as the incorporation of advanced technologies in the digital media industry and the increasing adoption of smartphones are driving the growth of this segment.
What are the key factors driving the growth of the online gaming market? What are the major opportunities for existing market players and new entrants in the market?
This market's growth is attributed to the rise in popularity of online gaming, a surge in the use of smartphones for online gaming, and the gradual establishment of internet infrastructure in developing countries. In addition, the creation of new monetization models and in-game advertisements and sponsorships are expected to offer significant opportunities for the growth of this market. However, a lack of standards and regulations can restrain the market.
Who are the major players operating in the global online gaming market?
The key players operating in the global online gaming market are Microsoft Corporation (U.S.), Activision Blizzard, Inc. (U.S.), Apple Inc. (U.S.), Electronic Arts Inc. (U.S.), Nintendo Co., Ltd. (Japan), Capcom Co., Ltd. (Japan), SEGA (U.S.), Rovio Entertainment Corporation (Finland), GungHo Online Entertainment (Japan), Ubisoft Entertainment (Japan), Sony Interactive Entertainment Inc. (Japan), SQUARE ENIX HOLDINGS CO., LTD. (Japan), Gameloft (France), iTechArt (U.S.), Amazon.Com, Inc. (U.S.), and Tencent Holdings Ltd. (China).
Which regions/countries are expected to witness significant demand for online gaming in the coming years?
Asia-Pacific dominates the global online gaming market and is expected to grow at the highest rate over the coming years.