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Online Gaming-Global Market Insights and Sales Trends 2025

Online Gaming-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1829636

No of Pages : 104

Synopsis
The global Online Gaming market size is expected to reach US$ 34710 million by 2029, growing at a CAGR of 5.6% from 2023 to 2029. The market is mainly driven by the significant applications of Online Gaming in various end use industries. The expanding demands from the Child and Adult, are propelling Online Gaming market. Smartphones Online Gaming, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the PCs Online Gaming segment is estimated at % CAGR for the next seven-year period.
Online gaming has experienced significant growth and popularity in recent years, driven by several key factors. Here are some driving factors for the growth of online gaming:

1. Technological advancements: Advances in technology, particularly in internet connectivity, gaming hardware, and software development, have played a crucial role in the growth of online gaming. Faster internet speeds, improved graphics and audio capabilities, and the availability of gaming platforms and devices have made online gaming more accessible and immersive.

2. Social connectivity: Online gaming offers the opportunity for social interaction and connectivity, often through multiplayer modes or online communities. Gamers can connect with friends, family, or other players around the world, fostering a sense of community, competition, and collaboration.

3. Variety of gaming experiences: Online gaming provides a wide range of gaming experiences, catering to different preferences and interests. From competitive multiplayer games to cooperative gameplay, role-playing games (RPGs), first-person shooters (FPS), and immersive virtual reality (VR) experiences, online gaming offers something for every type of gamer.

4. Accessibility and convenience: Online gaming offers the convenience of playing from anywhere with an internet connection, allowing gamers to play in their own time and in the comfort of their own homes. This accessibility has broadened the appeal of gaming, attracting a diverse range of players across different age groups and demographics.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Online Gaming, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Online Gaming market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Online Gaming market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Online Gaming sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Online Gaming covered in this report include Blizzard, Electronic Arts, Giant Interactive Group, GungHo Online Entertainment, King Digital Entertainment, Microsoft, NCSOFT, Sony and Take-Two Interactive Software, etc.
The global Online Gaming market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Blizzard
Electronic Arts
Giant Interactive Group
GungHo Online Entertainment
King Digital Entertainment
Microsoft
NCSOFT
Sony
Take-Two Interactive Software
Tencent
Zynga
Global Online Gaming market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Online Gaming market, Segment by Type:
Smartphones Online Gaming
PCs Online Gaming
Others
Global Online Gaming market, by Application
Child
Adult
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Online Gaming companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Online Gaming
1.1 Online Gaming Market Overview
1.1.1 Online Gaming Product Scope
1.1.2 Online Gaming Market Status and Outlook
1.2 Global Online Gaming Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Online Gaming Market Size by Region (2018-2029)
1.4 Global Online Gaming Historic Market Size by Region (2018-2023)
1.5 Global Online Gaming Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Online Gaming Market Size (2018-2029)
1.6.1 North America Online Gaming Market Size (2018-2029)
1.6.2 Europe Online Gaming Market Size (2018-2029)
1.6.3 Asia-Pacific Online Gaming Market Size (2018-2029)
1.6.4 Latin America Online Gaming Market Size (2018-2029)
1.6.5 Middle East & Africa Online Gaming Market Size (2018-2029)
2 Online Gaming Market by Type
2.1 Introduction
2.1.1 Smartphones Online Gaming
2.1.2 PCs Online Gaming
2.1.3 Others
2.2 Global Online Gaming Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Online Gaming Historic Market Size by Type (2018-2023)
2.2.2 Global Online Gaming Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Online Gaming Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Online Gaming Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Online Gaming Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Online Gaming Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Online Gaming Revenue Breakdown by Type (2018-2029)
3 Online Gaming Market Overview by Application
3.1 Introduction
3.1.1 Child
3.1.2 Adult
3.2 Global Online Gaming Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Online Gaming Historic Market Size by Application (2018-2023)
3.2.2 Global Online Gaming Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Online Gaming Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Online Gaming Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Online Gaming Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Online Gaming Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Online Gaming Revenue Breakdown by Application (2018-2029)
4 Online Gaming Competition Analysis by Players
4.1 Global Online Gaming Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Online Gaming as of 2022)
4.3 Date of Key Players Enter into Online Gaming Market
4.4 Global Top Players Online Gaming Headquarters and Area Served
4.5 Key Players Online Gaming Product Solution and Service
4.6 Competitive Status
4.6.1 Online Gaming Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Blizzard
5.1.1 Blizzard Profile
5.1.2 Blizzard Main Business
5.1.3 Blizzard Online Gaming Products, Services and Solutions
5.1.4 Blizzard Online Gaming Revenue (US$ Million) & (2018-2023)
5.1.5 Blizzard Recent Developments
5.2 Electronic Arts
5.2.1 Electronic Arts Profile
5.2.2 Electronic Arts Main Business
5.2.3 Electronic Arts Online Gaming Products, Services and Solutions
5.2.4 Electronic Arts Online Gaming Revenue (US$ Million) & (2018-2023)
5.2.5 Electronic Arts Recent Developments
5.3 Giant Interactive Group
5.3.1 Giant Interactive Group Profile
5.3.2 Giant Interactive Group Main Business
5.3.3 Giant Interactive Group Online Gaming Products, Services and Solutions
5.3.4 Giant Interactive Group Online Gaming Revenue (US$ Million) & (2018-2023)
5.3.5 GungHo Online Entertainment Recent Developments
5.4 GungHo Online Entertainment
5.4.1 GungHo Online Entertainment Profile
5.4.2 GungHo Online Entertainment Main Business
5.4.3 GungHo Online Entertainment Online Gaming Products, Services and Solutions
5.4.4 GungHo Online Entertainment Online Gaming Revenue (US$ Million) & (2018-2023)
5.4.5 GungHo Online Entertainment Recent Developments
5.5 King Digital Entertainment
5.5.1 King Digital Entertainment Profile
5.5.2 King Digital Entertainment Main Business
5.5.3 King Digital Entertainment Online Gaming Products, Services and Solutions
5.5.4 King Digital Entertainment Online Gaming Revenue (US$ Million) & (2018-2023)
5.5.5 King Digital Entertainment Recent Developments
5.6 Microsoft
5.6.1 Microsoft Profile
5.6.2 Microsoft Main Business
5.6.3 Microsoft Online Gaming Products, Services and Solutions
5.6.4 Microsoft Online Gaming Revenue (US$ Million) & (2018-2023)
5.6.5 Microsoft Recent Developments
5.7 NCSOFT
5.7.1 NCSOFT Profile
5.7.2 NCSOFT Main Business
5.7.3 NCSOFT Online Gaming Products, Services and Solutions
5.7.4 NCSOFT Online Gaming Revenue (US$ Million) & (2018-2023)
5.7.5 NCSOFT Recent Developments
5.8 Sony
5.8.1 Sony Profile
5.8.2 Sony Main Business
5.8.3 Sony Online Gaming Products, Services and Solutions
5.8.4 Sony Online Gaming Revenue (US$ Million) & (2018-2023)
5.8.5 Sony Recent Developments
5.9 Take-Two Interactive Software
5.9.1 Take-Two Interactive Software Profile
5.9.2 Take-Two Interactive Software Main Business
5.9.3 Take-Two Interactive Software Online Gaming Products, Services and Solutions
5.9.4 Take-Two Interactive Software Online Gaming Revenue (US$ Million) & (2018-2023)
5.9.5 Take-Two Interactive Software Recent Developments
5.10 Tencent
5.10.1 Tencent Profile
5.10.2 Tencent Main Business
5.10.3 Tencent Online Gaming Products, Services and Solutions
5.10.4 Tencent Online Gaming Revenue (US$ Million) & (2018-2023)
5.10.5 Tencent Recent Developments
5.11 Zynga
5.11.1 Zynga Profile
5.11.2 Zynga Main Business
5.11.3 Zynga Online Gaming Products, Services and Solutions
5.11.4 Zynga Online Gaming Revenue (US$ Million) & (2018-2023)
5.11.5 Zynga Recent Developments
6 North America
6.1 North America Online Gaming Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Online Gaming Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Online Gaming Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Online Gaming Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Online Gaming Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Online Gaming Market Dynamics
11.1 Online Gaming Industry Trends
11.2 Online Gaming Market Drivers
11.3 Online Gaming Market Challenges
11.4 Online Gaming Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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