Online Gaming Market

Global Online Gaming Market Size, Share & Trends Analysis Report By Game Type (Role-Playing Games, Action & Adventure Games, Racing Games, Simulation Games, Strategy Games, Sports Games, and Other Games), By Device Type (Console, Computer, Mobile Devices, and Others), By Revenue Model (Free Gaming Services and Paid Gaming Services), Forecast Period (2020-2026)

Published: Jan 2021 | Report Code: OMR2023117 | Category : Software & Solutions | Delivery Format: /

The online gaming market is anticipated to grow at a CAGR of 11.9% during the forecast period. The growth of the market is mainly influenced by the high average time of gaming of the millennials and generation Z; coupled with the rising trend of binge-gaming. Additionally, a significant increase in the number of professional gamers who are aided by high popularity social media platforms is also expected to impact the online gaming industry. The increasing per capita income in developing countries will also aid the online gaming market growth during the forecast period.

Furthermore, various global software companies such as Google, Microsoft, Facebook, and Amazon.com are providing a new gaming platform to the audience which is also expected to drive the market. For instance, in April 2020, Facebook introduced the Facebook Gaming mobile application, which will assist the company to move into the online gaming business. However, online games and specifically the Massive Multi-Player (MMO) games experience multiple attacks from hackers. Hence, the cybersecurity concerns related to online games will challenge the growth of the market during the forecast period due to certain strict government regulations. However, the implementation of AI, VR, and AR by the companies in the games to provide a better and unique user experience is expected to offer new growth opportunities to the market. 

Segmental Outlook 

The global online gaming market is segmented based on game type, device type, and revenue model. Based on the game type, the market is sub-segmented into role-playing games, action & adventure games, racing games, simulation games, strategy games, sports games, and other games. Significant growth in action games is witnessed in the last decade. 

Based on the device type, the market is sub-segmented into the console, computer, mobile devices, and others. Consoles include PlayStation, Xbox, Nintendo Switch among others. Computers include desktops and laptops, whereas mobile devices include smartphones and tablets. Other include VR handset. Based on the revenue model, the market is bifurcated into free gaming services and paid gaming services. Under free gaming services, companies generate their revenue through advertisements and sponsors whereas, in paid gaming services, companies charge a one-time purchase price or subscription cost at a regular interval. Some companies follow both models to generate revenue. 

The mobile device segment will grow considerably all across the globe

The mobile device segment is anticipated to grow with a significant CAGR in the online gaming market during the forecast period. The rising popularity of the various casual single-player games such as Candy Crush, Angry Birds, and Spider Solitaire, among others, is significantly aiding the growth of the segment. Additionally, the easy access to popular PC games such as PUBG, Call of Duty, and many more on mobile devices is also expected to drive the segment growth. Moreover, the availability of low-cost game-centric smartphones (large battery size, low heating, powerful processors, high graphics, and others) all across the globe which offers a lag-free gaming experience is further expected to increase the popularity of smartphones as a convenient method to play online games among youngsters. Moreover, further development of high-speed internet infrastructure will also aid the growth of the segment in the emerging economies. 

Global Online Gaming Market Share by Device Type, 2019 (%)

 Global Online Gaming Market Share by Device Type

Regional Outlooks

The global online gaming market is further segmented based on geography into North America, Europe, Asia-Pacific, and the Rest of the World. North America is anticipated to be the leading region in the online gaming market owing to the high adoption of online gaming and high expenditure on purchasing/subscription of games. Moreover, the high number of smartphone users coupled with the availability of a high internet speed at remote places is also fueling the growth of the market across the region.

Global Online Gaming Market Growth by Region, 2020-2026

 Global Online Gaming Market Share by region

Asia-Pacific Will Have Considerable Growth in the Global Online Gaming Market

The Asia Pacific is estimated to witness lucrative growth in the global online gaming market during the forecast period. The growth of the region can be attributed to the increasing adoption of gaming on mobile devices coupled with the growing internet penetration and further development of high-speed internet in emerging economies. Additionally, the increasing millennials and Generation-Z population base of the region is expected to majorly fuel the growth of the market as they are the major target audience for the online gaming market. Rising per capita spending on gaming appliances and purchasing/subscription of games are some of the other factors driving the market.  

Market Players Outlook

The key players of the online gaming market include Nintendo Co., Ltd., Electronic Arts Inc., Activision Blizzard, Inc., Sony Interactive Entertainment Inc., Rovio Entertainment Corp., Tencent Holdings Ltd., and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers, and acquisitions, collaborations, funding to the start-ups, and new product launches to stay competitive in the market. 

  • In October 2020, Activision Blizzard, Inc. announced the partnership with IBM Corp. to bring IBM's cloud computing and artificial intelligence (AI) technology to the esports league named Overwatch League created by the company. The solutions offered by IBM through this partnership will aid the organizations, players, and fans to have a more immersive, engaging experience in an esports event. 
  • In September 2020, Amazon Inc. launched a cloud gaming-based platform called Luna with more than 50 games in the Luna+ application. The users will be able to play titles at up to 4K 60fps performance and can be controlled using commands from Amazon’s Alexa.

The Report Covers

  • Market value data analysis of 2019 and forecast to 2026.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global online gaming market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying ‘who-stands-where’ in the market.

1. Report Summary

1.1. Research Methods and Tools

1.2. Market Breakdown

1.2.1. By Segments

1.2.2. By Geography

2. Market Overview and Insights

2.1. Scope of the Report

2.2. Analyst Insight & Current Market Trends

2.2.1. Key Findings

2.2.2. Recommendations

2.2.3. Conclusion

3. Competitive Landscape

3.1. Key Company Analysis

3.1.1. Nintendo Co., Ltd.

3.1.1.1. Overview

3.1.1.2. Financial Analysis 

3.1.1.3. SWOT Analysis

3.1.1.4. Recent Developments

3.1.2. Activision Blizzard, Inc. 

3.1.2.1. Overview

3.1.2.2. Financial Analysis 

3.1.2.3. SWOT Analysis

3.1.2.4. Recent Developments

3.1.3. Sony Interactive Entertainment Inc.

3.1.3.1. Overview

3.1.3.2. Financial Analysis 

3.1.3.3. SWOT Analysis

3.1.3.4. Recent Developments

3.1.4. Rovio Entertainment Corp.

3.1.4.1. Overview

3.1.4.2. Financial Analysis 

3.1.4.3. SWOT Analysis

3.1.4.4. Recent Developments

3.1.5. Tencent Holdings Ltd.

3.1.5.1. Overview

3.1.5.2. Financial Analysis 

3.1.5.3. SWOT Analysis

3.1.5.4. Recent Developments

3.2. Key Strategy Analysis

4. Market Determinants

4.1. Motivators

4.2. Restraints

4.3. Opportunities

5. Market Segmentation

5.1. Global Online Gaming Market by Game Type

5.1.1. Role-Playing Game (MMORPG & MMOG)

5.1.2. Action & Adventure Games (FPS, Battle Royale, and Others)

5.1.3. Racing Games 

5.1.4. Simulation Games 

5.1.5. Strategy Games 

5.1.6. Sports Games 

5.1.7. Other Games (Card Games)

5.2. Global Online Gaming Market by Device Type

5.2.1. Console

5.2.2. Computer

5.2.3. Mobile Devices

5.2.4. Others (VR)

5.3. Global Online Gaming Market by Revenue Model

5.3.1. Free Gaming Services

5.3.2. Paid Gaming Services

6. Regional Analysis

6.1. North America

6.1.1. United States

6.1.2. Canada

6.2. Europe

6.2.1. UK

6.2.2. Germany

6.2.3. Italy

6.2.4. Spain

6.2.5. France

6.2.6. Rest of Europe 

6.3. Asia-Pacific

6.3.1. China

6.3.2. India

6.3.3. Japan

6.3.4. Rest of Asia-Pacific 

6.4. Rest of the World

7. Company Profiles

7.1. Activision Blizzard, Inc.

7.2. Amazon.com, Inc. (Luna)

7.3. Apple Inc. 

7.4. Bandai Namco Entertainment Inc. 

7.5. Electronic Arts Inc. 

7.6. Epic Games, Inc. 

7.7. Gameloft SE 

7.8. Krafton Inc. 

7.9. Leyou Technologies Holdings Ltd. 

7.10. Microsoft Corp. (Xbox Game Studios)

7.11. NetEase, Inc. (China)

7.12. Netmarble Corp.

7.13. Nintendo Co., Ltd. 

7.14. NXC Corp.

7.15. Rockstar Games, Inc.

7.16. Rovio Entertainment Oyj 

7.17. Sega Corp.

7.18. Sony Interactive Entertainment Inc. 

7.19. Square Enix Co., Ltd. 

7.20. Take-Two Interactive Software, Inc. Tencent Holdings Ltd. 

7.21. THQ Nordic GmbH (Embracer Group AB) 

7.22. Ubisoft Entertainment SA 

7.23. Valve Corp. 

7.24. Wargaming Group Ltd. 

7.25. Warner Bros. Entertainment Inc.

7.26. Zhejiang Century Huatong Group Co., Ltd.

1. GLOBAL ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)

2. GLOBAL ROLE-PLAYING ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

3. GLOBAL ACTION & ADVENTURE ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

4. GLOBAL RACING ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

5. GLOBAL SIMULATION ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

6. GLOBAL STRATEGY ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

7. GLOBAL SPORTS ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

8. GLOBAL OTHER ONLINE GAME MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

9. GLOBAL ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)

10. GLOBAL CONSOLE ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

11. GLOBAL COMPUTER ONLINE GAMING MARKET RESEARCH AND ANALYSIS, BY REGION 2019-2026 ($ MILLION)

12. GLOBAL MOBILE DEVICES ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

13. GLOBAL OTHERS DEVICE ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

14. GLOBAL ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)

15. GLOBAL FREE GAMING SERVICES MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

16. GLOBAL PAID GAMING SERVICES MARKET RESEARCH AND ANALYSIS BY REGION, 2019-2026 ($ MILLION)

17. GLOBAL ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY, 2019-2026 ($ MILLION)

18. NORTH AMERICAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)

19. NORTH AMERICAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)

20. NORTH AMERICAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)

21. NORTH AMERICAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)

22. EUROPEAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)

23. EUROPEAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)

24. EUROPEAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)

25. EUROPEAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)

26. ASIA-PACIFIC ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2019-2026 ($ MILLION)

27. ASIA-PACIFIC ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)

28. ASIA-PACIFIC ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)

29. ASIA-PACIFIC ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)

30. REST OF THE WORLD ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)

31. REST OF THE WORLD ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)

32. REST OF THE WORLD ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)

1. GLOBAL ONLINE GAMING MARKET SHARE BY GAME TYPE, 2019 VS 2026 (%)

2. GLOBAL ONLINE GAMING MARKET SHARE BY DEVICE TYPE, 2019 VS 2026 (%)

3. GLOBAL ONLINE GAMING MARKET SHARE BY REVENUE MODEL, 2019 VS 2026 (%)

4. GLOBAL ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

5. GLOBAL ROLE-PLAYING ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

6. GLOBAL ACTION ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

7. GLOBAL RACING ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

8. GLOBAL SIMULATION ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

9. GLOBAL STRATEGY ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

10. GLOBAL SPORTS ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

11. GLOBAL OTHER ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

12. GLOBAL CONSOLE ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

13. GLOBAL COMPUTER ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

14. GLOBAL MOBILE DEVICES ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

15. GLOBAL OTHERS DEVICE ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

16. GLOBAL FREE GAMING SERVICES ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

17. GLOBAL PAID GAMING SERVICES ONLINE GAMING MARKET SHARE BY GEOGRAPHY, 2019 VS 2026 (%)

18. US ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

19. CANADA ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

20. UK ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

21. FRANCE ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

22. GERMANY ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

23. ITALY ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

24. SPAIN ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

25. REST OF EUROPE ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

26. INDIA ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

27. CHINA ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

28. JAPAN ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

29. REST OF ASIA-PACIFIC ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)

30. REST OF THE WORLD ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)