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市場調查報告書
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1887239

線上遊戲市場規模、佔有率、成長及全球產業分析:按類型、應用和地區劃分的洞察與預測(2024-2032)

Online Gaming Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

出版日期: | 出版商: Fortune Business Insights Pvt. Ltd. | 英文 162 Pages | 商品交期: 請詢問到貨日

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線上遊戲市場成長驅動因素

隨著數位化、行動裝置的普及以及新興遊戲技術的興起,全球線上遊戲市場持續快速成長,並正在改變全球娛樂趨勢。根據最近的報告,預計該市場規模將在2024年達到2083.3億美元,2025年增長至2252.8億美元,並在2032年達到4241.4億美元。這反映了市場對沉浸式、互動式和社交化遊戲體驗的持續需求。亞太地區在2024年佔了51.3%的市場佔有率,並將繼續保持行動遊戲、電子競技和數位娛樂的成長中心地位。

市場概覽

網路遊戲讓玩家能夠在包括PC、遊戲主機、手機和智慧型裝置在內的各種平台上參與競技和合作遊戲。寬頻的普及、價格合理的流量套餐以及雲端遊戲技術的創新正在推動遊戲玩家群體跨越地理和年齡層不斷擴大。微交易、訂閱模式和遊戲內更新已成為主要的收入來源,使遊戲開發商能夠持續提升玩家參與度。

騰訊、動視暴雪、藝電(EA)、索尼、育碧和NEXON等領先公司正受益於強大的智慧財產權組合、全球分銷網路以及生成式人工智慧和雲端基礎設施等新興技術的快速整合。

生成式人工智慧的影響

生成式人工智慧正成為網路遊戲產業的變革力量。它能夠實現自動化的環境生成、動態的NPC行為和自適應的敘事,在提升遊戲真實感的同時縮短開發時間。 例如,2024 年 3 月,育碧發布了“NEO NPC”,這是第一個用於高度互動角色互動的生成式人工智慧原型。這些進步豐富了遊戲玩法,激發了創新,並增強了玩家的長期參與度,所有這些都加速了市場擴張。

市場趨勢

1. 雲端遊戲的成長

雲端遊戲無需高效能硬件,即可在各種裝置上直接串流遊戲。 2024 年 11 月,三星在北美推出了行動雲端遊戲平台,使用戶無需下載即可串流 Android 遊戲。隨著雲端生態系統的成熟,越來越多的開發者和串流服務供應商正在合作,以提高遊​​戲的可訪問性和效能。

2. 行動遊戲的主導

智慧型手機仍是全球最大的遊戲平台。高更新率螢幕和強大的處理器等進步,使得遊戲體驗可以媲美主機。 2024年11月,華碩ROG發表了ROG Phone 9,搭載驍龍8 Elite處理器和先進的散熱系統,進一步推動了行動遊戲的普及。

市場驅動因素

智慧型手機普及率不斷提高

智慧型手機的普及與線上遊戲市場的成長直接相關。現代設備支援複雜的圖形和雲端內容。預計到2027年,行動遊戲玩家數量將從超過19億增加到23億,行動遊戲仍然是該產業最大的收入來源。

市場限制因子

網路安全與資料隱私威脅

隨著遊戲普及率的提高,網路威脅也隨之增加。根據NortonLifeLock的報告,印度75%的遊戲玩家都曾遭受網路攻擊。 2022年7月至2023年7月期間,全球發生了超過400萬起與遊戲相關的網路攻擊。資料外洩、惡意軟體和未經授權的帳戶存取可能會造成用戶不信任,並阻礙市場成長。

市場機會

區塊鏈與付費賺錢(P2E)遊戲

P2E模式讓玩家透過遊戲賺取加密貨幣和NFT。 2024年11月,Hedera Guild Games為其區塊鏈P2E遊戲 "史萊姆世界" (Slime World)發布了重大更新,全球下載量達到300萬次。區塊鏈遊戲在新興市場尤其具有吸引力,因為它們提供了創造收入機會。

細分市場亮點

  • 2024年,大型多人線上角色扮演遊戲(MMORPG)憑藉其龐大的虛擬世界和強大的社群生態系統,佔了市場主導地位。
  • 行動裝置在平台細分市場中佔領先地位,預計到 2025 年將佔 36% 的市場佔有率。
  • 休閒遊戲玩家預計將在 2024 年佔最大的市場佔有率,到 2025 年將佔 28%。
  • 25-34 歲年齡層的成年人將在 2024 年引領人口細分市場,到 2025 年將佔 27%。

區域洞察

亞太地區(市場領導者)

亞太地區市場規模預計在 2024 年達到 1,068.8 億美元,由於智慧型手機普及率高、網路存取成本低以及遊戲玩家群體龐大,亞太地區仍是最大的區域市場。預計到 2025 年,中國市場規模將達到 489.2 億美元,而印度和日本預計將分別達到 125.8 億美元和 182.2 億美元。

北美

預計到 2025 年,美國市場規模將達到 408.9 億美元,主要得益於電子競技的高參與度和先進的數位基礎設施。

歐洲

預計到 2025 年,歐洲市場規模將達到 318.8 億美元,主要得益於行動博彩趨勢、監管改善和電競參與度的提高。

中東和非洲

預計到 2025 年,中東和非洲市場規模將達到 140.4 億美元,主要得益於電子競技的成長、年輕的人口結構以及行動遊戲滲透率的提高。

目錄

第一章:引言

第二章:摘要整理

第三章:市場動態

  • 宏觀與微觀經濟指標
  • 驅動因素、限制因素、機會與趨勢
  • 生成式人工智慧的影響

第四章:競爭格局

  • 主要公司採用的商業策略
  • 主要公司的綜合SWOT分析
  • 全球線上遊戲公司市佔率/排名(前3-5名)(2024年)

第五章:全球線上遊戲市場規模估算與預測(按細分市場劃分)2019-2032)

  • 主要調查結果
  • 按遊戲類型
    • 第一人稱射擊遊戲 (FPS)
    • 多人線上競技遊戲 (MOBA)
    • 大型多人線上角色扮演遊戲 (MMORPG)
    • 大逃殺遊戲
    • 即時戰略遊戲 (RTS)
    • 線上賭場遊戲
    • 其他(玩家對戰環境 (PvE) 等)
  • 按平台
    • 手機
    • PC
    • 遊戲主機
    • 其他(AR/VR 等)
  • 依玩家類型
    • 休閒玩家
    • 核心玩家
    • 職業玩家
    • 社交玩家遊戲玩家
    • 單人遊戲愛好者
    • 多人遊戲愛好者
  • 依年齡層劃分
    • 兒童(12 歲以下)
    • 青少年(13-17 歲)
    • 青年(18-24 歲)
    • 成人(25-34 歲)
    • 中年人(35-54 歲)
    • 老年人(55 歲以上)
  • 按地區劃分
    • 北美
    • 南美
    • 歐洲
    • 中東和非洲
    • 亞太地區

第六章 北美線上遊戲市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 依國家/地區
    • 美國
    • 加拿大
    • 墨西哥

第七章:南美洲線上遊戲市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 巴西
    • 阿根廷
    • 其他南美國家

第八章:歐洲線上遊戲市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 比荷盧經濟聯盟
    • 北歐國家
    • 其他國家/地區歐洲

第九章:中東與非洲線上遊戲市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 土耳其
    • 以色列
    • 海灣合作委員會
    • 北非
    • 南非
    • 中東和非洲其他地區

第十章:亞太地區線上遊戲市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 中國
    • 印度
    • 日本
    • 韓國
    • 東協
    • 大洋洲
    • 亞太其他地區區域

第十一章:公司簡介

  • 動視暴雪娛樂股份有限公司
  • 世嘉颯美控股股份有限公司
  • 萬代南夢宮控股股份有限公司
  • 索尼公司
  • 藝電公司
  • 騰訊控股股份有限公司
  • 育碧娛樂
  • NEXON株式會社
  • NCSOFT公司
  • 亞馬遜公司

第十二章:要點

Product Code: FBI112179

Growth Factors of online gaming Market

The global online gaming market continues to expand rapidly as digitalization, mobile device penetration, and emerging gaming technologies reshape global entertainment trends. According to the latest report, the market was valued at USD 208.33 billion in 2024, is projected to increase to USD 225.28 billion in 2025, and is expected to reach USD 424.14 billion by 2032, reflecting sustained demand for immersive, interactive, and socially connected gaming experiences. With Asia Pacific holding a dominant 51.3% share in 2024, the region remains the hub for mobile gaming, esports, and digital entertainment growth.

Market Overview

Online gaming allows players to participate in competitive and cooperative games across platforms including PCs, consoles, mobile phones, and smart devices. Increasing broadband access, low-cost data packages, and cloud gaming innovations are broadening the gaming audience across regions and age groups. Microtransactions, subscription models, and in-game updates have become essential revenue streams, allowing game developers to continually enhance player engagement.

Leading companies-such as Tencent, Activision Blizzard, Electronic Arts (EA), Sony, Ubisoft, and NEXON-benefit from strong intellectual property portfolios, global distribution networks, and rapid integration of emerging technologies like generative AI and cloud infrastructure.

Impact of Generative AI

Generative AI has emerged as a transformative force in the online gaming industry. It enables automated environment creation, dynamic NPC behavior, and adaptive storytelling, reducing development time while boosting game realism. For example, in March 2024, Ubisoft introduced NEO NPC, its first generative AI prototype aimed at enabling highly interactive character interactions. Such advancements improve gameplay depth, encourage innovation, and enhance long-term player engagement-all of which accelerate market expansion.

Market Trends

1. Growth in Cloud Gaming

Cloud gaming eliminates the need for high-end hardware, enabling players to stream games directly on various devices. In November 2024, Samsung launched a mobile cloud gaming platform in North America that allows users to stream Android games without downloading them. As cloud ecosystems mature, more developers and streaming services are forming partnerships to improve access and performance.

2. Mobile Gaming Dominance

Smartphones continue to be the largest gaming platform globally. Advancements such as high-refresh-rate screens and premium processors support console-like gaming. In November 2024, ASUS ROG unveiled the ROG Phone 9, powered by Snapdragon 8 Elite and an advanced cooling system, further strengthening mobile gaming adoption.

Market Drivers

Rising Smartphone Adoption

The proliferation of smartphones directly correlates with online gaming growth. Modern devices support complex graphics and cloud-based content. With more than 1.90 billion mobile gamers in 2023, projected to reach 2.30 billion by 2027, mobile gaming remains the largest revenue generator within the industry.

Market Restraints

Cybersecurity & Data Privacy Threats

As gaming adoption increases, so do cyber threats. Norton LifeLock reports that 75% of gamers in India have experienced cyberattacks. Globally, over 4 million gaming-related cyberattacks occurred between July 2022 and July 2023. Data breaches, malware, and unauthorized account access create mistrust among users and can hinder market growth.

Market Opportunities

Blockchain & Play-to-Earn (P2E) Gaming

P2E models allow players to earn cryptocurrency or NFTs through gameplay. In November 2024, Hedera Guild Game launched a major update for SlimeWorld, a blockchain P2E title with 3 million global downloads. Blockchain gaming is especially attractive in emerging markets, where it provides income-generating opportunities.

Segmentation Highlights

  • MMORPGs dominated the market in 2024 due to expansive virtual worlds and strong community ecosystems.
  • Mobile phones led the platform segment, projected to hold 36% of market share in 2025.
  • Casual gamers held the dominant share in 2024, with the segment expected to represent 28% in 2025.
  • Adults aged 25-34 led the demographic segment in 2024, expected to capture 27% share in 2025.

Regional Insights

Asia Pacific (Market Leader)

Valued at USD 106.88 billion in 2024, Asia Pacific remains the largest regional market due to strong smartphone penetration, low-cost internet, and a massive gamer population. China is expected to reach USD 48.92 billion in 2025, while India and Japan are projected to hit USD 12.58 billion and USD 18.22 billion, respectively.

North America

The U.S. is projected to reach USD 40.89 billion in 2025, supported by strong esports engagement and advanced digital infrastructure.

Europe

Europe is expected to achieve USD 31.88 billion in 2025, driven by mobile betting trends, improved regulations, and growing esports participation.

Middle East & Africa

Projected to be valued at USD 14.04 billion in 2025, driven by esports growth, youthful demographics, and rising mobile gaming penetration.

Conclusion

Growing digital infrastructure, rising smartphone adoption, cloud gaming advancements, and emerging technologies like generative AI and blockchain are positioning the online gaming market to surge from USD 208.33 billion in 2024 to USD 424.14 billion by 2032. With Asia Pacific leading global revenue and innovation, the sector is set for strong and sustained growth throughout the forecast period.

Segmentation By Gaming Type

  • First-Person Shooter Game (FPS)
  • Multiplayer Online Battle Arena (MOBA) Games
  • Massively Multiplayer Online Role-Playing Games (MMORPGs)
  • Battle Royale Games
  • Real-time Strategy Game (RTS)
  • Online Casino Games
  • Others (Player versus Environment (PvE))

By Platform

  • Mobile Phone
  • PCs
  • Consoles
  • Others (AR/VR)

By Gamer Type

  • Casual Gamers
  • Hardcore Gamers
  • Professional Gamers
  • Social Gamers
  • Single-player Enthusiasts
  • Multiplayer Enthusiasts

By Demographic

  • Kids (under 12)
  • Teens (13-17)
  • Young Adults (18-24)
  • Adults (25-34)
  • Middle-Aged (35-54)
  • Seniors (55+)

By Region

  • North America (By Gaming Type, By Platform, By Gamer Type, By Demographic, and By Country)
    • U.S.
    • Canada
    • Mexico
  • Europe (By Gaming Type, By Platform, By Gamer Type, By Demographic, and By Country)
    • U.K.
    • Germany
    • France
    • Italy
    • Spain
    • Russia
    • Benelux
    • Nordics
    • Rest of Europe
  • Asia Pacific (By Gaming Type, By Platform, By Gamer Type, By Demographic, and By Country)
    • China
    • India
    • Japan
    • South Korea
    • ASEAN
    • Oceania
    • Rest of Asia Pacific
  • Middle East & Africa (By Gaming Type, By Platform, By Gamer Type, By Demographic, and By Country)
    • Turkey
    • Israel
    • GCC
    • North Africa
    • South Africa
    • Rest of Middle East & Africa
  • South America (By Gaming Type, By Platform, By Gamer Type, By Demographic, and By Country)
    • Brazil
    • Argentina
    • Rest of South America

Companies Profiled in the Report Activision Blizzard Entertainment, Inc. (U.S.), SEGA SAMMY HOLDINGS Inc. (Japan), Bandai Namco Holdings Inc. (Japan), Sony Corporation (Japan), Electronics Arts Inc. (U.S.), Tencent Holdings Limited (China), and Ubisoft Entertainment (France).

Table of Content

1. Introduction

  • 1.1. Definition, By Segment
  • 1.2. Research Methodology/Approach
  • 1.3. Data Sources

2. Executive Summary

3. Market Dynamics

  • 3.1. Macro and Micro Economic Indicators
  • 3.2. Drivers, Restraints, Opportunities and Trends
  • 3.3. Impact of Generative AI

4. Competition Landscape

  • 4.1. Business Strategies Adopted by Key Players
  • 4.2. Consolidated SWOT Analysis of Key Players
  • 4.3. Global Online Gaming Key Players (Top 3-5) Market Share/Ranking, 2024

5. Global Online Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 5.1. Key Findings
  • 5.2. By Gaming Type (USD)
    • 5.2.1. First-Person Shooter Game (FPS)
    • 5.2.2. Multiplayer Online Battle Arena (MOBA) Games
    • 5.2.3. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 5.2.4. Battle Royale Games
    • 5.2.5. Real-time Strategy Game (RTS)
    • 5.2.6. Online Casino Games
    • 5.2.7. Others (Player versus Environment (PvE), etc.)
  • 5.3. By Platform (USD)
    • 5.3.1. Mobile Phone
    • 5.3.2. PCs
    • 5.3.3. Consoles
    • 5.3.4. Others (AR/VR, etc.)
  • 5.4. By Gamer Type (USD)
    • 5.4.1. Casual Gamers
    • 5.4.2. Hardcore Gamers
    • 5.4.3. Professional Gamers
    • 5.4.4. Social Gamers
    • 5.4.5. Single-player Enthusiasts
    • 5.4.6. Multiplayer Enthusiasts
  • 5.5. By Demographic (USD)
    • 5.5.1. Kids (under 12)
    • 5.5.2. Teens (13-17)
    • 5.5.3. Young Adults (18-24)
    • 5.5.4. Adults (25-34)
    • 5.5.5. Middle-Aged (35-54)
    • 5.5.6. Seniors (55+)
  • 5.6. By Region (USD)
    • 5.6.1. North America
    • 5.6.2. South America
    • 5.6.3. Europe
    • 5.6.4. Middle East & Africa
    • 5.6.5. Asia Pacific

6. North America Online Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 6.1. Key Findings
  • 6.2. By Gaming Type (USD)
    • 6.2.1. First-Person Shooter Game (FPS)
    • 6.2.2. Multiplayer Online Battle Arena (MOBA) Games
    • 6.2.3. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 6.2.4. Battle Royale Games
    • 6.2.5. Real-time Strategy Game (RTS)
    • 6.2.6. Online Casino Games
    • 6.2.7. Others
  • 6.3. By Platform (USD)
    • 6.3.1. Mobile Phone
    • 6.3.2. PCs
    • 6.3.3. Consoles
    • 6.3.4. Others
  • 6.4. By Gamer Type (USD)
    • 6.4.1. Casual Gamers
    • 6.4.2. Hardcore Gamers
    • 6.4.3. Professional Gamers
    • 6.4.4. Social Gamers
    • 6.4.5. Single-player Enthusiasts
    • 6.4.6. Multiplayer Enthusiasts
  • 6.5. By Demographic (USD)
    • 6.5.1. Kids (under 12)
    • 6.5.2. Teens (13-17)
    • 6.5.3. Young Adults (18-24)
    • 6.5.4. Adults (25-34)
    • 6.5.5. Middle-Aged (35-54)
    • 6.5.6. Seniors (55+)
  • 6.6. By Country (USD)
    • 6.6.1. United States
    • 6.6.2. Canada
    • 6.6.3. Mexico

7. South America Online Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 7.1. Key Findings
  • 7.2. By Gaming Type (USD)
    • 7.2.1. First-Person Shooter Game (FPS)
    • 7.2.2. Multiplayer Online Battle Arena (MOBA) Games
    • 7.2.3. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 7.2.4. Battle Royale Games
    • 7.2.5. Real-time Strategy Game (RTS)
    • 7.2.6. Online Casino Games
    • 7.2.7. Others
  • 7.3. By Platform (USD)
    • 7.3.1. Mobile Phone
    • 7.3.2. PCs
    • 7.3.3. Consoles
    • 7.3.4. Others
  • 7.4. By Gamer Type (USD)
    • 7.4.1. Casual Gamers
    • 7.4.2. Hardcore Gamers
    • 7.4.3. Professional Gamers
    • 7.4.4. Social Gamers
    • 7.4.5. Single-player Enthusiasts
    • 7.4.6. Multiplayer Enthusiasts
  • 7.5. By Demographic (USD)
    • 7.5.1. Kids (under 12)
    • 7.5.2. Teens (13-17)
    • 7.5.3. Young Adults (18-24)
    • 7.5.4. Adults (25-34)
    • 7.5.5. Middle-Aged (35-54)
    • 7.5.6. Seniors (55+)
  • 7.6. By Country (USD)
    • 7.6.1. Brazil
    • 7.6.2. Argentina
    • 7.6.3. Rest of South America

8. Europe Online Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 8.1. Key Findings
  • 8.2. By Gaming Type (USD)
    • 8.2.1. First-Person Shooter Game (FPS)
    • 8.2.2. Multiplayer Online Battle Arena (MOBA) Games
    • 8.2.3. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 8.2.4. Battle Royale Games
    • 8.2.5. Real-time Strategy Game (RTS)
    • 8.2.6. Online Casino Games
    • 8.2.7. Others
  • 8.3. By Platform (USD)
    • 8.3.1. Mobile Phone
    • 8.3.2. PCs
    • 8.3.3. Consoles
    • 8.3.4. Others
  • 8.4. By Gamer Type (USD)
    • 8.4.1. Casual Gamers
    • 8.4.2. Hardcore Gamers
    • 8.4.3. Professional Gamers
    • 8.4.4. Social Gamers
    • 8.4.5. Single-player Enthusiasts
    • 8.4.6. Multiplayer Enthusiasts
  • 8.5. By Demographic (USD)
    • 8.5.1. Kids (under 12)
    • 8.5.2. Teens (13-17)
    • 8.5.3. Young Adults (18-24)
    • 8.5.4. Adults (25-34)
    • 8.5.5. Middle-Aged (35-54)
    • 8.5.6. Seniors (55+)
  • 8.6. By Country (USD)
    • 8.6.1. United Kingdom
    • 8.6.2. Germany
    • 8.6.3. France
    • 8.6.4. Italy
    • 8.6.5. Spain
    • 8.6.6. Russia
    • 8.6.7. Benelux
    • 8.6.8. Nordics
    • 8.6.9. Rest of Europe

9. Middle East and Africa Online Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 9.1. Key Findings
  • 9.2. By Gaming Type (USD)
    • 9.2.1. First-Person Shooter Game (FPS)
    • 9.2.2. Multiplayer Online Battle Arena (MOBA) Games
    • 9.2.3. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 9.2.4. Battle Royale Games
    • 9.2.5. Real-time Strategy Game (RTS)
    • 9.2.6. Online Casino Games
    • 9.2.7. Others
  • 9.3. By Platform (USD)
    • 9.3.1. Mobile Phone
    • 9.3.2. PCs
    • 9.3.3. Consoles
    • 9.3.4. Others
  • 9.4. By Gamer Type (USD)
    • 9.4.1. Casual Gamers
    • 9.4.2. Hardcore Gamers
    • 9.4.3. Professional Gamers
    • 9.4.4. Social Gamers
    • 9.4.5. Single-player Enthusiasts
    • 9.4.6. Multiplayer Enthusiasts
  • 9.5. By Demographic (USD)
    • 9.5.1. Kids (under 12)
    • 9.5.2. Teens (13-17)
    • 9.5.3. Young Adults (18-24)
    • 9.5.4. Adults (25-34)
    • 9.5.5. Middle-Aged (35-54)
    • 9.5.6. Seniors (55+)
  • 9.6. By Country (USD)
    • 9.6.1. Turkey
    • 9.6.2. Israel
    • 9.6.3. GCC
    • 9.6.4. North Africa
    • 9.6.5. South Africa
    • 9.6.6. Rest of MEA

10. Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 10.1. Key Findings
  • 10.2. By Gaming Type (USD)
    • 10.2.1. First-Person Shooter Game (FPS)
    • 10.2.2. Multiplayer Online Battle Arena (MOBA) Games
    • 10.2.3. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 10.2.4. Battle Royale Games
    • 10.2.5. Real-time Strategy Game (RTS)
    • 10.2.6. Online Casino Games
    • 10.2.7. Others
  • 10.3. By Platform (USD)
    • 10.3.1. Mobile Phone
    • 10.3.2. PCs
    • 10.3.3. Consoles
    • 10.3.4. Others
  • 10.4. By Gamer Type (USD)
    • 10.4.1. Casual Gamers
    • 10.4.2. Hardcore Gamers
    • 10.4.3. Professional Gamers
    • 10.4.4. Social Gamers
    • 10.4.5. Single-player Enthusiasts
    • 10.4.6. Multiplayer Enthusiasts
  • 10.5. By Demographic (USD)
    • 10.5.1. Kids (under 12)
    • 10.5.2. Teens (13-17)
    • 10.5.3. Young Adults (18-24)
    • 10.5.4. Adults (25-34)
    • 10.5.5. Middle-Aged (35-54)
    • 10.5.6. Seniors (55+)
  • 10.6. By Country (USD)
    • 10.6.1. China
    • 10.6.2. India
    • 10.6.3. Japan
    • 10.6.4. South Korea
    • 10.6.5. ASEAN
    • 10.6.6. Oceania
    • 10.6.7. Rest of Asia Pacific

11. Companies Profiled (Based on data availability in public domain and/or on paid databases)

  • 11.1. Activision Blizzard Entertainment, Inc.
    • 11.1.1. Overview
      • 11.1.1.1. Key Management
      • 11.1.1.2. Headquarters
      • 11.1.1.3. Offerings/Business Segments
    • 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.1.2.1. Employee Size
      • 11.1.2.2. Past and Current Revenue
      • 11.1.2.3. Geographical Share
      • 11.1.2.4. Business Segment Share
      • 11.1.2.5. Recent Developments
  • 11.2. Sega Sammy Holdings Inc.
    • 11.2.1. Overview
      • 11.2.1.1. Key Management
      • 11.2.1.2. Headquarters
      • 11.2.1.3. Offerings/Business Segments
    • 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.2.2.1. Employee Size
      • 11.2.2.2. Past and Current Revenue
      • 11.2.2.3. Geographical Share
      • 11.2.2.4. Business Segment Share
      • 11.2.2.5. Recent Developments
  • 11.3. Bandai Namco Holdings Inc.
    • 11.3.1. Overview
      • 11.3.1.1. Key Management
      • 11.3.1.2. Headquarters
      • 11.3.1.3. Offerings/Business Segments
    • 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.3.2.1. Employee Size
      • 11.3.2.2. Past and Current Revenue
      • 11.3.2.3. Geographical Share
      • 11.3.2.4. Business Segment Share
      • 11.3.2.5. Recent Developments
  • 11.4. Sony Corporation
    • 11.4.1. Overview
      • 11.4.1.1. Key Management
      • 11.4.1.2. Headquarters
      • 11.4.1.3. Offerings/Business Segments
    • 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.4.2.1. Employee Size
      • 11.4.2.2. Past and Current Revenue
      • 11.4.2.3. Geographical Share
      • 11.4.2.4. Business Segment Share
      • 11.4.2.5. Recent Developments
  • 11.5. Electronicsss Arts Inc.
    • 11.5.1. Overview
      • 11.5.1.1. Key Management
      • 11.5.1.2. Headquarters
      • 11.5.1.3. Offerings/Business Segments
    • 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.5.2.1. Employee Size
      • 11.5.2.2. Past and Current Revenue
      • 11.5.2.3. Geographical Share
      • 11.5.2.4. Business Segment Share
      • 11.5.2.5. Recent Developments
  • 11.6. Tencent Holdings Limited
    • 11.6.1. Overview
      • 11.6.1.1. Key Management
      • 11.6.1.2. Headquarters
      • 11.6.1.3. Offerings/Business Segments
    • 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.6.2.1. Employee Size
      • 11.6.2.2. Past and Current Revenue
      • 11.6.2.3. Geographical Share
      • 11.6.2.4. Business Segment Share
      • 11.6.2.5. Recent Developments
  • 11.7. Ubisoft Entertainment
    • 11.7.1. Overview
      • 11.7.1.1. Key Management
      • 11.7.1.2. Headquarters
      • 11.7.1.3. Offerings/Business Segments
    • 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.7.2.1. Employee Size
      • 11.7.2.2. Past and Current Revenue
      • 11.7.2.3. Geographical Share
      • 11.7.2.4. Business Segment Share
      • 11.7.2.5. Recent Developments
  • 11.8. NEXON Co., Ltd.
    • 11.8.1. Overview
      • 11.8.1.1. Key Management
      • 11.8.1.2. Headquarters
      • 11.8.1.3. Offerings/Business Segments
    • 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.8.2.1. Employee Size
      • 11.8.2.2. Past and Current Revenue
      • 11.8.2.3. Geographical Share
      • 11.8.2.4. Business Segment Share
      • 11.8.2.5. Recent Developments
  • 11.9. NCSOFT Corporation
    • 11.9.1. Overview
      • 11.9.1.1. Key Management
      • 11.9.1.2. Headquarters
      • 11.9.1.3. Offerings/Business Segments
    • 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.9.2.1. Employee Size
      • 11.9.2.2. Past and Current Revenue
      • 11.9.2.3. Geographical Share
      • 11.9.2.4. Business Segment Share
      • 11.9.2.5. Recent Developments
  • 11.10. Amazon.com, Inc.
    • 11.10.1. Overview
      • 11.10.1.1. Key Management
      • 11.10.1.2. Headquarters
      • 11.10.1.3. Offerings/Business Segments
    • 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.10.2.1. Employee Size
      • 11.10.2.2. Past and Current Revenue
      • 11.10.2.3. Geographical Share
      • 11.10.2.4. Business Segment Share
      • 11.10.2.5. Recent Developments

12. Key Takeaways

List of Tables

  • Table 1: Global Online Gaming Market Size Estimates and Forecasts, 2019 - 2032
  • Table 2: Global Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2019 - 2032
  • Table 3: Global Online Gaming Market Size Estimates and Forecasts, By Platform, 2019 - 2032
  • Table 4: Global Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2019 - 2032
  • Table 5: Global Online Gaming Market Size Estimates and Forecasts, By Demographic, 2019 - 2032
  • Table 6: Global Online Gaming Market Size Estimates and Forecasts, By Region, 2019 - 2032
  • Table 7: North America Online Gaming Market Size Estimates and Forecasts, 2019 - 2032
  • Table 8: North America Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2019 - 2032
  • Table 9: North America Online Gaming Market Size Estimates and Forecasts, By Platform, 2019 - 2032
  • Table 10: North America Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2019 - 2032
  • Table 11: North America Online Gaming Market Size Estimates and Forecasts, By Demographic, 2019 - 2032
  • Table 12: North America Online Gaming Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 13: Europe Online Gaming Market Size Estimates and Forecasts, 2019 - 2032
  • Table 14: Europe Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2019 - 2032
  • Table 15: Europe Online Gaming Market Size Estimates and Forecasts, By Platform, 2019 - 2032
  • Table 16: Europe Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2019 - 2032
  • Table 17: Europe Online Gaming Market Size Estimates and Forecasts, By Demographic, 2019 - 2032
  • Table 18: Europe Online Gaming Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 19: Asia Pacific Online Gaming Market Size Estimates and Forecasts, 2019 - 2032
  • Table 20: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2019 - 2032
  • Table 21: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Platform, 2019 - 2032
  • Table 22: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2019 - 2032
  • Table 23: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Demographic, 2019 - 2032
  • Table 24: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 25: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, 2019 - 2032
  • Table 26: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2019 - 2032
  • Table 27: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Platform, 2019 - 2032
  • Table 28: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2019 - 2032
  • Table 29: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Demographic, 2019 - 2032
  • Table 30: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 31: South America Online Gaming Market Size Estimates and Forecasts, 2019 - 2032
  • Table 32: South America Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2019 - 2032
  • Table 33: South America Online Gaming Market Size Estimates and Forecasts, By Platform, 2019 - 2032
  • Table 34: South America Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2019 - 2032
  • Table 35: South America Online Gaming Market Size Estimates and Forecasts, By Demographic, 2019 - 2032
  • Table 36: South America Online Gaming Market Size Estimates and Forecasts, By Country, 2019 - 2032

List of Figures

  • Figure 1: Global Online Gaming Market Revenue Share (%), 2024 and 2032
  • Figure 2: Global Online Gaming Market Revenue Share (%), By Gaming Type, 2024 and 2032
  • Figure 3: Global Online Gaming Market Revenue Share (%), By Platform, 2024 and 2032
  • Figure 4: Global Online Gaming Market Revenue Share (%), By Gamer Type, 2024 and 2032
  • Figure 5: Global Online Gaming Market Revenue Share (%), By Demographic, 2024 and 2032
  • Figure 6: Global Online Gaming Market Revenue Share (%), By Region, 2024 and 2032
  • Figure 7: North America Online Gaming Market Revenue Share (%), 2024 and 2032
  • Figure 8: North America Online Gaming Market Revenue Share (%), By Gaming Type, 2024 and 2032
  • Figure 9: North America Online Gaming Market Revenue Share (%), By Platform, 2024 and 2032
  • Figure 10: North America Online Gaming Market Revenue Share (%), By Gamer Type, 2024 and 2032
  • Figure 11: North America Online Gaming Market Revenue Share (%), By Demographic, 2024 and 2032
  • Figure 12: North America Online Gaming Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 13: Europe Online Gaming Market Revenue Share (%), 2024 and 2032
  • Figure 14: Europe Online Gaming Market Revenue Share (%), By Gaming Type, 2024 and 2032
  • Figure 15: Europe Online Gaming Market Revenue Share (%), By Platform, 2024 and 2032
  • Figure 16: Europe Online Gaming Market Revenue Share (%), By Gamer Type, 2024 and 2032
  • Figure 17: Europe Online Gaming Market Revenue Share (%), By Demographic, 2024 and 2032
  • Figure 18: Europe Online Gaming Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 19: Asia Pacific Online Gaming Market Revenue Share (%), 2024 and 2032
  • Figure 20: Asia Pacific Online Gaming Market Revenue Share (%), By Gaming Type, 2024 and 2032
  • Figure 21: Asia Pacific Online Gaming Market Revenue Share (%), By Platform, 2024 and 2032
  • Figure 22: Asia Pacific Online Gaming Market Revenue Share (%), By Gamer Type, 2024 and 2032
  • Figure 23: Asia Pacific Online Gaming Market Revenue Share (%), By Demographic, 2024 and 2032
  • Figure 24: Asia Pacific Online Gaming Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 25: Middle East & Africa Online Gaming Market Revenue Share (%), 2024 and 2032
  • Figure 26: Middle East & Africa Online Gaming Market Revenue Share (%), By Gaming Type, 2024 and 2032
  • Figure 27: Middle East & Africa Online Gaming Market Revenue Share (%), By Platform, 2024 and 2032
  • Figure 28: Middle East & Africa Online Gaming Market Revenue Share (%), By Gamer Type, 2024 and 2032
  • Figure 29: Middle East & Africa Online Gaming Market Revenue Share (%), By Demographic, 2024 and 2032
  • Figure 30: Middle East & Africa Online Gaming Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 31: South America Online Gaming Market Revenue Share (%), 2024 and 2032
  • Figure 32: South America Online Gaming Market Revenue Share (%), By Gaming Type, 2024 and 2032
  • Figure 33: South America Online Gaming Market Revenue Share (%), By Platform, 2024 and 2032
  • Figure 34: South America Online Gaming Market Revenue Share (%), By Gamer Type, 2024 and 2032
  • Figure 35: South America Online Gaming Market Revenue Share (%), By Demographic, 2024 and 2032
  • Figure 36: South America Online Gaming Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 37: Global Online Gaming Key Players' Market Share/Ranking (%), 2024