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市場調查報告書
商品編碼
1823766

線上遊戲市場:全球產業分析、市場規模、佔有率、成長、趨勢和預測(2025-2032)

Online Gaming Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032

出版日期: | 出版商: Persistence Market Research | 英文 192 Pages | 商品交期: 2-5個工作天內

價格
簡介目錄

Persistence Market Research 最近發布了一份關於全球線上遊戲市場的綜合報告。本報告全面評估了關鍵的市場動態,包括市場促進因素、趨勢、機會和挑戰,並深入分析了市場結構。本研究報告提供了獨家資料和統計資料,概述了2025-2032年全球線上遊戲市場的預測成長軌跡。

關鍵見解

  • 線上遊戲市場規模(2025年):295億美元
  • 市場規模預測(2032年):592億美元
  • 全球市場成長率(CAGR,2025-2032):10.5%

線上遊戲市場 - 分析範圍

近年來,受技術進步、網際網路普及率上升以及行動遊戲普及率上升的推動,線上遊戲市場經歷了顯著成長。該市場涵蓋多個細分領域,包括多人線上遊戲、電子競技、雲端遊戲和虛擬實境遊戲。社交遊戲的日益普及、遊戲內收費以及遊戲平台的擴展等因素推動了市場擴張。

市場成長動力:

全球線上遊戲市場受多個關鍵因素驅動,包括智慧型手機普及率、雲端遊戲技術的進步以及遊戲基礎設施投資的不斷增加。電子競技和直播平台的興起吸引了新的玩家和觀眾,進一步提升了參與度。此外,人工智慧和虛擬實境技術的融合也使遊戲體驗更具沉浸感和互動性。 5G 網路的擴展也有望透過降低延遲和提升遊戲品質來徹底改變線上遊戲。

市場限制:

儘管線上遊戲市場發展迅速,但也面臨許多挑戰,包括資料隱私、網路威脅和遊戲成癮等問題。 3A大作的高昂開發成本以及對戰利品箱等遊戲內獲利模式的監管審查,構成了重大障礙。此外,新興國家網路擁塞和基礎設施不足等問題也可能阻礙市場成長。

市場機會:

線上遊戲市場蘊藏著巨大的商機,尤其是在數位化的新興國家。雲端遊戲服務預計將越來越受歡迎,因為它們允許用戶無需昂貴的硬體即可暢玩高階遊戲。區塊鏈技術在遊戲中的日益普及,包括付費賺錢模式和基於NFT的資產,重塑產業格局。此外,遊戲公司與娛樂品牌之間的夥伴關係透過跨平台內容整合創造新的收益來源。

本報告回答的關鍵問題

  • 推動全球網路遊戲市場成長的主要因素有哪些?
  • 各地區流行哪些遊戲平台與經營模式?
  • 科技進步如何改變網路遊戲產業的競爭格局?
  • 哪些主要企業為線上遊戲市場做出貢獻?他們採取了哪些策略來維持市場相關性?
  • 全球網路遊戲市場有哪些新趨勢和未來前景?

目錄

第1章 執行摘要

第2章 市場概況

  • 市場範圍和定義
  • 市場動態
    • 促進因素
    • 抑制因素
    • 機會
    • 課題
    • 主要趨勢
  • 宏觀經濟因素
    • 全球產業展望
    • 全球GDP成長預測
  • COVID-19影響分析
  • 預測因子:相關性和影響力

第3章 加值分析

  • 監管狀況
  • 管道分析
  • 遊戲平台採用分析
  • 價值鏈分析
  • 廠商主要促銷策略
  • PESTLE分析
  • 波特五力分析

第4章 網路遊戲市場展望:

  • 主要亮點
    • 市場規模及年成長率
    • 絕對的商機
  • 市場規模分析及預測
    • 歷史市場規模分析(2019-2024)
    • 市場規模分析與預測(2025-2032)
  • 全球網路遊戲市場展望:依遊戲平台
    • 引言/主要發現
    • 歷史市場規模分析:依遊戲平台(2019-2024)
    • 市場規模分析及預測:依遊戲平台(2025-2032)
      • 手機遊戲
      • PC 遊戲(可下載/盒裝和瀏覽器版本)
      • 主機遊戲
      • 雲端遊戲
      • VR/AR遊戲
    • 遊戲平台的市場吸引力分析
  • 全球網路遊戲市場展望:依收益模式
    • 引言/主要發現
    • 歷史市場規模分析:依收益模式(2019-2024)
    • 市場規模分析與預測:依收益模式(2025-2032)
      • 免費遊戲(F2P)
      • 付費/高級
      • 訂閱、遊戲通行證
    • 市場吸引力分析:依收益模式
  • 全球網路遊戲市場展望:依遊戲類型
    • 引言/主要發現
    • 歷史市場規模分析:依遊戲類型(2019-2024)
    • 遊戲類型市場規模分析及預測:依遊戲類型(2025-2032)
      • MMORPG(大型多人線上角色扮演遊戲)
      • MOBA(多人線上戰鬥競技場)遊戲
      • FPS(第一人稱觀點)遊戲
      • 生存遊戲遊戲
      • 即時戰略遊戲(RTS)
      • 線上賭場遊戲
      • 其他(玩家與環境)
    • 市場吸引力分析:依遊戲類型

第5章 全球網路遊戲市場展望:依地區

  • 主要亮點
  • 歷史市場規模分析:依地區(2019-2024)
  • 市場規模分析及預測:依地區(2025-2032)
    • 北美洲
    • 歐洲
    • 東亞
    • 南亞和大洋洲
    • 拉丁美洲
    • 中東和非洲
  • 市場吸引力分析:依地區

第6章 北美網路遊戲市場展望:

第7章 歐洲線上遊戲市場展望:

第8章 東亞網路遊戲市場展望

第9章 南亞與大洋洲網路遊戲市場展望:

第10章 拉丁美洲線上遊戲市場展望:

第11章 中東和非洲線上遊戲市場展望:

第12章 競爭格局

  • 市場佔有率分析(2025年)
  • 市場結構
    • 競爭強度圖:依市場
    • 競爭儀表板
  • 公司簡介(詳情:概述、財務狀況、策略、最新發展)
    • Electronic Arts
    • Ubisoft Entertainment
    • Blizzard Entertainment, Inc.
    • Zynga Inc.
    • Microsoft Corporation
    • Konami
    • Sega
    • Sony Corp.
    • Tencent
    • Wargaming Airy Technology

第13章 附錄

  • 分析方法
  • 分析假設
  • 首字母縮寫和簡稱
簡介目錄
Product Code: PMRREP23314

Persistence Market Research has recently released a comprehensive report on the worldwide market for online gaming. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure. This research publication presents exclusive data and statistics outlining the anticipated growth trajectory of the global online gaming market from 2025 to 2032.

Key Insights:

  • Online Gaming Market Size (2025E): US$ 29.5 Bn
  • Market Value Forecast (2032F): US$ 59.2 Bn
  • Projected Growth (CAGR 2025 to 2032): 10.5%

Online Gaming Market - Report Scope:

The online gaming market has witnessed remarkable growth in recent years, driven by technological advancements, increasing internet penetration, and the rising adoption of mobile gaming. The market encompasses various segments, including multiplayer online games, esports, cloud gaming, and virtual reality gaming. Factors such as the growing popularity of social gaming, in-game purchases, and the expansion of gaming platforms contribute to market expansion.

Market Growth Drivers:

The global online gaming market is propelled by several key factors, including the proliferation of smartphones, improvements in cloud gaming technology, and increasing investments in gaming infrastructure. The rise of esports and live streaming platforms has further fueled engagement, attracting new players and viewers alike. Additionally, the integration of AI and VR technologies enhances the gaming experience, making it more immersive and interactive. The expansion of 5G networks is also expected to revolutionize online gaming by reducing latency and improving gameplay quality.

Market Restraints:

Despite its rapid growth, the online gaming market faces several challenges, including concerns related to data privacy, cyber threats, and gaming addiction. High development costs for AAA titles and regulatory scrutiny over in-game monetization models, such as loot boxes, pose significant hurdles. Moreover, issues related to network congestion and infrastructure limitations in emerging economies could hinder market growth.

Market Opportunities:

The online gaming market presents substantial opportunities, particularly in emerging economies with increasing digital adoption. Cloud gaming services are expected to gain traction, allowing users to play high-end games without expensive hardware. The growing adoption of blockchain technology in gaming, including play-to-earn models and NFT-based assets, is reshaping the industry landscape. Furthermore, partnerships between gaming companies and entertainment brands are creating new revenue streams through cross-platform content integration.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the online gaming market globally?
  • Which gaming platforms and business models are gaining popularity across different regions?
  • How are technological advancements reshaping the competitive landscape of the online gaming industry?
  • Who are the key players contributing to the online gaming market, and what strategies are they employing to maintain market relevance?
  • What are the emerging trends and future prospects in the global online gaming market?

Competitive Intelligence and Business Strategy:

Leading players in the global online gaming market, including Tencent Games, Activision Blizzard, Electronic Arts, Sony Interactive Entertainment, and Microsoft, are focusing on innovation, strategic partnerships, and new content development to enhance player engagement. These companies are investing in cloud gaming, AI-driven gaming experiences, and cross-platform integrations to maintain a competitive edge. Additionally, subscription-based gaming models, such as Xbox Game Pass and PlayStation Now, are reshaping monetization strategies in the online gaming ecosystem. As the market continues to evolve, companies emphasizing user experience, content diversification, and security measures will drive future growth in the industry.

Key Companies Profiled:

  • Peak Games
  • Gree
  • Electronics Arts
  • Bwin
  • Party Digital Entertainment
  • King Digital Entertainment
  • Arkadium
  • Playdom
  • Fun Technologies
  • Riot Games
  • NCSOFT
  • GungHo Online
  • Giant Interactive
  • Zynga
  • Wargaming
  • Tencent
  • Microsoft
  • Sony Corp.
  • Activision Blizzard
  • Ubisoft
  • Sega
  • Konami
  • Valve

Online Gaming Market Segmentation

By Type

  • Mobile Games
  • Pay-to-Play Games
  • Free-to-Play Games
  • Pay-in-Play Games

By Games Type

  • Action
  • Adventure
  • Arcade
  • Sports
  • Puzzle

By Platform

  • PC
  • Console
  • Mobile

By Player Count

  • Single Player
  • Multiplayer
  • MMO

By Region

  • North America
  • Europe
  • East Asia
  • South Asia and Oceania
  • Middle East and Africa
  • Latin America

Table of Contents

1. Executive Summary

  • 1.1. Online Gaming Market Snapshot, 2025 and 2032
  • 1.2. Market Opportunity Assessment, 2025-2032, US$ Bn
  • 1.3. Key Market Trends
  • 1.4. Future Market Projections
  • 1.5. Premium Market Insights
  • 1.6. Industry Developments and Key Market Events
  • 1.7. PMR Analysis and Recommendations

2. Market Overview

  • 2.1. Market Scope and Definition
  • 2.2. Market Dynamics
    • 2.2.1. Drivers
    • 2.2.2. Restraints
    • 2.2.3. Opportunity
    • 2.2.4. Challenges
    • 2.2.5. Key Trends
  • 2.3. Macro-Economic Factors
    • 2.3.1. Global Sectorial Outlook
    • 2.3.2. Global GDP Growth Outlook
  • 2.4. COVID-19 Impact Analysis
  • 2.5. Forecast Factors - Relevance and Impact

3. Value Added Insights

  • 3.1. Regulatory Landscape
  • 3.2. Pipeline Analysis
  • 3.3. Gaming Platform Adoption Analysis
  • 3.4. Value Chain Analysis
  • 3.5. Key Promotional Strategies by Manufacturers
  • 3.6. PESTLE Analysis
  • 3.7. Porter's Five Force Analysis

4. Online Gaming Market Outlook:

  • 4.1. Key Highlights
    • 4.1.1. Market Size (US$ Bn ) and Y-o-Y Growth
    • 4.1.2. Absolute $ Opportunity
  • 4.2. Market Size (US$ Bn ) Analysis and Forecast
    • 4.2.1. Historical Market Size (US$ Bn ) Analysis, 2019-2024
    • 4.2.2. Market Size (US$ Bn ) Analysis and Forecast, 2025-2032
  • 4.3. Global Online Gaming Market Outlook: Gaming Platform
    • 4.3.1. Introduction / Key Findings
    • 4.3.2. Historical Market Size (US$ Bn ) Analysis, By Gaming Platform, 2019-2024
    • 4.3.3. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
      • 4.3.3.1. Mobile Games
      • 4.3.3.2. PC Games (Downloaded/Box and Browser)
      • 4.3.3.3. Console Games
      • 4.3.3.4. Cloud Gaming
      • 4.3.3.5. VR/AR Gaming
    • 4.3.4. Market Attractiveness Analysis: Gaming Platform
  • 4.4. Global Online Gaming Market Outlook: Revenue Model
    • 4.4.1. Introduction / Key Findings
    • 4.4.2. Historical Market Size (US$ Bn ) Analysis, Revenue Model, 2019-2024
    • 4.4.3. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
      • 4.4.3.1. Free-to-Play (F2P)
      • 4.4.3.2. Pay-to-Play/Premium
      • 4.4.3.3. Subscription and Game-Pass
    • 4.4.4. Market Attractiveness Analysis: Revenue Model
  • 4.5. Global Online Gaming Market Outlook: Gaming Type
    • 4.5.1. Introduction / Key Findings
    • 4.5.2. Historical Market Size (US$ Bn ) Analysis, By Gaming Type, 2019-2024
    • 4.5.3. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
      • 4.5.3.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
      • 4.5.3.2. Multiplayer Online Battle Arena (MOBA) Games
      • 4.5.3.3. First-Person Shooter Game (FPS)
      • 4.5.3.4. Battle Royale Games
      • 4.5.3.5. Real-time Strategy Game (RTS)
      • 4.5.3.6. Online Casino Games
      • 4.5.3.7. Others (Player versus Environment)
    • 4.5.4. Market Attractiveness Analysis: Gaming Type

5. Global Online Gaming Market Outlook: Region

  • 5.1. Key Highlights
  • 5.2. Historical Market Size (US$ Bn ) Analysis, By Region, 2019-2024
  • 5.3. Market Size (US$ Bn ) Analysis and Forecast, By Region, 2025-2032
    • 5.3.1. North America
    • 5.3.2. Europe
    • 5.3.3. Asia Pacific
    • 5.3.4. South Asia and Oceania
    • 5.3.5. Latin America
    • 5.3.6. Middle East & Africa
  • 5.4. Market Attractiveness Analysis: Region

6. North America Online Gaming Market Outlook:

  • 6.1. Key Highlights
  • 6.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 6.2.1. By Gaming Platform
    • 6.2.2. By Revenue Model
    • 6.2.3. By Gaming Type
  • 6.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 6.3.1. U.S.
    • 6.3.2. Canada
  • 6.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 6.4.1. Mobile Games
    • 6.4.2. PC Games (Downloaded/Box and Browser)
    • 6.4.3. Console Games
    • 6.4.4. Cloud Gaming
    • 6.4.5. VR/AR Gaming
  • 6.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 6.5.1. Free-to-Play (F2P)
    • 6.5.2. Pay-to-Play/Premium
    • 6.5.3. Subscription and Game-Pass
  • 6.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 6.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 6.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 6.6.3. First-Person Shooter Game (FPS)
    • 6.6.4. Battle Royale Games
    • 6.6.5. Real-time Strategy Game (RTS)
    • 6.6.6. Online Casino Games
    • 6.6.7. Others (Player versus Environment)
  • 6.7. Market Attractiveness Analysis

7. Europe Online Gaming Market Outlook:

  • 7.1. Key Highlights
  • 7.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 7.2.1. By Country
    • 7.2.2. By Gaming Platform
    • 7.2.3. By Revenue Model
    • 7.2.4. By Gaming Type
  • 7.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 7.3.1. Germany
    • 7.3.2. France
    • 7.3.3. U.K.
    • 7.3.4. Italy
    • 7.3.5. Spain
    • 7.3.6. Russia
    • 7.3.7. Turkey
    • 7.3.8. Rest of Europe
  • 7.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 7.4.1. Mobile Games
    • 7.4.2. PC Games (Downloaded/Box and Browser)
    • 7.4.3. Console Games
    • 7.4.4. Cloud Gaming
    • 7.4.5. VR/AR Gaming
  • 7.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 7.5.1. Free-to-Play (F2P)
    • 7.5.2. Pay-to-Play/Premium
    • 7.5.3. Subscription and Game-Pass
  • 7.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 7.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 7.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 7.6.3. First-Person Shooter Game (FPS)
    • 7.6.4. Battle Royale Games
    • 7.6.5. Real-time Strategy Game (RTS)
    • 7.6.6. Online Casino Games
    • 7.6.7. Others (Player versus Environment)
  • 7.7. Market Attractiveness Analysis

8. East Asia Online Gaming Market Outlook:

  • 8.1. Key Highlights
  • 8.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 8.2.1. By Country
    • 8.2.2. By Gaming Platform
    • 8.2.3. By Revenue Model
    • 8.2.4. By Gaming Type
  • 8.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 8.3.1. China
    • 8.3.2. Japan
    • 8.3.3. South Korea
  • 8.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 8.4.1. Mobile Games
    • 8.4.2. PC Games (Downloaded/Box and Browser)
    • 8.4.3. Console Games
    • 8.4.4. Cloud Gaming
    • 8.4.5. VR/AR Gaming
  • 8.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 8.5.1. Free-to-Play (F2P)
    • 8.5.2. Pay-to-Play/Premium
    • 8.5.3. Subscription and Game-Pass
  • 8.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 8.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 8.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 8.6.3. First-Person Shooter Game (FPS)
    • 8.6.4. Battle Royale Games
    • 8.6.5. Real-time Strategy Game (RTS)
    • 8.6.6. Online Casino Games
    • 8.6.7. Others (Player versus Environment)
  • 8.7. Market Attractiveness Analysis

9. South Asia & Oceania Online Gaming Market Outlook:

  • 9.1. Key Highlights
  • 9.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 9.2.1. By Country
    • 9.2.2. By Gaming Platform
    • 9.2.3. By Revenue Model
    • 9.2.4. By Gaming Type
  • 9.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 9.3.1. India
    • 9.3.2. Southeast Asia
    • 9.3.3. ANZ
    • 9.3.4. Rest of South Asia & Oceania
  • 9.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 9.4.1. Mobile Games
    • 9.4.2. PC Games (Downloaded/Box and Browser)
    • 9.4.3. Console Games
    • 9.4.4. Cloud Gaming
    • 9.4.5. VR/AR Gaming
  • 9.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 9.5.1. Free-to-Play (F2P)
    • 9.5.2. Pay-to-Play/Premium
    • 9.5.3. Subscription and Game-Pass
  • 9.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 9.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 9.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 9.6.3. First-Person Shooter Game (FPS)
    • 9.6.4. Battle Royale Games
    • 9.6.5. Real-time Strategy Game (RTS)
    • 9.6.6. Online Casino Games
    • 9.6.7. Others (Player versus Environment)
  • 9.7. Market Attractiveness Analysis

10. Latin America Online Gaming Market Outlook:

  • 10.1. Key Highlights
  • 10.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 10.2.1. By Country
    • 10.2.2. By Gaming Platform
    • 10.2.3. By Revenue Model
    • 10.2.4. By Gaming Type
  • 10.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 10.3.1. Brazil
    • 10.3.2. Mexico
    • 10.3.3. Rest of Latin America
  • 10.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 10.4.1. Mobile Games
    • 10.4.2. PC Games (Downloaded/Box and Browser)
    • 10.4.3. Console Games
    • 10.4.4. Cloud Gaming
    • 10.4.5. VR/AR Gaming
  • 10.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 10.5.1. Free-to-Play (F2P)
    • 10.5.2. Pay-to-Play/Premium
    • 10.5.3. Subscription and Game-Pass
  • 10.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 10.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 10.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 10.6.3. First-Person Shooter Game (FPS)
    • 10.6.4. Battle Royale Games
    • 10.6.5. Real-time Strategy Game (RTS)
    • 10.6.6. Online Casino Games
    • 10.6.7. Others (Player versus Environment)
  • 10.7. Market Attractiveness Analysis

11. Middle East & Africa Online Gaming Market Outlook:

  • 11.1. Key Highlights
  • 11.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 11.2.1. By Country
    • 11.2.2. By Gaming Platform
    • 11.2.3. By Revenue Model
    • 11.2.4. By Gaming Type
  • 11.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 11.3.1. GCC Countries
    • 11.3.2. Egypt
    • 11.3.3. South Africa
    • 11.3.4. Northern Africa
    • 11.3.5. Rest of Middle East & Africa
  • 11.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 11.4.1. Mobile Games
    • 11.4.2. PC Games (Downloaded/Box and Browser)
    • 11.4.3. Console Games
    • 11.4.4. Cloud Gaming
    • 11.4.5. VR/AR Gaming
  • 11.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 11.5.1. Free-to-Play (F2P)
    • 11.5.2. Pay-to-Play/Premium
    • 11.5.3. Subscription and Game-Pass
  • 11.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 11.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 11.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 11.6.3. First-Person Shooter Game (FPS)
    • 11.6.4. Battle Royale Games
    • 11.6.5. Real-time Strategy Game (RTS)
    • 11.6.6. Online Casino Games
    • 11.6.7. Others (Player versus Environment)
  • 11.7. Market Attractiveness Analysis

12. Competition Landscape

  • 12.1. Market Share Analysis, 2025
  • 12.2. Market Structure
    • 12.2.1. Competition Intensity Mapping By Market
    • 12.2.2. Competition Dashboard
  • 12.3. Company Profiles (Details - Overview, Financials, Strategy, Recent Developments)
    • 12.3.1. Electronic Arts
      • 12.3.1.1. Overview
      • 12.3.1.2. Segments and Gaming Platforms
      • 12.3.1.3. Key Financials
      • 12.3.1.4. Market Developments
      • 12.3.1.5. Market Strategy
    • 12.3.2. Ubisoft Entertainment
    • 12.3.3. Blizzard Entertainment, Inc.
    • 12.3.4. Zynga Inc.
    • 12.3.5. Microsoft Corporation
    • 12.3.6. Konami
    • 12.3.7. Sega
    • 12.3.8. Sony Corp.
    • 12.3.9. Tencent
    • 12.3.10. Wargaming Airy Technology

13. Appendix

  • 13.1. Research Methodology
  • 13.2. Research Assumptions
  • 13.3. Acronyms and Abbreviations