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PUBLISHER: Persistence Market Research | PRODUCT CODE: 1655748

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PUBLISHER: Persistence Market Research | PRODUCT CODE: 1655748

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

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PAGES: 182 Pages
DELIVERY TIME: 2-5 business days
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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
Product Code: PMRREP23314

Table of Contents

1. Executive Summary

  • 1.1. Global Online Gaming Market Snapshot, 2025 - 2032
  • 1.2. Market Opportunity Assessment, 2025 - 2032, US$ Bn
  • 1.3. Key Market Trends
  • 1.4. Future Market Projections
  • 1.5. Industry Developments and Key Market Events
  • 1.6. 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. Online Gaming Market: Value Chain
    • 2.3.1. List of key players
  • 2.4. Forecast Factors - Relevance and Impact
  • 2.5. Covid-19 Impact Assessment

3. Value Added Insights

  • 3.1. Key Regulations, Clean Labels, Standards
  • 3.2. Product USPs / Features
  • 3.3. Key Market Strategies
  • 3.4. PESTLE Analysis
  • 3.5. Porter Five Force's Analysis

4. Price Trend Analysis, 2019 - 2032

  • 4.1. Key Factors Impacting Prices
  • 4.2. Prices by Type/Games Type

5. Global Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 5.1. Market Size (US$ Bn) Analysis and Forecast
    • 5.1.1. Historical Market Size Analysis, 2019 - 2024
    • 5.1.2. Current Market Size Forecast, 2025 - 2032
  • 5.2. Global Online Gaming Market Outlook: Type
    • 5.2.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Type, 2019 - 2024
    • 5.2.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
      • 5.2.2.1. Mobile Games
      • 5.2.2.2. Pay-to-Play Games
      • 5.2.2.3. Free-to-Play Games
      • 5.2.2.4. Pay-in-Play Games
    • 5.2.3. Market Attractiveness Analysis: Type
  • 5.3. Global Online Gaming Market Outlook: Games Type
    • 5.3.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Games Type, 2019 - 2024
    • 5.3.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
      • 5.3.2.1. Action
      • 5.3.2.2. Adventure
      • 5.3.2.3. Arcade
      • 5.3.2.4. Sports
      • 5.3.2.5. Puzzle
      • 5.3.2.6. Others
    • 5.3.3. Market Attractiveness Analysis: Games Type
  • 5.4. Global Online Gaming Market Outlook: Platform
    • 5.4.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Platform, 2019 - 2024
    • 5.4.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
      • 5.4.2.1. PC
      • 5.4.2.2. Console
      • 5.4.2.3. Mobile
      • 5.4.2.4. Others
    • 5.4.3. Market Attractiveness Analysis: Platform
  • 5.5. Global Online Gaming Market Outlook: Player Count
    • 5.5.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Player Count, 2019 - 2024
    • 5.5.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
      • 5.5.2.1. Single Player
      • 5.5.2.2. Multiplayer
      • 5.5.2.3. MMO
      • 5.5.2.4. Others
    • 5.5.3. Market Attractiveness Analysis: Player Count

6. Global Online Gaming Market Outlook: Region

  • 6.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Region, 2019 - 2024
  • 6.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Region, 2025 - 2032
    • 6.2.1. North America
    • 6.2.2. Europe
    • 6.2.3. East Asia
    • 6.2.4. South Asia and Oceania
    • 6.2.5. Latin America
    • 6.2.6. Middle East & Africa
  • 6.3. Market Attractiveness Analysis: Region

7. North America Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 7.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 7.1.1. By Country
    • 7.1.2. By Type
    • 7.1.3. By Games Type
    • 7.1.4. By Platform
    • 7.1.5. By Player Count
  • 7.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 7.2.1. U.S.
    • 7.2.2. Canada
  • 7.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 7.3.1. Powder Mobile Games
    • 7.3.2. Pay-to-Play Games
    • 7.3.3. Free-to-Play Games
    • 7.3.4. Pay-in-Play Games
  • 7.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 7.4.1. Action
    • 7.4.2. Adventure
    • 7.4.3. Arcade
    • 7.4.4. Sports
    • 7.4.5. Puzzle
    • 7.4.6. Others
  • 7.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 7.5.1. PC
    • 7.5.2. Console
    • 7.5.3. Mobile
    • 7.5.4. Others
  • 7.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 7.6.1. Single Player
    • 7.6.2. Multiplayer
    • 7.6.3. MMO
    • 7.6.4. Others
  • 7.7. Market Attractiveness Analysis

8. Europe Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 8.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 8.1.1. By Country
    • 8.1.2. By Type
    • 8.1.3. By Games Type
    • 8.1.4. By Platform
    • 8.1.5. By Player Count
  • 8.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 8.2.1. Germany
    • 8.2.2. France
    • 8.2.3. U.K.
    • 8.2.4. Italy
    • 8.2.5. Spain
    • 8.2.6. Russia
  • 8.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 8.3.1. Mobile Games
    • 8.3.2. Pay-to-Play Games
    • 8.3.3. Free-to-Play Games
    • 8.3.4. Pay-in-Play Games
  • 8.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 8.4.1. Action
    • 8.4.2. Adventure
    • 8.4.3. Arcade
    • 8.4.4. Sports
    • 8.4.5. Puzzle
    • 8.4.6. Others
  • 8.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 8.5.1. PC
    • 8.5.2. Console
    • 8.5.3. Mobile
    • 8.5.4. Others
  • 8.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 8.6.1. Single Player
    • 8.6.2. Multiplayer
    • 8.6.3. MMO
    • 8.6.4. Others
  • 8.7. Market Attractiveness Analysis

9. East Asia Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 9.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 9.1.1. By Country
    • 9.1.2. By Type
    • 9.1.3. By Games Type
    • 9.1.4. By Platform
    • 9.1.5. By Player Count
  • 9.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 9.2.1. China
    • 9.2.2. Japan
    • 9.2.3. South Korea
  • 9.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 9.3.1. Mobile Games
    • 9.3.2. Pay-to-Play Games
    • 9.3.3. Free-to-Play Games
    • 9.3.4. Pay-in-Play Games
  • 9.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 9.4.1. Action
    • 9.4.2. Adventure
    • 9.4.3. Arcade
    • 9.4.4. Sports
    • 9.4.5. Puzzle
    • 9.4.6. Others
  • 9.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 9.5.1. PC
    • 9.5.2. Console
    • 9.5.3. Mobile
    • 9.5.4. Others
  • 9.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 9.6.1. Single Player
    • 9.6.2. Multiplayer
    • 9.6.3. MMO
    • 9.6.4. Others
  • 9.7. Market Attractiveness Analysis

10. South Asia & Oceania Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 10.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 10.1.1. By Country
    • 10.1.2. By Type
    • 10.1.3. By Games Type
    • 10.1.4. By Platform
    • 10.1.5. By Player Count
  • 10.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 10.2.1. India
    • 10.2.2. Southeast Asia
    • 10.2.3. ANZ
    • 10.2.4. Rest of South Asia & Oceania
  • 10.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 10.3.1. Mobile Games
    • 10.3.2. Pay-to-Play Games
    • 10.3.3. Free-to-Play Games
    • 10.3.4. Pay-in-Play Games
  • 10.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 10.4.1. Action
    • 10.4.2. Adventure
    • 10.4.3. Arcade
    • 10.4.4. Sports
    • 10.4.5. Puzzle
    • 10.4.6. Others
  • 10.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 10.5.1. PC
    • 10.5.2. Console
    • 10.5.3. Mobile
    • 10.5.4. Others
  • 10.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 10.6.1. Single Player
    • 10.6.2. Multiplayer
    • 10.6.3. MMO
    • 10.6.4. Others
  • 10.7. Market Attractiveness Analysis

11. Latin America Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 11.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 11.1.1. By Country
    • 11.1.2. By Type
    • 11.1.3. By Games Type
    • 11.1.4. By Platform
    • 11.1.5. By Player Count
  • 11.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 11.2.1. Brazil
    • 11.2.2. Mexico
  • 11.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 11.3.1. Mobile Games
    • 11.3.2. Pay-to-Play Games
    • 11.3.3. Free-to-Play Games
    • 11.3.4. Pay-in-Play Games
  • 11.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 11.4.1. Action
    • 11.4.2. Adventure
    • 11.4.3. Arcade
    • 11.4.4. Sports
    • 11.4.5. Puzzle
    • 11.4.6. Others
  • 11.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 11.5.1. PC
    • 11.5.2. Console
    • 11.5.3. Mobile
    • 11.5.4. Others
  • 11.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 11.6.1. Single Player
    • 11.6.2. Multiplayer
    • 11.6.3. MMO
    • 11.6.4. Others
  • 11.7. Market Attractiveness Analysis

12. Middle East & Africa Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 12.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 12.1.1. By Country
    • 12.1.2. By Type
    • 12.1.3. By Games Type
    • 12.1.4. By Platform
    • 12.1.5. By Player Count
  • 12.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 12.2.1. GCC
    • 12.2.2. South Africa
    • 12.2.3. Northern Africa
  • 12.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 12.3.1. Mobile Games
    • 12.3.2. Pay-to-Play Games
    • 12.3.3. Free-to-Play Games
    • 12.3.4. Pay-in-Play Games
  • 12.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 12.4.1. Action
    • 12.4.2. Adventure
    • 12.4.3. Arcade
    • 12.4.4. Sports
    • 12.4.5. Puzzle
    • 12.4.6. Others
  • 12.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 12.5.1. PC
    • 12.5.2. Console
    • 12.5.3. Mobile
    • 12.5.4. Others
  • 12.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 12.6.1. Single Player
    • 12.6.2. Multiplayer
    • 12.6.3. MMO
    • 12.6.4. Others
  • 12.7. Market Attractiveness Analysis

13. Competition Landscape

  • 13.1. Market Share Analysis, 2025
  • 13.2. Market Structure
    • 13.2.1. Competition Dashboard
    • 13.2.2. Tier Structure Analysis
    • 13.2.3. Regional Presence Analysis
  • 13.3. Company Profiles (Details - Overview, Financials, Strategy, Recent Developments)
    • 13.3.1. Peak Games
      • 13.3.1.1. Overview
      • 13.3.1.2. Segments and Products
      • 13.3.1.3. Key Financials
      • 13.3.1.4. Market Developments
      • 13.3.1.5. Market Strategy
    • 13.3.2. Gree
    • 13.3.3. Electronics Arts
    • 13.3.4. Bwin
    • 13.3.5. Party Digital Entertainment
    • 13.3.6. King Digital Entertainment
    • 13.3.7. Arkadium
    • 13.3.8. Playdom
    • 13.3.9. Fun Technologies
    • 13.3.10. Riot Games
    • 13.3.11. NCSOFT
    • 13.3.12. GungHo Online
    • 13.3.13. Giant Interactive
    • 13.3.14. Zynga
    • 13.3.15. Wargaming
    • 13.3.16. Tencent
    • 13.3.17. Microsoft
    • 13.3.18. Sony Corp.
    • 13.3.19. Activision Blizzard
    • 13.3.20. Ubisoft
    • 13.3.21. Sega
    • 13.3.22. Konami
    • 13.3.23. Valve
    • 13.3.24. Others

14. Appendix

  • 14.1. Research Methodology
  • 14.2. Research Assumptions
  • 14.3. Acronyms and Abbreviations
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