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PUBLISHER: The Business Research Company | PRODUCT CODE: 1694664

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1694664

Online Gaming Global Market Report 2025

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Online gaming refers to video games that are played over the internet, either on a computer, console, or mobile device. This form of gaming allows individuals to connect and interact with each other in a virtual environment, engaging in competitive or cooperative gameplay.

The main types of online gaming are action, adventure, arcade, sports, puzzles, and others. Action games refer to a broad genre of video games characterized by fast-paced gameplay, dynamic challenges, and a focus on player reflexes and hand-eye coordination. It can be played by various gamer types, including social gamers, serious gamers, and core gamers, and it is used by various age groups, including less than 10 years, 11-24 years, 25-44 years, and 45 years and older. These are played on various platforms such as mobile phones, personal computers (PCs), consoles, and others.

The main types of online gaming are action, adventure, arcade, sports, puzzles, and others. Action games refer to a broad genre of video games characterized by fast-paced gameplay, dynamic challenges, and a focus on player reflexes and hand-eye coordination. It can be played by various gamer types, including social gamers, serious gamers, and core gamers, and it is used by various age groups, including less than 10 years, 11-24 years, 25-44 years, and 45 years and older. These are played on various platforms such as mobile phones, personal computers (PCs), consoles, and others.

The online gaming market size has grown rapidly in recent years. It will grow from $98.6 billion in 2024 to $109.68 billion in 2025 at a compound annual growth rate (CAGR) of 11.2%. The growth in the historic period can be attributed to advancements in mobile gaming, digital distribution platforms, expanding gaming demographics, free-to-play models.

The online gaming market size is expected to see strong growth in the next few years. It will grow to $159.49 billion in 2029 at a compound annual growth rate (CAGR) of 9.8%. The growth in the forecast period can be attributed to emergence of metaverse and virtual worlds, innovation in augmented reality (AR) and virtual reality (VR), personalization and dynamic content, globalizations of video games. Major trends in the forecast period include cloud gaming services, cross-platform play, esports and competitive gaming, integration of blockchain and NFTS, metaverse exploration.

Rising usage of mobile devices is expected to propel the growth of the online gaming market going forward. Mobile devices refer to compact, portable electronic gadgets that are designed for mobility and can perform various tasks. The increasing usage of mobile devices is driven by a variety of factors, including the unparalleled convenience offered by mobile devices, connectivity, affordability, and social and cultural factors. Mobile devices used for online gaming offer a wide range of preferences and playstyles in online gaming, providing diverse experiences. For instance, according to World Bank Data, a US-based international financial institution, the number of mobile cellular subscriptions per 100 people worldwide was reported at 108 in 2022, which was reported 107 in 2021. Therefore, the rising usage of mobile devices is driving the growth of the online gaming market.

Major companies operating in the online gaming market are concentrating on innovative development, such as PvP strategy online games, to attract players, stay competitive, and meet the evolving demands of gamers. This online game refers to a genre of video games where players compete against each other directly in strategic battles or conflicts. The primary focus of the gameplay involves facing off against other human players rather than computer-controlled opponents. For instance, in August 2023, Krafton Inc., a South Korea-based video game publisher and holding company, launched a new online mobile game, called Road to Valor Empires, in India. It is a real-time PVP strategy game where players can compete with others globally while commanding mythical gods, beasts, and heroes. Additionally, the game features a clash of ancient and mythical elements, allowing players to create their own strategy, form their own mythical army, and engage in massive battles with realistic graphics.

In February 2024, OneVerse, an US-based gaming tech company, acquired Spartan Poker for an undisclosed amount. This strategic acquisition move signifies commitment to shaping the future of online gaming and allows OneVerse to push the boundaries of innovation, delivering unparalleled gaming experiences to users in India and worldwide. Spartan Poker is an India-based online gaming hub providing a world-class online gaming platform to gaming enthusiasts.

Major companies operating in the online gaming market are Microsoft Corporation, Sony Corporation, Tencent Holdings Limited, Nintendo Co. Ltd., NetEase Inc., Valve Corporation, Bandai Namco Entertainment Inc., Activision Blizzard Inc., Epic Games Inc., Electronic Arts Inc., Take-Two Interactive Software Inc., Zynga Inc., Nexon Co. Ltd., Square Enix Holdings Co. Ltd., Ubisoft Entertainment SA, Konami Holdings Corporation, NCSoft Corporation, Riot Games Inc., Unity Technologies SF, GungHo Online Entertainment Inc., Capcom Co. Ltd., Supercell Oy, GREE Inc., Gameloft SE, CD Projekt S.A., Miniclip SA

Asia-Pacific was the largest region in the online gaming market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the online gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the online gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The online gaming market consists of revenues earned by entities by providing services such as matchmaking services, game hosting, chat and communication, tournaments and events, streaming and broadcasting, and customer support. The market value includes the value of related goods sold by the service provider or included within the service offering. The online gaming market also includes sales of gaming consoles, gaming peripherals, gaming accessories, virtual reality (VR) headsets, and game development tools. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Online Gaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on online gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
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  • Outperform competitors using forecast data and the drivers and trends shaping the market.
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Where is the largest and fastest growing market for online gaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The online gaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: Action; Adventure; Arcade; Sports; Puzzle; Other Type
  • 2) By Gamer Type: Social Gamers; Serious Gamers; Core Gamers
  • 3) By Age group: Less Than 10 Years; 11-24 Years; 25-44 Years; 45 Years And Older
  • 4) By Platform: Mobile Phone; Personal Computer (PCs); Consoles; Other Platforms
  • Subsegments:
  • 1) By Action: Shooter Games; Fighting Games; Platformers
  • 2) By Adventure: Narrative-Driven Games; Exploration Games
  • 3) By Arcade: Classic Arcade Games; Casual Games
  • 4) By Sports: Simulation Sports; Racing Games
  • 5) By Puzzle: Match-3 Games; Logic Puzzles
  • 6) By Other Type: Role-Playing Games (RPG); Strategy Games; Multiplayer Online Battle Arena (MOBA)
  • Companies Mentioned: Microsoft Corporation; Sony Corporation; Tencent Holdings Limited; Nintendo Co. Ltd.; NetEase Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.
Product Code: r28641

Table of Contents

1. Executive Summary

2. Online Gaming Market Characteristics

3. Online Gaming Market Trends And Strategies

4. Online Gaming Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Online Gaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Online Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Online Gaming Market Growth Rate Analysis
  • 5.4. Global Online Gaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Online Gaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Online Gaming Total Addressable Market (TAM)

6. Online Gaming Market Segmentation

  • 6.1. Global Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Action
  • Adventure
  • Arcade
  • Sports
  • Puzzle
  • Other Type
  • 6.2. Global Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Social Gamers
  • Serious Gamers
  • Core Gamers
  • 6.3. Global Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Less Than 10 Years
  • 11-24 Years
  • 25-44 Years
  • 45 Years And Older
  • 6.4. Global Online Gaming Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mobile Phone
  • Personal Computer (PCs)
  • Consoles
  • Other Platforms
  • 6.5. Global Online Gaming Market, Sub-Segmentation Of Action, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Shooter Games
  • Fighting Games
  • Platformers
  • 6.6. Global Online Gaming Market, Sub-Segmentation Of Adventure, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Narrative-Driven Games
  • Exploration Games
  • 6.7. Global Online Gaming Market, Sub-Segmentation Of Arcade, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Classic Arcade Games
  • Casual Games
  • 6.8. Global Online Gaming Market, Sub-Segmentation Of Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation Sports
  • Racing Games
  • 6.9. Global Online Gaming Market, Sub-Segmentation Of Puzzle, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Match-3 Games
  • Logic Puzzles
  • 6.10. Global Online Gaming Market, Sub-Segmentation Of Other Type, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Role-Playing Games (RPG)
  • Strategy Games
  • Multiplayer Online Battle Arena (MOBA)

7. Online Gaming Market Regional And Country Analysis

  • 7.1. Global Online Gaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Online Gaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Online Gaming Market

  • 8.1. Asia-Pacific Online Gaming Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Online Gaming Market

  • 9.1. China Online Gaming Market Overview
  • 9.2. China Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Online Gaming Market

  • 10.1. India Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Online Gaming Market

  • 11.1. Japan Online Gaming Market Overview
  • 11.2. Japan Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Online Gaming Market

  • 12.1. Australia Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Online Gaming Market

  • 13.1. Indonesia Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Online Gaming Market

  • 14.1. South Korea Online Gaming Market Overview
  • 14.2. South Korea Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Online Gaming Market

  • 15.1. Western Europe Online Gaming Market Overview
  • 15.2. Western Europe Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Online Gaming Market

  • 16.1. UK Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Online Gaming Market

  • 17.1. Germany Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Online Gaming Market

  • 18.1. France Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Online Gaming Market

  • 19.1. Italy Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Online Gaming Market

  • 20.1. Spain Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Online Gaming Market

  • 21.1. Eastern Europe Online Gaming Market Overview
  • 21.2. Eastern Europe Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Online Gaming Market

  • 22.1. Russia Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Online Gaming Market

  • 23.1. North America Online Gaming Market Overview
  • 23.2. North America Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Online Gaming Market

  • 24.1. USA Online Gaming Market Overview
  • 24.2. USA Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Online Gaming Market

  • 25.1. Canada Online Gaming Market Overview
  • 25.2. Canada Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Online Gaming Market

  • 26.1. South America Online Gaming Market Overview
  • 26.2. South America Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Online Gaming Market

  • 27.1. Brazil Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Online Gaming Market

  • 28.1. Middle East Online Gaming Market Overview
  • 28.2. Middle East Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Online Gaming Market

  • 29.1. Africa Online Gaming Market Overview
  • 29.2. Africa Online Gaming Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Online Gaming Market, Segmentation By Gamer Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Online Gaming Market, Segmentation By Age group, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Online Gaming Market Competitive Landscape And Company Profiles

  • 30.1. Online Gaming Market Competitive Landscape
  • 30.2. Online Gaming Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Tencent Holdings Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Online Gaming Market Other Major And Innovative Companies

  • 31.1. Valve Corporation
  • 31.2. Bandai Namco Entertainment Inc.
  • 31.3. Activision Blizzard Inc.
  • 31.4. Epic Games Inc.
  • 31.5. Electronic Arts Inc.
  • 31.6. Take-Two Interactive Software Inc.
  • 31.7. Zynga Inc.
  • 31.8. Nexon Co. Ltd.
  • 31.9. Square Enix Holdings Co. Ltd.
  • 31.10. Ubisoft Entertainment SA
  • 31.11. Konami Holdings Corporation
  • 31.12. NCSoft Corporation
  • 31.13. Riot Games Inc.
  • 31.14. Unity Technologies SF
  • 31.15. GungHo Online Entertainment Inc.

32. Global Online Gaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Online Gaming Market

34. Recent Developments In The Online Gaming Market

35. Online Gaming Market High Potential Countries, Segments and Strategies

  • 35.1 Online Gaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Online Gaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Online Gaming Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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