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Global Online Gaming Market Size By Game Type, By Platform, By Business Model, By Geographic Scope And Forecast


Published on: 2024-08-08 | No of Pages : 320 | Industry : latest updates trending Report

Publisher : MIR | Format : PDF&Excel

Global Online Gaming Market Size By Game Type, By Platform, By Business Model, By Geographic Scope And Forecast

Online Gaming Market Size And Forecast

Online Gaming Market size was valued at USD 271.1 Billion in 2023 and is projected to reach USD 550.1 Billion by 2030, growing at a CAGR of 12.2% during the forecast period 2024-2030.

Global Online Gaming Market Drivers

The market drivers for the Online Gaming Market can be influenced by various factors. These may include

  • Growing Use of the InternetOnline gaming has expanded thanks to the increasing availability and accessibility of high-speed internet connections worldwide. The number of people who can play online games increases as more people have internet connection.
  • Technological DevelopmentsThe entire gaming experience is improved by technological developments, such as enhanced graphics, processing power, and virtual reality (VR) capabilities. As a result, more people play on online gaming platforms.
  • Boom in Mobile GamingMobile gaming has become more popular as a result of tablets and smartphones becoming widely used. The ease with which games may be played on mobile devices has greatly aided in the expansion of the online gaming industry.
  • E-sports and the League of LegendsOnline multiplayer games have gained popularity due to the growth of e-sports and competitive gaming. Leagues and tournaments draw sizable crowds, which fuels the expansion of the gaming sector overall.
  • Services for Cloud GamingWith the rise of cloud gaming services, gamers no longer need powerful hardware to access and enjoy top-notch games. It is anticipated that this trend would democratize gaming by increasing its accessibility to a wider range of users.
  • Integration of Social GamingOnline games that incorporate social features—like chat rooms, multiplayer options, and social media integration—improve the social aspect and boost player interaction.
  • Strategies for MonetizationPublishers and game developers can generate income through a variety of monetization strategies, including as advertising, in-app purchases, and subscription services. The industry’s financial sustainability promotes ongoing investment.
  • Globalization of Video GamesDevelopers may reach a wide range of audiences by using digital platforms to distribute games abroad. It is simple to localize games to accommodate various geographical and cultural contexts
  • Impact of the PandemicOnline gaming has become more popular as a result of the COVID-19 pandemic, as people have turned to social distancing tactics as a means of enjoyment and communication.
  • Cross-Platform Video GamesFacilitating seamless transitions across various platforms, including mobile phones, PCs, and consoles, encourages inclusion and broadens the pool of possible gamers.

Global Online Gaming Market Restraints

Several factors can act as restraints or challenges for the Online Gaming Market. These may include

  • Infrastructure RestraintsThere may be internet infrastructure restrictions in some areas, especially in developing nations. These restrictions could include slower internet speeds and insufficient broadband connectivity. This may make it more difficult to play games online smoothly.
  • Regulatory ObstaclesOnline gaming enterprises may face difficulties due to varied legal frameworks and regulatory uncertainties in different locations. Market expansion may be impacted by issues with licensing, taxes, and content limitations.
  • Security and Privacy IssuesData leaks, hacking, and unauthorized access are just a few of the privacy and security risks that the online gaming sector may face. Strong security protocols must be in place on online gaming platforms since they gather and retain user data.
  • High Marketing and Development ExpensesIt can be costly to create online games of a high caliber, and it takes a large financial commitment to market them in a crowded market. In this sense, smaller game makers could have financial difficulties.
  • Reaction to MonetizationMicrotransactions and loot boxes are two monetization strategies that have drawn criticism from regulators and players alike. For game makers, finding a balance between user enjoyment and profitability can be difficult.
  • Saturation and CompetitionThere is fierce competition among the many games and platforms that compete for users’ attention in the online gaming business. When a market is oversaturated, it might be challenging for new competitors to succeed.
  • Technical Problems and ErrorsGames with bugs, glitches, and technical problems can make for a bad gaming experience for players, as well as cause bad reviews and harm to the developer’s reputation.
  • Concerns about Addiction and HealthMore attention has been paid to gaming addiction due to worries about its effects on both physical and mental health. Certain gambling behaviors may be subject to regulations proposed by regulatory bodies and health organizations.
  • Reliance on Outside SourcesExternal influences, like as shifts in customer preferences, economic downturns, or unanticipated events like the COVID-19 epidemic, might have an impact on the success of the online gaming sector.
  • Difficulties with Intellectual PropertyPublishers and game developers may face difficulties with copyright violations and other intellectual property-related issues.

Global Online Gaming Market Segmentation Analysis

The Global Online Gaming Market is Segmented on the basis of Game Type, Platform, Business Model, and Geography.

Online Gaming Market, By Game Type

  • Massively Multiplayer Online (MMO) GamesPersistent online worlds where large numbers of players interact simultaneously, often in a fantasy or science fiction setting.
  • First-Person Shooter (FPS) GamesGames that emphasize shooting and combat from a first-person perspective.
  • Multiplayer Online Battle Arena (MOBA) GamesTeam-based strategy games where players control unique characters with distinct abilities.
  • Role-Playing Games (RPGs)Games where players assume the roles of characters in a fictional world and undertake quests and adventures.

Online Gaming Market, By Platform

  • PC GamingGames played on personal computers, including desktops and laptops.
  • Console GamingGames played on dedicated gaming consoles such as PlayStation, Xbox, and Nintendo.
  • Mobile GamingGames played on smartphones and tablets, often with simplified controls and shorter gameplay sessions.
  • Cloud GamingGames streamed from remote servers, eliminating the need for high-end hardware and enabling cross-platform play.

Online Gaming Market, By Business Model

  • Free-to-Play (F2P)Games that are free to download and play, with revenue generated through in-game purchases and advertisements.
  • Pay-to-Play (P2P)Games that require an upfront payment or subscription fee for access.
  • FreemiumGames that offer a basic version for free, with additional premium features available for purchase.
  • Subscription-BasedGames that require a recurring subscription fee for continued access to content.

Online Gaming Market, By Geography

  • North AmericaMarket conditions and demand in the United States, Canada, and Mexico.
  • EuropeAnalysis of the Online Gaming Market in European countries.
  • Asia-PacificFocusing on countries like China, India, Japan, South Korea, and others.
  • Middle East and AfricaExamining market dynamics in the Middle East and African regions.
  • Latin AmericaCovering market trends and developments in countries across Latin America.

Key Players

The major players in the Online Gaming Market are

  • Tencent Holdings Limited
  • Sony Corporation
  • Microsoft Corporation
  • Apple Inc.
  • Activision Blizzard, Inc.
  • Electronic Arts (EA)
  • Ubisoft
  • Take-Two Interactive Software
  • Nexon
  • Supercell
  • King

Report Scope

REPORT ATTRIBUTESDETAILS
STUDY PERIOD

2020-2030

BASE YEAR

2023

FORECAST PERIOD

2024-2030

HISTORICAL PERIOD

2020-2022

UNIT

Value (USD Billion)

KEY COMPANIES PROFILED

Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision, Blizzard, Inc., Electronic Arts (EA), Ubisoft, Take-Two Interactive Software.

SEGMENTS COVERED

By Game Type, By Platform, By Business Model, and By Geography.

CUSTOMIZATION SCOPE

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Reasons to Purchase this Report

• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors• Provision of market value (USD Billion) data for each segment and sub-segment• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis• Provides insight into the market through Value Chain• Market dynamics scenario, along with growth opportunities of the market in the years to come• 6-month post-sales analyst support

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