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市场调查报告书
商品编码
1887239

线上游戏市场规模、占有率、成长及全球产业分析:按类型、应用和地区划分的洞察与预测(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: 请询问到货日

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线上游戏市场成长驱动因素

随着数位化、行动装置的普及以及新兴游戏技术的兴起,全球线上游戏市场持续快速成长,并正在改变全球娱乐趋势。根据最近的报告,预计该市场规模将在2024年达到2083.3亿美元,2025年增长至2252.8亿美元,并在2032年达到4241.4亿美元。这反映了市场对沉浸式、互动式和社交化游戏体验的持续需求。亚太地区在2024年占了51.3%的市场占有率,并将继续保持行动游戏、电子竞技和数位娱乐的成长中心地位。

市场概览

网路游戏让玩家能够在包括PC、游戏主机、手机和智慧型装置在内的各种平台上参与竞技和合作游戏。宽频的普及、价格合理的流量套餐以及云端游戏技术的创新正在推动游戏玩家群体跨越地理和年龄层不断扩大。微交易、订阅模式和游戏内更新已成为主要的收入来源,使游戏开发商能够持续提升玩家参与度。

腾讯、动视暴雪、艺电(EA)、索尼、育碧和NEXON等领先公司正受益于强大的智慧财产权组合、全球分销网路以及生成式人工智慧和云端基础设施等新兴技术的快速整合。

生成式人工智慧的影响

生成式人工智慧正成为网路游戏产业的变革力量。它能够实现自动化的环境生成、动态的NPC行为和自适应的叙事,在提升游戏真实感的同时缩短开发时间。 例如,2024 年 3 月,育碧发布了“NEO NPC”,这是第一个用于高度互动角色互动的生成式人工智慧原型。这些进步丰富了游戏玩法,激发了创新,并增强了玩家的长期参与度,所有这些都加速了市场扩张。

市场趋势

1. 云端游戏的成长

云端游戏无需高效能硬件,即可在各种装置上直接串流游戏。 2024 年 11 月,三星在北美推出了行动云端游戏平台,使用户无需下载即可串流 Android 游戏。随着云端生态系统的成熟,越来越多的开发者和串流服务供应商正在合作,以提高游​​戏的可访问性和效能。

2. 行动游戏的主导

智慧型手机仍是全球最大的游戏平台。高更新率萤幕和强大的处理器等进步,使得游戏体验可以媲美主机。 2024年11月,华硕ROG发表了ROG Phone 9,搭载骁龙8 Elite处理器和先进的散热系统,进一步推动了行动游戏的普及。

市场驱动因素

智慧型手机普及率不断提高

智慧型手机的普及与线上游戏市场的成长直接相关。现代设备支援复杂的图形和云端内容。预计到2027年,行动游戏玩家数量将从超过19亿增加到23亿,行动游戏仍然是该产业最大的收入来源。

市场限制因子

网路安全与资料隐私威胁

随着游戏普及率的提高,网路威胁也随之增加。根据NortonLifeLock的报告,印度75%的游戏玩家都曾遭受网路攻击。 2022年7月至2023年7月期间,全球发生了超过400万起与游戏相关的网路攻击。资料外洩、恶意软体和未经授权的帐户存取可能会造成用户不信任,并阻碍市场成长。

市场机会

区块链与付费赚钱(P2E)游戏

P2E模式让玩家透过游戏赚取加密货币和NFT。 2024年11月,Hedera Guild Games为其区块链P2E游戏 "史莱姆世界" (Slime World)发布了重大更新,全球下载量达到300万次。区块链游戏在新兴市场尤其具有吸引力,因为它们提供了创造收入机会。

细分市场亮点

  • 2024年,大型多人线上角色扮演游戏(MMORPG)凭藉其庞大的虚拟世界和强大的社群生态系统,占了市场主导地位。
  • 行动装置在平台细分市场中占领先地位,预计到 2025 年将占 36% 的市场占有率。
  • 休閒游戏玩家预计将在 2024 年占最大的市场占有率,到 2025 年将占 28%。
  • 25-34 岁年龄层的成年人将在 2024 年引领人口细分市场,到 2025 年将占 27%。

区域洞察

亚太地区(市场领导者)

亚太地区市场规模预计在 2024 年达到 1,068.8 亿美元,由于智慧型手机普及率高、网路存取成本低以及游戏玩家群体庞大,亚太地区仍是最大的区域市场。预计到 2025 年,中国市场规模将达到 489.2 亿美元,而印度和日本预计将分别达到 125.8 亿美元和 182.2 亿美元。

北美

预计到 2025 年,美国市场规模将达到 408.9 亿美元,主要得益于电子竞技的高参与度和先进的数位基础设施。

欧洲

预计到 2025 年,欧洲市场规模将达到 318.8 亿美元,主要得益于行动博彩趋势、监管改善和电竞参与度的提高。

中东和非洲

预计到 2025 年,中东和非洲市场规模将达到 140.4 亿美元,主要得益于电子竞技的成长、年轻的人口结构以及行动游戏渗透率的提高。

目录

第一章:引言

第二章:摘要整理

第三章:市场动态

  • 宏观与微观经济指标
  • 驱动因素、限制因素、机会与趋势
  • 生成式人工智慧的影响

第四章:竞争格局

  • 主要公司采用的商业策略
  • 主要公司的综合SWOT分析
  • 全球线上游戏公司市占率/排名(前3-5名)(2024年)

第五章:全球线上游戏市场规模估算与预测(按细分市场划分)2019-2032)

  • 主要调查结果
  • 按游戏类型
    • 第一人称射击游戏 (FPS)
    • 多人线上竞技游戏 (MOBA)
    • 大型多人线上角色扮演游戏 (MMORPG)
    • 大逃杀游戏
    • 即时战略游戏 (RTS)
    • 线上赌场游戏
    • 其他(玩家对战环境 (PvE) 等)
  • 按平台
    • 手机
    • PC
    • 游戏主机
    • 其他(AR/VR 等)
  • 依玩家类型
    • 休閒玩家
    • 核心玩家
    • 职业玩家
    • 社交玩家游戏玩家
    • 单人游戏爱好者
    • 多人游戏爱好者
  • 依年龄层划分
    • 儿童(12 岁以下)
    • 青少年(13-17 岁)
    • 青年(18-24 岁)
    • 成人(25-34 岁)
    • 中年人(35-54 岁)
    • 老年人(55 岁以上)
  • 按地区划分
    • 北美
    • 南美
    • 欧洲
    • 中东和非洲
    • 亚太地区

第六章 北美线上游戏市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 依国家/地区
    • 美国
    • 加拿大
    • 墨西哥

第七章:南美洲线上游戏市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 依国家划分
    • 巴西
    • 阿根廷
    • 其他南美国家

第八章:欧洲线上游戏市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 依国家划分
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 俄罗斯
    • 比荷卢经济联盟
    • 北欧国家
    • 其他国家/地区欧洲

第九章:中东与非洲线上游戏市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 依国家划分
    • 土耳其
    • 以色列
    • 海湾合作委员会
    • 北非
    • 南非
    • 中东和非洲其他地区

第十章:亚太地区线上游戏市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 依国家划分
    • 中国
    • 印度
    • 日本
    • 韩国
    • 东协
    • 大洋洲
    • 亚太其他地区区域

第十一章:公司简介

  • 动视暴雪娱乐股份有限公司
  • 世嘉飒美控股股份有限公司
  • 万代南梦宫控股股份有限公司
  • 索尼公司
  • 艺电公司
  • 腾讯控股股份有限公司
  • 育碧娱乐
  • NEXON株式会社
  • NCSOFT公司
  • 亚马逊公司

第十二章:要点

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