封面
市场调查报告书
商品编码
1660976

2025 年至 2033 年游戏市场报告(按设备类型、平台、收入、类型、年龄层和地区)

Gaming Market Report by Device Type, Platform, Revenue, Type, Age Group, and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 142 Pages | 商品交期: 2-3个工作天内

价格

2024IMARC Group全球游戏市场规模达到 2,411 亿美元。游戏在年轻人中日益流行,电子竞技和多人电玩竞赛的出现,以及智慧型手机、平板电脑和笔记型电脑的普及,是推动市场成长的主要因素。

游戏是指玩电子游戏的活动,涉及与使用者介面的互动以在显示装置上产生视觉回馈。它可以在各种平台上实现,包括 PlayStation、Xbox 或 Nintendo 等游戏机、个人电脑 (PC)、行动装置和专用游戏装置。它提供广泛的体验,从简单的益智游戏到复杂而身临其境的虚拟世界,使用者可以控制游戏中的角色或化身并浏览不同的层次或场景,实现目标,克服挑战并推进游戏的叙述或目标。多年来,游戏已经超越了传统的游戏类型,现在包括动作、冒险、角色扮演、策略、运动、模拟等多种类型。

游戏发行从实体到数位的转变已经改变了游戏市场。 Steam、Epic Games Store 和游戏机市场等平台可让您轻鬆存取大量游戏库。此外,多人游戏、云端游戏等线上服务以及 Xbox Game Pass 和 PlayStation 等订阅式模式扩大了游戏受众并创造了新的收入来源。此外,游戏不再局限于特定的年龄层或性别。该行业已经见证了参与游戏活动的女性玩家和老年人数量的显着增加。游戏受众的日益多样化扩大了市场,并促进了更具包容性和多样化的游戏体验的发展。此外,免费游戏的日益流行,加上游戏内购买和微交易的支持,促进了游戏产业的财务成功。免费增值模式使游戏能够覆盖更广泛的受众,并透过可选的游戏内购买(例如装饰物品或附加内容)来创造收入,这正在加速全球产品的采用率。

游戏市场趋势/驱动因素:

游戏产业的技术进步

图形技术的进步使得游戏开发者能够创造出越来越逼真、视觉效果越来越震撼的游戏。高清 (HD) 和 4K 解析度、改进的灯光效果、逼真的物理模拟和细緻的纹理提高了游戏的整体视觉品质。对视觉沉浸式体验的需求导致了更强大硬体的开发,例如高效能游戏机和显示卡,从而推动了市场成长。此外,VR和AR技术为游戏带来了新的可能性。 VR 透过专用耳机将玩家置于虚拟世界中,从而提供身临其境的体验,而 AR 则使用智慧型手机或 AR 眼镜等设备将数位元素迭加到现实世界中。这些技术透过提供独特的互动体验,模糊了虚拟世界和现实世界之间的界限,扩大了游戏市场。

智慧型手机和平板电脑的使用日益增多

智慧型手机和平板电脑的广泛普及导致手机游戏的普及度激增。手机游戏易于取得、方便携带,并且可以随时随地玩。行动装置的便利性和可用性吸引了庞大的用户群,扩大了整个游戏市场。此外,智慧型手机和平板电脑具有触控萤幕介面,可提供直觉和直接的输入,使那些不熟悉传统游戏机或电脑游戏控制器的休閒游戏玩家更容易玩游戏。此外,这些设备通常还配备运动感测器,从而实现基于运动的游戏体验。此外,Twitch 和 YouTube Gaming 等平台允许玩家直播自己的游戏过程、观看其他玩家的游戏并与观众社群互动,这也促进了市场成长。

电子竞技和竞技游戏的兴起

大型电竞锦标赛和活动,例如国际邀请赛(Dota 2)、英雄联盟世界锦标赛和守望先锋联赛,吸引了大量观众,通常可与传统体育赛事相媲美或超越传统体育赛事。游戏人气的飙升使得主流越来越认可游戏是一种合法的竞技娱乐形式。此外,职业游戏的兴起为游戏产业创造了新的职业机会和收入来源,包括玩家薪水、赞助、商品销售和媒体版权。此外,电子竞技生态系统已扩展到包括各种利益相关者,例如锦标赛组织者、团队组织、串流平台和内容创建者,从而促进了游戏市场的整体成长。

目录

第 1 章:前言

第 2 章:范围与方法

  • 研究目标
  • 利害关係人
  • 资料来源
    • 主要来源
    • 次要来源
  • 市场预测
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第 3 章:执行摘要

第 4 章:简介

  • 概述
  • 主要行业趋势

第五章:全球游戏市场

  • 市场概况
  • 市场表现
  • COVID-19 的影响
  • 价格分析
  • 市场区隔:依设备类型
  • 市场区隔:依平台
  • 市场区隔:按收入类型
  • 市场区隔:按类型
  • 市场区隔:依年龄段
  • 市场分布:按地区
  • 市场预测
  • SWOT 分析
    • 概述
    • 优势
    • 弱点
    • 机会
    • 威胁
  • 价值链分析
    • 概述
    • 研究与开发
    • 输入
    • 产品和服务
    • 行销和分销
    • 最终用户
    • 售后服务
  • 波特五力分析
    • 概述
    • 买家的议价能力
    • 供应商的议价能力
    • 竞争程度
    • 新进入者的威胁
    • 替代品的威胁

第六章:市场细分:依设备类型

  • 主机
    • 市场趋势
    • 市场预测
  • 手机和平板电脑
    • 市场趋势
    • 市场预测
  • 电脑
    • 市场趋势
    • 市场预测

第七章:市场区隔:依平台

  • 在线的
    • 市场趋势
    • 市场预测
  • 离线
    • 市场趋势
    • 市场预测

第 8 章:市场区隔:依收入类型

  • 游戏内购买
    • 市场趋势
    • 市场预测
  • 游戏购买
    • 市场趋势
    • 市场预测
  • 广告
    • 市场趋势
    • 市场预测

第九章:市场细分:依类型

  • 冒险/角色扮演游戏
    • 市场趋势
    • 市场预测
  • 谜题
    • 市场趋势
    • 市场预测
  • 社交游戏
    • 市场趋势
    • 市场预测
  • 策略
    • 市场趋势
    • 市场预测
  • 模拟
    • 市场趋势
    • 市场预测
  • 其他的
    • 市场趋势
    • 市场预测

第 10 章:市场区隔:依年龄段

  • 成人
    • 市场趋势
    • 市场预测
  • 孩子们
    • 市场趋势
    • 市场预测

第 11 章:市场区隔:按地区

  • 亚太地区
    • 市场趋势
    • 市场预测
  • 北美洲
    • 市场趋势
    • 市场预测
  • 欧洲
    • 市场趋势
    • 市场预测
  • 中东和非洲
    • 市场趋势
    • 市场预测
  • 拉丁美洲
    • 市场趋势
    • 市场预测

第 12 章:竞争格局

  • 市场结构
  • 关键参与者
  • 关键参与者简介
    • Tencent Holdings Limited
    • Sony Corporation
    • Microsoft Corporation
    • Apple Inc.
    • Activision Blizzard, Inc.
    • Google LLC
    • NetEase Inc.
    • Electronic Arts Inc.
    • Nintendo Co., Ltd.
    • Bandai Namco Holdings Inc.
Product Code: SR112025A951

The global gaming market size reached USD 241.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 535.3 Billion by 2033, exhibiting a growth rate (CAGR) of 8.3% during 2025-2033. The rising popularity of gaming especially among young individuals, the emergence of e-sports and multiplayer video game competitions, and the increasing utilization of smartphones, tablets, and laptops are some of the major factors propelling the growth of the market.

Gaming refers to the activity of playing electronic games that involve interaction with a user interface to generate visual feedback on a display device. It can be done on various platforms, including consoles such as PlayStation, Xbox, or Nintendo, personal computers (PCs), mobile devices, and dedicated gaming devices. It offers a wide range of experiences, from simple puzzle games to complex and immersive virtual worlds, where users can control characters or avatars within the game and navigate through different levels or scenarios, achieving goals, overcoming challenges, and progressing through the game's narrative or objectives. Over the years, gaming has expanded beyond traditional genres and now includes various genres like action, adventure, role-playing, strategy, sports, simulation, and many others.

The shift from physical to digital distribution of games has transformed the gaming market. Platforms like Steam, Epic Games Store, and console marketplaces provide easy access to a vast library of games. In addition, online services such as multiplayer gaming, cloud gaming, and subscription-based models like Xbox Game Pass and PlayStation have expanded the gaming audience and generated new revenue streams. Moreover, gaming is no longer limited to a specific age group or gender. The industry has witnessed a significant increase in the number of female gamers and older adults engaging in gaming activities. This growing diversity of the gaming audience has expanded the market and led to the development of more inclusive and diverse gaming experiences. Furthermore, the increasing popularity of free-to-play games, supported by in-game purchases and microtransactions, has contributed to the financial success of the gaming industry. The freemium model allows games to reach a wider audience and generate revenue through optional in-game purchases, such as cosmetic items or additional content, which is accelerating the product adoption rate across the globe.

Gaming Market Trends/Drivers:

Technological advancements in the gaming industry

Advancements in graphics technology have allowed game developers to create increasingly realistic and visually stunning games. High-definition (HD) and 4K resolutions, improved lighting effects, realistic physics simulations, and detailed textures have enhanced the overall visual quality of games. The demand for visually immersive experiences has led to the development of more powerful hardware, such as high-performance gaming consoles and graphics cards, driving market growth. Moreover, VR and AR technologies have introduced new possibilities for gaming. VR provides an immersive experience by placing players in a virtual world through specialized headsets, while AR overlays digital elements onto the real-world using devices like smartphones or AR glasses. These technologies have expanded the gaming market by offering unique and interactive experiences that blur the lines between the virtual and real worlds.

The rising use of smartphones and tablets

The widespread adoption of smartphones and tablets has led to a surge in the popularity of mobile gaming. Mobile games are easily accessible, portable, and can be played on-the-go. The convenience and availability of mobile devices have attracted a massive user base, expanding the overall gaming market. Besides, smartphones and tablets feature touchscreen interfaces that provide intuitive and direct input, making gaming more accessible to casual gamers who may not be familiar with traditional console or PC gaming controllers. Furthermore, these devices often incorporate motion sensors, enabling motion-based gameplay experiences. Moreover, platforms like Twitch and YouTube Gaming allow players to live-stream their gameplay, watch others play, and engage with a community of viewers, which is also contributing to market growth.

The emergence of esports and competitive gaming

Major esports tournaments and events, such as The International (Dota 2), League of Legends World Championship, and the Overwatch League, attract significant viewership, often rivaling or surpassing traditional sports events. This surge in popularity has led to increased mainstream recognition of gaming as a legitimate form of competitive entertainment. Moreover, the rise of professional gaming has created new career opportunities and revenue streams within the gaming industry, including player salaries, sponsorships, merchandise sales, and media rights. Furthermore, the esports ecosystem has expanded to include various stakeholders, such as tournament organizers, team organizations, streaming platforms, and content creators, contributing to the overall growth of the gaming market.

Gaming Industry Segmentation:

Breakup by Device Type:

  • Consoles
  • Mobiles and Tablets
  • Computers

Mobiles and tablets dominate the market

Mobile and tablets are widely accessible and affordable compared to dedicated gaming consoles or high-end PCs, as the majority of people have access to a smartphone or tablet, making mobile. The convenience of playing games, combined with the affordability and ease of use, has contributed to the dominance of mobiles and tablets in the gaming market. In addition, these devices offer the advantage of portability, allowing users to play games regardless of time and place. The ability to play games on the go has significantly contributed to the popularity of mobile gaming, making it a preferred choice for casual gamers.

Consoles often have exclusive game titles that are only available on their respective platforms. These exclusive games act as system sellers, enticing gamers to purchase a particular console to access their favorite games, such as the Halo series for Xbox or the Uncharted series for PlayStation, thus accelerating the product adoption rate.

Breakup by Platform:

  • Online
  • Offline

Offline holds the largest share in the gaming industry

Offline gaming is often associated with single-player experiences, where players can enjoy immersive and narrative-driven games on their own. These games offer rich storytelling, character development, and exploration, allowing players to engage with the game world at their own pace without the need for an internet connection. In addition, offline gaming allows players to enjoy gaming experiences without interruptions or reliance on online services in regions with limited internet access or unstable connections. Moreover, offline gaming is particularly relevant for portable gaming devices, such as handheld consoles or mobile devices. These devices allow players to enjoy gaming experiences while traveling or in situations where an internet connection may not be available, such as during flights or in remote areas.

Currently, with the widespread availability of high-speed internet connections, online gaming has gained immense popularity. Players can connect with others from around the world, engage in multiplayer matches, and participate in cooperative gameplay experiences, thus contributing to the growth of this segment.

Breakup by Revenue:

  • In-Game Purchase
  • Game Purchase
  • Advertising

In-game purchase exhibits a clear dominance in the market

In-game purchases have proven to be a highly lucrative revenue stream for game developers and publishers. This revenue model has become increasingly prevalent, particularly in free-to-play games, as it allows developers to monetize their games by offering additional content, cosmetic items, virtual currency, or gameplay advantages for a price. Besides, In-game purchases can enhance player engagement and retention. By offering desirable in-game items or content, developers provide incentives for players to continue playing and invest in the game. Moreover, some in-game purchases offer gameplay advantages or power-ups, allowing players to progress faster or gain an edge in multiplayer matches. As a result, the desire to gain a competitive advantage or improve gameplay efficiency can drive players to make in-game purchases, thus increasing the market share of this segment.

Breakup by Type:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others

Adventure/role playing games represents the most popular gaming type

Adventure and RPG games are often known for their immersive storytelling and narrative-driven experiences. These games provide players with compelling storylines, well-developed characters, and intricate worlds to explore. The depth of storytelling and the ability for players to shape their character's journey appeal to a wide audience, attracting players who enjoy rich narratives and engaging storytelling experiences. They also offer extensive gameplay with vast open worlds, numerous quests, and a variety of gameplay mechanics. These games can provide hours of content, encouraging players to invest significant time and effort in the game world. Moreover, RPG elements in adventure games allow players to customize their characters, choose their abilities or skills, and progress through a leveling system. This customization and progression offer a sense of achievement and personalization, thus increasing the popularity of this genre.

Breakup by Age Group:

  • Adult
  • Children

Adults hold the majority of the overall market share

As adults seek various forms of entertainment, gaming offers a compelling and interactive experience. Moreover, adults may turn to gaming as a means of relaxation, stress relief, social interaction, or to explore immersive virtual worlds. Besides, the gaming industry encompasses a wide range of genres and experiences that appeal to adults. From adventure and role-playing games to sports, strategy, simulation, and puzzle games, there is a diverse selection of games available to cater to different adult interests and preferences. The availability of games that align with adult tastes contributes to their participation in the gaming market. Apart from this, multiplayer games and online platforms enable players to connect with friends, join gaming communities, and participate in cooperative or competitive gameplay. The social aspect of gaming can be particularly appealing to adults who seek social connections and shared experiences.

Breakup by Region:

  • Asia Pacific
  • North America
  • Europe
  • Middle East and Africa
  • Latin America

Asia Pacific exhibits a clear dominance, accounting for the largest gaming market share

The report has also provided a comprehensive analysis of all the major regional markets, which include Asia Pacific, North America, Europe, the Middle East and Africa, and Latin America. According to the report, Asia Pacific was the largest market for gaming.

The Asia Pacific region is home to a significant portion of the global population, including densely populated countries such as China and India. The sheer size of the population in this region provides a substantial consumer base for the gaming industry. Moreover, the region has experienced a rapid growth in mobile gaming, driven by the widespread adoption of smartphones and increasing internet connectivity. Furthermore, Esports has gained immense popularity in the Asia Pacific region as countries like South Korea and China are known for their expanding esports scenes, attracting professional players, sponsors, and spectators.

North America has a strong console gaming market, with a large base of console players. Popular consoles, such as PlayStation, Xbox, and Nintendo, have a significant following in the region, driving sales and game development.

Competitive Landscape:

The competitive landscape of the gaming market is dynamic and highly competitive, with numerous companies competing for market share and consumer attention. Presently, key market players are investing in research and development activities to develop advanced products such as consoles joysticks and other gaming peripherals. They are also developing exclusive games supported by their consoles and platforms only such as games integrated with virtual reality (VR), which can generate sensations that stimulate the physical presence of the gamer in a computer-generated environment. Moreover, various leading market players are engaging in partnerships, collaboration and mergers and acquisitions (M&A) activities to strengthen their foothold in the market.

The report has provided a comprehensive analysis of the competitive landscape in the global gaming market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

  • Tencent Holdings Limited
  • Sony Corporation
  • Microsoft Corporation
  • Apple Inc.
  • Activision Blizzard, Inc.
  • Google LLC
  • NetEase Inc.
  • Electronic Arts Inc.
  • Nintendo Co., Ltd.
  • Bandai Namco Holdings Inc.

Key Questions Answered in This Report

  • 1.What was the size of the global gaming market in 2024?
  • 2.What is the expected growth rate of the global gaming market during 2025-2033?
  • 3.What are the key factors driving the global gaming market?
  • 4.What has been the impact of COVID-19 on the global gaming market?
  • 5.What is the breakup of the global gaming market based on the device type?
  • 6.What is the breakup of the global gaming market based on the platform?
  • 7.What is the breakup of the global gaming market based on revenue type?
  • 8.What is the breakup of the global gaming market based on the type?
  • 9.What is the breakup of the global gaming market based on the age group?
  • 10.What are the key regions in the global gaming market?
  • 11.Who are the key players/companies in the global gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Price Analysis
  • 5.5 Market Breakup by Device Type
  • 5.6 Market Breakup by Platform
  • 5.7 Market Breakup by Revenue Type
  • 5.8 Market Breakup by Type
  • 5.9 Market Breakup by Age Group
  • 5.10 Market Breakup by Region
  • 5.11 Market Forecast
  • 5.12 SWOT Analysis
    • 5.12.1 Overview
    • 5.12.2 Strengths
    • 5.12.3 Weaknesses
    • 5.12.4 Opportunities
    • 5.12.5 Threats
  • 5.13 Value Chain Analysis
    • 5.13.1 Overview
    • 5.13.2 Research and Development
    • 5.13.3 Inputs
    • 5.13.4 Products and Services
    • 5.13.5 Marketing and Distribution
    • 5.13.6 End Users
    • 5.13.7 Post Sales Service
  • 5.14 Porters Five Forces Analysis
    • 5.14.1 Overview
    • 5.14.2 Bargaining Power of Buyers
    • 5.14.3 Bargaining Power of Suppliers
    • 5.14.4 Degree of Competition
    • 5.14.5 Threat of New Entrants
    • 5.14.6 Threat of Substitutes

6 Market Breakup by Device Type

  • 6.1 Consoles
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Mobiles and Tablets
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Computers
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Platform

  • 7.1 Online
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Offline
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Revenue Type

  • 8.1 In-Game Purchase
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Game Purchase
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Advertising
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast

9 Market Breakup by Type

  • 9.1 Adventure/Role Playing Games
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Puzzles
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Social Games
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Strategy
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Simulation
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Others
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast

10 Market Breakup by Age Group

  • 10.1 Adult
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2 Children
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast

11 Market Breakup by Region

  • 11.1 Asia Pacific
    • 11.1.1 Market Trends
    • 11.1.2 Market Forecast
  • 11.2 North America
    • 11.2.1 Market Trends
    • 11.2.2 Market Forecast
  • 11.3 Europe
    • 11.3.1 Market Trends
    • 11.3.2 Market Forecast
  • 11.4 Middle East and Africa
    • 11.4.1 Market Trends
    • 11.4.2 Market Forecast
  • 11.5 Latin America
    • 11.5.1 Market Trends
    • 11.5.2 Market Forecast

12 Competitive Landscape

  • 12.1 Market Structure
  • 12.2 Key Players
  • 12.3 Profiles of Key Players
    • 12.3.1 Tencent Holdings Limited
    • 12.3.2 Sony Corporation
    • 12.3.3 Microsoft Corporation
    • 12.3.4 Apple Inc.
    • 12.3.5 Activision Blizzard, Inc.
    • 12.3.6 Google LLC
    • 12.3.7 NetEase Inc.
    • 12.3.8 Electronic Arts Inc.
    • 12.3.9 Nintendo Co., Ltd.
    • 12.3.10 Bandai Namco Holdings Inc.

List of Figures

  • Figure 1: Global: Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Gaming Market: Sales Value (in Billion USD), 2019-2024
  • Figure 3: Global: Gaming Market: Breakup by Device Type (in %), 2024
  • Figure 4: Global: Gaming Market: Breakup by Platform (in %), 2024
  • Figure 5: Global: Gaming Market: Breakup by Revenue Type (in %), 2024
  • Figure 6: Global: Gaming Market: Breakup by Type (in %), 2024
  • Figure 7: Global: Gaming Market: Breakup by Age Group (in %), 2024
  • Figure 8: Global: Gaming Market: Breakup by Region (in %), 2024
  • Figure 9: Global: Gaming Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 10: Global: Gaming Industry: SWOT Analysis
  • Figure 11: Global: Gaming Industry: Value Chain Analysis
  • Figure 12: Global: Gaming Industry: Porter's Five Forces Analysis
  • Figure 13: Global: Gaming (Consoles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Global: Gaming (Consoles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Global: Gaming (Mobiles and Tablets) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Global: Gaming (Mobiles and Tablets) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Global: Gaming (Computers) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Global: Gaming (Computers) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Global: Gaming (Online) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Global: Gaming (Online) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Global: Gaming (Offline) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Global: Gaming (Offline) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Global: Gaming (In-Game Purchase) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Global: Gaming (In-Game Purchase) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Global: Gaming (Game Purchase) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Global: Gaming (Game Purchase) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Global: Gaming (Advertising) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Global: Gaming (Advertising) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Global: Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Global: Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Global: Gaming (Puzzles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Global: Gaming (Puzzles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Global: Gaming (Social Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Global: Gaming (Social Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 35: Global: Gaming (Strategy) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 36: Global: Gaming (Strategy) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 37: Global: Gaming (Simulation) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 38: Global: Gaming (Simulation) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 39: Global: Gaming (Others) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 40: Global: Gaming (Others) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 41: Global: Gaming (Adult) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 42: Global: Gaming (Adult) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 43: Global: Gaming (Children) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 44: Global: Gaming (Children) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 45: Asia Pacific: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 46: Asia Pacific: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 47: North America: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 48: North America: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 49: Europe: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 50: Europe: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 51: Middle East and Africa: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 52: Middle East and Africa: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 53: Latin America: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 54: Latin America: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033

List of Tables

  • Table 1: Global: Gaming Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Gaming Market Forecast: Breakup by Device Type (in Million USD), 2025-2033
  • Table 3: Global: Gaming Market Forecast: Breakup by Platform (in Million USD), 2025-2033
  • Table 4: Global: Gaming Market Forecast: Breakup by Revenue Type (in Million USD), 2025-2033
  • Table 5: Global: Gaming Market Forecast: Breakup by Type (in Million USD), 2025-2033
  • Table 6: Global: Gaming Market Forecast: Breakup by Age Group (in Million USD), 2025-2033
  • Table 7: Global: Gaming Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 8: Global: Gaming Market: Competitive Structure
  • Table 9: Global: Gaming Market: Key Players