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市场调查报告书
商品编码
1823766

线上游戏市场:全球产业分析、市场规模、份额、成长、趋势和预测(2025-2032)

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

出版日期: | 出版商: Persistence Market Research | 英文 192 Pages | 商品交期: 2-5个工作天内

价格
简介目录

Persistence Market Research 最近发布了一份关于全球线上游戏市场的综合报告。该报告全面评估了关键的市场动态,包括市场驱动因素、趋势、机会和挑战,并深入分析了市场结构。该研究报告提供了独家数据和统计数据,概述了 2025 年至 2032 年全球线上游戏市场的预测成长轨迹。

关键见解

  • 线上游戏市场规模(2025年):295亿美元
  • 市场规模预测(2032年):592亿美元
  • 全球市场成长率(CAGR,2025-2032):10.5%

线上游戏市场 - 分析范围

近年来,受技术进步、互联网普及率上升以及行动游戏普及率上升的推动,线上游戏市场经历了显着增长。该市场涵盖多个细分领域,包括多人线上游戏、电子竞技、云端游戏和虚拟实境游戏。社交游戏的日益普及、游戏内收费以及游戏平台的扩展等因素推动了市场扩张。

市场成长动力:

全球线上游戏市场受多个关键因素驱动,包括智慧型手机普及率、云端游戏技术的进步以及游戏基础设施投资的不断增加。电子竞技和直播平台的兴起吸引了新的玩家和观众,进一步提升了参与度。此外,人工智慧和虚拟实境技术的融合也使游戏体验更具沉浸感和互动性。 5G 网路的扩展也有望透过降低延迟和提升游戏品质来彻底改变线上游戏。

市场限制:

儘管线上游戏市场发展迅速,但也面临许多挑战,包括资料隐私、网路威胁和游戏成瘾等问题。 3A大作的高昂开发成本以及对战利品箱等游戏内获利模式的监管审查,构成了重大障碍。此外,新兴国家网路拥塞和基础设施不足等问题也可能阻碍市场成长。

市场机会:

线上游戏市场蕴藏着巨大的商机,尤其是在正在数位化的新兴国家。云端游戏服务预计将越来越受欢迎,因为它们允许用户无需昂贵的硬体即可畅玩高端游戏。区块链技术在游戏中的日益普及,包括付费赚钱模式和基于NFT的资产,正在重塑产业格局。此外,游戏公司与娱乐品牌之间的伙伴关係正在透过跨平台内容整合创造新的收益来源。

本报告回答的关键问题

  • 推动全球网路游戏市场成长的关键因素有哪些?
  • 各地区流行哪些游戏平台与经营模式?
  • 科技进步如何改变网路游戏产业的竞争格局?
  • 哪些主要企业正在为线上游戏市场做出贡献?他们采取了哪些策略来维持市场相关性?
  • 全球网路游戏市场有哪些新趋势和未来前景?

目录

第一章执行摘要

第二章 市场概况

  • 市场范围和定义
  • 市场动态
    • 驱动程式
    • 抑制因素
    • 机会
    • 任务
    • 主要趋势
  • 宏观经济因素
    • 全球产业展望
    • 全球GDP成长预测
  • COVID-19影响分析
  • 预测因子:相关性和影响力

第三章 加值分析

  • 监管状况
  • 管道分析
  • 游戏平台招募分析
  • 价值链分析
  • 厂商主要促销策略
  • PESTLE分析
  • 波特五力分析

第四章 网路游戏市场展望:

  • 主要亮点
    • 市场规模及年成长率
    • 绝对的商机
  • 市场规模分析及预测
    • 历史市场规模分析(2019-2024)
    • 市场规模分析与预测(2025-2032)
  • 全球网路游戏市场展望:按游戏平台
    • 引言/主要发现
    • 历史市场规模分析:依游戏平台(2019-2024)
    • 游戏平台市场规模分析及预测(2025-2032)
      • 手机游戏
      • PC 游戏(可下载/盒装和浏览器版本)
      • 主机游戏
      • 云端游戏
      • VR/AR游戏
    • 游戏平台的市场吸引力分析
  • 全球网路游戏市场展望:按收益模式
    • 引言/主要发现
    • 历史市场规模分析:依收益模式(2019-2024)
    • 按收益模式分類的市场规模分析与预测(2025-2032)
      • 免费游戏(F2P)
      • 付费/高级
      • 订阅、游戏通行证
    • 按收益模式分析市场吸引力
  • 全球网路游戏市场展望:按游戏类型
    • 引言/主要发现
    • 历史市场规模分析:依游戏类型(2019-2024)
    • 游戏类型市场规模分析及预测(2025-2032)
      • MMORPG(大型多人线上角色扮演游戏)
      • MOBA(多人线上战斗竞技场)游戏
      • FPS(第一人称观点)游戏
      • 生存游戏游戏
      • 即时战略游戏(RTS)
      • 线上赌场游戏
      • 其他(玩家与环境)
    • 按游戏类型分析市场吸引力

第五章 全球网路游戏市场区域展望

  • 主要亮点
  • 按地区分類的历史市场规模分析(2019-2024)
  • 各地区市场规模分析及预测(2025-2032)
    • 北美洲
    • 欧洲
    • 东亚
    • 南亚和大洋洲
    • 拉丁美洲
    • 中东和非洲
  • 市场吸引力分析:按地区

第六章:北美网路游戏市场展望:

第七章:欧洲线上游戏市场展望:

第八章:东亚网路游戏市场展望

第九章南亚与大洋洲网路游戏市场展望:

第十章:拉丁美洲线上游戏市场展望:

第 11 章:中东和非洲线上游戏市场展望:

第十二章 竞争格局

  • 市占率分析(2025年)
  • 市场结构
    • 竞争强度图:按市场
    • 竞争对手仪表板
  • 公司简介(详情:概述、财务状况、策略、最新发展)
    • Electronic Arts
    • Ubisoft Entertainment
    • Blizzard Entertainment, Inc.
    • Zynga Inc.
    • Microsoft Corporation
    • Konami
    • Sega
    • Sony Corp.
    • Tencent
    • Wargaming Airy Technology

第十三章 附录

  • 分析方法
  • 分析假设
  • 首字母缩写和简称
简介目录
Product Code: PMRREP23314

Persistence Market Research has recently released a comprehensive report on the worldwide market for online gaming. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure. This research publication presents exclusive data and statistics outlining the anticipated growth trajectory of the global online gaming market from 2025 to 2032.

Key Insights:

  • Online Gaming Market Size (2025E): US$ 29.5 Bn
  • Market Value Forecast (2032F): US$ 59.2 Bn
  • Projected Growth (CAGR 2025 to 2032): 10.5%

Online Gaming Market - Report Scope:

The online gaming market has witnessed remarkable growth in recent years, driven by technological advancements, increasing internet penetration, and the rising adoption of mobile gaming. The market encompasses various segments, including multiplayer online games, esports, cloud gaming, and virtual reality gaming. Factors such as the growing popularity of social gaming, in-game purchases, and the expansion of gaming platforms contribute to market expansion.

Market Growth Drivers:

The global online gaming market is propelled by several key factors, including the proliferation of smartphones, improvements in cloud gaming technology, and increasing investments in gaming infrastructure. The rise of esports and live streaming platforms has further fueled engagement, attracting new players and viewers alike. Additionally, the integration of AI and VR technologies enhances the gaming experience, making it more immersive and interactive. The expansion of 5G networks is also expected to revolutionize online gaming by reducing latency and improving gameplay quality.

Market Restraints:

Despite its rapid growth, the online gaming market faces several challenges, including concerns related to data privacy, cyber threats, and gaming addiction. High development costs for AAA titles and regulatory scrutiny over in-game monetization models, such as loot boxes, pose significant hurdles. Moreover, issues related to network congestion and infrastructure limitations in emerging economies could hinder market growth.

Market Opportunities:

The online gaming market presents substantial opportunities, particularly in emerging economies with increasing digital adoption. Cloud gaming services are expected to gain traction, allowing users to play high-end games without expensive hardware. The growing adoption of blockchain technology in gaming, including play-to-earn models and NFT-based assets, is reshaping the industry landscape. Furthermore, partnerships between gaming companies and entertainment brands are creating new revenue streams through cross-platform content integration.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the online gaming market globally?
  • Which gaming platforms and business models are gaining popularity across different regions?
  • How are technological advancements reshaping the competitive landscape of the online gaming industry?
  • Who are the key players contributing to the online gaming market, and what strategies are they employing to maintain market relevance?
  • What are the emerging trends and future prospects in the global online gaming market?

Competitive Intelligence and Business Strategy:

Leading players in the global online gaming market, including Tencent Games, Activision Blizzard, Electronic Arts, Sony Interactive Entertainment, and Microsoft, are focusing on innovation, strategic partnerships, and new content development to enhance player engagement. These companies are investing in cloud gaming, AI-driven gaming experiences, and cross-platform integrations to maintain a competitive edge. Additionally, subscription-based gaming models, such as Xbox Game Pass and PlayStation Now, are reshaping monetization strategies in the online gaming ecosystem. As the market continues to evolve, companies emphasizing user experience, content diversification, and security measures will drive future growth in the industry.

Key Companies Profiled:

  • Peak Games
  • Gree
  • Electronics Arts
  • Bwin
  • Party Digital Entertainment
  • King Digital Entertainment
  • Arkadium
  • Playdom
  • Fun Technologies
  • Riot Games
  • NCSOFT
  • GungHo Online
  • Giant Interactive
  • Zynga
  • Wargaming
  • Tencent
  • Microsoft
  • Sony Corp.
  • Activision Blizzard
  • Ubisoft
  • Sega
  • Konami
  • Valve

Online Gaming Market Segmentation

By Type

  • Mobile Games
  • Pay-to-Play Games
  • Free-to-Play Games
  • Pay-in-Play Games

By Games Type

  • Action
  • Adventure
  • Arcade
  • Sports
  • Puzzle

By Platform

  • PC
  • Console
  • Mobile

By Player Count

  • Single Player
  • Multiplayer
  • MMO

By Region

  • North America
  • Europe
  • East Asia
  • South Asia and Oceania
  • Middle East and Africa
  • Latin America

Table of Contents

1. Executive Summary

  • 1.1. Online Gaming Market Snapshot, 2025 and 2032
  • 1.2. Market Opportunity Assessment, 2025-2032, US$ Bn
  • 1.3. Key Market Trends
  • 1.4. Future Market Projections
  • 1.5. Premium Market Insights
  • 1.6. Industry Developments and Key Market Events
  • 1.7. PMR Analysis and Recommendations

2. Market Overview

  • 2.1. Market Scope and Definition
  • 2.2. Market Dynamics
    • 2.2.1. Drivers
    • 2.2.2. Restraints
    • 2.2.3. Opportunity
    • 2.2.4. Challenges
    • 2.2.5. Key Trends
  • 2.3. Macro-Economic Factors
    • 2.3.1. Global Sectorial Outlook
    • 2.3.2. Global GDP Growth Outlook
  • 2.4. COVID-19 Impact Analysis
  • 2.5. Forecast Factors - Relevance and Impact

3. Value Added Insights

  • 3.1. Regulatory Landscape
  • 3.2. Pipeline Analysis
  • 3.3. Gaming Platform Adoption Analysis
  • 3.4. Value Chain Analysis
  • 3.5. Key Promotional Strategies by Manufacturers
  • 3.6. PESTLE Analysis
  • 3.7. Porter's Five Force Analysis

4. Online Gaming Market Outlook:

  • 4.1. Key Highlights
    • 4.1.1. Market Size (US$ Bn ) and Y-o-Y Growth
    • 4.1.2. Absolute $ Opportunity
  • 4.2. Market Size (US$ Bn ) Analysis and Forecast
    • 4.2.1. Historical Market Size (US$ Bn ) Analysis, 2019-2024
    • 4.2.2. Market Size (US$ Bn ) Analysis and Forecast, 2025-2032
  • 4.3. Global Online Gaming Market Outlook: Gaming Platform
    • 4.3.1. Introduction / Key Findings
    • 4.3.2. Historical Market Size (US$ Bn ) Analysis, By Gaming Platform, 2019-2024
    • 4.3.3. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
      • 4.3.3.1. Mobile Games
      • 4.3.3.2. PC Games (Downloaded/Box and Browser)
      • 4.3.3.3. Console Games
      • 4.3.3.4. Cloud Gaming
      • 4.3.3.5. VR/AR Gaming
    • 4.3.4. Market Attractiveness Analysis: Gaming Platform
  • 4.4. Global Online Gaming Market Outlook: Revenue Model
    • 4.4.1. Introduction / Key Findings
    • 4.4.2. Historical Market Size (US$ Bn ) Analysis, Revenue Model, 2019-2024
    • 4.4.3. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
      • 4.4.3.1. Free-to-Play (F2P)
      • 4.4.3.2. Pay-to-Play/Premium
      • 4.4.3.3. Subscription and Game-Pass
    • 4.4.4. Market Attractiveness Analysis: Revenue Model
  • 4.5. Global Online Gaming Market Outlook: Gaming Type
    • 4.5.1. Introduction / Key Findings
    • 4.5.2. Historical Market Size (US$ Bn ) Analysis, By Gaming Type, 2019-2024
    • 4.5.3. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
      • 4.5.3.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
      • 4.5.3.2. Multiplayer Online Battle Arena (MOBA) Games
      • 4.5.3.3. First-Person Shooter Game (FPS)
      • 4.5.3.4. Battle Royale Games
      • 4.5.3.5. Real-time Strategy Game (RTS)
      • 4.5.3.6. Online Casino Games
      • 4.5.3.7. Others (Player versus Environment)
    • 4.5.4. Market Attractiveness Analysis: Gaming Type

5. Global Online Gaming Market Outlook: Region

  • 5.1. Key Highlights
  • 5.2. Historical Market Size (US$ Bn ) Analysis, By Region, 2019-2024
  • 5.3. Market Size (US$ Bn ) Analysis and Forecast, By Region, 2025-2032
    • 5.3.1. North America
    • 5.3.2. Europe
    • 5.3.3. Asia Pacific
    • 5.3.4. South Asia and Oceania
    • 5.3.5. Latin America
    • 5.3.6. Middle East & Africa
  • 5.4. Market Attractiveness Analysis: Region

6. North America Online Gaming Market Outlook:

  • 6.1. Key Highlights
  • 6.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 6.2.1. By Gaming Platform
    • 6.2.2. By Revenue Model
    • 6.2.3. By Gaming Type
  • 6.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 6.3.1. U.S.
    • 6.3.2. Canada
  • 6.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 6.4.1. Mobile Games
    • 6.4.2. PC Games (Downloaded/Box and Browser)
    • 6.4.3. Console Games
    • 6.4.4. Cloud Gaming
    • 6.4.5. VR/AR Gaming
  • 6.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 6.5.1. Free-to-Play (F2P)
    • 6.5.2. Pay-to-Play/Premium
    • 6.5.3. Subscription and Game-Pass
  • 6.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 6.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 6.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 6.6.3. First-Person Shooter Game (FPS)
    • 6.6.4. Battle Royale Games
    • 6.6.5. Real-time Strategy Game (RTS)
    • 6.6.6. Online Casino Games
    • 6.6.7. Others (Player versus Environment)
  • 6.7. Market Attractiveness Analysis

7. Europe Online Gaming Market Outlook:

  • 7.1. Key Highlights
  • 7.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 7.2.1. By Country
    • 7.2.2. By Gaming Platform
    • 7.2.3. By Revenue Model
    • 7.2.4. By Gaming Type
  • 7.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 7.3.1. Germany
    • 7.3.2. France
    • 7.3.3. U.K.
    • 7.3.4. Italy
    • 7.3.5. Spain
    • 7.3.6. Russia
    • 7.3.7. Turkey
    • 7.3.8. Rest of Europe
  • 7.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 7.4.1. Mobile Games
    • 7.4.2. PC Games (Downloaded/Box and Browser)
    • 7.4.3. Console Games
    • 7.4.4. Cloud Gaming
    • 7.4.5. VR/AR Gaming
  • 7.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 7.5.1. Free-to-Play (F2P)
    • 7.5.2. Pay-to-Play/Premium
    • 7.5.3. Subscription and Game-Pass
  • 7.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 7.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 7.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 7.6.3. First-Person Shooter Game (FPS)
    • 7.6.4. Battle Royale Games
    • 7.6.5. Real-time Strategy Game (RTS)
    • 7.6.6. Online Casino Games
    • 7.6.7. Others (Player versus Environment)
  • 7.7. Market Attractiveness Analysis

8. East Asia Online Gaming Market Outlook:

  • 8.1. Key Highlights
  • 8.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 8.2.1. By Country
    • 8.2.2. By Gaming Platform
    • 8.2.3. By Revenue Model
    • 8.2.4. By Gaming Type
  • 8.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 8.3.1. China
    • 8.3.2. Japan
    • 8.3.3. South Korea
  • 8.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 8.4.1. Mobile Games
    • 8.4.2. PC Games (Downloaded/Box and Browser)
    • 8.4.3. Console Games
    • 8.4.4. Cloud Gaming
    • 8.4.5. VR/AR Gaming
  • 8.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 8.5.1. Free-to-Play (F2P)
    • 8.5.2. Pay-to-Play/Premium
    • 8.5.3. Subscription and Game-Pass
  • 8.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 8.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 8.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 8.6.3. First-Person Shooter Game (FPS)
    • 8.6.4. Battle Royale Games
    • 8.6.5. Real-time Strategy Game (RTS)
    • 8.6.6. Online Casino Games
    • 8.6.7. Others (Player versus Environment)
  • 8.7. Market Attractiveness Analysis

9. South Asia & Oceania Online Gaming Market Outlook:

  • 9.1. Key Highlights
  • 9.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 9.2.1. By Country
    • 9.2.2. By Gaming Platform
    • 9.2.3. By Revenue Model
    • 9.2.4. By Gaming Type
  • 9.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 9.3.1. India
    • 9.3.2. Southeast Asia
    • 9.3.3. ANZ
    • 9.3.4. Rest of South Asia & Oceania
  • 9.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 9.4.1. Mobile Games
    • 9.4.2. PC Games (Downloaded/Box and Browser)
    • 9.4.3. Console Games
    • 9.4.4. Cloud Gaming
    • 9.4.5. VR/AR Gaming
  • 9.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 9.5.1. Free-to-Play (F2P)
    • 9.5.2. Pay-to-Play/Premium
    • 9.5.3. Subscription and Game-Pass
  • 9.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 9.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 9.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 9.6.3. First-Person Shooter Game (FPS)
    • 9.6.4. Battle Royale Games
    • 9.6.5. Real-time Strategy Game (RTS)
    • 9.6.6. Online Casino Games
    • 9.6.7. Others (Player versus Environment)
  • 9.7. Market Attractiveness Analysis

10. Latin America Online Gaming Market Outlook:

  • 10.1. Key Highlights
  • 10.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 10.2.1. By Country
    • 10.2.2. By Gaming Platform
    • 10.2.3. By Revenue Model
    • 10.2.4. By Gaming Type
  • 10.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 10.3.1. Brazil
    • 10.3.2. Mexico
    • 10.3.3. Rest of Latin America
  • 10.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 10.4.1. Mobile Games
    • 10.4.2. PC Games (Downloaded/Box and Browser)
    • 10.4.3. Console Games
    • 10.4.4. Cloud Gaming
    • 10.4.5. VR/AR Gaming
  • 10.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 10.5.1. Free-to-Play (F2P)
    • 10.5.2. Pay-to-Play/Premium
    • 10.5.3. Subscription and Game-Pass
  • 10.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 10.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 10.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 10.6.3. First-Person Shooter Game (FPS)
    • 10.6.4. Battle Royale Games
    • 10.6.5. Real-time Strategy Game (RTS)
    • 10.6.6. Online Casino Games
    • 10.6.7. Others (Player versus Environment)
  • 10.7. Market Attractiveness Analysis

11. Middle East & Africa Online Gaming Market Outlook:

  • 11.1. Key Highlights
  • 11.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
    • 11.2.1. By Country
    • 11.2.2. By Gaming Platform
    • 11.2.3. By Revenue Model
    • 11.2.4. By Gaming Type
  • 11.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
    • 11.3.1. GCC Countries
    • 11.3.2. Egypt
    • 11.3.3. South Africa
    • 11.3.4. Northern Africa
    • 11.3.5. Rest of Middle East & Africa
  • 11.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
    • 11.4.1. Mobile Games
    • 11.4.2. PC Games (Downloaded/Box and Browser)
    • 11.4.3. Console Games
    • 11.4.4. Cloud Gaming
    • 11.4.5. VR/AR Gaming
  • 11.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
    • 11.5.1. Free-to-Play (F2P)
    • 11.5.2. Pay-to-Play/Premium
    • 11.5.3. Subscription and Game-Pass
  • 11.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
    • 11.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
    • 11.6.2. Multiplayer Online Battle Arena (MOBA) Games
    • 11.6.3. First-Person Shooter Game (FPS)
    • 11.6.4. Battle Royale Games
    • 11.6.5. Real-time Strategy Game (RTS)
    • 11.6.6. Online Casino Games
    • 11.6.7. Others (Player versus Environment)
  • 11.7. Market Attractiveness Analysis

12. Competition Landscape

  • 12.1. Market Share Analysis, 2025
  • 12.2. Market Structure
    • 12.2.1. Competition Intensity Mapping By Market
    • 12.2.2. Competition Dashboard
  • 12.3. Company Profiles (Details - Overview, Financials, Strategy, Recent Developments)
    • 12.3.1. Electronic Arts
      • 12.3.1.1. Overview
      • 12.3.1.2. Segments and Gaming Platforms
      • 12.3.1.3. Key Financials
      • 12.3.1.4. Market Developments
      • 12.3.1.5. Market Strategy
    • 12.3.2. Ubisoft Entertainment
    • 12.3.3. Blizzard Entertainment, Inc.
    • 12.3.4. Zynga Inc.
    • 12.3.5. Microsoft Corporation
    • 12.3.6. Konami
    • 12.3.7. Sega
    • 12.3.8. Sony Corp.
    • 12.3.9. Tencent
    • 12.3.10. Wargaming Airy Technology

13. Appendix

  • 13.1. Research Methodology
  • 13.2. Research Assumptions
  • 13.3. Acronyms and Abbreviations