Report

Global Online Gaming Market Size study, by Type (Puzzle, Action, Adventure, Arcade, Sports and others), Platform (PCs, Consoles, Mobile Phone), By Gamer Type (Social Gamer, Serious Gamer, Core Gamers) and Regional Forecasts 2020-2027

  • Publish Date: Mar,2022
  • Report ID: QI037
  • Page : 250
  • Report Type : PDF (Email)
Global Online Gaming Market is valued approximately USD XXX billion in 2019 and is anticipated to grow with a healthy growth rate of more than XX % over the forecast period 2020-2027. Online Gaming is a type of video gaming which is partially or primary played through internet. Online gaming offers video interactions with the features of multiplayers options. It is played over the computer and mobile network. The shift in new innovation in both hardware and software in streamline of online gaming and the development in unique technological advancement in the field of multiplayer gamer, video gaming, shift in smart devices and consumer preferences in indoor online gaming which involves interaction with other people drive the growth of online gaming in the market . According to Statista, in 2019, the segment of online gaming across India were distributed equally under which PC and console based games accounted for 36%, and mobile first gamers are not far behind, for amounting to 33% of the market and also in 2020, India had recorded around 365 million online gamers. However, the innovation in new hardware technologies as well as government interface and the higher gaming subscription charges impedes the growth of the market over the forecast period of 2020-2027. Also, raising penetration of internet services across the globe and ease of availability and access of online gaming through internet services is likely to increase the market growth during the forecast period.

The regional analysis of global Online Gaming market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. Asia Pacific is the leading/significant region across the world in terms of market share owing to the growing smart phone penetration increase in number of gamers and increase in demand for entertainment Whereas, South Korea is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as focus on E-sports and multiplayers online games would create lucrative growth prospects for the Online Gaming market across Asia-Pacific region.

Major market player included in this report are:
Peak Games
GREE, Inc.
Microsoft
Sony Corp.
Tencent
Activision Blizzard
Konami
NCSOFT
GungHo Online
King Digital Entertainment


The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Type:
Puzzle
Action
Adventure
Arcade
Sports and others
By Platform:
PCs
Consoles
Mobile Phone
By Gamer Type:
Social Gamer
Serious Gamer
Core Gamers
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year 2017, 2018
Base year 2019
Forecast period 2020 to 2027

Target Audience of the Global Online Gaming Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors