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As per Intent Market Research, the Online Gaming Market was valued at USD 89.6 billion in 2023 and will surpass USD 173.6 billion by 2030; growing at a CAGR of 9.9% during 2024 - 2030.
The report focuses on estimating the current market potential in terms of the total addressable market for all the segments, sub-segments, and regions. In the process, all the high-growth and upcoming technologies were identified and analyzed to measure their impact on the current and future market. The report also identifies the key stakeholders, their business gaps, and their purchasing behavior. This information is essential for developing effective marketing strategies and creating products or services that meet the needs of the target market. The report also covers a detailed analysis of the competitive landscape which includes major players, their recent developments, growth strategies, product benchmarking, and manufacturing operations among others. Also, brief insights on start-up ecosystem and emerging companies is also included as part of this report.
The report will help you answer some of the most critical questions in the Online Gaming Market. A few of them are as follows:
Report Features |
Description |
Market Size (2023) |
USD 89.6 billion |
Forecasted Value (2030) |
USD 173.6 billion |
CAGR (2024 – 2030) |
9.9% |
Base Year for Estimation |
2023 |
Historic Year |
2022 |
Forecast Period |
2024 – 2030 |
Report Coverage |
Market Forecast, Market Dynamics, Competitive Landscape, Recent Developments |
Segments Covered |
Online Gaming Market By Type (Action, Adventure, Arcade, Sports), By Platform (Mobile Phone, PCs, Consoles), By Gamer Type (Social Gamers, Serious Gamers, Core Gamers) |
Regional Analysis |
North America (US, Canada, Mexico), Europe (Germany, France, UK, Italy, Spain, and Rest of Europe), Asia-Pacific (China, Japan, South Korea, Australia, India, and Rest of Asia-Pacific), Latin America (Brazil, Argentina, and Rest of Latin America), Middle East & Africa (Saudi Arabia, UAE, Rest of Middle East & Africa) |
Customization Scope |
Customization for segments, region/country-level will be provided. Moreover, additional customization can be done based on the requirements |
1. Introduction |
1.1. Market Definition |
1.2. Scope of the Study |
1.3. Research Assumptions |
1.4. Study Limitations |
2. Research Methodology |
2.1. Research Approach |
2.1.1. Top-Down Method |
2.1.2. Bottom-Up Method |
2.1.3. Factor Impact Analysis |
2.2. Insights & Data Collection Process |
2.2.1. Secondary Research |
2.2.2. Primary Research |
2.3. Data Mining Process |
2.3.1. Data Analysis |
2.3.2. Data Validation and Revalidation |
2.3.3. Data Triangulation |
3.Executive Summary |
3.1. Major Markets & Segments |
3.2. Highest Growing Regions and Respective Countries |
3.3. Impact of Growth Drivers & Inhibitors |
3.4. Regulatory Overview by Country |
4. Online Gaming Market, by Type (Market Size & Forecast: USD Million, 2022 – 2030) |
4.1. Sports |
4.2. Action |
4.3. Adventure |
4.4. Arcade |
4.5. Others |
5. Online Gaming Market, by Platform (Market Size & Forecast: USD Million, 2022 – 2030) |
5.1. Mobile Phone |
5.2. PCs |
5.3. Consoles |
5.4. Others |
6. Online Gaming Market, by Gamer Type (Market Size & Forecast: USD Million, 2022 – 2030) |
6.1. Social Gamers |
6.2. Serious Gamers |
6.3. Core Gamers |
7. Regional Analysis (Market Size & Forecast: USD Million, 2022 – 2030) |
7.1. Regional Overview |
7.2. North America |
7.2.1. Regional Trends & Growth Drivers |
7.2.2. Barriers & Challenges |
7.2.3. Opportunities |
7.2.4. Factor Impact Analysis |
7.2.5. Technology Trends |
7.2.6. North America Online Gaming Market, by Type |
7.2.7. North America Online Gaming Market, by Platform |
7.2.8. North America Online Gaming Market, by Gamer Type |
7.2.9. By Country |
7.2.9.1. US |
7.2.9.1.1. US Online Gaming Market, by Type |
7.2.9.1.2. US Online Gaming Market, by Platform |
7.2.9.1.3. US Online Gaming Market, by Gamer Type |
7.2.9.2. Canada |
7.2.9.3. Mexico |
*Similar segmentation will be provided for each region and country |
7.3. Europe |
7.4. Asia-Pacific |
7.5. Latin America |
7.6. Middle East & Africa |
8. Competitive Landscape |
8.1. Overview of the Key Players |
8.2. Competitive Ecosystem |
8.2.1. Level of Fragmentation |
8.2.2. Market Consolidation |
8.2.3. Product Innovation |
8.3. Company Share Analysis |
8.4. Company Benchmarking Matrix |
8.4.1. Strategic Overview |
8.4.2. Product Innovations |
8.5. Start-up Ecosystem |
8.6. Strategic Competitive Insights/ Customer Imperatives |
8.7. ESG Matrix/ Sustainability Matrix |
8.8. Manufacturing Network |
8.8.1. Locations |
8.8.2. Supply Chain and Logistics |
8.8.3. Product Flexibility/Customization |
8.8.4. Digital Transformation and Connectivity |
8.8.5. Environmental and Regulatory Compliance |
8.9. Technology Readiness Level Matrix |
8.10. Technology Maturity Curve |
8.11. Buying Criteria |
9. Company Profiles |
9.1. Apple Inc. |
9.1.1. Company Overview |
9.1.2. Company Financials |
9.1.3. Product/Service Portfolio |
9.1.4. Recent Developments |
9.1.5. IMR Analysis |
*Similar information will be provided for other companies |
9.2. Blizzard Entertainment, Inc. |
9.3. Capcom Co.,Ltd. |
9.4. Electronic Arts Inc. |
9.5. Microsoft |
9.6. Nintendo |
9.7. Rovio Entertainment Corporation. |
9.8. Sony Interactive Entertainment Inc. |
9.9. SSega Retro Sega Genesis |
9.10. Tencent Games |
10. Appendix |
A comprehensive market research approach was employed to gather and analyze data on the Online Gaming Market. In the process, the analysis was also done to analyze the parent market and relevant adjacencies to measure the impact of them on the Online Gaming Market. The research methodology encompassed both secondary and primary research techniques, ensuring the accuracy and credibility of the findings.
Secondary research involved a thorough review of pertinent industry reports, journals, articles, and publications. Additionally, annual reports, press releases, and investor presentations of industry players were scrutinized to gain insights into their market positioning and strategies.
Primary research involved conducting in-depth interviews with industry experts, stakeholders, and market participants across the Online Gaming ecosystem. The primary research objectives included:
A combination of top-down and bottom-up approaches was utilized to analyze the overall size of the Online Gaming Market. These methods were also employed to assess the size of various subsegments within the market. The market size assessment methodology encompassed the following steps:
To ensure the accuracy and reliability of the market size, data triangulation was implemented. This involved cross-referencing data from various sources, including demand and supply side factors, market trends, and expert opinions. Additionally, top-down and bottom-up approaches were employed to validate the market size assessment.