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PUBLISHER: Fortune Business Insights Pvt. Ltd. | PRODUCT CODE: 1887239

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PUBLISHER: Fortune Business Insights Pvt. Ltd. | PRODUCT CODE: 1887239

Online Gaming Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

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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).

Product Code: FBI112179

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

Product Code: FBI112179

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
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Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

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