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PUBLISHER: Fortune Business Insights Pvt. Ltd. | PRODUCT CODE: 1930173

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PUBLISHER: Fortune Business Insights Pvt. Ltd. | PRODUCT CODE: 1930173

Online Gaming Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2026-2034

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Growth Factors of online gaming Market

The global online gaming market size was valued at USD 225.28 billion in 2025 and is projected to grow from USD 244.68 billion in 2026 to USD 501.91 billion by 2034, exhibiting a CAGR of 9.4% during the forecast period. Asia Pacific dominated the global online gaming market with a share of 51.2% in 2025, supported by high smartphone penetration, affordable internet access, and a strong gaming culture.

Online gaming refers to video games played over the internet on devices such as mobile phones, PCs, laptops, gaming consoles, and emerging AR/VR platforms. It enables players to compete or collaborate with others globally, enhancing engagement and social interaction. The rise of microtransactions and downloadable content (DLCs) has further strengthened the revenue model for developers and publishers.

MARKET OVERVIEW

The online gaming industry is witnessing sustained growth due to technological advancements, increasing internet penetration, and rising consumer spending on digital entertainment. The market has evolved beyond traditional gaming, integrating live streaming, esports, and social gaming features. Companies such as Tencent, Activision Blizzard, and Electronic Arts continue to lead the market with strong intellectual property portfolios and innovation-driven strategies.

IMPACT OF GENERATIVE AI

Implementation of Generative AI Capabilities to Fuel Market Growth

Generative AI is reshaping online gaming by improving game development efficiency and enhancing player engagement. AI-driven tools can generate realistic environments, characters, and storylines, significantly reducing development time and costs.

For instance, in March 2024, Ubisoft introduced 'NEO NPC,' its first generative AI prototype, allowing dynamic interactions with non-playable characters (NPCs). Such innovations enable more immersive and personalized gaming experiences, accelerating market growth.

ONLINE GAMING MARKET TRENDS

Growth in Cloud Gaming to be a Key Trend

Cloud gaming eliminates the need for high-end hardware by enabling users to stream games directly to devices. This trend is expanding gaming accessibility across smartphones, tablets, and smart TVs.

For example, in November 2024, Samsung launched a mobile cloud gaming platform in North America, allowing Galaxy smartphone users to stream Android games without downloading them. Increasing collaborations between cloud service providers and game developers are expected to further strengthen this trend.

MARKET DYNAMICS

Market Drivers

Rising Adoption of Smartphones Set to Boost Market Growth

Advancements in smartphone processors, GPUs, and display technologies have enabled console-quality gaming on mobile devices. In November 2024, ASUS ROG launched the ROG Phone 9, featuring advanced cooling and high-performance chipsets. Additionally, in January 2024, Microsoft announced touch control integration for Xbox mobile apps, supporting remote gaming on smartphones and tablets.

Market Restraints

Cybersecurity and Data Privacy Issues

Cyberattacks, account hacking, and data breaches pose significant challenges. According to Norton LifeLock, 75% of gamers in India experienced cyberattacks, while global industry reports recorded over 4 million gaming-related cyberattacks between July 2022 and July 2023, impacting nearly 192,000 gamers.

Market Opportunities

Blockchain and Play-to-Earn (P2E) Gaming

Blockchain-based P2E models allow players to earn cryptocurrencies or NFTs. In November 2024, Hedera Guild Game launched a major update for its blockchain game SlimeWorld, which achieved 3 million global downloads, highlighting strong monetization potential.

SEGMENTATION ANALYSIS

By Gaming Type:

MMORPGs dominated the market in 2025, offering expansive virtual worlds and strong community engagement. MOBA games are expected to grow at the highest CAGR due to competitive gameplay and cross-platform innovations.

By Platform:

Mobile phones held the highest market share in 2025 and are projected to gain 36.35% market share in 2026, driven by accessibility and affordability. Consoles are expected to grow at a CAGR of 9.88%.

By Gamer Type:

Casual gamers captured 28% market share in 2025, while hardcore gamers are projected to grow at the highest CAGR of 12.49%.

By Demographic:

Adults aged 25-34 years led the market, expected to reach 26.51% share in 2026, supported by higher disposable income and strong gaming engagement.

REGIONAL OUTLOOK

Asia Pacific led the market with USD 115.25 billion in 2025 and USD 124.85 billion in 2026. China is projected to reach USD 48.92 billion in 2026, while India is expected to reach USD 11.44 billion.

North America is driven by the U.S., projected to reach USD 43.52 billion in 2026.

Europe is expected to be valued at USD 35.00 billion in 2026, supported by regulatory initiatives.

Middle East & Africa is projected to reach USD 15.85 billion in 2026, driven by esports investments and a growing gamer population.

COMPETITIVE LANDSCAPE

The market is consolidated, with top players accounting for 36% of the market share. Key companies include Tencent, Sony, Activision Blizzard, EA, Ubisoft, NetEase, Epic Games, Apple, and Amazon. Players focus on acquisitions, cloud gaming, and mobile-first strategies to expand globally.

Conclusion

The global online gaming market is experiencing strong growth, driven by smartphone adoption, cloud gaming, generative AI integration, and innovative monetization models such as microtransactions and blockchain-based gaming. Valued at USD 225.28 billion in 2025, the market is expected to reach USD 244.68 billion in 2026 and USD 501.91 billion by 2034. Asia Pacific will continue to dominate, while emerging technologies and evolving gamer preferences will shape the future of the online gaming industry, ensuring sustained expansion 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, 2025

5. Global Online Gaming Market Size Estimates and Forecasts, By Segments, 2021-2034

  • 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, 2021-2034

  • 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, 2021-2034

  • 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, 2021-2034

  • 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, 2021-2034

  • 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, 2021-2034

  • 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, 2021 - 2034
  • Table 2: Global Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2021 - 2034
  • Table 3: Global Online Gaming Market Size Estimates and Forecasts, By Platform, 2021 - 2034
  • Table 4: Global Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2021 - 2034
  • Table 5: Global Online Gaming Market Size Estimates and Forecasts, By Demographic, 2021 - 2034
  • Table 6: Global Online Gaming Market Size Estimates and Forecasts, By Region, 2021 - 2034
  • Table 7: North America Online Gaming Market Size Estimates and Forecasts, 2021 - 2034
  • Table 8: North America Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2021 - 2034
  • Table 9: North America Online Gaming Market Size Estimates and Forecasts, By Platform, 2021 - 2034
  • Table 10: North America Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2021 - 2034
  • Table 11: North America Online Gaming Market Size Estimates and Forecasts, By Demographic, 2021 - 2034
  • Table 12: North America Online Gaming Market Size Estimates and Forecasts, By Country, 2021 - 2034
  • Table 13: Europe Online Gaming Market Size Estimates and Forecasts, 2021 - 2034
  • Table 14: Europe Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2021 - 2034
  • Table 15: Europe Online Gaming Market Size Estimates and Forecasts, By Platform, 2021 - 2034
  • Table 16: Europe Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2021 - 2034
  • Table 17: Europe Online Gaming Market Size Estimates and Forecasts, By Demographic, 2021 - 2034
  • Table 18: Europe Online Gaming Market Size Estimates and Forecasts, By Country, 2021 - 2034
  • Table 19: Asia Pacific Online Gaming Market Size Estimates and Forecasts, 2021 - 2034
  • Table 20: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2021 - 2034
  • Table 21: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Platform, 2021 - 2034
  • Table 22: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2021 - 2034
  • Table 23: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Demographic, 2021 - 2034
  • Table 24: Asia Pacific Online Gaming Market Size Estimates and Forecasts, By Country, 2021 - 2034
  • Table 25: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, 2021 - 2034
  • Table 26: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2021 - 2034
  • Table 27: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Platform, 2021 - 2034
  • Table 28: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2021 - 2034
  • Table 29: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Demographic, 2021 - 2034
  • Table 30: Middle East & Africa Online Gaming Market Size Estimates and Forecasts, By Country, 2021 - 2034
  • Table 31: South America Online Gaming Market Size Estimates and Forecasts, 2021 - 2034
  • Table 32: South America Online Gaming Market Size Estimates and Forecasts, By Gaming Type, 2021 - 2034
  • Table 33: South America Online Gaming Market Size Estimates and Forecasts, By Platform, 2021 - 2034
  • Table 34: South America Online Gaming Market Size Estimates and Forecasts, By Gamer Type, 2021 - 2034
  • Table 35: South America Online Gaming Market Size Estimates and Forecasts, By Demographic, 2021 - 2034
  • Table 36: South America Online Gaming Market Size Estimates and Forecasts, By Country, 2021 - 2034

List of Figures

  • Figure 1: Global Online Gaming Market Revenue Share (%), 2025 and 2034
  • Figure 2: Global Online Gaming Market Revenue Share (%), By Gaming Type, 2025 and 2034
  • Figure 3: Global Online Gaming Market Revenue Share (%), By Platform, 2025 and 2034
  • Figure 4: Global Online Gaming Market Revenue Share (%), By Gamer Type, 2025 and 2034
  • Figure 5: Global Online Gaming Market Revenue Share (%), By Demographic, 2025 and 2034
  • Figure 6: Global Online Gaming Market Revenue Share (%), By Region, 2025 and 2034
  • Figure 7: North America Online Gaming Market Revenue Share (%), 2025 and 2034
  • Figure 8: North America Online Gaming Market Revenue Share (%), By Gaming Type, 2025 and 2034
  • Figure 9: North America Online Gaming Market Revenue Share (%), By Platform, 2025 and 2034
  • Figure 10: North America Online Gaming Market Revenue Share (%), By Gamer Type, 2025 and 2034
  • Figure 11: North America Online Gaming Market Revenue Share (%), By Demographic, 2025 and 2034
  • Figure 12: North America Online Gaming Market Revenue Share (%), By Country, 2025 and 2034
  • Figure 13: Europe Online Gaming Market Revenue Share (%), 2025 and 2034
  • Figure 14: Europe Online Gaming Market Revenue Share (%), By Gaming Type, 2025 and 2034
  • Figure 15: Europe Online Gaming Market Revenue Share (%), By Platform, 2025 and 2034
  • Figure 16: Europe Online Gaming Market Revenue Share (%), By Gamer Type, 2025 and 2034
  • Figure 17: Europe Online Gaming Market Revenue Share (%), By Demographic, 2025 and 2034
  • Figure 18: Europe Online Gaming Market Revenue Share (%), By Country, 2025 and 2034
  • Figure 19: Asia Pacific Online Gaming Market Revenue Share (%), 2025 and 2034
  • Figure 20: Asia Pacific Online Gaming Market Revenue Share (%), By Gaming Type, 2025 and 2034
  • Figure 21: Asia Pacific Online Gaming Market Revenue Share (%), By Platform, 2025 and 2034
  • Figure 22: Asia Pacific Online Gaming Market Revenue Share (%), By Gamer Type, 2025 and 2034
  • Figure 23: Asia Pacific Online Gaming Market Revenue Share (%), By Demographic, 2025 and 2034
  • Figure 24: Asia Pacific Online Gaming Market Revenue Share (%), By Country, 2025 and 2034
  • Figure 25: Middle East & Africa Online Gaming Market Revenue Share (%), 2025 and 2034
  • Figure 26: Middle East & Africa Online Gaming Market Revenue Share (%), By Gaming Type, 2025 and 2034
  • Figure 27: Middle East & Africa Online Gaming Market Revenue Share (%), By Platform, 2025 and 2034
  • Figure 28: Middle East & Africa Online Gaming Market Revenue Share (%), By Gamer Type, 2025 and 2034
  • Figure 29: Middle East & Africa Online Gaming Market Revenue Share (%), By Demographic, 2025 and 2034
  • Figure 30: Middle East & Africa Online Gaming Market Revenue Share (%), By Country, 2025 and 2034
  • Figure 31: South America Online Gaming Market Revenue Share (%), 2025 and 2034
  • Figure 32: South America Online Gaming Market Revenue Share (%), By Gaming Type, 2025 and 2034
  • Figure 33: South America Online Gaming Market Revenue Share (%), By Platform, 2025 and 2034
  • Figure 34: South America Online Gaming Market Revenue Share (%), By Gamer Type, 2025 and 2034
  • Figure 35: South America Online Gaming Market Revenue Share (%), By Demographic, 2025 and 2034
  • Figure 36: South America Online Gaming Market Revenue Share (%), By Country, 2025 and 2034
  • Figure 37: Global Online Gaming Key Players' Market Share/Ranking (%), 2025
Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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