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PUBLISHER: TechNavio | PRODUCT CODE: 2030538

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PUBLISHER: TechNavio | PRODUCT CODE: 2030538

Global Gaming Market 2026-2030

PUBLISHED:
PAGES: 290 Pages
DELIVERY TIME: 1-2 business days
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The global gaming market is forecasted to grow by USD 117602.9 mn during 2025-2030, accelerating at a CAGR of 9% during the forecast period. The report on the global gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by institutionalization of platform agnostic cloud gaming infrastructure, expansion of artificial intelligence and creator economies, escalation of strategic consolidation and global capital investment.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20268.2%
CAGR9%
Incremental Value$117602.9 mn

Technavio's global gaming market is segmented as below:

By Type

  • Casual gaming
  • Professional gaming

By Platform

  • Online
  • Offline

By Device

  • Mobile gaming
  • Console gaming
  • PC gaming

Geography

  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Indonesia
    • Australia
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • South America
    • Brazil
    • Argentina
    • Chile
  • Rest of World (ROW)

This study identifies the industrialization of generative ai narrative frameworks as one of the prime reasons driving the global gaming market growth during the next few years. Also, advancements in cloud-native cross-platform interoperability platforms and evolution of immersive spatial computing experiences will lead to sizable demand in the market.

The report on the global gaming market covers the following areas:

  • Global gaming market sizing
  • Global gaming market forecast
  • Global gaming market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global gaming market vendors that include Activision Blizzard Inc., Apple Inc., BANDAI NAMCO Europe S.A.S, Bowlero Corp., Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc, NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co. Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Limited, Tencent Holdings Ltd., The Walt Disney Co., Ubisoft Entertainment SA, Zeptolab UK Ltd.. Also, the global gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Product Code: IRTNTR45494

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Platform
    • Executive Summary - Chart on Market Segmentation by Device
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Gaming Market 2020 - 2024
    • Historic Market Size - Data Table on Global Gaming Market 2020 - 2024 ($ million)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.3 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ million)
  • 5.4 Device segment analysis 2020 - 2024
    • Historic Market Size - Device Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI in global gaming market
  • 6.2 Impact of geopolitical conflict on global gaming market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Type

  • 8.1 Market segments
  • 8.2 Comparison by Type
  • 8.3 Casual gaming - Market size and forecast 2025-2030
  • 8.4 Professional gaming - Market size and forecast 2025-2030
  • 8.5 Market opportunity by Type
    • Market opportunity by Type ($ million)

9 Market Segmentation by Platform

  • 9.1 Market segments
  • 9.2 Comparison by Platform
  • 9.3 Online - Market size and forecast 2025-2030
  • 9.4 Offline - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Platform
    • Market opportunity by Platform ($ million)

10 Market Segmentation by Device

  • 10.1 Market segments
  • 10.2 Comparison by Device
  • 10.3 Mobile gaming - Market size and forecast 2025-2030
  • 10.4 Console gaming - Market size and forecast 2025-2030
  • 10.5 PC gaming - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Device
    • Market opportunity by Device ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 India - Market size and forecast 2025-2030
    • 12.3.4 South Korea - Market size and forecast 2025-2030
    • 12.3.5 Indonesia - Market size and forecast 2025-2030
    • 12.3.6 Australia - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.2 UAE - Market size and forecast 2025-2030
    • 12.6.3 South Africa - Market size and forecast 2025-2030
    • 12.6.4 Turkey - Market size and forecast 2025-2030
    • 12.6.5 Israel - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Chile - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Institutionalization of platform agnostic cloud gaming infrastructure
    • Expansion of artificial intelligence and creator economies
    • Escalation of strategic consolidation and global capital investment
  • 13.2 Market challenges
    • Fragmented regulatory frameworks and tightening compliance mandates
    • Escalating production costs and operational margin compression
    • Saturating player attention and evolving monetization fatigue
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Industrialization of generative AI narrative frameworks
    • Advancements in cloud-native cross-platform interoperability platforms
    • Evolution of immersive spatial computing experiences

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Apple Inc.
    • Apple Inc. - Overview
    • Apple Inc. - Business segments
    • Apple Inc. - Key news
    • Apple Inc. - Key offerings
    • Apple Inc. - Segment focus
    • SWOT
  • 15.5 DeNA Co. Ltd.
    • DeNA Co. Ltd. - Overview
    • DeNA Co. Ltd. - Business segments
    • DeNA Co. Ltd. - Key offerings
    • DeNA Co. Ltd. - Segment focus
    • SWOT
  • 15.6 Electronic Arts Inc.
    • Electronic Arts Inc. - Overview
    • Electronic Arts Inc. - Product / Service
    • Electronic Arts Inc. - Key offerings
    • SWOT
  • 15.7 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 15.8 GungHo Online Entertainment Inc
    • GungHo Online Entertainment Inc - Overview
    • GungHo Online Entertainment Inc - Product / Service
    • GungHo Online Entertainment Inc - Key offerings
    • SWOT
  • 15.9 NetEase Inc.
    • NetEase Inc. - Overview
    • NetEase Inc. - Product / Service
    • NetEase Inc. - Key offerings
    • SWOT
  • 15.10 Netmarble Corp.
    • Netmarble Corp. - Overview
    • Netmarble Corp. - Product / Service
    • Netmarble Corp. - Key offerings
    • SWOT
  • 15.11 Niantic Inc.
    • Niantic Inc. - Overview
    • Niantic Inc. - Product / Service
    • Niantic Inc. - Key offerings
    • SWOT
  • 15.12 Rovio Entertainment Corp.
    • Rovio Entertainment Corp. - Overview
    • Rovio Entertainment Corp. - Business segments
    • Rovio Entertainment Corp. - Key offerings
    • Rovio Entertainment Corp. - Segment focus
    • SWOT
  • 15.13 Sony Group Corp.
    • Sony Group Corp. - Overview
    • Sony Group Corp. - Business segments
    • Sony Group Corp. - Key news
    • Sony Group Corp. - Key offerings
    • Sony Group Corp. - Segment focus
    • SWOT
  • 15.14 Square Enix Limited
    • Square Enix Limited - Overview
    • Square Enix Limited - Product / Service
    • Square Enix Limited - Key offerings
    • SWOT
  • 15.15 Tencent Holdings Ltd.
    • Tencent Holdings Ltd. - Overview
    • Tencent Holdings Ltd. - Business segments
    • Tencent Holdings Ltd. - Key offerings
    • Tencent Holdings Ltd. - Segment focus
    • SWOT
  • 15.16 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT
  • 15.17 Ubisoft Entertainment SA
    • Ubisoft Entertainment SA - Overview
    • Ubisoft Entertainment SA - Business segments
    • Ubisoft Entertainment SA - Key offerings
    • Ubisoft Entertainment SA - Segment focus
    • SWOT
  • 15.18 Zeptolab UK Ltd.
    • Zeptolab UK Ltd. - Overview
    • Zeptolab UK Ltd. - Product / Service
    • Zeptolab UK Ltd. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
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Manager - Americas

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