Cover Image
Market Research Report

Global Online Gaming Market Snapshot 2014

Published by GmbH & Co. KG Product code 296956
Published Content info 38 Pages/Charts
Delivery time: 1-2 business days
Back to Top
Global Online Gaming Market Snapshot 2014
Published: March 3, 2014 Content info: 38 Pages/Charts

Online gaming increases worldwide, with trends toward social and mobile games.

The online gaming market is forecasted to grow by a high one-digit percentage point annually in the years leading up to 2017. By then, online gaming spending is expected to almost reach the level of console spending. At the same time, mobile games are predicted to be the fastest growing segment of the video game market. Game-plalying on mobile devices has already become a major activity of Internet users worldwide, slightly ahead of online gaming. Also social gaming is a fast growing industry, taking up an increasing share of the total video gaming market. Both segments are forecasted to outpace the total online gaming market in terms of growth, increasing by around 20% annually.

Worldwide, over 40% of internet users play games online, with males accounting for slightly more than half of the total gaming audience. The Asia-Pacific region has the largest number of players, but North America and Europe lead in terms of regular engagement in game-playing. Regarding payment for playing, credit cards still dominate the gaming landscape, but the use of alternative payments such as EWallets is on the rise, and alternative payments dominate in emerging markets.

The top three gaming companies by revenues worldwide in 2013 were Tencent, Activision Blizzard and Electronic Arts. Companies specializing in the fast-growing mobile gaming market are DeNA, GnugHo Online and Supercell. The leading online games by free-to-play revenues were CrossFire, League of Legends, Dungeon Fight Online and World of Tanks. In the social game category, the most popular gaming apps last year were Candy Crush Saga, Pet Rescue Saga and Farm Heroes Saga.



For individual Market Report purchases:

  • 1. A “Single User License” means that only one (1) individually named user of an organization shall be entitled to access the report
  • 2. A “Site License” means that up to ten (10) users within a given geographical location (i.e. country) of an organization shall be entitled to access the report
  • 3. A “Global Site License” means that up to ten (10) worldwide users of an organization shall be entitled to access the report

In all cases, the term “organization” refers to the purchaser's specific company only and excludes any third parties, including affiliates. All purchases are bound by GmbH & Co. KG official terms & Conditions.

Table of Contents
Product Code: 1069

Table of Contents

1. Management Summary


  • Online Gaming Trends, 2014
  • Mobile Gaming Trends, 2014
  • Social Gaming Trends, 2014
  • Trends in Online Gaming Payment, 2014
  • Online Gaming Mergers and Acquisitions Trends, 2014

3. Revenues & Shares

  • Online Gaming Revenues, in USD billion and in % Year-on-Year Change, 2012-2015f
  • Breakdown of the Global Gaming Revenues, by Segment, in % and in USD billion, 2013e
  • Mobile Gaming Revenues, in USD billion and in % Year-on-Year Change, 2012-2015f
  • Share of Mobile Gaming on Total Video Gaming Revenues, in %, 2012 - 2015f
  • Mobile Gaming Revenues, 2013e & 2018f
  • Share of Mobile Gaming on Total Gaming Market, 2013e & 2016f
  • Mobile Gaming Revenues, in USD billion, by Smartphones, Tablets and Total, 2012, 2013e, 2016f
  • Mobile Gaming Revenues, in USD billion, Year-on-Year Growth, in %, Total Number of Mobile Gaming Users, in millions, Number of Mobile Gaming Users who Pay, in millions and Average Monthly Spending per Player, in USD, by Region, 2013e
  • Average Transaction Value of Online Gaming Purchases, by Console-Based Games and App-Based Video Games, 2013
  • Social Gaming Revenues, in EUR billion, and Share of Social Gaming on Online Gaming and Total Video Gaming Market, in %, 2012 & 2016f

4. Gamers

  • Share of Online Gamers on Total Internet Users, in %, 2013
  • Breakdown of Online Gamers, by Gender, in %, 2013
  • Average Number of Daily Online Gamers, in millions, by Region, April 2013
  • Average Time Spent per Visitor on Online Gaming Daily, in Minutes, by Region, April 2013
  • Gaming Activities, Incl. Online and Mobile, in % of Internet Users, Q2 2011 & Q3 2013

5. Companies & Games

  • Top 15 Companies by Gaming Revenues, in USD million, H1 2013
  • Leading Mobile Gaming Companies with Revenues over USD 100 million, 2013
  • Top 5 Facebook Gaming Apps, by Estimated Monthly Average Users, in millions, November 2013
  • Top 10 Online Games, by Free-to-Play Revenues, in USD million, 2013
Back to Top