Online Game Industry Research Report 2023

Online Game Industry Research Report 2023


Online games refer to games that are played over some form of computer network, most often the Internet. Online games can range from simple text-based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously.

Highlights

The global Online Game market is projected to reach US$ million by 2029 from an estimated US$ million in 2023, at a CAGR of % during 2024 and 2029.
Online Game can be classified into Massively Multiplayer Online (MMO), Simulation Games, Action/Adventure, Strategy Games, Sports Games, Role-Playing (RPG) and Educational Games types. The revenue share of Massively Multiplayer Online (MMO) segment is growing fast and took up about 28% of the global market share in 2019.
Based on Age Group, the market is segmented into 18-25 years old, 26-35 years old, 36-45 years old, Above 45 years old and Below 18 years old. 18-25 years old and 26-35 years old are two major consumer groups .
In 2019, Asia-Pacific is anticipated to hold the largest market share in the online game industry, countries such as China, Japan, and South Korea show high potential in the market growth.
United States is the second largest market of online game industry.
Key players in the market are Tencent, Sony, Microsoft, NetEase Games, Activision Blizzard, Electronic Arts, NEXON, Sega, Bandai Namco, Nintendo, Square Enix, Ubisoft, NCSoft, Zynga, etc. Top 5 players occupied more than 55% market share in 2019. Tencent is the largest market player.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Online Game, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Online Game.
The Online Game market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Online Game market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Online Game companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, product type, application, and regions.

Key Companies & Market Share Insights

In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue by companies for the period 2017-2022. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses. Some of the prominent players reviewed in the research report include:
Microsoft
Nintendo
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Apple
Ubisoft
Zynga
Square Enix
NetEase Games
NEXON
NCSoft
Bandai Namco Holdings

Product Type Insights

Global markets are presented by Online Game type, along with growth forecasts through 2029. Estimates on revenue are based on the price in the supply chain at which the Online Game are procured by the companies.
This report has studied every segment and provided the market size using historical data. They have also talked about the growth opportunities that the segment may pose in the future. This study bestows revenue data by type, and during the historical period (2018-2023) and forecast period (2024-2029).
Online Game segment by Type
Massively Multiplayer Online (MMO)
Simulation Games
Action/Adventure
Strategy Games
Sports Games
Role-Playing (RPG)
Educational Games

Application Insights

This report has provided the market size (revenue data) by application, during the historical period (2018-2023) and forecast period (2024-2029).
This report also outlines the market trends of each segment and consumer behaviors impacting the Online Game market and what implications these may have on the industry's future. This report can help to understand the relevant market and consumer trends that are driving the Online Game market.
Online Game Segment by Consumer Age Range
Below 18 years old
18-25 years old
26-35 years old
36-45 years old
Above 45 years old

Regional Outlook

This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the revenue data of each region and country for the period 2018-2029.
The market has been segmented into various major geographies, including North America, Europe, Asia-Pacific, South America, Middle East & Africa. Detailed analysis of major countries such as the USA, Germany, the U.K., Italy, France, China, Japan, South Korea, Southeast Asia, and India will be covered within the regional segment. For market estimates, data are going to be provided for 2022 because of the base year, with estimates for 2023 and forecast revenue for 2029.
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA

Key Drivers & Barriers

High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.

COVID-19 and Russia-Ukraine War Influence Analysis

The readers in the section will understand how the Online Game market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.

Reasons to Buy This Report

This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Online Game market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
This report will help stakeholders to understand the global industry status and trends of Online Game and provides them with information on key market drivers, restraints, challenges, and opportunities.
This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
This report stays updated with novel technology integration, features, and the latest developments in the market
This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Online Game industry.
This report helps stakeholders to gain insights into which regions to target globally
This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Online Game.
This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Core Chapters

Chapter 1: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 3: Provides the analysis of various market segments product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 6: Detailed analysis of Online Game companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 13: The main points and conclusions of the report.

Frequently Asked Questions

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1 Preface
1.1 Scope of Report
1.2 Reasons for Doing This Study
1.3 Research Methodology
1.4 Research Process
1.5 Data Source
1.5.1 Secondary Sources
1.5.2 Primary Sources
2 Market Overview
2.1 Product Definition
2.2 Online Game by Type
2.2.1 Market Value Comparison by Type (2018 VS 2022 VS 2029)
1.2.2 Massively Multiplayer Online (MMO)
1.2.3 Simulation Games
1.2.4 Action/Adventure
1.2.5 Strategy Games
1.2.6 Sports Games
1.2.7 Role-Playing (RPG)
1.2.8 Educational Games
2.3 Online Game by Consumer Age Range
2.3.1 Market Value Comparison by Consumer Age Range (2018 VS 2022 VS 2029)
2.3.2 Below 18 years old
2.3.3 18-25 years old
2.3.4 26-35 years old
2.3.5 36-45 years old
2.3.6 Above 45 years old
2.4 Assumptions and Limitations
3 Online Game Breakdown Data by Type
3.1 Global Online Game Historic Market Size by Type (2018-2023)
3.2 Global Online Game Forecasted Market Size by Type (2023-2028)
4 Online Game Breakdown Data by Consumer Age Range
4.1 Global Online Game Historic Market Size by Consumer Age Range (2018-2023)
4.2 Global Online Game Forecasted Market Size by Consumer Age Range (2018-2023)
5 Global Growth Trends
5.1 Global Online Game Market Perspective (2018-2029)
5.2 Global Online Game Growth Trends by Region
5.2.1 Global Online Game Market Size by Region: 2018 VS 2022 VS 2029
5.2.2 Online Game Historic Market Size by Region (2018-2023)
5.2.3 Online Game Forecasted Market Size by Region (2024-2029)
5.3 Online Game Market Dynamics
5.3.1 Online Game Industry Trends
5.3.2 Online Game Market Drivers
5.3.3 Online Game Market Challenges
5.3.4 Online Game Market Restraints
6 Market Competitive Landscape by Players
6.1 Global Top Online Game Players by Revenue
6.1.1 Global Top Online Game Players by Revenue (2018-2023)
6.1.2 Global Online Game Revenue Market Share by Players (2018-2023)
6.2 Global Online Game Industry Players Ranking, 2021 VS 2022 VS 2023
6.3 Global Key Players of Online Game Head office and Area Served
6.4 Global Online Game Players, Product Type & Application
6.5 Global Online Game Players, Date of Enter into This Industry
6.6 Global Online Game Market CR5 and HHI
6.7 Global Players Mergers & Acquisition
7 North America
7.1 North America Online Game Market Size (2018-2029)
7.2 North America Online Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 North America Online Game Market Size by Country (2018-2023)
7.4 North America Online Game Market Size by Country (2024-2029)
7.5 United States
7.6 Canada
8 Europe
8.1 Europe Online Game Market Size (2018-2029)
8.2 Europe Online Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
8.3 Europe Online Game Market Size by Country (2018-2023)
8.4 Europe Online Game Market Size by Country (2024-2029)
7.4 Germany
7.5 France
7.6 U.K.
7.7 Italy
7.8 Russia
7.9 Nordic Countries
9 Asia-Pacific
9.1 Asia-Pacific Online Game Market Size (2018-2029)
9.2 Asia-Pacific Online Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Asia-Pacific Online Game Market Size by Country (2018-2023)
9.4 Asia-Pacific Online Game Market Size by Country (2024-2029)
8.4 China
8.5 Japan
8.6 South Korea
8.7 Southeast Asia
8.8 India
8.9 Australia
10 Latin America
10.1 Latin America Online Game Market Size (2018-2029)
10.2 Latin America Online Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Latin America Online Game Market Size by Country (2018-2023)
10.4 Latin America Online Game Market Size by Country (2024-2029)
9.4 Mexico
9.5 Brazil
11 Middle East & Africa
11.1 Middle East & Africa Online Game Market Size (2018-2029)
11.2 Middle East & Africa Online Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
11.3 Middle East & Africa Online Game Market Size by Country (2018-2023)
11.4 Middle East & Africa Online Game Market Size by Country (2024-2029)
10.4 Turkey
10.5 Saudi Arabia
10.6 UAE
12 Players Profiled
11.1 Microsoft
11.1.1 Microsoft Company Detail
11.1.2 Microsoft Business Overview
11.1.3 Microsoft Online Game Introduction
11.1.4 Microsoft Revenue in Online Game Business (2017-2022)
11.1.5 Microsoft Recent Development
11.2 Nintendo
11.2.1 Nintendo Company Detail
11.2.2 Nintendo Business Overview
11.2.3 Nintendo Online Game Introduction
11.2.4 Nintendo Revenue in Online Game Business (2017-2022)
11.2.5 Nintendo Recent Development
11.3 Sony
11.3.1 Sony Company Detail
11.3.2 Sony Business Overview
11.3.3 Sony Online Game Introduction
11.3.4 Sony Revenue in Online Game Business (2017-2022)
11.3.5 Sony Recent Development
11.4 Tencent
11.4.1 Tencent Company Detail
11.4.2 Tencent Business Overview
11.4.3 Tencent Online Game Introduction
11.4.4 Tencent Revenue in Online Game Business (2017-2022)
11.4.5 Tencent Recent Development
11.5 Activision Blizzard
11.5.1 Activision Blizzard Company Detail
11.5.2 Activision Blizzard Business Overview
11.5.3 Activision Blizzard Online Game Introduction
11.5.4 Activision Blizzard Revenue in Online Game Business (2017-2022)
11.5.5 Activision Blizzard Recent Development
11.6 Sega
11.6.1 Sega Company Detail
11.6.2 Sega Business Overview
11.6.3 Sega Online Game Introduction
11.6.4 Sega Revenue in Online Game Business (2017-2022)
11.6.5 Sega Recent Development
11.7 Electronic Arts
11.7.1 Electronic Arts Company Detail
11.7.2 Electronic Arts Business Overview
11.7.3 Electronic Arts Online Game Introduction
11.7.4 Electronic Arts Revenue in Online Game Business (2017-2022)
11.7.5 Electronic Arts Recent Development
11.8 Apple
11.8.1 Apple Company Detail
11.8.2 Apple Business Overview
11.8.3 Apple Online Game Introduction
11.8.4 Apple Revenue in Online Game Business (2017-2022)
11.8.5 Apple Recent Development
11.9 Ubisoft
11.9.1 Ubisoft Company Detail
11.9.2 Ubisoft Business Overview
11.9.3 Ubisoft Online Game Introduction
11.9.4 Ubisoft Revenue in Online Game Business (2017-2022)
11.9.5 Ubisoft Recent Development
11.10 Zynga
11.10.1 Zynga Company Detail
11.10.2 Zynga Business Overview
11.10.3 Zynga Online Game Introduction
11.10.4 Zynga Revenue in Online Game Business (2017-2022)
11.10.5 Zynga Recent Development
11.11 Square Enix
11.11.1 Square Enix Company Detail
11.11.2 Square Enix Business Overview
11.11.3 Square Enix Online Game Introduction
11.11.4 Square Enix Revenue in Online Game Business (2017-2022)
11.11.5 Square Enix Recent Development
11.12 NetEase Games
11.12.1 NetEase Games Company Detail
11.12.2 NetEase Games Business Overview
11.12.3 NetEase Games Online Game Introduction
11.12.4 NetEase Games Revenue in Online Game Business (2017-2022)
11.12.5 NetEase Games Recent Development
11.13 NEXON
11.13.1 NEXON Company Detail
11.13.2 NEXON Business Overview
11.13.3 NEXON Online Game Introduction
11.13.4 NEXON Revenue in Online Game Business (2017-2022)
11.13.5 NEXON Recent Development
11.14 NCSoft
11.14.1 NCSoft Company Detail
11.14.2 NCSoft Business Overview
11.14.3 NCSoft Online Game Introduction
11.14.4 NCSoft Revenue in Online Game Business (2017-2022)
11.14.5 NCSoft Recent Development
11.15 Bandai Namco Holdings
11.15.1 Bandai Namco Holdings Company Detail
11.15.2 Bandai Namco Holdings Business Overview
11.15.3 Bandai Namco Holdings Online Game Introduction
11.15.4 Bandai Namco Holdings Revenue in Online Game Business (2017-2022)
11.15.5 Bandai Namco Holdings Recent Development
13 Report Conclusion
14 Disclaimer

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