Online Gaming Market By Type (Puzzle, Action, Adventure, Arcade, Sports, Others), By Platform (Mobile Phone, PCs, Consoles, Others), By Gamer Type (Social Gamers, Serious Gamers, Core Gamers): Global Opportunity Analysis and Industry Forecast, 2023-2032

Online Gaming Market By Type (Puzzle, Action, Adventure, Arcade, Sports, Others), By Platform (Mobile Phone, PCs, Consoles, Others), By Gamer Type (Social Gamers, Serious Gamers, Core Gamers): Global Opportunity Analysis and Industry Forecast, 2023-2032


The global online gaming market is anticipated to reach $231.4 million by 2032, growing from $85.9 million in 2022 at a CAGR of 11.1% from 2023 to 2032.

Online games are those that are played over a computer network, most commonly the Internet. Online games can range from simple text-based games to games with intricate graphics and virtual worlds populated by multiple players at the same time.

The rising popularity of e-sports is one of the primary factors driving the online gaming market expansion. Some of the e-sports championships that give live broadcasts are the League of Legends World Championship and the Federation International de Football Association (FIFA) Interactive World Cup. E-sports tournaments draw a large number of people from all around the world to compete in video game competitions.. Many individuals throughout the world watch the tournaments live online. For instance, The League of Legends World Championship Finals drew 43 million viewers, while the NBA final game drew 31 million. With the growing popularity of e-sports, more vendors are likely to offer e-sports services, driving the global online gaming market growth during the forecast period.

The growing prevalence of addiction among gamers is a key impediment to the expansion of the online gaming sector. As online gaming becomes more popular, there is growing concern about excessive and compulsive gaming behavior leading to addiction. Individuals, particularly the younger generation, are affected by this issue, which has an impact on their physical and emotional well-being, social interactions, and academic or professional success. The surge in addiction instances has led to an increase in awareness among regulators, legislators, and parents, leading to requests for responsible gaming practices and the introduction of anti-addiction measures. Addiction treatment is critical for the long-term growth and sustainability of the online gaming sector.

Advent of novel technologies such as 5G, cloud gaming, virtual and augmented reality are expected to create opportunities in the online gaming industry in the upcoming years. The rollout of 5G networks has dramatically improved the speed and reliability of Internet connections. This has reduced latency, making online gaming more responsive and enjoyable. Gamers can now play high-definition games on their mobile devices without noticeable lag. Cloud gaming services like Google Stadia, NVIDIA GeForce Now, and Xbox Cloud Gaming (formerly known as Project xCloud) have gained popularity in recent times. These platforms allow gamers to stream games from remote servers, eliminating the need for high-end gaming hardware. Players can enjoy AAA titles on lower-end devices, opening up gaming to a wider audience. VR technology has made gaming more immersive than ever. With VR headsets like Oculus Rift, HTC Vive, and PlayStation VR, players can step into virtual worlds and interact with the environment in a whole new way. Games designed for VR offer a level of immersion that traditional gaming cannot match.

The spread of COVID-19 had a favorable impact on the online gaming business. People turned to Internet entertainment, particularly gaming, for leisure and social connection as a result of the lockdowns and movement limitations. Therefore, the number of active players increased, as did gaming revenue. During the pandemic, online gaming platforms saw increased user engagement. Furthermore, the closure of real entertainment facilities and the cancellation of live events led to an increase in demand for virtual gaming experiences. The pandemic has accelerated the acceptance of online gaming as a preferred source of entertainment, altering the business and bringing up new avenues for growth and innovation.

The key players profiled in this report include Tencent Holdings Ltd., Microsoft Corporation, Apple Inc., Sony Interactive Entertainment Inc., Activision Blizzard, Inc., Electronic Arts Inc., Nintendo Co., Ltd., Capcom Co., Ltd., SEGA, and Rovio Entertainment Corporation.

Key Benefits For Stakeholders

This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the online gaming market analysis from 2022 to 2032 to identify the prevailing online gaming market opportunities.
The market research is offered along with information related to key drivers, restraints, and opportunities.
Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
In-depth analysis of the online gaming market segmentation assists to determine the prevailing market opportunities.
Major countries in each region are mapped according to their revenue contribution to the global market.
Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
The report includes the analysis of the regional as well as global online gaming market trends, key players, market segments, application areas, and market growth strategies.
Product Benchmarking / Product specification and applications
Technology Trend Analysis
Go To Market Strategy
New Product Development/ Product Matrix of Key Players
Patient/epidemiology data at country, region, global level
Additional company profiles with specific to client's interest
Criss-cross segment analysis- market size and forecast
Expanded list for Company Profiles
Historic market data
Key player details (including location, contact details, supplier/vendor network etc. in excel format)
SWOT Analysis

Key Market Segments

By Type

Action
Adventure
Arcade
Sports
Others
Puzzle

By Platform

Mobile Phone
PCs
Consoles
Others

By Gamer Type

Social Gamers
Serious Gamers
Core Gamers

By Region

North America
U.S.
Canada
Mexico
Europe
Germany
UK
France
Spain
Italy
Rest of Europe
Asia-Pacific
China
Japan
India
South Korea
Australia
Rest of Asia-Pacific
LAMEA
Brazil
Saudi Arabia
United Arab Emirates
South Africa
Rest of LAMEA

Key Market Players

Tencent Holdings Ltd.
Microsoft Corporation
Apple Inc. (US)
Sony Interactive Entertainment Inc.
Activision Blizzard, Inc.
Electronic Arts Inc.
Nintendo Co., Ltd.
Capcom Co., Ltd.
Sega
Rovio Entertainment Corporation

Please Note: It will take 7-10 business days to complete the report upon order confirmation. 


CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.4. Market dynamics
3.4.1. Drivers
3.4.2. Restraints
3.4.3. Opportunities
3.5. Average Selling Price
3.6. Market Share Analysis
3.7. Brand Share Analysis
3.8. Trade Data Analysis
3.9. Product Consumption
3.10. Value Chain Analysis
3.11. Key Regulation Analysis
3.12. Patent Landscape
3.13. Regulatory Guidelines
3.14. Reimbursement Scenario
CHAPTER 4: ONLINE GAMING MARKET, BY TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Puzzle
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. Action
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
4.4. Adventure
4.4.1. Key market trends, growth factors and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market share analysis by country
4.5. Arcade
4.5.1. Key market trends, growth factors and opportunities
4.5.2. Market size and forecast, by region
4.5.3. Market share analysis by country
4.6. Sports
4.6.1. Key market trends, growth factors and opportunities
4.6.2. Market size and forecast, by region
4.6.3. Market share analysis by country
4.7. Others
4.7.1. Key market trends, growth factors and opportunities
4.7.2. Market size and forecast, by region
4.7.3. Market share analysis by country
CHAPTER 5: ONLINE GAMING MARKET, BY PLATFORM
5.1. Overview
5.1.1. Market size and forecast
5.2. Mobile Phone
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. PCs
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Consoles
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Others
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
CHAPTER 6: ONLINE GAMING MARKET, BY GAMER TYPE
6.1. Overview
6.1.1. Market size and forecast
6.2. Social Gamers
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Serious Gamers
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
6.4. Core Gamers
6.4.1. Key market trends, growth factors and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market share analysis by country
CHAPTER 7: ONLINE GAMING MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key market trends, growth factors and opportunities
7.2.2. Market size and forecast, by Type
7.2.3. Market size and forecast, by Platform
7.2.4. Market size and forecast, by Gamer Type
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Market size and forecast, by Type
7.2.5.1.2. Market size and forecast, by Platform
7.2.5.1.3. Market size and forecast, by Gamer Type
7.2.5.2. Canada
7.2.5.2.1. Market size and forecast, by Type
7.2.5.2.2. Market size and forecast, by Platform
7.2.5.2.3. Market size and forecast, by Gamer Type
7.2.5.3. Mexico
7.2.5.3.1. Market size and forecast, by Type
7.2.5.3.2. Market size and forecast, by Platform
7.2.5.3.3. Market size and forecast, by Gamer Type
7.3. Europe
7.3.1. Key market trends, growth factors and opportunities
7.3.2. Market size and forecast, by Type
7.3.3. Market size and forecast, by Platform
7.3.4. Market size and forecast, by Gamer Type
7.3.5. Market size and forecast, by country
7.3.5.1. Germany
7.3.5.1.1. Market size and forecast, by Type
7.3.5.1.2. Market size and forecast, by Platform
7.3.5.1.3. Market size and forecast, by Gamer Type
7.3.5.2. UK
7.3.5.2.1. Market size and forecast, by Type
7.3.5.2.2. Market size and forecast, by Platform
7.3.5.2.3. Market size and forecast, by Gamer Type
7.3.5.3. France
7.3.5.3.1. Market size and forecast, by Type
7.3.5.3.2. Market size and forecast, by Platform
7.3.5.3.3. Market size and forecast, by Gamer Type
7.3.5.4. Spain
7.3.5.4.1. Market size and forecast, by Type
7.3.5.4.2. Market size and forecast, by Platform
7.3.5.4.3. Market size and forecast, by Gamer Type
7.3.5.5. Italy
7.3.5.5.1. Market size and forecast, by Type
7.3.5.5.2. Market size and forecast, by Platform
7.3.5.5.3. Market size and forecast, by Gamer Type
7.3.5.6. Rest of Europe
7.3.5.6.1. Market size and forecast, by Type
7.3.5.6.2. Market size and forecast, by Platform
7.3.5.6.3. Market size and forecast, by Gamer Type
7.4. Asia-Pacific
7.4.1. Key market trends, growth factors and opportunities
7.4.2. Market size and forecast, by Type
7.4.3. Market size and forecast, by Platform
7.4.4. Market size and forecast, by Gamer Type
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Market size and forecast, by Type
7.4.5.1.2. Market size and forecast, by Platform
7.4.5.1.3. Market size and forecast, by Gamer Type
7.4.5.2. Japan
7.4.5.2.1. Market size and forecast, by Type
7.4.5.2.2. Market size and forecast, by Platform
7.4.5.2.3. Market size and forecast, by Gamer Type
7.4.5.3. India
7.4.5.3.1. Market size and forecast, by Type
7.4.5.3.2. Market size and forecast, by Platform
7.4.5.3.3. Market size and forecast, by Gamer Type
7.4.5.4. South Korea
7.4.5.4.1. Market size and forecast, by Type
7.4.5.4.2. Market size and forecast, by Platform
7.4.5.4.3. Market size and forecast, by Gamer Type
7.4.5.5. Australia
7.4.5.5.1. Market size and forecast, by Type
7.4.5.5.2. Market size and forecast, by Platform
7.4.5.5.3. Market size and forecast, by Gamer Type
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Market size and forecast, by Type
7.4.5.6.2. Market size and forecast, by Platform
7.4.5.6.3. Market size and forecast, by Gamer Type
7.5. LAMEA
7.5.1. Key market trends, growth factors and opportunities
7.5.2. Market size and forecast, by Type
7.5.3. Market size and forecast, by Platform
7.5.4. Market size and forecast, by Gamer Type
7.5.5. Market size and forecast, by country
7.5.5.1. Brazil
7.5.5.1.1. Market size and forecast, by Type
7.5.5.1.2. Market size and forecast, by Platform
7.5.5.1.3. Market size and forecast, by Gamer Type
7.5.5.2. Saudi Arabia
7.5.5.2.1. Market size and forecast, by Type
7.5.5.2.2. Market size and forecast, by Platform
7.5.5.2.3. Market size and forecast, by Gamer Type
7.5.5.3. United Arab Emirates
7.5.5.3.1. Market size and forecast, by Type
7.5.5.3.2. Market size and forecast, by Platform
7.5.5.3.3. Market size and forecast, by Gamer Type
7.5.5.4. South Africa
7.5.5.4.1. Market size and forecast, by Type
7.5.5.4.2. Market size and forecast, by Platform
7.5.5.4.3. Market size and forecast, by Gamer Type
7.5.5.5. Rest of LAMEA
7.5.5.5.1. Market size and forecast, by Type
7.5.5.5.2. Market size and forecast, by Platform
7.5.5.5.3. Market size and forecast, by Gamer Type
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product mapping of top 10 player
8.4. Competitive dashboard
8.5. Competitive heatmap
8.6. Top player positioning, 2022
CHAPTER 9: COMPANY PROFILES
9.1. Tencent Holdings Ltd.
9.1.1. Company overview
9.1.2. Key executives
9.1.3. Company snapshot
9.2. Microsoft Corporation
9.2.1. Company overview
9.2.2. Key executives
9.2.3. Company snapshot
9.3. Apple Inc. (US)
9.3.1. Company overview
9.3.2. Key executives
9.3.3. Company snapshot
9.4. Sony Interactive Entertainment Inc.
9.4.1. Company overview
9.4.2. Key executives
9.4.3. Company snapshot
9.5. Activision Blizzard, Inc.
9.5.1. Company overview
9.5.2. Key executives
9.5.3. Company snapshot
9.6. Electronic Arts Inc.
9.6.1. Company overview
9.6.2. Key executives
9.6.3. Company snapshot
9.7. Nintendo Co., Ltd.
9.7.1. Company overview
9.7.2. Key executives
9.7.3. Company snapshot
9.8. Capcom Co., Ltd.
9.8.1. Company overview
9.8.2. Key executives
9.8.3. Company snapshot
9.9. Sega
9.9.1. Company overview
9.9.2. Key executives
9.9.3. Company snapshot
9.10. Rovio Entertainment Corporation
9.10.1. Company overview
9.10.2. Key executives
9.10.3. Company snapshot
LIST OF TABLES
TABLE 01. GLOBAL ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 02. ONLINE GAMING MARKET FOR PUZZLE, BY REGION, 2022-2032 ($BILLION)
TABLE 03. ONLINE GAMING MARKET FOR ACTION, BY REGION, 2022-2032 ($BILLION)
TABLE 04. ONLINE GAMING MARKET FOR ADVENTURE, BY REGION, 2022-2032 ($BILLION)
TABLE 05. ONLINE GAMING MARKET FOR ARCADE, BY REGION, 2022-2032 ($BILLION)
TABLE 06. ONLINE GAMING MARKET FOR SPORTS, BY REGION, 2022-2032 ($BILLION)
TABLE 07. ONLINE GAMING MARKET FOR OTHERS, BY REGION, 2022-2032 ($BILLION)
TABLE 08. GLOBAL ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 09. ONLINE GAMING MARKET FOR MOBILE PHONE, BY REGION, 2022-2032 ($BILLION)
TABLE 10. ONLINE GAMING MARKET FOR PCS, BY REGION, 2022-2032 ($BILLION)
TABLE 11. ONLINE GAMING MARKET FOR CONSOLES, BY REGION, 2022-2032 ($BILLION)
TABLE 12. ONLINE GAMING MARKET FOR OTHERS, BY REGION, 2022-2032 ($BILLION)
TABLE 13. GLOBAL ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 14. ONLINE GAMING MARKET FOR SOCIAL GAMERS, BY REGION, 2022-2032 ($BILLION)
TABLE 15. ONLINE GAMING MARKET FOR SERIOUS GAMERS, BY REGION, 2022-2032 ($BILLION)
TABLE 16. ONLINE GAMING MARKET FOR CORE GAMERS, BY REGION, 2022-2032 ($BILLION)
TABLE 17. ONLINE GAMING MARKET, BY REGION, 2022-2032 ($BILLION)
TABLE 18. NORTH AMERICA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 19. NORTH AMERICA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 20. NORTH AMERICA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 21. NORTH AMERICA ONLINE GAMING MARKET, BY COUNTRY, 2022-2032 ($BILLION)
TABLE 22. U.S. ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 23. U.S. ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 24. U.S. ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 25. CANADA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 26. CANADA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 27. CANADA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 28. MEXICO ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 29. MEXICO ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 30. MEXICO ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 31. EUROPE ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 32. EUROPE ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 33. EUROPE ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 34. EUROPE ONLINE GAMING MARKET, BY COUNTRY, 2022-2032 ($BILLION)
TABLE 35. GERMANY ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 36. GERMANY ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 37. GERMANY ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 38. UK ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 39. UK ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 40. UK ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 41. FRANCE ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 42. FRANCE ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 43. FRANCE ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 44. SPAIN ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 45. SPAIN ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 46. SPAIN ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 47. ITALY ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 48. ITALY ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 49. ITALY ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 50. REST OF EUROPE ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 51. REST OF EUROPE ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 52. REST OF EUROPE ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 53. ASIA-PACIFIC ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 54. ASIA-PACIFIC ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 55. ASIA-PACIFIC ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 56. ASIA-PACIFIC ONLINE GAMING MARKET, BY COUNTRY, 2022-2032 ($BILLION)
TABLE 57. CHINA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 58. CHINA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 59. CHINA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 60. JAPAN ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 61. JAPAN ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 62. JAPAN ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 63. INDIA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 64. INDIA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 65. INDIA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 66. SOUTH KOREA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 67. SOUTH KOREA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 68. SOUTH KOREA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 69. AUSTRALIA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 70. AUSTRALIA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 71. AUSTRALIA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 72. REST OF ASIA-PACIFIC ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 73. REST OF ASIA-PACIFIC ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 74. REST OF ASIA-PACIFIC ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 75. LAMEA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 76. LAMEA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 77. LAMEA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 78. LAMEA ONLINE GAMING MARKET, BY COUNTRY, 2022-2032 ($BILLION)
TABLE 79. BRAZIL ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 80. BRAZIL ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 81. BRAZIL ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 82. SAUDI ARABIA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 83. SAUDI ARABIA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 84. SAUDI ARABIA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 85. UNITED ARAB EMIRATES ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 86. UNITED ARAB EMIRATES ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 87. UNITED ARAB EMIRATES ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 88. SOUTH AFRICA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 89. SOUTH AFRICA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 90. SOUTH AFRICA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 91. REST OF LAMEA ONLINE GAMING MARKET, BY TYPE, 2022-2032 ($BILLION)
TABLE 92. REST OF LAMEA ONLINE GAMING MARKET, BY PLATFORM, 2022-2032 ($BILLION)
TABLE 93. REST OF LAMEA ONLINE GAMING MARKET, BY GAMER TYPE, 2022-2032 ($BILLION)
TABLE 94. TENCENT HOLDINGS LTD.: KEY EXECUTIVES
TABLE 95. TENCENT HOLDINGS LTD.: COMPANY SNAPSHOT
TABLE 96. MICROSOFT CORPORATION: KEY EXECUTIVES
TABLE 97. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 98. APPLE INC. (US): KEY EXECUTIVES
TABLE 99. APPLE INC. (US): COMPANY SNAPSHOT
TABLE 100. SONY INTERACTIVE ENTERTAINMENT INC.: KEY EXECUTIVES
TABLE 101. SONY INTERACTIVE ENTERTAINMENT INC.: COMPANY SNAPSHOT
TABLE 102. ACTIVISION BLIZZARD, INC.: KEY EXECUTIVES
TABLE 103. ACTIVISION BLIZZARD, INC.: COMPANY SNAPSHOT
TABLE 104. ELECTRONIC ARTS INC.: KEY EXECUTIVES
TABLE 105. ELECTRONIC ARTS INC.: COMPANY SNAPSHOT
TABLE 106. NINTENDO CO., LTD.: KEY EXECUTIVES
TABLE 107. NINTENDO CO., LTD.: COMPANY SNAPSHOT
TABLE 108. CAPCOM CO., LTD.: KEY EXECUTIVES
TABLE 109. CAPCOM CO., LTD.: COMPANY SNAPSHOT
TABLE 110. SEGA: KEY EXECUTIVES
TABLE 111. SEGA: COMPANY SNAPSHOT
TABLE 112. ROVIO ENTERTAINMENT CORPORATION: KEY EXECUTIVES
TABLE 113. ROVIO ENTERTAINMENT CORPORATION: COMPANY SNAPSHOT
LIST OF FIGURES
FIGURE 01. ONLINE GAMING MARKET, 2022-2032
FIGURE 02. SEGMENTATION OF ONLINE GAMING MARKET,2022-2032
FIGURE 03. TOP IMPACTING FACTORS IN ONLINE GAMING MARKET
FIGURE 04. TOP INVESTMENT POCKETS IN ONLINE GAMING MARKET (2023-2032)
FIGURE 05. BARGAINING POWER OF SUPPLIERS
FIGURE 06. BARGAINING POWER OF BUYERS
FIGURE 07. THREAT OF SUBSTITUTION
FIGURE 08. THREAT OF SUBSTITUTION
FIGURE 09. COMPETITIVE RIVALRY
FIGURE 10. GLOBAL ONLINE GAMING MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 11. IMPACT OF KEY REGULATION: ONLINE GAMING MARKET
FIGURE 12. PATENT ANALYSIS BY COMPANY
FIGURE 13. PATENT ANALYSIS BY COUNTRY
FIGURE 14. REGULATORY GUIDELINES: ONLINE GAMING MARKET
FIGURE 15. ONLINE GAMING MARKET, BY TYPE, 2022 AND 2032(%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR PUZZLE, BY COUNTRY 2022 AND 2032(%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR ACTION, BY COUNTRY 2022 AND 2032(%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR ADVENTURE, BY COUNTRY 2022 AND 2032(%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR ARCADE, BY COUNTRY 2022 AND 2032(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR SPORTS, BY COUNTRY 2022 AND 2032(%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 22. ONLINE GAMING MARKET, BY PLATFORM, 2022 AND 2032(%)
FIGURE 23. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR MOBILE PHONE, BY COUNTRY 2022 AND 2032(%)
FIGURE 24. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR PCS, BY COUNTRY 2022 AND 2032(%)
FIGURE 25. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR CONSOLES, BY COUNTRY 2022 AND 2032(%)
FIGURE 26. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 27. ONLINE GAMING MARKET, BY GAMER TYPE, 2022 AND 2032(%)
FIGURE 28. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR SOCIAL GAMERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 29. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR SERIOUS GAMERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 30. COMPARATIVE SHARE ANALYSIS OF ONLINE GAMING MARKET FOR CORE GAMERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 31. ONLINE GAMING MARKET BY REGION, 2022 AND 2032(%)
FIGURE 32. U.S. ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 33. CANADA ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 34. MEXICO ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 35. GERMANY ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 36. UK ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 37. FRANCE ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 38. SPAIN ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 39. ITALY ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 40. REST OF EUROPE ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 41. CHINA ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 42. JAPAN ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 43. INDIA ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 44. SOUTH KOREA ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 45. AUSTRALIA ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 46. REST OF ASIA-PACIFIC ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 47. BRAZIL ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 48. SAUDI ARABIA ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 49. UNITED ARAB EMIRATES ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 50. SOUTH AFRICA ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 51. REST OF LAMEA ONLINE GAMING MARKET, 2022-2032 ($BILLION)
FIGURE 52. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 53. COMPETITIVE DASHBOARD
FIGURE 54. COMPETITIVE HEATMAP: ONLINE GAMING MARKET
FIGURE 55. TOP PLAYER POSITIONING, 2022

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