Global Online Game Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global Online Game Market 2024 by Company, Regions, Type and Application, Forecast to 2030


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.

According to our (Global Info Research) latest study, the global Online Game market size was valued at US$ 140910 million in 2023 and is forecast to a readjusted size of USD 309100 million by 2030 with a CAGR of 12.0% during review period.

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.

This report is a detailed and comprehensive analysis for global Online Game market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Consumer Age Range. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2024, are provided.

Key Features:

Global Online Game market size and forecasts, in consumption value ($ Million), 2019-2030

Global Online Game market size and forecasts by region and country, in consumption value ($ Million), 2019-2030

Global Online Game market size and forecasts, by Type and by Consumer Age Range, in consumption value ($ Million), 2019-2030

Global Online Game market shares of main players, in revenue ($ Million), 2019-2024

The Primary Objectives in This Report Are:

To determine the size of the total market opportunity of global and key countries

To assess the growth potential for Online Game

To forecast future growth in each product and end-use market

To assess competitive factors affecting the marketplace

This report profiles key players in the global Online Game market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Microsoft, Nintendo, Sony, Tencent, Activision Blizzard, Sega, Electronic Arts, Apple, Ubisoft, Zynga, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Market segmentation

Online Game market is split by Type and by Consumer Age Range. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Consumer Age Range. This analysis can help you expand your business by targeting qualified niche markets.

Market segmentation

Online Game market is split by Type and by Consumer Age Range. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Consumer Age Range. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type
Massively Multiplayer Online (MMO)
Simulation Games
Action/Adventure
Strategy Games
Sports Games
Role-Playing (RPG)
Educational Games

Market 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

Market segment by players, this report covers
Microsoft
Nintendo
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Apple
Ubisoft
Zynga
Square Enix
NetEase Games
NEXON
NCSoft
Bandai Namco Holdings

Market segment by regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia, Italy and Rest of Europe)

Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)

South America (Brazil, Rest of South America)

Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:

Chapter 1, to describe Online Game product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of Online Game, with revenue, gross margin, and global market share of Online Game from 2019 to 2024.

Chapter 3, the Online Game competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and by Consumer Age Range, with consumption value and growth rate by Type, by Consumer Age Range, from 2019 to 2030.

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Online Game market forecast, by regions, by Type and by Consumer Age Range, with consumption value, from 2024 to 2030.

Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.

Chapter 12, the key raw materials and key suppliers, and industry chain of Online Game.

Chapter 13, to describe Online Game research findings and conclusion.


1 Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size Segment by Type
5 Market Size Segment by Consumer Age Range
6 North America
7 Europe
8 Asia-Pacific
9 South America
10 Middle East & Africa
11 Market Dynamics
12 Industry Chain Analysis
13 Research Findings and Conclusion
14 Appendix

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