Global Online Games Market Growth (Status and Outlook) 2024-2030

Global Online Games Market Growth (Status and Outlook) 2024-2030


According to our LPI (LP Information) latest study, the global Online Games market size was valued at US$ 118190 million in 2023. With growing demand in downstream market, the Online Games is forecast to a readjusted size of US$ 273950 million by 2030 with a CAGR of 12.8% during review period.

The research report highlights the growth potential of the global Online Games market. Online Games are expected to show stable growth in the future market. However, product differentiation, reducing costs, and supply chain optimization remain crucial for the widespread adoption of Online Games. Market players need to invest in research and development, forge strategic partnerships, and align their offerings with evolving consumer preferences to capitalize on the immense opportunities presented by the Online Games market.

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.

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.

Key Features:

The report on Online Games market reflects various aspects and provide valuable insights into the industry.

Market Size and Growth: The research report provide an overview of the current size and growth of the Online Games market. It may include historical data, market segmentation by Type (e.g., IOS, Android), and regional breakdowns.

Market Drivers and Challenges: The report can identify and analyse the factors driving the growth of the Online Games market, such as government regulations, environmental concerns, technological advancements, and changing consumer preferences. It can also highlight the challenges faced by the industry, including infrastructure limitations, range anxiety, and high upfront costs.

Competitive Landscape: The research report provides analysis of the competitive landscape within the Online Games market. It includes profiles of key players, their market share, strategies, and product offerings. The report can also highlight emerging players and their potential impact on the market.

Technological Developments: The research report can delve into the latest technological developments in the Online Games industry. This include advancements in Online Games technology, Online Games new entrants, Online Games new investment, and other innovations that are shaping the future of Online Games.

Downstream Procumbent Preference: The report can shed light on customer procumbent behaviour and adoption trends in the Online Games market. It includes factors influencing customer ' purchasing decisions, preferences for Online Games product.

Government Policies and Incentives: The research report analyse the impact of government policies and incentives on the Online Games market. This may include an assessment of regulatory frameworks, subsidies, tax incentives, and other measures aimed at promoting Online Games market. The report also evaluates the effectiveness of these policies in driving market growth.

Environmental Impact and Sustainability: The research report assess the environmental impact and sustainability aspects of the Online Games market.

Market Forecasts and Future Outlook: Based on the analysis conducted, the research report provide market forecasts and outlook for the Online Games industry. This includes projections of market size, growth rates, regional trends, and predictions on technological advancements and policy developments.

Recommendations and Opportunities: The report conclude with recommendations for industry stakeholders, policymakers, and investors. It highlights potential opportunities for market players to capitalize on emerging trends, overcome challenges, and contribute to the growth and development of the Online Games market.

Market Segmentation:

Online Games market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Segmentation by type
IOS
Android
Windows

Segmentation by application
Smartphone & Tablet
PC
TV
Other

This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Tencent
Netease
Microsoft
Sony
Electronic Arts
Sega
Ubisoft
Nintendo
Square Enix
Activision Blizzard Inc.
Gameloft SA
Glu Mobile
Kabam
Rovio Entertainment Ltd.
Supercell Oy
Zynga Inc.
CyberAgent
Walt Disney
Gamevil

Please note: The report will take approximately 2 business days to prepare and deliver.


*This is a tentative TOC and the final deliverable is subject to change.*
1 Scope of the Report
2 Executive Summary
3 Online Games Market Size by Player
4 Online Games by Regions
5 Americas
6 APAC
7 Europe
8 Middle East & Africa
9 Market Drivers, Challenges and Trends
10 Global Online Games Market Forecast
11 Key Players Analysis
12 Research Findings and Conclusion

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