Online Gaming Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

Online Gaming Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032


Online Gaming Market size will record over 18% CAGR between 2024 and 2032, propelled by advances in streaming technology, including better compression algorithms and adaptive streaming. With the growing awareness of the environmental impacts of gaming, particularly in terms of energy consumption and e-waste, companies are exploring more sustainable practices. The rollout of 5G networks is also expected to significantly improve online gaming experiences, particularly in reducing latency and enabling more reliable, high-speed connections for mobile and cloud gaming. For instance, in January 2024, Bahrain emerged as the front runner in 5G gaming performance in the Middle East to deliver ultra-fast speeds as well as low latency, crucial for competitive play.

The online gaming industry is segmented into model, platform, streaming, gamer type, revenue stream, genre, demographic, and region.

By gamer type, the industry value from the hardcore gamers segment will record a lucrative growth rate through 2032. Hardcore gamers frequently tune into gameplay streams on platforms, such as Twitch and YouTube. Some even produce their content, offering tips, strategies, and highlights. These gaming communities are lively, with players banding together in teams, clans, or guilds for collaboration and competition. Moreover, esports has risen as a significant phenomenon for hardcore gamers, showcasing professional players vying for substantial prize pools.

With respect to streaming, the online gaming market size from the on-demand streaming segment will showcase expansion from 2024 to 2032. With on-demand streaming, players can enjoy high-quality games without the need for costly gaming consoles or PCs. Operating primarily on a subscription model, many of these services provide access to an extensive game library for a monthly fee. This approach proves more economical than buying individual games or splurging on premium gaming hardware.

Europe online gaming industry share will register immense growth through 2032 led by increasing internet penetration. Mobile gaming has evolved significantly in popularity in the region, driven by the widespread use of smartphones and tablets. Countries like Germany, the U.K., and Sweden have turned into hubs for esports, with increasing numbers of professional tournaments, leagues, and esports organizations. The increased viewership, both online and in-person at events, attracting significant sponsorships and investments from brands will also favor the regional market growth.


Chapter 1 Methodology and Scope
1.1 Market scope and definition
1.2 Base estimates and calculations
1.3 Forecast calculation
1.4 Data sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Industry 360º synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Vendor matrix
3.3 Profit margin analysis
3.4 Technology and innovation landscape
3.5 Patent analysis
3.6 Key news and initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Increased internet accessibility and speeds
3.8.1.2 Rise of mobile gaming platforms
3.8.1.3 Expansion of esports and tournaments
3.8.1.4 Growing adoption of cloud gaming services
3.8.1.5 Rising demand for cross-platform gaming experiences
3.8.2 Industry pitfalls and challenges
3.8.2.1 Security and privacy concerns
3.8.2.2 Infrastructure reliability and latency
3.9 Growth potential analysis
3.10 Porter’s analysis
3.10.1 Supplier power
3.10.2 Buyer power
3.10.3 Threat of new entrants
3.10.4 Threat of substitutes
3.10.5 Industry rivalry
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates and Forecast, By Model, 2021 - 2032 (USD Billion)
5.1 Free-to-play games
5.2 Pay-to-play games
Chapter 6 Market Estimates and Forecast, By Platform, 2021 - 2032 (USD Billion)
6.1 Mobile phone
6.2 Pcs
6.3 Consoles
6.4 Browser-based
6.5 Virtual reality (VR)
6.6 Augmented reality (AR)
Chapter 7 Market Estimates and Forecast, By Streaming, 2021 - 2032 (USD Billion)
7.1 Live streaming
7.2 On-demand streaming
Chapter 8 Market Estimates and Forecast, By Gamer type, 2021 - 2032 (USD Billion)
8.1 Casual gamers
8.2 Hardcore gamers
8.3 Professional gamers (esports)
8.4 Social gamers
8.5 Single-player enthusiasts
8.6 Multiplayer enthusiasts
Chapter 9 Market Estimates and Forecast, By Revenue Stream, 2021 - 2032 (USD Billion)
9.1 Advertisement and sponsorships
9.2 Game publisher fees
9.3 Media and broadcasting rights
Chapter 10 Market Estimates and Forecast, By Genre, 2021 - 2032 (USD Billion)
10.1 Action
10.2 Adventure
10.3 Role-playing games (RPG)
10.4 Simulation
10.5 Strategy
10.6 Sports
10.7 Puzzle
10.8 Casual
10.9 Horror
10.10 Multiplayer online battle arena (MOBA)
10.11 First-person shooter (FPS)
10.12 Massively multiplayer nline (MMO)
Chapter 11 Market Estimates and Forecast, By Demographic, 2021 - 2032 (USD Billion)
11.1 Kids (under 12)
11.2 Teens (13-17)
11.3 Young Adults (18-24)
11.4 Adults (25-34)
11.5 Middle-Aged (35-54)
11.6 Seniors (55+)
Chapter 12 Market Estimates and Forecast, By Region, 2021 - 2032 (USD Billion)
12.1 Key trends
12.2 North America
12.2.1 U.S.
12.2.2 Canada
12.3 Europe
12.3.1 UK
12.3.2 Germany
12.3.3 France
12.3.4 Italy
12.3.5 Spain
12.3.6 Rest of Europe
12.4 Asia Pacific
12.4.1 China
12.4.2 India
12.4.3 Japan
12.4.4 South Korea
12.4.5 ANZ
12.4.6 Rest of Asia Pacific
12.5 Latin America
12.5.1 Brazil
12.5.2 Mexico
12.5.3 Rest of Latin America
12.6 MEA
12.6.1 UAE
12.6.2 South Africa
12.6.3 Saudi Arabia
12.6.4 Rest of MEA
Chapter 13 Company Profiles
13.1 Activision Blizzard
13.2 Bandai Namco Entertainment
13.3 Bethesda Softworks
13.4 Capcom
13.5 CD Projekt Red
13.6 Electronic Arts (EA)
13.7 Epic Games
13.8 King (a division of Activision Blizzard)
13.9 Microsoft
13.10 NetEase
13.11 Nexon
13.12 Nintendo
13.13 Riot Games
13.14 Roblox Corporation
13.15 Sega
13.16 Sony Interactive Entertainment
13.17 Square Enix
13.18 Supercell
13.19 Take-Two Interactive
13.20 Tencent
13.21 Twitch (owned by Amazon)
13.22 Ubisoft
13.23 Valve Corporation
13.24 Zynga

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