Gaming Market Size, Share, Growth Analysis, By Game Type (Real-time Strategy (RTS), Role-playing (RPG), By Device Type, By Age Group, By Gamer Type, By Region - Industry Forecast 2025-2032


Report ID: SQMIG25J2055 | Region: Global | Published Date: December, 2024
Pages: 165 |Tables: 67 |Figures: 75

Gaming Market Insights

Gaming Market size was valued at USD 230.79 Billion in 2023 and is poised to grow from USD 261.72 Billion in 2024 to USD 558.5 Billion by 2032, growing at a CAGR of 13.4% during the forecast period (2025-2032).

The increasing use of smartphones and the growing use of high-performance personal computers in developing and developed countries is a major reason for the growth of the gaming industry. The gaming industry is the fastest growing industry in the world as people globally are inclined towards games because it helps relieve stress and is a major source of entertainment, games provide a sense of achievement and team players which provide self-satisfaction and joy. It allows the adult population to use their leisure time to entertain themselves and growing educational games help kids to develop analytical and logical skills, also growing expenses in home entertainment and games are the major reasons for the growth of the gaming market during the forecast period.

US Gaming Market is poised to grow at a sustainable CAGR for the next forecast year.

Market snapshot - 2024-2031

Global Market Size

USD 208.2 billion

Largest Segment

In-App Purchase Based

Fastest Growth

In-App Purchase Based

Growth Rate

10.75% CAGR

Global Gaming Market 2021-2028 ($ Bn)
Country Share for Asia-Pacific Region- 2021 (%)

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Gaming Market Segmental Analysis

Global Gaming Market is segmented by Game Type, Device Type, Gamer Type, and region. Based on Game Type, the market is segmented into Real-time Strategy (RTS), Role-playing (RPG), Multiplayer Online Battle Arena (MOBA), Sandbox, Shooter (FPS and TPS), Simulation and Sports, Others. Based on Device Type, the market is segmented into Console, Mobile, Computer. Based on Gamer Type, the market is segmented into Children (6-12 years), Teenagers (13-19 years), Adults (20+ years), Seniors (55+). Based on Gamer Type, the market is segmented into Casual Player, Professional Player. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Gaming Market Analysis by Game Type

The market is divided into shooting games, action games, sports games, role-playing games, and other genres. The shooter gaming segment is expected to hold the largest market share of around 25% of the total market revenue in the year 2021. This is because of the addictive competitive experience and sense of achievement it provides to the player during the gaming session and also the authentic shooting experience makes it exciting and people feel like they are in the simulated environment while playing these games.

The action, sports, and role-play games segment are witnessing consistent growth and enjoying a decent market share during the analysis period. These all-different genres provide a wonderful experience to the players which consists of sportsmen, women, kids and other elderly people. The acceptance of games among different age groups makes it a wonderful market and is expected to grow tremendously during the analysis period.

Gaming Market Analysis by Device Type

In the year 2021, Mobile phones are the dominating sector in the gaming market due to large smartphone users and penetration of the internet to various areas of the world. Big game developer companies are now shifting their interest in game development for mobile phone platforms due to this huge market potential and large customer base. Personal computers, MMO, tablets, and tv consoles are also witnessing steady growth as different devices provide different gaming experiences to the player, and this is what drives the device segment for the gaming market during the analysis period.

Global Gaming Market By Purchase Type, 2021 (%)

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Gaming Market Regional Insights

In the year 2021, Asia Pacific accounts for 47% of the worldwide gaming market and is expected to occupy the same place during the analysis period. Gaming consoles and mobile phones are some of the major reasons for the domination of the gaming market in the region. Also, the growing urbanization and disposable income in the developing countries is pushing the demand for mobile games and which in turn is propelling the gaming market growth in this region.

Europe and North America are expected to grow substantially during the analysis period. The growing esports culture and growing popularity of video games between adults and kids in the region is the major reason for the growth in the gaming market. Growing investment and various companies endorsing the players at a professional level are creating enthusiasm in the people for games and this will contribute significantly to the gaming market growth during the analysis period.

Global Gaming Market By Geography, 2021 - 2028
  • Largest
  • Fastest

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Gaming Market Dynamics

Gaming Market Driver

  • Nowadays people engage in various kinds of video games in their leisure time and this is a major reason for the growth in the gaming market. American research suggests that 91% of male children who are born in the year 2000 are engaged in mobile gaming than those who were born before that which is just 83%. And continuous growing development in the economy leading to urbanization and disposable income is also pushing the demand for various stress release products such as games.
  • Growing presence of better internet connectivity in different areas of the world and growing use of smartphones are also reasoned driving the demand for games and this is fueling the growth of the gaming market in the recent period.

Gaming Market Restraint

  • Social anxiety and addiction towards competitive online shooter games by small children are a major restraint for the gaming industry as it affects their studies and also their mental state which is creating huge problems in the family. This is a major problem that is restraining the froth of the gaming market during the analysis period.

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Gaming Market Competitive Landscape

The Global Gaming market is relatively fragmented, with a high level of competition. Few large players, like Electronic Arts Inc., Nintendo Co. Ltd, and Valve Corporation, now control the market in terms of market share. These industry leaders are extending their customer base across several areas, and many corporations are creating strategic and collaborative initiatives with other start-up enterprises to enhance their market share and profitability.

Gaming Market Top Player’s Company Profiles

  • Sony Interactive Entertainment (Japan) 
  • Tencent Interactive Entertainment (China) 
  • Microsoft Gaming (USA) 
  • Nintendo (Japan) 
  • NetEase Games (China) 
  • Electronic Arts (USA) 
  • Epic Games (USA) 
  • Take-Two Interactive (USA) 
  • Embracer Group (Sweden) 
  • MiHoYo (China) 
  • Roblox Corporation (USA) 
  • Playtika (Israel) 
  • Ubisoft (France) 
  • Nexon (South Korea) 
  • 37Games (China) 
  • Square Enix (Japan) 
  • Oculus Studios (Meta) (USA) 
  • Bandai Namco Entertainment (Japan) 
  • Sega (Japan) 
  • Netmarble (South Korea)

Gaming Market Recent Developments

  • In June 2022, Electronic Arts Inc, a US-based gaming company introduced its new Field sense gameplay system which brings new technology and gaming mechanics to its gaming title Madden NFL 23. Which gives a more realistic experience and control to the player playing and makes it fun to play.
  • In May 2022, Valve Corporation a US-based gaming online platform provider introduced its Steam VR 1.22 home, which has a new photogrammetry feature that turns the photographs of the real world into a VR environment and enables the player to enjoy it in a virtual world.

Gaming Key Market Trends

  • Increasing championships and tournaments for major gaming titles are the main reason for the growing rate of the gaming market among the various age groups of people. The sponsors generally target the audience’s interests in the professional players and try to influence them through them and this gradually creates interest in the mind of the customer and generates revenue for the gaming companies. This gaming environment also created interest and hype in the audience’s mind and this interest in gaming is fueling the growth of the gaming market.

Gaming Market SkyQuest Analysis

SkyQuest’s ABIRAW (Advanced Business Intelligence, Research & Analysis Wing) is our Business Information Services team that Collects, Collates, Co-relates, and Analyses the Data collected by means of Primary Exploratory Research backed by the robust Secondary Desk research.

According to our analysis, Europe and North America are expected to grow substantially during this period and the Asia Pacific accounts for 47.8% of the global gaming industry and is expected to hold the same place during the year 2021. The shooting gaming segment is expected to hold the largest market share of around 25% of the total market revenue in the year 2021 and Mobile phones were the dominating device type in the gaming market due to large smartphone users and penetration of the internet to various areas of the world.

Report Metric Details
Market size value in 2022 USD 208.2 billion
Market size value in 2031 USD 527.87 billion
Growth Rate 10.75%
Base year 2023
Forecast period 2024-2031
Forecast Unit (Value) USD Billion
Segments covered
  • Game Type
    • Real-time Strategy (RTS), Role-playing (RPG), Multiplayer Online Battle Arena (MOBA), Sandbox, Shooter (FPS and TPS), Simulation and Sports, Others
  • Device Type
    • Console, Mobile, Computer
  • Age Group
    • Children (6-12 years), Teenagers (13-19 years), Adults (20+ years), Seniors (55+)
  • Gamer Type
    • Casual Player, Professional Player
Regions covered North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA)
Companies covered
  • Sony Interactive Entertainment (Japan) 
  • Tencent Interactive Entertainment (China) 
  • Microsoft Gaming (USA) 
  • Nintendo (Japan) 
  • NetEase Games (China) 
  • Electronic Arts (USA) 
  • Epic Games (USA) 
  • Take-Two Interactive (USA) 
  • Embracer Group (Sweden) 
  • MiHoYo (China) 
  • Roblox Corporation (USA) 
  • Playtika (Israel) 
  • Ubisoft (France) 
  • Nexon (South Korea) 
  • 37Games (China) 
  • Square Enix (Japan) 
  • Oculus Studios (Meta) (USA) 
  • Bandai Namco Entertainment (Japan) 
  • Sega (Japan) 
  • Netmarble (South Korea)
Customization scope

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  • Segments by type, application, etc
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  • Market dynamics & outlook
  • Region

 

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Table Of Content

Executive Summary

Market overview

  • Exhibit: Executive Summary – Chart on Market Overview
  • Exhibit: Executive Summary – Data Table on Market Overview
  • Exhibit: Executive Summary – Chart on Gaming Market Characteristics
  • Exhibit: Executive Summary – Chart on Market by Geography
  • Exhibit: Executive Summary – Chart on Market Segmentation
  • Exhibit: Executive Summary – Chart on Incremental Growth
  • Exhibit: Executive Summary – Data Table on Incremental Growth
  • Exhibit: Executive Summary – Chart on Vendor Market Positioning

Parent Market Analysis

Market overview

Market size

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • SWOT Analysis

KEY MARKET INSIGHTS

  • Technology Analysis
    • (Exhibit: Data Table: Name of technology and details)
  • Pricing Analysis
    • (Exhibit: Data Table: Name of technology and pricing details)
  • Supply Chain Analysis
    • (Exhibit: Detailed Supply Chain Presentation)
  • Value Chain Analysis
    • (Exhibit: Detailed Value Chain Presentation)
  • Ecosystem Of the Market
    • Exhibit: Parent Market Ecosystem Market Analysis
    • Exhibit: Market Characteristics of Parent Market
  • IP Analysis
    • (Exhibit: Data Table: Name of product/technology, patents filed, inventor/company name, acquiring firm)
  • Trade Analysis
    • (Exhibit: Data Table: Import and Export data details)
  • Startup Analysis
    • (Exhibit: Data Table: Emerging startups details)
  • Raw Material Analysis
    • (Exhibit: Data Table: Mapping of key raw materials)
  • Innovation Matrix
    • (Exhibit: Positioning Matrix: Mapping of new and existing technologies)
  • Pipeline product Analysis
    • (Exhibit: Data Table: Name of companies and pipeline products, regional mapping)
  • Macroeconomic Indicators

COVID IMPACT

  • Introduction
  • Impact On Economy—scenario Assessment
    • Exhibit: Data on GDP - Year-over-year growth 2016-2022 (%)
  • Revised Market Size
    • Exhibit: Data Table on Gaming Market size and forecast 2021-2027 ($ million)
  • Impact Of COVID On Key Segments
    • Exhibit: Data Table on Segment Market size and forecast 2021-2027 ($ million)
  • COVID Strategies By Company
    • Exhibit: Analysis on key strategies adopted by companies

MARKET DYNAMICS & OUTLOOK

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • Regulatory Landscape
    • Exhibit: Data Table on regulation from different region
  • SWOT Analysis
  • Porters Analysis
    • Competitive rivalry
      • Exhibit: Competitive rivalry Impact of key factors, 2021
    • Threat of substitute products
      • Exhibit: Threat of Substitute Products Impact of key factors, 2021
    • Bargaining power of buyers
      • Exhibit: buyers bargaining power Impact of key factors, 2021
    • Threat of new entrants
      • Exhibit: Threat of new entrants Impact of key factors, 2021
    • Bargaining power of suppliers
      • Exhibit: Threat of suppliers bargaining power Impact of key factors, 2021
  • Skyquest special insights on future disruptions
    • Political Impact
    • Economic impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Market Size by Region

  • Chart on Market share by geography 2021-2027 (%)
  • Data Table on Market share by geography 2021-2027(%)
  • North America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • USA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Canada
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Europe
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Germany
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Spain
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • France
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • UK
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Europe
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Asia Pacific
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • China
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • India
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Japan
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Korea
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Asia Pacific
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Latin America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Brazil
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of South America
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Middle East & Africa (MEA)
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • GCC Countries
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Africa
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of MEA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)

KEY COMPANY PROFILES

  • Competitive Landscape
    • Total number of companies covered
      • Exhibit: companies covered in the report, 2021
    • Top companies market positioning
      • Exhibit: company positioning matrix, 2021
    • Top companies market Share
      • Exhibit: Pie chart analysis on company market share, 2021(%)

Methodology

For the Gaming Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:

1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.

2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Gaming Market.

3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.

4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.

Analyst Support

Customization Options

With the given market data, our dedicated team of analysts can offer you the following customization options are available for the Gaming Market:

Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.

Regional Analysis: Further analysis of the Gaming Market for additional countries.

Competitive Analysis: Detailed analysis and profiling of additional Market players & comparative analysis of competitive products.

Go to Market Strategy: Find the high-growth channels to invest your marketing efforts and increase your customer base.

Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics, and strategic partners.

Category Intelligence: Customized intelligence that is relevant to their supply Markets will enable them to make smarter sourcing decisions and improve their category management.

Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.

Social Media Listening: To analyze the conversations and trends happening not just around your brand, but around your industry as a whole, and use those insights to make better Marketing decisions.

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FAQs

Global Gaming Market size was valued at USD 208.2 billion in 2022 and is poised to grow from USD 233.23 billion in 2023 to USD 527.87 billion by 2031, growing at a CAGR of 10.75% during the forecast period (2024-2031).

The Global Gaming market is relatively fragmented, with a high level of competition. Few large players, like Electronic Arts Inc., Nintendo Co. Ltd, and Valve Corporation, now control the market in terms of market share. These industry leaders are extending their customer base across several areas, and many corporations are creating strategic and collaborative initiatives with other start-up enterprises to enhance their market share and profitability. 'Sony Interactive Entertainment (Japan) ', 'Tencent Interactive Entertainment (China) ', 'Microsoft Gaming (USA) ', 'Nintendo (Japan) ', 'NetEase Games (China) ', 'Electronic Arts (USA) ', 'Epic Games (USA) ', 'Take-Two Interactive (USA) ', 'Embracer Group (Sweden) ', 'MiHoYo (China) ', 'Roblox Corporation (USA) ', 'Playtika (Israel) ', 'Ubisoft (France) ', 'Nexon (South Korea) ', '37Games (China) ', 'Square Enix (Japan) ', 'Oculus Studios (Meta) (USA) ', 'Bandai Namco Entertainment (Japan) ', 'Sega (Japan) ', 'Netmarble (South Korea)'

Nowadays people engage in various kinds of video games in their leisure time and this is a major reason for the growth in the gaming market. American research suggests that 91% of male children who are born in the year 2000 are engaged in mobile gaming than those who were born before that which is just 83%. And continuous growing development in the economy leading to urbanization and disposable income is also pushing the demand for various stress release products such as games.

Increasing championships and tournaments for major gaming titles are the main reason for the growing rate of the gaming market among the various age groups of people. The sponsors generally target the audience’s interests in the professional players and try to influence them through them and this gradually creates interest in the mind of the customer and generates revenue for the gaming companies. This gaming environment also created interest and hype in the audience’s mind and this interest in gaming is fueling the growth of the gaming market.

In the year 2021, Asia Pacific accounts for 47% of the worldwide gaming market and is expected to occupy the same place during the analysis period. Gaming consoles and mobile phones are some of the major reasons for the domination of the gaming market in the region. Also, the growing urbanization and disposable income in the developing countries is pushing the demand for mobile games and which in turn is propelling the gaming market growth in this region.

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