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Gaming Market: By Console Type, By Purchase Type, and Region Forecast 2019-2030
Gaming Market size was valued at US$ 212.8 billion in 2023 and is poised to grow at a significant CAGR of 12.6% from 2024-2030. Gaming is described as the act of playing electronic games using a variety of devices such as computers, cell phones, and consoles. High-speed internet connections are becoming more common, particularly in emerging nations, making online gaming more accessible in recent years. Based on console type, the mobile gaming segment is anticipated to hold the largest market share in the forecasting period owing to the growing number of mobile users together with the advancement of 5G technology in smartphones. For instance, according to the World Economic Forum 2020, mobile games attract around 48 percent of video game gamers. Furthermore, expanding cellular subscriptions are significantly increasing demand for mobile games.
According to statistics provided by the World Bank, the global mobile cellular subscriber rate in 2019 was 109.397 per one hundred persons. Based on console type mobile gaming is estimated to be valued at approximately 35.6% of overall revenue and the market is expected to grow significantly over 2022-2027 owing to the increased incorporation of 4g technology in smartphones, surge in the manufacture of appealing online interactive games and increase in the subscriptions for gaming apps.
For instance, in March 2019, Apple Inc. launched a video game subscription service called Apple Arcade for iPadOS, iOS, macOS, and tvOS. Moreover, the booming mobile cellular subscription has also played a significant role in expanding the demand for mobile gaming over the forecast years. The market is surging owing to frequent acquisitions and launches by the market players. Strategic alliances by the players such as acquisitions, mergers, expansions, and new product launches may enhance the company's growth.
Study Period
2024-2030Base Year
2023CAGR
12.6%Largest Market
North-AmericaFastest Growing Market
Asia-Pacific
Rising internet penetration, integration of blockchain technology in traditional gaming, emergence of cloud gaming, technological advancements are the key factors that are driving the growth of the global gaming market.
Report Benchmarks |
Details |
Report Study Period |
2024-2030 |
Market Size in 2023 |
US$ 212.8 billion |
Market CAGR |
12.6% |
By Console Type |
|
By Purchase Type |
|
By Region |
|
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The gaming market size was valued at US$ 212.8 billion in 2023 and is poised to grow at a significant CAGR of 12.6% from 2024-2030.
The key segments covered in the restless leg’s syndrome market are technology, components, application, and end-users.
The gaming market key players Sony Corporation, Microsoft Corporation, Apple Inc, Google LLC (Alphabet Inc), Bandai Namco Entertainment Inc, Take-Two Interactive Software Inc, Nexon Company, Nintendo Co Ltd, Activision Blizzard Inc, Electronic Arts Inc, Ubisoft Entertainment SA, Square Enix Holdings Co Ltd, ZeptoLab OOO, Tencent Holdings Ltd, Sega Games Co Ltd, Capcom Co Ltd, NetEase Inc, Interactive Entertainment, Beijing Kunlun Technology Co Ltd
1.Executive Summary |
2.Global Gaming Market Introduction |
2.1.Global Gaming Market - Taxonomy |
2.2.Global Gaming Market - Definitions |
2.2.1.Console Type |
2.2.2.Purchase Type |
2.2.3.Region |
3.Global Gaming Market Dynamics |
3.1. Drivers |
3.2. Restraints |
3.3. Opportunities/Unmet Needs of the Market |
3.4. Trends |
3.5. Product Landscape |
3.6. New Product Launches |
3.7. Impact of COVID 19 on Market |
4.Global Gaming Market Analysis, 2019 - 2023 and Forecast 2024 - 2030 |
4.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) |
4.3. Market Opportunity Analysis |
5.Global Gaming Market By Console Type, 2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
5.1. Mobile Gaming |
5.1.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.1.3. Market Opportunity Analysis |
5.2. Social / Casual Gaming |
5.2.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.2.3. Market Opportunity Analysis |
5.3. TV / Gaming Console |
5.3.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.3.3. Market Opportunity Analysis |
5.4. Computer Gaming |
5.4.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.4.3. Market Opportunity Analysis |
5.5. Online Mmo Gaming |
5.5.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.5.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.5.3. Market Opportunity Analysis |
5.6. Others |
5.6.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
5.6.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.6.3. Market Opportunity Analysis |
6.Global Gaming Market By Purchase Type, 2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
6.1. In-App Purchase Based, |
6.1.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.1.3. Market Opportunity Analysis |
6.2. Shareware, |
6.2.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.2.3. Market Opportunity Analysis |
6.3. Box/CD Game Purchase, |
6.3.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.3.3. Market Opportunity Analysis |
6.4. Freeware, and |
6.4.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.4.3. Market Opportunity Analysis |
6.5. Other |
6.5.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
6.5.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.5.3. Market Opportunity Analysis |
7.Global Gaming Market By Region, 2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
7.1. North America |
7.1.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
7.1.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.1.3. Market Opportunity Analysis |
7.2. Europe |
7.2.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
7.2.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.2.3. Market Opportunity Analysis |
7.3. Asia Pacific (APAC) |
7.3.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
7.3.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.3.3. Market Opportunity Analysis |
7.4. Middle East and Africa (MEA) |
7.4.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
7.4.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.4.3. Market Opportunity Analysis |
7.5. Latin America |
7.5.1. Market Analysis, 2019 - 2023 and Forecast, 2024 - 2030, (Sales Value USD Million) |
7.5.2. Year-Over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.5.3. Market Opportunity Analysis |
8.North America Gaming Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
8.1. Console Type Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
8.1.1.Mobile Gaming |
8.1.2.Social / Casual Gaming |
8.1.3.TV / Gaming Console |
8.1.4.Computer Gaming |
8.1.5.Online Mmo Gaming |
8.1.6.Others |
8.2. Purchase Type Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
8.2.1.In-App Purchase Based, |
8.2.2.Shareware, |
8.2.3.Box/CD Game Purchase, |
8.2.4.Freeware, and |
8.2.5.Other |
8.3. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
8.3.1.United States of America (USA) |
8.3.2.Canada |
9.Europe Gaming Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
9.1. Console Type Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
9.1.1.Mobile Gaming |
9.1.2.Social / Casual Gaming |
9.1.3.TV / Gaming Console |
9.1.4.Computer Gaming |
9.1.5.Online Mmo Gaming |
9.1.6.Others |
9.2. Purchase Type Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
9.2.1.In-App Purchase Based, |
9.2.2.Shareware, |
9.2.3.Box/CD Game Purchase, |
9.2.4.Freeware, and |
9.2.5.Other |
9.3. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
9.3.1.Germany |
9.3.2.France |
9.3.3.Italy |
9.3.4.United Kingdom (UK) |
9.3.5.Spain |
9.3.6.Rest of EU |
10.Asia Pacific (APAC) Gaming Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
10.1. Console Type Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.1.1.Mobile Gaming |
10.1.2.Social / Casual Gaming |
10.1.3.TV / Gaming Console |
10.1.4.Computer Gaming |
10.1.5.Online Mmo Gaming |
10.1.6.Others |
10.2. Purchase Type Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.2.1.In-App Purchase Based, |
10.2.2.Shareware, |
10.2.3.Box/CD Game Purchase, |
10.2.4.Freeware, and |
10.2.5.Other |
10.3. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
10.3.1.China |
10.3.2.India |
10.3.3.Australia and New Zealand (ANZ) |
10.3.4.Japan |
10.3.5.Rest of APAC |
11.Middle East and Africa (MEA) Gaming Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
11.1. Console Type Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.1.1.Mobile Gaming |
11.1.2.Social / Casual Gaming |
11.1.3.TV / Gaming Console |
11.1.4.Computer Gaming |
11.1.5.Online Mmo Gaming |
11.1.6.Others |
11.2. Purchase Type Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.2.1.In-App Purchase Based, |
11.2.2.Shareware, |
11.2.3.Box/CD Game Purchase, |
11.2.4.Freeware, and |
11.2.5.Other |
11.3. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
11.3.1.GCC Countries |
11.3.2.South Africa |
11.3.3.Rest of MEA |
12.Latin America Gaming Market ,2019 - 2023 and Forecast 2024 - 2030 (Sales Value USD Million) |
12.1. Console Type Analysis and Forecast by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.1.1.Mobile Gaming |
12.1.2.Social / Casual Gaming |
12.1.3.TV / Gaming Console |
12.1.4.Computer Gaming |
12.1.5.Online Mmo Gaming |
12.1.6.Others |
12.2. Purchase Type Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.2.1.In-App Purchase Based, |
12.2.2.Shareware, |
12.2.3.Box/CD Game Purchase, |
12.2.4.Freeware, and |
12.2.5.Other |
12.3. Country Analysis 2019 - 2023 and Forecast 2024 - 2030 by Sales Value USD Million, Y-o-Y Growth (%), and Market Share (%) |
12.3.1.Brazil |
12.3.2.Mexico |
12.3.3.Rest of LA |
13. Competition Landscape |
13.1. Market Player Profiles (Introduction, Brand/Product Sales, Financial Analysis, Product Offerings, Key Developments, Collaborations, M & A, Strategies, and SWOT Analysis) |
13.2.1.Sony Corporation |
13.2.2.Microsoft Corporation |
13.2.3.Apple Inc |
13.2.4.Google LLC (Alphabet Inc) |
13.2.5.Bandai Namco Entertainment Inc |
13.2.6.Take-Two Interactive Software Inc |
13.2.7.Nexon Company |
13.2.8.Nintendo Co Ltd |
13.2.9.Activision Blizzard Inc |
13.2.10.Electronic Arts Inc |
13.2.11.Ubisoft Entertainment SA |
13.2.12.Square Enix Holdings Co Ltd |
13.2.13.ZeptoLab OOO |
13.2.14.Tencent Holdings Ltd |
13.2.15.Sega Games Co Ltd |
13.2.16.Capcom Co Ltd |
13.2.17.NetEase Inc |
13.2.18.Interactive Entertainment |
13.2.19.Beijing Kunlun Technology Co Ltd |
14. Research Methodology |
15. Appendix and Abbreviations |
Key Market Players