Gaming Market: By Console Type (Mobile Gaming, Social / Casual Gaming, TV / Gaming Console, Computer Gaming, Online Mmo Gaming, and Others), By Purchase Type (In-App Purchase Based, Shareware, Box/CD Game Purchase, Freeware, and Other), and Geography

Purchase Option

$ 4400
$ 6600
$ 8900

Gaming Market Size is valued at USD 212.8 billion in 2022 and poised to grow at significant CAGR of 12.6% from 2023-2029. 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 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 the mobile gaming is estimated to be valued 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 significant role in expanding the demand for mobile gaming over the forecast years. Gaming Market is surging owing to frequent acquisitions and launchings by the market players. Strategic alliances by the players such as acquisitions, mergers, expansions, and new product launches may enhance the companys growth.

Gaming Market Key Development:

  • In January 2022, Microsoft Corporation planned to acquire Activision Blizzard Inc., a leader in game development and interactive entertainment content publisher to accelerate the growth in Microsofts gaming business across mobile, PC, console and cloud and will provide building blocks for the metaverse

Gaming Market Summary

Study Period

2024-2030

Base Year

2023

CAGR

12.6%

Largest Market

North-America

Fastest Growing Market

Asia-Pacific
Gaming Market Dynamics

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.

Key Features of the Reports

  • The gaming market report provides granular level information about the market size, regional market share, historic market (2018-2022) and forecast (2023-2029)
  • The report covers in-detail insights about the competitors overview, company share analysis, key market developments, and their key strategies
  • The report outlines drivers, restraints, unmet needs, and trends that are currently affecting the market
  • The report tracks recent innovations, key developments, and start-up details that are actively working in the market
  • The report provides a plethora of information about market entry strategies, regulatory framework, and reimbursement scenario

Gaming Market Segmentation

By Console Type
  • Mobile Gaming
  • Social / Casual Gaming
  • TV / Gaming Console
  • Computer Gaming
  • Online Mmo Gaming
  • Others
By Purchase Type
  • In-App Purchase Based,
  • Shareware,
  • Box/CD Game Purchase,
  • Freeware, and
  • Other
By Geography
  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • MEA

Frequently Asked Questions

The gaming market size was valued at USD 212.8 billion in 2022.

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, 2018 - 2022 and Forecast 2023 - 2029
4.1.  Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
5.1. Mobile Gaming
5.1.1. Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
6.1. In-App Purchase Based,
6.1.1. Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
7.1. North America
7.1.1. Market Analysis, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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, 2018 - 2022 and Forecast, 2023 - 2029, (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 ,2018 - 2022 and Forecast 2023 - 2029 (Sales Value USD Million)
8.1. Console Type Analysis 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 ,2018 - 2022 and Forecast 2023 - 2029 (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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 ,2018 - 2022 and Forecast 2023 - 2029 (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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 ,2018 - 2022 and Forecast 2023 - 2029 (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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 ,2018 - 2022 and Forecast 2023 - 2029 (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 2018 - 2022 and Forecast 2023 - 2029 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 2018 - 2022 and Forecast 2023 - 2029 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 
  • 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

Adjacent Markets