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Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

Report Overview:

The global gaming market size reached US$ 202.7 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 343.6 Billion by 2028, exhibiting a growth rate (CAGR) of 9.08% during 2023-2028.

Gaming, also known as video games or electronic games, refers to a computer application which is played with a certain set of rules. It involves mental or physical stimulation that provides entertainment and relaxation to the player or the spectators. Gaming is a powerful tool that can help children in developing certain life skills and can also aid the educators in seeking ways to supplement classroom teaching. The gaming sector has been revolutionized with the advent of advanced graphical engines and information technology.

 

 
 

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The increasing proliferation of mobile phones and easy availability of games on the internet along with innovations in both hardware and software are expected to have a positive impact on the growth of the global gaming market. In addition, the growing adoption of mobile and browser games which offer free-to-play business models is another trend that is gaining traction in the gaming market. Further, with the rising popularity of e-sports, multiplayer video game competition between professional and amateur players, the gaming market is witnessing an accelerated growth worldwide. Some of the other factors propelling the gaming market are empowering nature of games; availability of different genres, such as strategy, action, simulation, etc.; and a shift from physical games to online games.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global gaming market report, along with forecast at the global and regional level from 2023-2028. Our report has categorized the market based on device type, platform, revenue type, type and age group.

Breakup by Device Type:

 

 
 

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  • Consoles
  • Mobiles and Tablets
  • Computers
     

Based on the device type, the global gaming market has been segmented into consoles, mobiles and tablets, and computers. Mobiles and Tablets currently account for the largest share.

Breakup by Platform:

  • Online
  • Offline
     

Based on the platform, the market has been segmented into online and offline. The offline segment currently accounts for a larger share.

Breakup by Revenue Type:

  • In-Game Purchase
  • Game Purchase
  • Advertising
     

Based on the revenue type, the market has been segmented into in-game purchase, game purchase and advertising.

Breakup by Type:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others
     

Based on type, the market has been segmented into adventure/role playing games, puzzles, social games, strategy, simulation and others.

Breakup by Age Group:

  • Adult
  • Children
     

Based on the age group, the market has been segmented into adult and children. Adult games currently dominate the global gaming market.

Regional Insights:

 

 
 

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  • Asia Pacific
  • North America
  • Europe
  • Middle East and Africa
  • Latin America
     

Region-wise, Asia Pacific accounts for the largest market share. Other major regions are North America, Europe, Middle East and Africa and Latin America.

Competitive Landscape: 

The competitive landscape of the market has also been examined with some of the key players being Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd.and Bandai Namco Holdings Inc.

This report provides a deep insight into the global gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the gaming market in any manner.

Report Coverage:

Report Features Details
Base Year of the Analysis 2022
Historical Period 2017-2022
Forecast Period 2023-2028
Units US$ Billion
Segment Coverage Device Type, Platform, Revenue Type, Type, Age Group, Region
Region Covered  Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Companies Covered Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd. and Bandai Namco Holdings Inc.
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

1   Preface
2   Scope and Methodology

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3   Executive Summary
4   Introduction

    4.1    Overview
    4.2    Key Industry Trends
5   Global Gaming Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Price Analysis
    5.5    Market Breakup by Device Type
    5.6    Market Breakup by Platform
    5.7    Market Breakup by Revenue Type
    5.8    Market Breakup by Type
    5.9    Market Breakup by Age Group
    5.10    Market Breakup by Region
    5.11    Market Forecast
    5.12    SWOT Analysis
        5.12.1    Overview
        5.12.2    Strengths
        5.12.3    Weaknesses
        5.12.4    Opportunities
        5.12.5    Threats
    5.13    Value Chain Analysis
        5.13.1    Overview
        5.13.2    Research and Development
        5.13.3    Inputs
        5.13.4    Products and Services
        5.13.5    Marketing and Distribution
        5.13.6    End Users
        5.13.7    Post Sales Service
    5.14    Porters Five Forces Analysis
        5.14.1    Overview
        5.14.2    Bargaining Power of Buyers
        5.14.3    Bargaining Power of Suppliers
        5.14.4    Degree of Competition
        5.14.5    Threat of New Entrants
        5.14.6    Threat of Substitutes
        5.14.7    Threats
6   Market Breakup by Device Type
    6.1    Consoles
        6.1.1 Market Trends
        6.1.2 Market Forecast
    6.2    Mobiles and Tablets
        6.2.1 Market Trends
        6.2.2 Market Forecast
    6.3    Computers
        6.3.1 Market Trends
        6.3.2 Market Forecast
7   Market Breakup by Platform
    7.1    Online
       7.1.1 Market Trends
       7.1.2 Market Forecast
    7.2    Offline
        7.2.1 Market Trends
        7.2.2 Market Forecast
8   Market Breakup by Revenue Type
    8.1    In-Game Purchase
        8.1.1 Market Trends
        8.1.2 Market Forecast 
    8.2    Game Purchase
        8.2.1 Market Trends
        8.2.2 Market Forecast 
    8.3    Advertising
        8.3.1 Market Trends
        8.3.2 Market Forecast 
9   Market Breakup by Type
    9.1    Adventure/Role Playing Games
        9.1.1 Market Trends
        9.1.2 Market Forecast
    9.2    Puzzles
        9.2.1 Market Trends
        9.2.2 Market Forecast
    9.3    Social Games
        9.3.1 Market Trends
        9.3.2 Market Forecast
    9.4    Strategy
        9.4.1 Market Trends
        9.4.2 Market Forecast
   9.5    Simulation
        9.5.1 Market Trends
        9.5.2 Market Forecast
   9.6    Others
        9.6.1 Market Trends
        9.6.2 Market Forecast
10  Market Breakup by Age Group
    10.1    Adult
        10.1.1 Market Trends
        10.1.2 Market Forecast
    10.2    Children
        10.2.1 Market Trends
        10.2.2 Market Forecast
11  Market Breakup by Region
    11.1    Asia Pacific
        11.1.1 Market Trends
        11.1.2 Market Forecast
    11.2    North America
        11.2.1 Market Trends
        11.2.2 Market Forecast
    11.3    Europe
        11.3.1 Market Trends
        11.3.2 Market Forecast
    11.4    Middle East and Africa
        11.4.1 Market Trends
        11.4.2 Market Forecast
    11.5    Latin America
        11.5.1 Market Trends
        11.5.2 Market Forecast
12  Competitive Landscape
    12.1    Market Structure
    12.2    Key Players
    12.3    Profiles of Key Players
        12.3.1    Tencent Holdings Limited
        12.3.2    Sony Corporation
        12.3.3    Microsoft Corporation
        12.3.4    Apple Inc.
        12.3.5    Activision Blizzard, Inc.
        12.3.6    Google LLC
        12.3.7    NetEase Inc.
        12.3.8    Electronic Arts Inc.
        12.3.9    Nintendo Co., Ltd.
        12.3.10    Bandai Namco Holdings Inc.


List of Figures

Figure 1: Global: Gaming Market: Major Drivers and Challenges
Figure 2: Global: Gaming Market: Sales Value (in Billion US$), 2017-2022
Figure 3: Global: Gaming Market: Breakup by Device Type (in %), 2022
Figure 4: Global: Gaming Market: Breakup by Platform (in %), 2022
Figure 5: Global: Gaming Market: Breakup by Revenue Type (in %), 2022
Figure 6: Global: Gaming Market: Breakup by Type (in %), 2022
Figure 7: Global: Gaming Market: Breakup by Age Group (in %), 2022
Figure 8: Global: Gaming Market: Breakup by Region (in %), 2022
Figure 9: Global: Gaming Market Forecast: Sales Value (in Billion US$), 2023-2028
Figure 10: Global: Gaming Industry: SWOT Analysis
Figure 11: Global: Gaming Industry: Value Chain Analysis
Figure 12: Global: Gaming Industry: Porter’s Five Forces Analysis
Figure 13: Global: Gaming (Consoles) Market: Sales Value (in Million US$), 2017 & 2022
Figure 14: Global: Gaming (Consoles) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 15: Global: Gaming (Mobiles and Tablets) Market: Sales Value (in Million US$), 2017 & 2022
Figure 16: Global: Gaming (Mobiles and Tablets) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 17: Global: Gaming (Computers) Market: Sales Value (in Million US$), 2017 & 2022
Figure 18: Global: Gaming (Computers) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 19: Global: Gaming (Online) Market: Sales Value (in Million US$), 2017 & 2022
Figure 20: Global: Gaming (Online) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 21: Global: Gaming (Offline) Market: Sales Value (in Million US$), 2017 & 2022
Figure 22: Global: Gaming (Offline) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 23: Global: Gaming (In-Game Purchase) Market: Sales Value (in Million US$), 2017 & 2022
Figure 24: Global: Gaming (In-Game Purchase) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 25: Global: Gaming (Game Purchase) Market: Sales Value (in Million US$), 2017 & 2022
Figure 26: Global: Gaming (Game Purchase) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 27: Global: Gaming (Advertising) Market: Sales Value (in Million US$), 2017 & 2022
Figure 28: Global: Gaming (Advertising) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 29: Global: Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million US$), 2017 & 2022
Figure 30: Global: Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 31: Global: Gaming (Puzzles) Market: Sales Value (in Million US$), 2017 & 2022
Figure 32: Global: Gaming (Puzzles) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 33: Global: Gaming (Social Games) Market: Sales Value (in Million US$), 2017 & 2022
Figure 34: Global: Gaming (Social Games) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 35: Global: Gaming (Strategy) Market: Sales Value (in Million US$), 2017 & 2022
Figure 36: Global: Gaming (Strategy) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 37: Global: Gaming (Simulation) Market: Sales Value (in Million US$), 2017 & 2022
Figure 38: Global: Gaming (Simulation) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 39: Global: Gaming (Others) Market: Sales Value (in Million US$), 2017 & 2022
Figure 40: Global: Gaming (Others) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 41: Global: Gaming (Adult) Market: Sales Value (in Million US$), 2017 & 2022
Figure 42: Global: Gaming (Adult) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 43: Global: Gaming (Children) Market: Sales Value (in Million US$), 2017 & 2022
Figure 44: Global: Gaming (Children) Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 45: Asia Pacific: Gaming Market: Sales Value (in Million US$), 2017 & 2022
Figure 46: Asia Pacific: Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 47: North America: Gaming Market: Sales Value (in Million US$), 2017 & 2022
Figure 48: North America: Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 49: Europe: Gaming Market: Sales Value (in Million US$), 2017 & 2022
Figure 50: Europe: Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 51: Middle East and Africa: Gaming Market: Sales Value (in Million US$), 2017 & 2022
Figure 52: Middle East and Africa: Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
Figure 53: Latin America: Gaming Market: Sales Value (in Million US$), 2017 & 2022
Figure 54: Latin America: Gaming Market Forecast: Sales Value (in Million US$), 2023-2028

List of Tables

Table 1: Global: Gaming Market: Key Industry Highlights, 2022 and 2028
Table 2: Global: Gaming Market Forecast: Breakup by Device Type (in Million US$), 2023-2028
Table 3: Global: Gaming Market Forecast: Breakup by Platform (in Million US$), 2023-2028
Table 4: Global: Gaming Market Forecast: Breakup by Revenue Type (in Million US$), 2023-2028
Table 5: Global: Gaming Market Forecast: Breakup by Type (in Million US$), 2023-2028
Table 6: Global: Gaming Market Forecast: Breakup by Age Group (in Million US$), 2023-2028
Table 7: Global: Gaming Market Forecast: Breakup by Region (in Million US$), 2023-2028
Table 8: Global: Gaming Market: Competitive Structure
Table 9: Global: Gaming Market: Key Players


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Key Questions Answered in This Report

The global gaming market was valued at US$ 202.7 Billion in 2022.

We expect the global gaming market to exhibit a CAGR of 9.08% during 2023-2028.

The rising internet penetration, along with the introduction of 5G technology in facilitating cloud gaming, that allow users to stream high-end games across any handheld devices and eliminate the need for a traditional gaming console, is primarily driving the global gaming market.

The sudden outbreak of the COVID-19 pandemic has led to the increasing adoption of e-sports as a means of indoor entertainment, during the implementation of stringent lockdown regulations across several nations.

Based on the device type, the global gaming market can be segmented into consoles, mobiles and tablets, and computers. Currently, mobiles and tablets hold the majority of the total market share.

Based on the platform, the global gaming market has been divided into online and offline, where offline currently exhibits a clear dominance in the market.

Based on the revenue type, the global gaming market can be categorized into in-game purchase, game purchase, and advertising. Currently, in-game purchase accounts for the majority of the global market share.

Based on the type, the global gaming market has been segregated into adventure/role playing games, puzzles, social games, strategy, simulation, and others. Among these, adventure/role playing games currently hold the largest market share.

Based on the age group, the global gaming market can be bifurcated into adult and children. Currently, adult exhibits a clear dominance in the market.

On a regional level, the market has been classified into Asia Pacific, North America, Europe, Middle East and Africa, and Latin America, where Asia Pacific currently dominates the global market.

Some of the major players in the global gaming market include Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd., and Bandai Namco Holdings Inc.

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