Global Gaming Market to Reach US$ 471.3 Billion by 2032, Propelled by Rising Penetration of the Internet and Smartphones

February 24, 2022 | Technology & Media

IMARC Group's latest report, titled "Gaming Market Report by Device Type (Consoles, Mobiles and Tablets, Computers), Platform (Online, Offline), Revenue (In-Game Purchase, Game Purchase, Advertising), Type (Adventure/Role Playing Games, Puzzles, Social Games, Strategy, Simulation, and Others), Age Group (Adult, Children), and Region 2024-2032," finds that the global gaming market size reached US$ 221.6 Billion in 2023. Gaming involves playing video games on electronic devices such as gaming consoles, computers, mobile phones, and arcade machines. It enhances the gamer's hand-eye coordination, mental and physical health, ability to multitask, and problem-solving skills. Video games help entertain and relax the player and the viewer while stimulating the mind and body. It improves cognitive ability, develops specific skills in children, and assists teachers in the classroom. The gaming sector has significantly evolved due to the development of advanced graphical engines and information technology. Currently, gaming is gaining immense traction among the masses as a major source of entertainment across the globe. 

Global Gaming Market Trends:

The rising penetration of the internet and smartphones and the easy availability of online games in different genres, such as simulation, strategy, and action, represent the primary factors driving the market growth. Moreover, the development of 5G technology and the introduction of advanced network connectivity enable cloud gaming and allow consumers to stream high-end games across any mobile device while eliminating the requirement for a traditional gaming console. This, in turn, is positively influencing the market growth. Additionally, the rising investments by gamers in online games, including Fortnite, World of Warcraft, League of Legends, PUBG, and Minecraft, have catalyzed market growth. Besides this, numerous games allow players to explore and seek quests, such as Grand Theft Auto and Batman: Arkham Knight, thereby propelling the market growth. Furthermore, recent technological advancements in software and hardware, including augmented reality (AR) and virtual reality (VR), are contributing to market growth. Apart from this, the shifting consumer inclination toward gaming, as it relieves stress, provides the experience of working in a team, and gives a sense of achievement to players, is another major growth-inducing factor. Other factors, including the growing popularity of e-sports and multiplayer video game competition between professional and amateur players, improving internet connectivity, increasing adoption of mobile and browser games, and inflating consumer disposable incomes, are also anticipated to drive the market further. Looking forward, IMARC Group expects the market value to reach US$ 471.3 Billion by 2032, expanding at a CAGR of 8.74% during 2024-2032.

Market Summary:

  • Based on the device type, the market has been divided into consoles, mobiles and tablets, and computers. Currently, mobiles and tablets account for the largest market share. 
  • On the basis of the platform, the market has been classified as online and offline, wherein the offline segment exhibits a clear dominance in the market. 
  • Based on the revenue type, the market has been segmented into in-game purchase, game purchase, and advertising. 
  • The market has been categorized based on the type into adventure/role-playing games, puzzles, social games, strategy, simulation, and others.
  • Based on the age group, the market has been bifurcated into adults and children. Amongst these, adult games dominate the global gaming market.
  • Region-wise, Asia Pacific holds the leading position in the market. Other major regions include North America, Europe, Middle East and Africa, and Latin America. 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.

Report Coverage:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Billion
Segment Coverage Process, Raw Material, Application, End-User, Region
Region Covered Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered Behran Oil Company, Central Romana Corporation Ltd., Hongye Holding Group Corporation Limited, Illovo Sugar Ltd. (Associated British Foods plc), KRBL Limited, Lenzing Aktiengesellschaft, Linzi Organic Chemical Inc. Ltd., Pennakem LLC, Shandong Crownchem Industries Co. Ltd, Silvateam S.p.a., Tanin d.d., Sevnica, TransFurans Chemicals bvba and Xian Welldon Trading Co. Ltd
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Global Gaming Market to Reach US$ 471.3 Billion by 2032, Propelled by Rising Penetration of the Internet and Smartphones
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