0

Online Gaming Market by Type and Geography - Forecast and Analysis 2022-2026

  • Published: Mar 2022
  • Pages: 139
  • SKU: IRTNTR72636
Technavio

Purchase this report now and if we publish a new version within 90 days, we will send you a free copy.

Safe and Secure SSL Encrypted
  • 2500.00
  • USD

The online gaming market share is expected to increase by USD 46.59 billion from 2021 to 2026, and the market’s growth momentum will accelerate at a CAGR of 12.27%.

This online gaming market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers online gaming market segmentation by type (MMO, casual, and digital console) and geography (APAC, MEA, North America, South America, and Europe). The online gaming market report also offers information on several market vendors, including Activision Blizzard Inc., Alphabet Inc., Apple Inc., ArkGames, BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S., Capcom Co. Ltd., Electronic Arts Inc., GREE Inc., Microsoft Corp., NetEase Inc., NEXON America Inc., Nintendo Co. Ltd., PopReach Corp., Riot Games Inc., Sega Corp, Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., Ubisoft Entertainment, and ZeptoLab UK Ltd. among others.

What will the Online Gaming Market Size be During the Forecast Period?

Download the Free Report Sample to Unlock the Online Gaming Market Size for the Forecast Period and Other Important Statistics

 

Online Gaming Market: Key Drivers, Trends, and Challenges

The rising popularity of e-sports is notably driving the online gaming market growth, although factors such as infrastructural requirements may impede the market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the online gaming industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Online Gaming Market Driver

One of the key factors driving growth in the online gaming market is the rising popularity of e-sports. The League of Legends World Championship and Federation Internationale de Football Association (FIFA) Interactive World Cup are some of the e-sports tournaments that provide live broadcasts of the competitions. E-sports tournaments attract numerous people across the world to participate in video game competitions. They also attract a large audience that watches video game competitions live over the web. Each country has its association that organizes tournaments. Many people across the world watch those tournaments through online streaming. For instance, the League of Legends World Championship Finals had 43 million viewers, and 31 million viewers watched the NBA final game. With the rising popularity of e-sports, more vendors are expected to offer e-sports services, which will drive the growth of the global online gaming market during the forecast period.

Key Online Gaming Market Trend

The infrastructural requirements will be a major challenge for the online gaming market during the forecast period. The adoption of online gaming in developing economies would be a challenge due to the lack of fast and reliable Internet connections. Internet service providers do not find it financially viable to expand into rural areas. With infrastructure such as 5G and broadband largely inaccessible to people in rural areas, it is difficult to adopt cloud gaming services, thereby hampering the growth of the market during the forecast period. In the absence of a high-speed Internet connection, issues such as loss of frames in games and latency are expected. Latency and frame loss have the potential to render online multiplayer games unplayable. Under-penetration of 5G is estimated to pose a significant hindrance to the growth of the market.

Key Online Gaming Market Challenge

The growth in the free-to-play model is an online gaming market trend that is expected to have a positive impact in the coming years. The free-to-play model, also called a freemium model, provides an opportunity for gaming service providers to promote their games. This model allows users to play games in exchange for virtual goods and currencies. Virtual currencies are used to buy virtual goods through microtransactions in games. Virtual goods include different avatars. In some instances, users spend real money to purchase virtual products, such as coins, magic wands, houses, guns, and swords, in video games. Freemium is the most popular and productive business model in the current era of digital services. Gaming service providers can monetize their services by providing access to many freemium games via social media and mobile platforms. This helps online gaming service providers to increase their revenues, thereby driving the growth of the global online gaming market during the forecast period.

This online gaming market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2022-2026.

Parent Market Analysis

Technavio categorizes the global online gaming market as a part of the global interactive home entertainment market within the global media and entertainment market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the online gaming market during the forecast period.

Who are the Major Online Gaming Market Vendors?

The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

 

  • Activision Blizzard Inc.
  • Alphabet Inc.
  • Apple Inc.
  • ArkGames
  • BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S.
  • Capcom Co. Ltd.
  • Electronic Arts Inc.
  • GREE Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • NEXON America Inc.
  • Nintendo Co. Ltd.
  • PopReach Corp.
  • Riot Games Inc.
  • Sega Corp
  • Sony Group Corp.
  • Square Enix Holdings Co. Ltd.
  • Take Two Interactive Software Inc.
  • Ubisoft Entertainment
  • ZeptoLab UK Ltd.

 

This statistical study of the online gaming market encompasses successful business strategies deployed by the key vendors. The online gaming market is fragmented and the vendors are deploying growth strategies such as heavily investing in planning, product designing and developing, acquiring new players, and expanding their existing product portfolios to compete in the market.

Product Insights and News

  • Alphabet Inc. - Alphabet Inc. is a public company headquartered in the US. It is a global company generating $257,637 million in revenues and has around 156,500 employees. Its revenue from the global online gaming market contributes to its overall revenues along with its other offerings, but it is not a key revenue stream for the company.
  • Alphabet Inc. - The company offers online gaming products such as Stadia.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The online gaming market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Online Gaming Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the online gaming market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

Which are the Key Regions for Online Gaming Market?

For more insights on the market share of various regions Request for a FREE sample now!

51% of the market’s growth will originate from APAC during the forecast period. China, South Korea, and Japan are the key markets for online gaming in APAC. Market growth in this region will be faster than the growth of the market in other regions.

The popularity of online video games in Southeast Asia and the expansion of broadband connectivity will facilitate the online gaming market growth in APAC over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

Countries in APAC, such as China, India and Australia, were among the severely affected countries by the COVID-19 pandemic in 2020. To curb the spread of COVID-19, governing bodies across APAC imposed lockdowns for several weeks in 2020 and the first half of 2021. However, with the initiation of large-scale vaccination drives, schools and colleges have started to reopen. Such factors may result in slower growth for the adoption of online gaming in the region during the forecast period.

What are the Revenue-generating Type Segments in the Online Gaming Market?

To gain further insights on the market contribution of various segments Request for a FREE sample

The online gaming market share growth by the MMO segment will be significant during the forecast period. The global online gaming market is growing, owing to the popularity of massively multiplayer online (MMO) games. MMO games are online games with a large number of players, typically ranging from hundreds to thousands, playing on the same server. The developers of MMO games are constantly developing new genres to break away from the traditional ways of gaming. 

This report provides an accurate prediction of the contribution of all the segments to the growth of the online gaming market size and actionable market insights on post COVID-19 impact on each segment.

 

Online Gaming Market Scope

Report Coverage

Details

Page number

120

Base year

2021

Forecast period

2022-2026

Growth momentum & CAGR

Accelerate at a CAGR of 12.27%

Market growth 2022-2026

$ 46.59 billion

Market structure

Fragmented

YoY growth (%)

8.22

Regional analysis

APAC, MEA, North America, South America, and Europe

Performing market contribution

APAC at 51%

Key consumer countries

US, China, Japan, South Korea, and Germany

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Activision Blizzard Inc., Alphabet Inc., Apple Inc., ArkGames, BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S., Capcom Co. Ltd., Electronic Arts Inc., GREE Inc., Microsoft Corp., NetEase Inc., NEXON America Inc., Nintendo Co. Ltd., PopReach Corp., Riot Games Inc., Sega Corp, Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., Ubisoft Entertainment, and ZeptoLab UK Ltd.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for the forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Request for a FREE sample

What are the Key Data Covered in this Online Gaming Market Report?

  • CAGR of the market during the forecast period 2022-2026
  • Detailed information on factors that will drive online gaming market growth during the next five years
  • Precise estimation of the online gaming market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the online gaming industry across APAC, MEA, North America, South America, and Europe
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of online gaming market vendors

We can help! Our analysts can customize this report to meet your requirements. Get in touch

Read More Read Less

1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Type
    • Exhibit 06: Executive Summary – Chart on Incremental Growth
    • Exhibit 07: Executive Summary – Data Table on Incremental Growth
    • Exhibit 08: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 09: Parent market
    • Exhibit 10: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 11: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 12: Market segments
  • 3.3 Market size 2021
    • 3.4 Market outlook: Forecast for 2021-2026
      • Exhibit 13: Chart on Global - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 14: Data Table on Global - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 15: Chart on Global Market: Year-over-year growth 2021-2026 (%)
      • Exhibit 16: Data Table on Global Market: Year-over-year growth 2021-2026 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 17: Five forces analysis - Comparison between 2021 and 2026
    • 4.2 Bargaining power of buyers
      • Exhibit 18: Bargaining power of buyers – Impact of key factors in 2021 and 2026
    • 4.3 Bargaining power of suppliers
      • Exhibit 19: Bargaining power of suppliers – Impact of key factors in 2021 and 2026
    • 4.4 Threat of new entrants
      • Exhibit 20: Threat of new entrants – Impact of key factors in 2021 and 2026
    • 4.5 Threat of substitutes
      • Exhibit 21: Threat of substitutes – Impact of key factors in 2021 and 2026
    • 4.6 Threat of rivalry
      • Exhibit 22: Threat of rivalry – Impact of key factors in 2021 and 2026
    • 4.7 Market condition
      • Exhibit 23: Chart on Market condition - Five forces 2021 and 2026

    5 Market Segmentation by Type

    • 5.1 Market segments
      • Exhibit 24: Chart on Type - Market share 2021-2026 (%)
      • Exhibit 25: Data Table on Type - Market share 2021-2026 (%)
    • 5.2 Comparison by Type
      • Exhibit 26: Chart on Comparison by Type
      • Exhibit 27: Data Table on Comparison by Type
    • 5.3 MMO - Market size and forecast 2021-2026
      • Exhibit 28: Chart on MMO - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 29: Data Table on MMO - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 30: Chart on MMO - Year-over-year growth 2021-2026 (%)
      • Exhibit 31: Data Table on MMO - Year-over-year growth 2021-2026 (%)
    • 5.4 Casual - Market size and forecast 2021-2026
      • Exhibit 32: Chart on Casual - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 33: Data Table on Casual - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 34: Chart on Casual - Year-over-year growth 2021-2026 (%)
      • Exhibit 35: Data Table on Casual - Year-over-year growth 2021-2026 (%)
    • 5.5 Digital console - Market size and forecast 2021-2026
      • Exhibit 36: Chart on Digital console - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 37: Data Table on Digital console - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 38: Chart on Digital console - Year-over-year growth 2021-2026 (%)
      • Exhibit 39: Data Table on Digital console - Year-over-year growth 2021-2026 (%)
    • 5.6 Market opportunity by Type
      • Exhibit 40: Market opportunity by Type ($ billion)

    6 Customer Landscape

    • 6.1 Customer landscape overview
      • Exhibit 41: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    7 Geographic Landscape

    • 7.1 Geographic segmentation
      • Exhibit 42: Chart on Market share by geography 2021-2026 (%)
      • Exhibit 43: Data Table on Market share by geography 2021-2026 (%)
    • 7.2 Geographic comparison
      • Exhibit 44: Chart on Geographic comparison
      • Exhibit 45: Data Table on Geographic comparison
    • 7.3 APAC - Market size and forecast 2021-2026
      • Exhibit 46: Chart on APAC - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 47: Data Table on APAC - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 48: Chart on APAC - Year-over-year growth 2021-2026 (%)
      • Exhibit 49: Data Table on APAC - Year-over-year growth 2021-2026 (%)
    • 7.4 North America - Market size and forecast 2021-2026
      • Exhibit 50: Chart on North America - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 51: Data Table on North America - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 52: Chart on North America - Year-over-year growth 2021-2026 (%)
      • Exhibit 53: Data Table on North America - Year-over-year growth 2021-2026 (%)
    • 7.5 Europe - Market size and forecast 2021-2026
      • Exhibit 54: Chart on Europe - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 55: Data Table on Europe - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 56: Chart on Europe - Year-over-year growth 2021-2026 (%)
      • Exhibit 57: Data Table on Europe - Year-over-year growth 2021-2026 (%)
    • 7.6 South America - Market size and forecast 2021-2026
      • Exhibit 58: Chart on South America - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 59: Data Table on South America - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 60: Chart on South America - Year-over-year growth 2021-2026 (%)
      • Exhibit 61: Data Table on South America - Year-over-year growth 2021-2026 (%)
    • 7.7 Middle East and Africa - Market size and forecast 2021-2026
      • Exhibit 62: Chart on Middle East and Africa - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 63: Data Table on Middle East and Africa - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 64: Chart on Middle East and Africa - Year-over-year growth 2021-2026 (%)
      • Exhibit 65: Data Table on Middle East and Africa - Year-over-year growth 2021-2026 (%)
    • 7.8 US - Market size and forecast 2021-2026
      • Exhibit 66: Chart on US - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 67: Data Table on US - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 68: Chart on US - Year-over-year growth 2021-2026 (%)
      • Exhibit 69: Data Table on US - Year-over-year growth 2021-2026 (%)
    • 7.9 China - Market size and forecast 2021-2026
      • Exhibit 70: Chart on China - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 71: Data Table on China - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 72: Chart on China - Year-over-year growth 2021-2026 (%)
      • Exhibit 73: Data Table on China - Year-over-year growth 2021-2026 (%)
    • 7.10 Japan - Market size and forecast 2021-2026
      • Exhibit 74: Chart on Japan - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 75: Data Table on Japan - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 76: Chart on Japan - Year-over-year growth 2021-2026 (%)
      • Exhibit 77: Data Table on Japan - Year-over-year growth 2021-2026 (%)
    • 7.11 Germany - Market size and forecast 2021-2026
      • Exhibit 78: Chart on Germany - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 79: Data Table on Germany - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 80: Chart on Germany - Year-over-year growth 2021-2026 (%)
      • Exhibit 81: Data Table on Germany - Year-over-year growth 2021-2026 (%)
    • 7.12 South Korea - Market size and forecast 2021-2026
      • Exhibit 82: Chart on South Korea - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 83: Data Table on South Korea - Market size and forecast 2021-2026 ($ billion)
      • Exhibit 84: Chart on South Korea - Year-over-year growth 2021-2026 (%)
      • Exhibit 85: Data Table on South Korea - Year-over-year growth 2021-2026 (%)
    • 7.13 Market opportunity by geography
      • Exhibit 86: Market opportunity by geography ($ billion)

    8 Drivers, Challenges, and Trends

    • 8.1 Market drivers
      • 8.2 Market challenges
        • 8.3 Impact of drivers and challenges
          • Exhibit 87: Impact of drivers and challenges in 2021 and 2026
        • 8.4 Market trends

          9 Vendor Landscape

          • 9.1 Overview
            • 9.2 Vendor landscape
              • Exhibit 88: Overview on Criticality of inputs and Factors of differentiation
            • 9.3 Landscape disruption
              • Exhibit 89: Overview on factors of disruption
            • 9.4 Industry risks
              • Exhibit 90: Impact of key risks on business

            10 Vendor Analysis

            • 10.1 Vendors covered
              • Exhibit 91: Vendors covered
            • 10.2 Market positioning of vendors
              • Exhibit 92: Matrix on vendor position and classification
            • 10.3 Alphabet Inc.
              • Exhibit 93: Alphabet Inc. - Overview
              • Exhibit 94: Alphabet Inc. - Business segments
              • Exhibit 95: Alphabet Inc. - Key news
              • Exhibit 96: Alphabet Inc. - Key offerings
              • Exhibit 97: Alphabet Inc. - Segment focus
            • 10.4 Apple Inc.
              • Exhibit 98: Apple Inc. - Overview
              • Exhibit 99: Apple Inc. - Business segments
              • Exhibit 100: Apple Inc. - Key news
              • Exhibit 101: Apple Inc. - Key offerings
              • Exhibit 102: Apple Inc. - Segment focus
            • 10.5 BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S.
              • Exhibit 103: BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S. - Overview
              • Exhibit 104: BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S. - Product / Service
              • Exhibit 105: BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S. - Key offerings
            • 10.6 Electronic Arts Inc.
              • Exhibit 106: Electronic Arts Inc. - Overview
              • Exhibit 107: Electronic Arts Inc. - Product / Service
              • Exhibit 108: Electronic Arts Inc. - Key offerings
            • 10.7 GREE Inc.
              • Exhibit 109: GREE Inc. - Overview
              • Exhibit 110: GREE Inc. - Product / Service
              • Exhibit 111: GREE Inc. - Key offerings
            • 10.8 Microsoft Corp.
              • Exhibit 112: Microsoft Corp. - Overview
              • Exhibit 113: Microsoft Corp. - Business segments
              • Exhibit 114: Microsoft Corp. - Key news
              • Exhibit 115: Microsoft Corp. - Key offerings
              • Exhibit 116: Microsoft Corp. - Segment focus
            • 10.9 NEXON America Inc.
              • Exhibit 117: NEXON America Inc. - Overview
              • Exhibit 118: NEXON America Inc. - Business segments
              • Exhibit 119: NEXON America Inc. - Key news
              • Exhibit 120: NEXON America Inc. - Key offerings
              • Exhibit 121: NEXON America Inc. - Segment focus
            • 10.10 PopReach Corp.
              • Exhibit 122: PopReach Corp. - Overview
              • Exhibit 123: PopReach Corp. - Product / Service
              • Exhibit 124: PopReach Corp. - Key offerings
            • 10.11 Sony Group Corp.
              • Exhibit 125: Sony Group Corp. - Overview
              • Exhibit 126: Sony Group Corp. - Business segments
              • Exhibit 127: Sony Group Corp. - Key news
              • Exhibit 128: Sony Group Corp. - Key offerings
              • Exhibit 129: Sony Group Corp. - Segment focus
            • 10.12 Take Two Interactive Software Inc.
              • Exhibit 130: Take Two Interactive Software Inc. - Overview
              • Exhibit 131: Take Two Interactive Software Inc. - Business segments
              • Exhibit 132: Take Two Interactive Software Inc. - Key offerings
              • Exhibit 133: Take Two Interactive Software Inc. - Segment focus

            11 Appendix

            • 11.1 Scope of the report
              • 11.2 Inclusions and exclusions checklist
                • Exhibit 134: Inclusions checklist
                • Exhibit 135: Exclusions checklist
              • 11.3 Currency conversion rates for US$
                • Exhibit 136: Currency conversion rates for US$
              • 11.4 Research methodology
                • Exhibit 137: Research methodology
                • Exhibit 138: Validation techniques employed for market sizing
                • Exhibit 139: Information sources
              • 11.5 List of abbreviations
                • Exhibit 140: List of abbreviations

              Research Framework

              Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

              TechnavioINFORMATION SOURCES

              Primary sources

              • Manufacturers and suppliers
              • Channel partners
              • Industry experts
              • Strategic decision makers

              Secondary sources

              • Industry journals and periodicals
              • Government data
              • Financial reports of key industry players
              • Historical data
              • Press releases
              Technavio

              TechnavioDATA ANALYSIS

              Data Synthesis

              • Collation of data
              • Estimation of key figures
              • Analysis of derived insights

              Data Validation

              • Triangulation with data models
              • Reference against proprietary databases
              • Corroboration with industry experts
              Technavio

              TechnavioREPORT WRITING

              Qualitative

              • Market drivers
              • Market challenges
              • Market trends
              • Five forces analysis

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape
              Interested in this report?
              Get your FREE sample now!
              The online gaming market growth will increase by $46.59 billion during 2022-2026.
              The online gaming market is expected to grow at a CAGR of 12.27% during 2022-2026.
              Technavio has segmented the online gaming market by type (MMO, casual, and digital console).
              Activision Blizzard Inc., Alphabet Inc., Apple Inc., ArkGames, BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S., Capcom Co. Ltd., Electronic Arts Inc., GREE Inc., Microsoft Corp., NetEase Inc., NEXON America Inc., Nintendo Co. Ltd., PopReach Corp., Riot Games Inc., Sega Corp, Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., Ubisoft Entertainment, ZeptoLab UK Ltd. are a few of the key vendors in the online gaming market.
              APAC will register the highest growth rate of 51.3% among the other regions. Therefore, the online gaming market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
              • US
              • China
              • Japan
              • South Korea
              • Germany
              The key factors driving the online gaming market growth are:
              • Rising popularity of e-sports
              • Growth in the free-to-play model
              The online gaming market vendors should focus on grabbing business opportunities from the mmo segment as it accounted for the largest market share in the base year.
              Safe and Secure SSL Encrypted
              Technavio

              Single User:

              2500 USD

              Technavio Get the report (PDF) sent to your email within minutes.

              Subscribe & Save

              Get lifetime access to our
              Technavio Insights

              Want to customize this report?

              This report can be personalized according to your needs. Our analysts and industry experts will work directly with you to understand your requirements and provide you with customized data in a short amount of time.

              We offer $1000 worth of FREE customization at the time of purchase
              Technavio
              Enquire Before Buying
              1. Home
              2. Communication Services
              3. Published Report
              17,000 reports available | Plans starting from just 5,000 USD | Get FREE trial>>