Online Gaming Market 2020 Global Outlook, Demand,Size, Growth Drivers, Business Opportunity, Statistics, Key Players and Forecast Till 2026

April 10 12:04 2020
Online Gaming Market 2020 Global Outlook, Demand,Size, Growth Drivers, Business Opportunity, Statistics, Key Players and Forecast Till 2026
Global Online Gaming Market by Device Type (Mobile Devices, Digital Console, Computer, Others) by Gaming Type (Casual Gaming, MMO Gaming, Social Gaming) by Aging Group (Below 18 Years, 19-25 Years, 26-35 Years, 36-45 Years, Over 46 Years); Trend Analysis, Competitive Market Share & Forecast, 2020-2026

The Global Online Gaming Market is estimated to grow at a CAGR of 10% during the forecast period 2019-2025. As per the analysis, the global market was analysed to reach $79 billion by the end of the year 2025.

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The Global Online Gaming Market is driven by various growth drivers such as increasing number of smartphones, increasing investments by private and government organizations on technological advancements and increasing in availability of reliable and high-speed internet networks. As per the market study conducted by research analyst of Report Ocean, Germany, India, UAE, China and some other countries are highly investing in online gaming technologies to boost the advanced gaming capabilities to the players globally. For instance: In an interview about ‘Fuelling Tech Intensity in India’ with Microsoft’s Satya Nadella in Feb 2020, Mukesh Ambani—top Indian in Forbes World Billionaires List—said that India is one of the largest game downloads markets among emerging economies and is expected to grow the game development market at sharp rate.

The global online gaming market is also driven by cheaper smartphones, high-speed internet connectivity and better integration with financial technology—digital wallets— that allow instant payment of entry fees and withdrawal of winnings. Moreover, increasing penetration of internet during the forecast period is expected to raise the customer base of online gaming which is expected to fuel growth on the global online gaming market.

Segmentation Overview of the Global Online Gaming Market

The global online gaming market is segmented on the basis of Device Type, Gaming Type and Age Group. These market segments are further categorised into various sub-segments to study the market in detail.

The Device Type Segment of the Global Online Gaming Market is Sub-Segmented into:

  • Mobile Devices
  • Digital Console
  • Computer
  • Others

The Gaming Type Segment of the Global Online Gaming Market is Sub-Segmented into:

  • Casual Gaming
  • MMO Gaming
  • Social Gaming

The Age Group Segment of the Global Online Gaming Market is Sub-Segmented into:

  • Below 18 Years
  • 19-25 Years
  • 26-35 Years
  • 36-45 Years
  • Over 46 Years

Geographical Overview of the Global Online Gaming Market

Region wise, the global online gaming market is analysed across North America (U.S., Canada, and Mexico), Europe (UK, Germany, France, Italy, Turkey, and rest of Europe), Asia-Pacific (China, India, Australia & New Zealand, ASEAN and rest of Asia-pacific), and LAMEA (Latin America, the Middle East, and Africa). As per the analysis, the North American Online Gaming Market is dominating the global market owing to high internet penetration in the U.S. that led to the increased adoption of online games in the region. However, the APAC region is analysed to grow at fastest growth rate owing to large base of internet users in India and China.

Key Players Insights

Valve, Konami, Sega, Ubisoft, Activision Blizzard, Sony Corp., Microsoft, Tencent, Wargaming, Zynga, Giant Interactive, GungHo Online, NCSOFT, Riot Games, Fun Technologies, Playdom, Arkadium, King Digital Entertainment, Bwin Party Digital Entertainment, Electronics Arts, Gree, and Peak Games among others are some major players included in the research study of the global online gaming market.

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