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Online Gaming Market (Age Group - Child, and Adult; Type - Cloud, and Downloaded; Platform Type - Mobile and Tablets, PC and Laptop, and Console; Revenue Stream - Game, Sponsorship, In-game Purchase, Advertising, and Subscription): Global Industry Analysis, Trends, Size, Share and Forecasts to 2027

Online Gaming Market (Age Group - Child, and Adult; Type - Cloud, and Downloaded; Platform Type - Mobile and Tablets, PC and Laptop, and Console; Revenue Stream - Game, Sponsorship, In-game Purchase, Advertising, and Subscription): Global Industry Analysis, Trends, Size, Share and Forecasts to 2027

Report Code: ICT003042 Category: Electronics, ICT and Semiconductors Published: December, 2021

A recent report published by Infinium Global Research on the online gaming market provides in-depth analysis of segments and sub-segments in the global as well as the regional online gaming market. The study also highlights the impact of drivers, restraints, and macro indicators on the global and regional online gaming market over the short term as well as long term. The report is a comprehensive presentation of trends, forecast and dollar values of the global online gaming market. According to the report, the global online gaming market is projected to reach over 120 Billion by 2027 from USD 40 Billion in 2020, growing with a CAGR of 16.9% over the forecast period of 2021-2027.

 

Market Insight

Online Gaming has become a multi-billion dollar industry. Online games can be played on smartphones, laptops, PC and gaming consoles. The advent of cloud gaming and browser-based games has expanded the scope of the market. Smartphones are emerging as a first choice for playing online games such as FreeFire and PUBG. These games online require a stable internet connection and a smartphone to play. The need for a proper gaming system is being abolished due to the advent of smartphone-based games. These games can be played on the go. Another important characteristic of online games is that the gamers can connect with each other from any part of the world. Online gaming is emerging as a new mode of socializing after social media platforms. Even social media platforms such as Facebook are introducing simple and fun online games for their users. 

 

The advent of streaming platforms such as YouTube and Twitch prompted gamers to stream their online games on these platforms. Through these streaming platforms, gamers are able to reach gaming audiences in a more dynamic way. The streaming of online games on YouTube and Twitch has opened multiple revenue streams for gamers through their channel subscriptions, promotions, and game sponsorships. PUBG, FreeFire, and Call of Duty Mobile are the most played smartphone online games in the world. The publishers of these games organize world gaming championships and live to stream them on streaming platforms such as YouTube and Twitch. High-speed internet is the prerequisite for an uninterrupted online gaming experience. Thus, the rising penetration of High-speed internet is supporting the growth of the market. The huge costs of technology and games are the only factor restraining the growth of the market. The prices of gaming consoles are high and are not easily6 affordable to consumers. The growing number of market players offering cloud gaming services supplemented by AR and VR technologies is expected to provide.

 

North America is expected to be the largest region in the online gaming market. Given the existence of huge gaming community in North America, a large number of online games are played. North America is one of the pioneers of online gaming in the world. Furthermore, the growth in cloud gaming is expected to boost the growth of the market in the region. Asia-Pacific is expected to be the fastest-growing region in the market. PUBG one of the popular online mobile games originated from Asia-Pacific.

 

Online Gaming Market

Segment Covered

The report on global online gaming market covers segments such as age group, type, platform type, and revenue stream. On the basis of age group, the sub-markets include child, and adult. On the basis of type, the sub-markets include cloud, and downloaded. On the basis of platform type, the sub-markets include mobile and tablets, PC and laptop, and console. On the basis of revenue stream, the sub-markets include game, sponsorship, in-game purchase, advertising, and subscription.

 

Companies Profiled:

The report provides profiles of the companies in the market such as Sony Corporation, Nintendo Co., Ltd., Tencent Holdings, Inc., Microsoft Corporation, Electronic Arts Inc., Garena International, Activision Publishing, Inc., NVIDIA Corporation, Google, Inc., and Valve Corporation.

 

Report Highlights:

The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of online gaming market. Moreover, the study highlights current market trends and provides forecast from 2021-2027. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.


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